Doom Juan wrote:Get DOOM out of your heads: this is BOA
Nobody ask ur opinion
He's on the project team, last I recall.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Fri Oct 28, 2016 1:03 pm
by Tormentor667
Mav3rick wrote:What other mods do have "Flinching"?
Play any Medal of Honor or Call of Duty game
Mav3rick wrote:
Doom Juan wrote:Get DOOM out of your heads: this is BOA
Nobody ask ur opinion
So why do you think is your opinion more worth than any other person's? And as ww stated, Doom Juan is a team member.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Fri Oct 28, 2016 3:59 pm
by GENTEK
Wow! The new screenshots are gorgeous Torm! BOA is on the way to be... a classic! Great job guys!
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Fri Oct 28, 2016 5:36 pm
by Rachael
Wow ... guys ... it's a user option ... seriously, get over yourselves.
You should be grateful that they're sharing their development in public with you at all. In fact, you should be grateful they're even making a mod for you at all to play. Why are you trying to say what they can and cannot do? What I see here is such a shameful way for the community to present itself to people who are working hard and getting absolutely nothing in return for it except recognition.
They know some people don't like flinching. They put in a user option for it. They stated their reasons why they prefer to keep it. There should be no problem keeping it. You have your cake. They have their's. Why is this still even an issue?
Mav3rick wrote:Nobody ask ur opinion
Nobody asked your's, either, but you're free to give it still. If you can't handle other people having the same abilities as you expressing their opinions, the exit's that way. ------>
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Fri Oct 28, 2016 8:08 pm
by YukiHerz
In my comment I hadn't realized there was an user option for it, my bad, sorry.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Fri Oct 28, 2016 8:57 pm
by Mav3rick
wildweasel wrote:
He's on the project team, last I recall.
Yes i know from Moddb, it just the comment didnt bring anything to the table
Tormentor667 wrote:
Play any Medal of Honor or Call of Duty game
Long time no play them man, but if u know i'll take ur word
So why do you think is your opinion more worth than any other person's? And as ww stated, Doom Juan is a team member.
I didnt say mine is worth more than his as i state alread there was nothing usefull on his part
Eruanna wrote:
Nobody asked your's, either, but you're free to give it still. If you can't handle other people having the same abilities as you expressing their opinions, the exit's that way. ------>
Actually, yes is a project is WIP so they need opinions/suggestions/etc... and yes i can handle many things but is internet and sometimes things get all mixed and confused, too much emojis and it look childish and not serious and other too serious, sorry if it came in the wrong way and lesson learned
Now on real topic, there r items that to pick them up the player must get closer and even jump to the table to get, there is a way to make the player use the "use" command to grab objects that r far?
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Sat Oct 29, 2016 5:25 pm
by Graf Zahl
That's not how the Doom engine works.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Sat Oct 29, 2016 5:47 pm
by Gez
It's possible in a roundabout way, but if you do that then these items will only be uppickable (pickupable?) with use.
If you're interested, it involves having SwitchableDecoration actors with +USESPECIAL that give the actual inventory item and then disappear in their Active state.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Sun Oct 30, 2016 5:40 am
by Ozymandias81
Also I wonder how much compatible would be this thing in coop mode though.
On my side it would be only a loss of time intergrateing such kind of interactivity on a FPS project, maybe it is good on an RPG like one instead.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Sun Oct 30, 2016 11:00 am
by Tormentor667
Release trailer - get psyched!
Re: [WolfenDoom] Blade of Agony (release trailer p109)
Posted: Sun Oct 30, 2016 11:25 am
by Batandy
Glorious.
Re: [WolfenDoom] Blade of Agony (release trailer p109)
Posted: Sun Oct 30, 2016 12:51 pm
by Yholl
The pump shotgun reaaaally needs work, it's really obvious it was more or less just slapped in unchanged.
The muzzleflash doesn't stylistically match with the others, and the animation is very awkward and static in comparison to the other weapons shown.
Apart from that, looking good, I look foward to getting to play it.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Sun Oct 30, 2016 5:06 pm
by Rachael
Tormentor667 wrote:Release trailer - get psyched!
Nice!
Re: [WolfenDoom] Blade of Agony (release trailer p109)
Posted: Sun Oct 30, 2016 5:11 pm
by wildweasel
Yholl wrote:The pump shotgun reaaaally needs work, it's really obvious it was more or less just slapped in unchanged.
The muzzleflash doesn't stylistically match with the others, and the animation is very awkward and static in comparison to the other weapons shown.
Sometimes, I really wonder why I never got this feedback when the guns were part of ww-nazis.
Re: [WolfenDoom] Blade of Agony (new shots p103)
Posted: Mon Oct 31, 2016 1:46 am
by Kinsie
Eruanna wrote:You should be grateful that they're sharing their development in public with you at all. In fact, you should be grateful they're even making a mod for you at all to play. Why are you trying to say what they can and cannot do? What I see here is such a shameful way for the community to present itself to people who are working hard and getting absolutely nothing in return for it except recognition.
Mods are allowed to be critiqued and criticised just as much as any other game or form of media, regardless of price or origin. Attempting to dissuade that with "you should be happy they're making this at all!!!" just generates what I can only describe as Deviantart Culture. An example of this is the Elder Scrolls portions of Mod Nexus, where even mild, constructive feedback can result in a permanent ban. (I think they eventually outright removed the ability to give any rating except five stars?)
Thankfully, Torm and his team are pretty reasonable with regards to feedback that's either negative or disagrees with their vision. There are a lot of things I'd argue this mod needs, but a Defense Force isn't really one of them.