[Wolfenstein: Blade of Agony] v3.1 released (p204)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
-
- Posts: 17472
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: [WolfenDoom] Blade of Agony
PixelRatio is a GZDoom-only MAPINFO flag that lets you scale the entire view to whatever you want. Doom defaults to 1.2, that's why Doom's pixels are taller (I think you already know this)... for "realistic" settings, set it to 1.0 so you'll have perfectly square pixels.
I mention using PixelRatio because, if you make the players and the nazis taller to match the doors (which I imagine would be 128px tall), it would feel like everything is suddenly too tall and lanky. So you use PixelRatio 1.0 (or less) at the end to "squash" everything back to normal.
I mention using PixelRatio because, if you make the players and the nazis taller to match the doors (which I imagine would be 128px tall), it would feel like everything is suddenly too tall and lanky. So you use PixelRatio 1.0 (or less) at the end to "squash" everything back to normal.
-
- Posts: 2067
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
Re: [WolfenDoom] Blade of Agony
WOW, this pixelratio thing seems to be some "quincunx" scaling style, remembering me old Quake3 effects... IMOH I'll surely use this! - Am I able to include it inside "defaultmap"?Nash wrote:PixelRatio is a GZDoom-only MAPINFO flag that lets you scale the entire view to whatever you want. Doom defaults to 1.2, that's why Doom's pixels are taller (I think you already know this)... for "realistic" settings, set it to 1.0 so you'll have perfectly square pixels.
I mention using PixelRatio because, if you make the players and the nazis taller to match the doors (which I imagine would be 128px tall), it would feel like everything is suddenly too tall and lanky. So you use PixelRatio 1.0 (or less) at the end to "squash" everything back to normal.
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: [WolfenDoom] Blade of Agony
@Nash - Thanks for the explanation, but what does it actually affect? Textures? Mapsizes? Sprites? I don't get it yet...
-
-
- Posts: 17472
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: [WolfenDoom] Blade of Agony
It affects everything that's rendered to the 3D viewport. Try it; add PixelRatio = 1.0 to your MAPINFO (or make it as part of DefaultMap so that it will affect all maps). You will see that the entire world appears to be "shorter" (but have correct-looking pixel size of 1x1 instead of 1x1.2)...
-
- Posts: 1420
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
Re: [WolfenDoom] Blade of Agony
Nice i like how the first mission question? will you be adding allied solider friendlies in it?
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [WolfenDoom] Blade of Agony
All I ever wanted is for people to ask me first. =Pchelonian wrote:Why remove the tracer resources when they're such a integral part of the weaponry's function? Hell, even I've used them in a wad I never plan to release due to Weasel's (not wholly unjustified) reactions to people cannibalizing his stuff.
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: [WolfenDoom] Blade of Agony
oh scheisse, i never expected about this one. i really can't wait for this, tormentor! and btw, if you need some additional resources, just tell me. i got some stuff to show or you can request to me.
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: [WolfenDoom] Blade of Agony
@CaptainJ - Sure thing, thx for the offer, just share whatever you've got 

-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: [WolfenDoom] Blade of Agony
Just downloading, thanks man
Will take a closer look later.

-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: [WolfenDoom] Blade of Agony

Transition effect of the exterior intermission map area - the allied headquarter.
-
- Posts: 1350
- Joined: Mon Feb 09, 2015 9:00 am
- Location: in an undisclosed location that is the philippines
Re: [WolfenDoom] Blade of Agony
nice weather effects, tormentor!
-
-
- Posts: 17472
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: [WolfenDoom] Blade of Agony
Is the weather real-time? ;)
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: [WolfenDoom] Blade of Agony
Not realtime
but it changes everytime you visit the intermap

-
- Posts: 2067
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
Re: [WolfenDoom] Blade of Agony
I'm sure that this MOHAA+Wolf3d stuff will be thrilling....Tormentor667 wrote:Not realtimebut it changes everytime you visit the intermap
