Realm667 / WolfenDoom

"WolfenDoom - Blade of Agony" | Important: This is only meant for development and testing purposes. You are NOT ALLOWED to use material from this repository for your own projects. Important: This repository is for development and testing purposes, you are NOT ALLOWED to use the copyrighted material for your own projects without our permission!
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Chapter 3 feedback #188

Closed Username-N00b-is-not-available closed 3 years ago

Username-N00b-is-not-available commented 4 years ago

Please enclose the screenshots you post into spoilers, so the issue does not become a monstrosity like #178.

The resolved issues have moved to 3rd post here!

General

The work with fonts is underway, and there is a separate issue, need not to have this checkbox anymore --N00b

C3INTRO

C3 INTERMAP

C3M1_A

C3M1_B

C3M0_A

C3M2

I'm not sure how much of a problem this actually is... I haven't done a full playthrough, just checked specific spots that I thought could be problematic. But the enemies spawned by the never-ending spawners don't count against the total kill count, and the rest are relatively standard in their placement. - AFA (14 Jan 21)

There is no such problem anymore. --N00b

The only time I've seen this is when there was one enemy tucked away somewhere that I had missed... Though the count script should probably be stopped if you do continue playing without killing them all. - AFA (14 Jan 21)

Screenshot ![Screenshot_Doom_20200131_135827](https://user-images.githubusercontent.com/59409713/73535079-ce193200-4433-11ea-852d-ed8081b7d550.png)

Likely irreproducible. --N00b

C3M3_A

More to come after next playthroughs!

C3M3_B

C3M0_B

@Tormentor667 You said that you have fixed this problem (the player cannot return to INTERMAP, they have to reload a savegame), and also the ability to escape the vault before its door closes, but here are two videos from today's build in which they can be seen again: c3m0_b.zip. For the polyobject, I suggest using a PolyobjOR... special. --N00b, 7 Jan 2021

C3M4

???

C3M5_A

C3M5_B

C3M5_C

C3M6_A

C3M6_B

Tormentor667 commented 4 years ago

Awesome work on the feedback. Currently I am focusing on writing the dialogues between C3M2 and C3M3 so maybe Virg can concentrate on the maps.

By the way, do you want to join the team and help fixing issues directly? That would make things easier in a lot of cases :)

Username-N00b-is-not-available commented 4 years ago

Resolved issues' archive

Resolved issues **General:** - [x] Why does the medic's field kit heal for 22HP exactly? > An issue with NaziMediPow duration since tics aren't exactly seconds. --Ozy81 - [x] Manned machinegun turret appears to have +NOBLOOD. - [x] Blood pools get drawn over the sprites, again. > Again as I said in past posts, the effect is an engine limit over 3d models or flat sprites. --Ozy81
Screenshot ![Screenshot_Doom_20200324_145352](https://user-images.githubusercontent.com/59409713/77437270-8391b180-6df5-11ea-83d3-b1bcf1618193.png)
- [x] The Flamethrower looks like the only weapon which gets to the player's hands only half-loaded. - [x] Multiple paper sheets are a good solution for the letter text lengths' problem; is the length counted dynamically? What about adding a hint to the player that they should use arrow keys to flip the sheets? > Yes, everything is set up dynamically, based on the size of the font and the background image sizes and offsets that are coded in (look in TEST_LDR for a bunch of different styles all using the same long text). Right now a '>' character is printed at the bottom to indicate that there are other pages (and a '<' if you're not on the first page). - AFA > OK, this is nice. I know about the '<' and '>', I mean also adding a text which will be shown in the bottom of the screen. I have just added it to PAPERTEXTHOLD in language.csv. --N00b - [x] Flamethrower projectiles ripping through enemy soldiers put them in their pain states... with blood in air drawn on their sprites. > The painspam sprite is spawned when an enemy gets hit by something to make it more obvious for players. Where did you get that "in air drawn" thing, what do you mean exactly? It is intended that once a human-like actor gets hit by something, it bleed with a pain sprite spawned directly from its pain state, adding a separate pain.fire state wouldn't be useful since the effect should be the same. --Ozy81 > I am talikng about this: --N00b > That's hardcoded and behavior is tested under UDMF maps, not vanilla Doom format ones. --Ozy81 > The map format would make no difference, since the Doom format maps are just fed to xlat and converted to GZDoom's internal representation. I know this is hardcoded into the engine, but +BLOODLESSIMPACT may be of use in here. Oh, sorry, now I see the flag is already checked. So be it, then. --N00b
Screenshot ![Screenshot_Doom_20200324_203019](https://user-images.githubusercontent.com/59409713/77458965-07f12e00-6e10-11ea-8e4e-f08b38f01c5c.png)
- [x] Sleeping soldiers shout out their active sound before they wake up.
Screenshot ![Screenshot_Doom_20200216_122109](https://user-images.githubusercontent.com/59409713/74602832-08363500-50be-11ea-8caf-fb67e65c966e.png)
> Should be fixed - AFA - [x] Improvement: make the Stahlhelm unable to be picked up when the armor is >= 100. It is 200 now, IIRC. - [x] On some models, parts of the textures just show up as mirrored: > Many how? Also these models should come from RTCW and many of them have been fixed by me already... Where's the mirror there exactly? We can live with this anyway, this is the old school lowpoly method. --Ozy81
Screenshot ![TEST_ACT at 2020 03 24 18-11-22 071 R3373](https://user-images.githubusercontent.com/11136108/77456356-6829a500-6dfb-11ea-9b7f-1dc06b572a06.jpg) ![TEST_ACT at 2020 03 24 18-11-15 973 R3373](https://user-images.githubusercontent.com/11136108/77456416-7d9ecf00-6dfb-11ea-9b24-65b8b4846bc5.jpg)
> What about the swastika? :-D Though 'many' was a bit exaggerated, I have to admit. --N00b > Maybe this one was painted in a similar convention to what the USA (and I think other European-influenced militaries) uses on planes and military vehicles... The flag is depicted facing the direction that a real flag mounted on the train would be facing when the train is in motion (so trailing backward when viewed from the train's right). - AFA > Good to know, this explains much. --N00b
Screenshot ![Screenshot_Doom_20200216_125851](https://user-images.githubusercontent.com/59409713/74602926-cfe32680-50be-11ea-91d0-bdaa87431f75.png)
- [x] Maybe make the automap background a bit less bright (grey or tan paper), it is now quite difficult to watch? > Is it still too bright for you? The lines should be dark enough to still contrast, and the overlay darkens it quite a bit... - AFA > No, it isn't. Now it looks better, thank you. --N00b - [x] Mark companions on the compass, it will be helpful to players so they do not have to guess every time where did the pathfinding make their comrades go. > Added recently - AFA - [x] MP 40 zombie officers shoot the gun in a fan pattern, and every bullet has zero vertical velocity... except the last one in the salvo which is always targeted exactly at the player. - [x] I would suggest lowering the number of some items the player can carry, especially field kits (15 -> 5) and Panzerschreck rockets (10 -> 3 or 4 + 1 in the weapon). Also, the missile crates for Klein Nebelwerfer should have less ammo in them (but also be more numerous in the levels). Is Tesla Armor's zero protection against self-inflicted damage (tested on mines) a feature? - [x] On some textures the displacement effect looks quite glitchy. > @Tormentor667 should fix that ones then (DOOR_F00 related textures) --Ozy81
Screenshot ![Screenshot_Doom_20200324_145544](https://user-images.githubusercontent.com/59409713/77437305-8c828300-6df5-11ea-864c-9a83ee330ca3.png)
- [x] Strange behaviour of medics, they do not try to escape from the player as specified in their code, but rather move around them:
Screenshot [c3m2_1.zip](https://github.com/Realm667/WolfenDoom/files/4373817/c3m2_1.zip)
- [x] It may be a good idea to mark the player's Sherman on the compass (when they are not inside, of course). - [x] Suggestion: lower the Sherman's main gun firing speed (significantly: the player can shoot once per a second or two, I am talking about 4–5 seconds, which is still unrealistic but at least more plausible) to disallow the HE shell spam against individual targets, but make the player control the dual-mounted machinegun instead of the front machine gun which is very inconvenient to use (BTW, what's the correct term for it?) > Already made the change so that the turret-mounted machine gun is controlled instead of the mostly useless front-mounted one. - AFA > Yes, but what about the firing speed, should it be changed or is it better to leave it as is? --N00b > 2ffeb63fcdb5a7310e9a99fca1d70dc4dccd86b9 --N00b - [x] Apparently the sniper blank frames problem has not been fixed: [sniper.zip](https://github.com/Realm667/WolfenDoom/files/4455062/sniper.zip) - [x] Maybe add the player's species to Soviet bullets, too? - [x] Panzerschreck soldiers fire too slowly and deal little damage to the tank (2–3%), not much more than a landmine. > They are already an high threat and that's why they shoot slowly, to mimick also the look and aim action. Nerfed some values and now they does more damage to Tanks (rocket2 exclusive damagetype) --Ozy81 - [x] Suggestion: make spies +PUSHABLE (in M3 the SS one just stands there and blocks me from eating delicious prisoner food :-) ). They also crouch sometimes, should they? Also non-friendly soldiers who see the player during stealth missions crouch sometimes. - [x] idfa armor seems to have a very small savepercent, less than 10%. > This is most notable with the player's own attacks. --N00b > Looks like it happens only with cheats, so I think it is fine to stay as is, since we should change internally something related to BasicArmor (that it looks like it should have a 33% basis of savepercent, weird). Anyway related only to cheats, so not a problem. --Ozy81 - [x] Some of the APCs have more health then Tiger (and even need to take 2 Panzerschreck rockets instead of one)! The health of vehicles needs to be finally balanced. - [x] NaziGeist uses the attack frames of a regular ghost (without a Stahlhelm). > Probably you didn't notice that it spawn Geists, it is a sort of Pain Elemental derived creature... Added CreepyRaise effect as reference for its attacks, should be visually better now. --Ozy81 - [x] Export the following to language.csv: [Press Space or Joy4 to skip] in line 1489, intermap script C3M0_A "Bonus ..." messages - [x] Repair kit 'healing' potential is wasted if you get off the tank while it is still acting. Neither of making the effect instantaneous or lasting after the player has left would make sense, but this will at least be less frustrating to the player. - [x] Some cutscenes cannot be skipped during the intermediate scenes. - [x] Some cutscenes cannot be skipped at all, for example ones with red paths drawn over maps (this is more for the first two chapters though...) - [x] Some enemies, especially scientists, get stuck on objects like tables and windows after rolling. - [x] The tank target intercept system is sadly inadequate for the game, as the time between calculating the offsets and shooting a missile is too large. It may be better just to switch the system off. :x: 'give everything' also saves the game. > It is a cheat so it is not so important for the mod in the end, we can live with it. --Ozy81 - [x] Another suggestion on the player followers (Douglas, Ryan, Ascher, ...): make their shots do zero (or a very small amount) damage to bosses. In current circumstances you can, for example, get Ascher stuck in a doorframe and let him deal with the boss. His infinite HP basically allows the player to trivialize some of the fights. > I nerfed player follower damage amounts against bosses as of b05c81b22c0397858ea973047e3a4d3e5b46ea8b. Their damage amount decreases as skill level increases. You can still let them do all of the work, but it'll take longer. - AFA - [x] Hand grenades have strange physics while underwater and just disappear instead of exploding. > Yesterday [did an attempt](https://github.com/Realm667/WolfenDoom/commit/fce3e3ff6ce3049b5f6d59c7593038188c404024) myself to fix their behavior, but something's wrong and if they hit the floor when rotating while underwater, they still disappear... Any clues @AFADoomer ? At least now they behave in a better way, there are high chances that they do not disappear when they hit an actor. If I aim straight down the floor, they disappear instantly instead of bouncing. --Ozy81 - [x] Grenades block soldiers they hit from moving. > And they also disappear if we aim towards the floor underwater... I still don't know how to fix these, any clues @AFADoomer ? --Ozy81 - [x] You cannot pick up the lantern if your current oil supply is full. > Noticed that as well, applying ALWAYSPICKUP breaks the usability of the item though, tried also to apply similar check from Minesweeper Power but doesn't work... Maybe @Talon1024 or @AFADoomer knows how to fix this too? --Ozy81 >Fixed recently by AFADoomer https://github.com/Realm667/WolfenDoom/commit/6fc85d43e5c9472db642b89deb46dc75cc85bc96 --N00b - [x] There are Allied NPCs on some maps who can be instantly killed using the stealth knife (yes, there are still a lot of them) and ones who have finite health and can be damaged. List of maps: C1M0 (Allied soldiers, beginning & ending), C2M2 (ending), C2M3 (soldiers, beginning), C2M4 (same), C2M5_B (Douglas), C2M6_C (Douglas when he warns the player of the traitor, Mikkel), C3M1_B (Ascher area), C3M2 (Ascher and Allied soldiers), C3M3_A (same), C3M4 (Ascher, Soviet soldiers), C3M0_A (AFADoomer), C3M0_B (the first Soviet soldier). - [x] Leg kick, as far as I remember, in RTCW it was a way faster. Especially in this genre of game, it should be much faster otherwise it loses it's gameplay design point to have such a feature there. _[assigned to @AFADoomer ]_ - [x] Killing a crouching soldier (exactly in that state, i. e. with a high-damage weapon like a shotgun, rifles won't trigger the bug because of the special death sequence) makes him disappear. - [x] Caught one more occurence of an alive soldier with negative health: [ghost.zip](https://github.com/Realm667/WolfenDoom/files/5664717/ghost.zip) > Maybe fixed... In 97c5e5e30006bad4ac2f32ec51547ac6e235aeda. - AFA > We can only hope, this is not easily to reproduce. Thank you! --N00b - [x] Tanks can swim. It can be seen on TEST_LDR: just drive one of them into the near 'bathtub', then try to move forward while aiming the cannon upwards. Not a problem for the existing maps. > As long as it is working in existing maps, I wouldn't consider this to be high priority --T667 > Done this. --N00b - [x] If you move the mouse for more than a full turn while in a tank, the turret will not move the shortest way to the crosshair, instead it will also make a corresponding number of full turns passing through the wanted angle before it stops. The angle difference should be clamped. - [x] Panzerschreck soldiers are still useless against tanks (see the area on TEST_LDR): they act too slow + their missiles deal too little (impact) damage to the tank. > I'd suggest a damagefactor thats significantly higher if Panzerschreck soldiers shoot your tank --T667 > There already is one, we only need to decide the exact numerical value. As an initial measure I increased it to 10.0. --N00b - [x] Even NPCs who cannot be damaged can still be thrust into air by explosions. > Which NPCs? - AFA (16 Dec 20) - [x] Non-Sherman tanks are able to sprint. The source of problem is boalib.acs line 63 ```if (!CheckInventory("Sherman")) // Only do these if you're not driving a tank```, please replace it with ```if (ScriptCall("Actor", "FindInventory", "TankMorph", True)) // Only do these if you're not driving a tank``` (I fear I won't compile the ACS properly). - [x] The Panzerschreck needs to deal much less damage to bosses of all kind in any situation. Otherwise killing Mengele in C3M1_B for example is by far too easy. _[assigned to @Ozymandias81 and @Talon1024]_ - [x] The screen does not fade from black to normal upon finishing some of the cutscenes (e. g. before C2M0_A). _[assigned to @Ozymandias81 @Talon1024]_ - [x] The tank machinegun's autoaim is broken (this could be my fault, not sure why exactly it happened though :-D ) It is more apparent on the Sherman than on the Pz. IV. _[assigned to @Username-N00b-is-not-available and @AFADoomer]_ - [x] In the later parts of the game my inventory essentially became "a women's purse" with a lot of useful items, but no way to quickly find the exact one that you need at the current moment. For example, after killing Hitler I had 17 types of usable items in the inventory, and there is no way to order them properly in a way that would be convenient for the specific player, you have to scroll through the entire list to find one. I have two ideas, any of them would involve a lot of work, but here they are: we either can make a inventory screen which could be controlled by mouse, or just arrange the items which are currently present in a 2D grid and add two buttons which control the vertical movement through the list. I do not consider adding separate keys for each inventory type, since there is simply not enough keys. Maybe something more simple could work here, I would like to hear your opinions and suggestions, if you have any _[assigned to @AFADoomer, @Talon1024 and @Ozymandias81]_ > I've separated the non-usable items into a different icon list as of d7ee885f35d05cfa9ccb1edf8d786bcf9928950d. This reduces the max number of usable items in the inventory bar (after using 'give all') to 13, with the other 27 icons draw in the upper right of the screen. - AFA (31 Dec 20) > Yeah, this is way better. Thank you, @AFADoomer! Though for some reason 'give everything' does not give full oil supply (it only gives 1000 of 12000). --N00b - [x] To be frank, the Commander Keen levels were really boring and tiresome for me. The complicated portal structures and lack of proper automap indication of doors for the keys of each colour made me use the editor multiple times to make some progress there, except on the first level which I have already played through multiple times (it also suffers from switchhunting). It is not always clear what some of the switches do. Also, the 12 inchworms in the third level do not activate the exit sequence, and there are no Cyrillic-specific letters in the floating princess' font. _[assigned the inchworm issue to @AFADoomer]_ > Fixed the automap issue by adding colored indicators for each door, that makes the hunt a bit easier. Everything else will stay as is, because that's exactly the spirit of Commander Keen. Changing that would not be right --T667 > @Tormentor667 That's nice, but what about the portals, will you try to indicate their linkage on the automap somehow? --N00b > @Username-N00b-is-not-available I can add something, but I need some actors to do so, maybe some "link icons" with numbers 1,2,3,4.. (depending how many we need), that I can place on the map then. Do you think you can prepare something for me that I can put in the map? > The inchworms work fine for me... Granted, it's not at all an intuitive way to end the map. There's a reason that this was used to get to a secret map in CK, not just to end a normal level. - AFA (9 Jan 21) > For some reason, now the gimmick works for me too, closing. --N00b, 10 Jan 2021 - [x] @AFADoomer Could you please make the treasure counter on the automap on by default? > It is [already enabled by default](https://github.com/Realm667/WolfenDoom/blob/6c53d7182dd67bc4675a600213513e8edcf745e4/defcvars.txt#L2) for a new game with the IWAD. - AFA (30 Dec 20) - [x] @AFADoomer The smoke monster boss has its healthbar shown incorrectly on skill 0: https://youtu.be/UXj-FksElss?t=550 > It is drawn precisely correctly. The main, shootable part of the smoke monster is only 56 units tall, with the default radius of 20 units. The MonsterHole/smoke actors aren't shootable, so the health bar doesn't draw when you're not aiming directly at the actual monster. EDIT: I just changed this so that the smoke trails also draw the health bar, and shooting then also damages the monster(s). - AFA (30 Dec 20) >> I think I somehow overwrote a comment by N00b here... Either way, I think that this is resolved now as a result of the changes mentioned above. - AFA (31 Dec 20) > @AFADoomer Sorry for my vague explanation, but what I wanted to say is that on skill 0 the boss healthbar stays green even after a lot of hits landed upon it. The problem still occurs on skill 0, and by the way while testing https://github.com/Realm667/WolfenDoom/commit/944e63358b1348ac4f3f9c06401c18a47bee45b3 I have noticed (I was testing with noclip cheat) that on C1M6 near the final room a GZDoom debug message ```P_NewChaseDir: called with no target``` starts being spammed into the console (even before than the boss is spawned, could be something with the grey scorpions). --N00b, 1 Jan 2021 - [x] @AFADoomer Enemy soldiers try to shout an active sound every tic (old bug which never got fixed): https://youtu.be/zMulvlANoQ0?t=430 > Fixed in c1933126b5efe12a54d089cf5eb1ed5048695fb6. - AFA (30 Dec 20) - [x] @AFADoomer In Commander Keen levels the player is able to travel across the black lower instant-death sector while being on a Bounder, @Tormentor667 says it is not intended. https://youtu.be/snYSKYKHJ6U?t=520 > Fixed in 183230810a20f9e849c876891e431bad5d3c3ae9. Keen enemies that land on an insta-kill floor now die and are removed (so you would fall off of your Bounder and die). - AFA (30 Dec 20) - [x] @DoomJedi There is a SKLKC0.png placeholder key sprite which I have made, could you please improve or just redo it completely? - [x] @Talon1024 @AFADoomer While going from INTERMAP to C3M0_B the player retains their inventory, obviously this is undesirable. We can try to store the inventory on the INTERMAP like the morphing powerups do in their InitEffect(): https://github.com/coelckers/gzdoom/blob/9fbfee3b2d971349bd2557d3d8e8f114d0281929/wadsrc/static/zscript/actors/inventory/powerups.zs#L1902 > Added handling for this to the RyanToken powerup in 270071fa52a136f41dcb624c4b197a224c1ec254. - AFA (30 Dec 20) - [x] @AFADoomer There have been some strange problems with stealth in C3M5_C, seen on https://www.youtube.com/watch?v=vBlBvjw5hhY&t=3m15s and https://www.youtube.com/watch?v=vBlBvjw5hhY&t=5m15s. It could be because of +DORMANT flag on that actors, but @Tormentor667 told me to report you that anyway. > If they were flagged as DORMANT, then that was almost certainly the problem. I can't re-create this. - AFA (31 Dec 20) - [x] @AFADoomer Sometimes (I remember this being true on many maps) the boss nametag is shown to a player who is separated from the boss by a blocking (two-sided) linedef: https://www.youtube.com/watch?v=mI8ANiTOhMU&t=7m10s > Fixed in 85b1612378dea2370fb4abdbe313d2a55f71d83c. - AFA (31 Dec 20) **C3INTRO:** - [x] The area where the zombie officer is walking on a patrol could use a secret (I mean a reference of some type; it might be appropriate for a map which depicts a dream); for example, it could be placed in this building:
Screenshot ![Screenshot_Doom_20200317_161125](https://user-images.githubusercontent.com/59409713/76859241-f89b3f00-6869-11ea-818b-e7b3b876502a.png)
> Hitler, Ascher and Miller seem to be an interesting combination, but I am still waiting for a secret :-) --N00b > I think we are done with C3INTRO, unless @Tormentor667 has a plan to add something more to it. --Ozy81 - [x] When the player is dropping into the pyramid, they can hear the sound of hitting the fake floor; at that moment, the vertical velocity also decreases to zero (this is NOT fixed). **C3 INTERMAP:** - [x] Suggestions on Miller and dialogues: the briefing room door should close after the briefing starts and then open again. Now it is possible to activate the script sequence and run to the truck and just run and jump around while constantly pressing the spacebar to skip the dialogue. It would also be awesome to implement increase of screen typing speed if Space is being pressed on. > The doorway is now properly blocked, but the player can get into its path and prevent it from closing. This looks quite silly. I can not think of a good solution, but crutches like 'add linedefs that prevent the player from blocking the door, use PolyWait and unblock them' are possible. --N00b - [x] On the briefing screen, the 'G' and 'r' in 'Geheimnistraeger' are covered by curtains, maybe the font size should be lowered. - [x] The secret counter is not zero (and the player cannot retrieve the key from its C1 position). > There's another key in one of the bedrooms. - AFA > There is (and in C2 INTERMAP there is one on the stage, IIRC), but it is not marked as secret. The secret is the sector with the key for C1 chest, and in C3 it is unreachable. --N00b - [x] Well, at least this person should try to 'hit' the urinal, not the ground: > That's all about a joke of the man being old and not being able to... mmh well you know use it as every young men :smile: , so it will stay as is --Ozy81 > I mean, could he just move a bit closer to the urinal? :-) --N00b
Screenshot ![Screenshot_Doom_20200403_203624](https://user-images.githubusercontent.com/59409713/78421505-eb02f900-7660-11ea-87df-e31d23659df3.png)
> Well, he still keeps pissing on the ground (see new screenshot), so maybe add a yellow floor decal here? We can just recolor the blood pool... just kidding. I know that simply pushing the actor into the wall will give sprite clipping problems, but maybe there is a way. Also, is there a possibility to make him not turn to the player while in conversation? :-) And his hair looks a bit too square (in-game on A1 rotation, but more noticeable in the dialogue mugshot), maybe just cut a pixel or two on both sides. --N00b > I think we are getting too much nitpicky here N00b, I'll fix the turn thing but everything else works already as is. --Ozy81
Screenshot ![Screenshot_Doom_20200408_230508](https://user-images.githubusercontent.com/59409713/78828450-69f38b00-79ed-11ea-978e-9c3e3a63d0ed.png)
- [x] This can be seen in the briefing room (a translucent barrier): > Indeed but it just fades out after a while and gives to it a nice effect imho --Ozy81
Old screenshots ![Screenshot_Doom_20200403_203808](https://user-images.githubusercontent.com/59409713/78421509-ee968000-7660-11ea-8134-9f13a96939a1.png) > I like the effect, but I am talking about problems with its implementation. By blocking the door the player can produce what is on the first screenshot, and the second shows that the door unlocks too early, even before the 'overlay' fades out: --N00b ![Screenshot_Doom_20200408_225747](https://user-images.githubusercontent.com/59409713/78827891-88a55200-79ec-11ea-9496-560d16f3a1cc.png) ![Screenshot_Doom_20200408_230025](https://user-images.githubusercontent.com/59409713/78828061-c904d000-79ec-11ea-811c-b40200be01ce.png)
> This was recently marked as fixed, but you can still get this effect on latest devbuild and latest commit (e3484c22fb35d7b808a9f464ce97dc4fdea0375b) --N00b, 18 Apr 2020
Screenshot (new) ![Screenshot_Doom_20200418_132134](https://user-images.githubusercontent.com/59409713/79635118-ad7d9000-8177-11ea-92ab-2338cbc39dc0.png)
- [x] The player should probably be disallowed to carry any items to C3M1 (and therefore buy them before the map). Laz Rojas should explain that to them once more. It is possible now to go to C3M1 in a flak vest and with a handgun, not sure if this fits the story well. - [x] Motion blur is not disabled in cutscenes: [motionblur.zip](https://github.com/Realm667/WolfenDoom/files/5621018/motionblur.zip) (applies to every map, not INTERMAP-only) **C3M1_A:** - [x] As I've said previously, every instance of this type of lift in maps needs treatment.
Screenshot ![Screenshot_Doom_20200318_105737](https://user-images.githubusercontent.com/59409713/76945713-f8577e00-6913-11ea-9a69-c1e3cc510592.png)
> PR #189 merged --N00b - [x] I think that lift buttons such as this need to act idempotently, just like in modern buildings: if the lift is on some floor and it is called to this floor, it should not do anything at all (as there is no need to open lift doors in BoA's case). It is annoying to wait 15 seconds for the lift to raise, then lower, and then again raise with the player instead of 5.
Screenshot ![Screenshot_Doom_20200318_105643](https://user-images.githubusercontent.com/59409713/76945940-54ba9d80-6914-11ea-8165-871385036dc1.png)
> PR #189 merged --N00b - [x] This window does not block the player, and they can be seen through by the two MP40 SS troopers in the yard.
Screenshot ![Screenshot_Doom_20200318_111427](https://user-images.githubusercontent.com/59409713/76945742-04dbd680-6914-11ea-86b8-1d422b6652f3.png)
- [x] Incorrect texture:
Screenshot ![Screenshot_Doom_20200318_113522](https://user-images.githubusercontent.com/59409713/76945772-0f966b80-6914-11ea-8702-6f42a81a45ad.png)
- [x] It looks like there are 12 MP40's here in the same spot. Maybe place a box of ammo somewhere nearby instead?
Screenshot ![Screenshot_Doom_20200323_220003](https://user-images.githubusercontent.com/59409713/77355444-7de48f00-6d55-11ea-8fb7-20b73c8f1d89.png)
- [x] A small lighting problem:
Screenshot ![Screenshot_Doom_20200323_215632](https://user-images.githubusercontent.com/59409713/77355471-8ccb4180-6d55-11ea-843f-306bb3e88b37.png)
- [x] P_StartScript: Unknown script "ColorGrading" when going into the first part of the Zyklon C facility at (-23623, 430, -100). And also on (-3227, 3057, 193), and near the third Mengele fight. - [x] Soldiers who roll left or right seem to have some damagefactor or even an invulnerability when they are doing so. I think this is annoying and non-realistic, especially with cannon fodder enemies like mechanics and scientists. > This was rejected, but there is another problem: enemies roll too much, and often just upon seeing the player. --N00b > Enemies have a chance to roll if they are directly under the player's crosshair... They are dodging because you are pointing your gun at them. They do not roll at any other time. - AFA > Well, then I guess I am pointing my weapons at them too much :-) So, potentially a scientist can have a 30-tic period of 50% protection every 4 seconds, and for 6 times..? --N00b > Yes. Everything's set up to allow custom max dodge amounts (Base.DodgeAmount property), but the Nazi class sets it to 6 right now. The current setup is far better than when enemies were completely invulnerable while rolling, *and* the scientists' FRIGHTENED flag wasn't being taken into account (so they never ran away, and were basically just reskinned guards). - AFA - [x] This MP40 guard who should be sniped from the tower can be killed with a shovel. He will shout and try to raise an alarm when he sees the player, but it will not actually be raised.
Screenshot ![Screenshot_Doom_20200317_182912](https://user-images.githubusercontent.com/59409713/76945884-38b6fc00-6914-11ea-94d8-d18469d9e073.png)
- [x] There is a script which removes all the alarm panels in the building after the radios are destroyed. I think the script would leave a better impression if they are just 'turned off' (or at least 'broken'). > 'wontfix'? --N00b
Screenshots ![Screenshot_Doom_20200317_183316](https://user-images.githubusercontent.com/59409713/76945909-44a2be00-6914-11ea-99c6-7212d7be3bc4.png) ![Screenshot_Doom_20200317_183326](https://user-images.githubusercontent.com/59409713/76945917-48cedb80-6914-11ea-9611-f433d89f18f1.png)
- [x] A skybox problem (the effect only appears if the player is looking in a specific direction):
Screenshots ![Screenshot_Doom_20200323_215850](https://user-images.githubusercontent.com/59409713/77355494-95bc1300-6d55-11ea-9dd7-05fa4ec6a8e3.png) ![Screenshot_Doom_20200323_215855](https://user-images.githubusercontent.com/59409713/77355427-76bd8100-6d55-11ea-98bd-36a4022ede94.png)
- [x] These poly doors have tall hitboxes, and if I throw a grenade above them, it bounces off air and right under myself.
Screenshot ![Screenshot_Doom_20200318_110018](https://user-images.githubusercontent.com/59409713/76945724-fdb4c880-6913-11ea-89c2-2bb122f9d1d9.png)
- [x] These snipers are seen and can be shot, but are dormant, and therefore cannot be killed until their activation. They should probably be replaced with ones I made for C3M3_A.
Screenshot ![Screenshot_Doom_20200318_112331](https://user-images.githubusercontent.com/59409713/76945749-073e3080-6914-11ea-9ffb-68323d8f83f6.png)
- [x] There is absolutely no reason to waste ammo on Mengele in the first battle aside from getting 100% kills (which is difficult because of SS troopers vanishing after the explosion): you can just kill the MP40 guards and dogs, run for Panzerschreck and exit. > Now gates won't open until you'll kill Mengele. --Ozy81 - [x] The same could now be said about the Tiger at the end of C3M1_A. Just run past it, and you have one more free rocket to spend on two Mengele fights. Also:
Screenshot ![Screenshot_Doom_20200323_224524](https://user-images.githubusercontent.com/59409713/77356772-02381180-6d58-11ea-977f-2a93ab9b0686.png)
- [x] Shadow applied to incorrect surface: > This is related to nashshadows which afaik it has been improved, and in future when GZDoom will be released with the feature engine embedded should work better. But in any case these kind of issues are very rare so I mark it solved (didn't happen to me, only rarely over 3d floors) --Ozy81
Screenshot ![Screenshot_Doom_20200323_215456](https://user-images.githubusercontent.com/59409713/77355448-81781600-6d55-11ea-903b-b5efa73b37f5.png)
- [x] Improper disguise token handling on the map (I did not use cheats). My route: got the red key, killed the sniper and the MP 40 guard near the back entrance, secured the main building, placed an explosive charge, ran to the tank bridge, **returned to kill Mengele**, then again ran to the bridge and proceeded to the next part of the map. > The redkey door where we must snipe the guard had two lines setting on/off disguise, it has been fixed long time ago by me. --Ozy81
Screenshot ![Screenshot_Doom_20200403_212441](https://user-images.githubusercontent.com/59409713/78421520-0110b980-7661-11ea-86cd-17b336811f88.png)
- [x] Connected with the previous one: strange behaviour of tanks, see [tiger.zip](https://github.com/Realm667/WolfenDoom/files/4430930/tiger.zip) Also note how the snipers do not pay attention to the player at all. - [x] Player's bullets pass through prisoners... but they can still be killed by melee weapons, flames, rockets and grenades (and possibly with another means, like Tesla cannon, did not check). > Set dialogues related prisoners and standing ones invulnerable on map via scripts (tag 415) --Ozy81
Screenshot ![Screenshot_Doom_20200403_213742](https://user-images.githubusercontent.com/59409713/78421524-07069a80-7661-11ea-8a31-1c84ba9d614a.png)
- [x] I also managed to get this problem again when replaying the map in an aggressive manner with cheats (idfa and iddqd only):
Screenshots ![Screenshot_Doom_20200324_1025xx](https://user-images.githubusercontent.com/59409713/77401122-67721e00-6dbd-11ea-9700-da5e0f8eba37.png) ![Screenshot_Doom_20200324_102453](https://user-images.githubusercontent.com/59409713/77401145-722cb300-6dbd-11ea-9dd5-0f03e50ad353.png)
- [x] Mengele fights depend on the RNG too much. While you can dodge and run away from his Zyklon grenades with relative ease, if he starts shooting a barrage of homing green balls, you are basically screwed. > The battle there is a bit tricky indeed, but added a couple of more ammo and health (mainly for skills 0-2) so to have a better fight pace, but I guess the only thing that could be done is adding a pillar in the middle of the arch... What do you think @Tormentor667 , is it okay? --Ozy81
Screenshot ![Screenshot_Doom_20200318_114702](https://user-images.githubusercontent.com/59409713/76945793-1624e300-6914-11ea-8318-ac7a4f606c52.png)
- [x] Again, interactive portals are evil: they mess with sounds and monsters' LOS, and the players are able to cheese fights by moving through their boundaries. Closer to the release the maps should be cleansed of them.
Screenshot ![Screenshot_Doom_20200317_183112](https://user-images.githubusercontent.com/59409713/76945895-3c4a8300-6914-11ea-9c98-7878fdb9d3f9.png)
- [x] Completing C3M1 after having died (see one of the previous checkboxes) takes the player to the INTERMAP in its state... before C1M1, of course. This is because when the player 'starts a new game', the INTERMAP information is not preserved. > I doubt this is possible to implement, at least idk how it could be done. --Ozy81 - [x] The problems with portals can even be seen outside the main building: > The thing about fog is a limit engine related, but I should dig this to see if I am missing something... Will do once C3M1 is fully fixed --Ozy81
Screenshots (comparison) ![Screenshot_Doom_20200403_204442](https://user-images.githubusercontent.com/59409713/78421511-f2c29d80-7660-11ea-8998-d8cdcb951817.png) ![Screenshot_Doom_20200403_204445](https://user-images.githubusercontent.com/59409713/78421515-f81fe800-7660-11ea-8678-de27e0fa64c5.png)
**C3M1_B:** - [x] Some areas of C3M1 were copied to C3M1_B for visual coherence, but the enemies, items and secrets were not removed in C3M1_B, making another obstacle for 100% completion. - [x] Flat rotation:
Screenshot ![Screenshot_Doom_20200323_225520](https://user-images.githubusercontent.com/59409713/77357534-63141980-6d59-11ea-9e33-5ce4d4c66bdf.png)
- [x] If you accidentally drop into the ventilation near (-4328, 929, 465) before getting the key, your only hope to finish the level is to GrenadeJump™ back over the ventilation (as there is apparently no way to deactivate the electrical barrier for the second time). - [x] Textures:
Screenshot ![Screenshot_Doom_20200323_230158](https://user-images.githubusercontent.com/59409713/77358126-57752280-6d5a-11ea-8be9-fc01b4893d33.png)
- [x] Some yellow line:
Screenshot ![Screenshot_Doom_20200323_231821](https://user-images.githubusercontent.com/59409713/77359420-999f6380-6d5c-11ea-86ab-2fb3f0f0f39e.png)
- [x] Clipping through a generator (and on (-5463, 2464, -292), too; there is a trolley clipping with a linedef, BTW):
Screenshot ![Screenshot_Doom_20200323_230845](https://user-images.githubusercontent.com/59409713/77358647-44af1d80-6d5b-11ea-8c44-3c9ccd2d71cb.png)
- [x] This polyobject can be opened by shooting it:
Screenshot ![Screenshot_Doom_20200418_133034](https://user-images.githubusercontent.com/59409713/79635806-be300500-817b-11ea-8ac7-8f11f38f1ec2.png)
- [x] This switch retains repeatable action even in the end of the map. You can use it indefinitely and get thrusted for no reason.
Screenshot ![Screenshot_Doom_20200423_124749](https://user-images.githubusercontent.com/59409713/80087800-47707e80-8564-11ea-8cbb-4ab3c5c7e55e.png)
- [x] Fan at (-5999, 4648, 44) has protective grates on both sides, but kills the player when he comes to the fan from the inside. Also, the secret placement nearby is plain sadistic (it is too hard to see). > Still persists as of 24 Mar 2020. The outer grate can be broken, the inner one cannot, but it does kill the player on touch. --N00b > Now the situation is opposite: the secret is very obvious (looks like a misaligned texture), the fan was removed, but the sign in the near ventilation was not, and it makes no sense that you can destroy the grate from one side only. Maybe it is better to re-add a fan inside and one breakable grate outside. --N00b - [x] The 'Destroy the facility' objective is not marked as accomplished; looks like some other one is marked for the second time instead. - [x] The message after getting 6 clues is not shown anymore. - [x] You can circumvent most of the map by going into the complex through the 'excavation' from which you are meant to escape normally in the ending of the map. The height differences in that underground path are no match for the power of grenades. I think the best solution would be to block the excavation with a 3dfloor and remove it (lower 1024 units) when the complex is destroyed.
Screenshot ![Screenshot_Doom_20201123_105201](https://user-images.githubusercontent.com/59409713/99938958-0fd7e800-2d7a-11eb-9991-f3696ecee7a1.png)
**C3M0_A:** - [x] The plane in the skybox stops after its flight and just keeps hanging there without any movement. It can be seen from every open area. - [x] Candles in the skull key crypt (shovel pickup area) make a lamp click sound when used/deactivated. - [x] The window in Arlow's room in the city doesn't block the player from jumping out - this shortcut works fine, gameplay-wise, if the window was properly breakable, but jumping out of it also needs to reset the level music. - [x] Upstairs level of manor house has no purpose. Maybe add weapon/ammo and/or soul pickups? - [x] Need to strip skull key from the player when it's used in the beginning, otherwise you carry it through the entire map - [x] Soft-lock possible in the excavation area; you can jump down from the wooden bridge to the C4-required entrance of the cave temple area and not be able to continue **C3M2:** - [x] Now, here it is, again: looks like I've discovered a way to reproduce the **save crash** consistently. Just play as normal through C3M1 and C3M2, make a control save 'A' near the end. Then go to INTERMAP and make a save 'B'. Try to load either A or B, and you'll get a crash. Then, if you reload GZDoom and try to load A, it will load successfully, and B will give another crash. This is an INTERMAP problem after all, as I've said before. > Is this still a problem? There were a bunch of changes made to GZDoom's savegame serialization in the last month (or two?) - AFA > @AFADoomer: Yes, I managed to reproduce it yesterday. I just forgot to write the date here. The changes did make the savegame situation more stable, but this particular problem still persists. --N00b > @AFADoomer: Reproduced again (04 Apr 2020, commit https://github.com/Realm667/WolfenDoom/commit/ec9f61001208ae91c83ab386e0e401450b1bb3fb ); every save after having been on INTERMAP after C3M2 gives a crash, no matter where it was done, on the INTERMAP or on C3M3_A / C3M3_B. Maybe the INTERMAP after M2 gives the player some sort of inventory item which gives such problems? --N00b - [x] Not sure if these locker doors should be non-clipping instead of walkablemidtex.
Screenshot ![Screenshot_Doom_20200324_145033](https://user-images.githubusercontent.com/59409713/77437233-7bd20d00-6df5-11ea-9316-d67d657af404.png) ![Screenshot_Doom_20200324_145307](https://user-images.githubusercontent.com/59409713/77437256-7ffe2a80-6df5-11ea-9f57-f7e4bc4114dc.png)
- [x] Z-fighting here (on the left, center, and right a bit too):
Screenshot ![Screenshot_Doom_20200324_170826](https://user-images.githubusercontent.com/59409713/77437318-90aea080-6df5-11ea-8d7d-0097985539c7.png)
- [x] There are many buildings in the town, and they can be visited by player, but are empty. What about adding some supplies or interiors to some (like this one, in the middle)?
Screenshot ![Screenshot_Doom_20200324_171257](https://user-images.githubusercontent.com/59409713/77437370-a45a0700-6df5-11ea-8330-26ac7adf8776.png)
> I decorated the middle one some and added 3d-model piles of rubbish to other ones. The question still applies, though. --N00b - [x] Ascher in the first encounter on this map and Ascher here differ visually.
Screenshot ![Screenshot_Doom_20200404_111952](https://user-images.githubusercontent.com/59409713/78422196-48e60f80-7666-11ea-958f-6cad806fb497.png) ![Screenshot_Doom_20200403_221858](https://user-images.githubusercontent.com/59409713/78421550-27cef000-7661-11ea-892b-df0e8bd85733.png)
- [x] Almost all Allied soldiers at this place in C3M2 do not react to attacking enemy units.
Screenshot ![Screenshot_Doom_20200130_201516](https://user-images.githubusercontent.com/59409713/73477847-0a9e4c80-43a6-11ea-9400-f0f0479bb21c.png)
- [x] Maybe add some damaging effect to these like in C3M1_A?
Screenshot ![Screenshot_Doom_20200324_171038](https://user-images.githubusercontent.com/59409713/77437356-9d32f900-6df5-11ea-8cf4-29690b54b5a1.png)
- [x] This medic just stands here even when everyone else in the room has already been alerted:
Screenshot ![Screenshot_Doom_20200324_124718](https://user-images.githubusercontent.com/59409713/77459506-e04e9580-6e10-11ea-956e-a29488bb5112.png)
- [x] After you exit from the tank, your health becomes exactly 100%: if it was below that, the player is healed, if above, the health points perish.
Screenshot ![Screenshot_Doom_20200403_221515](https://user-images.githubusercontent.com/59409713/78421543-1e458800-7661-11ea-9590-9b2290acbab6.png)
- [x] My FPS drops to single digits on this map, it will certainly benefit from a division into two maps, like it recently was with C3M1. There are some good places to cut it: near (7494, -6831, 0) or after the Tiger, near (12297, -6749, 192). This will also solve the problem of two Aschers on the map. > Most of these issues are related to unoptimized code for Droplets, everything else now can be easily tweaked and adjusted thanks to maparticleactors cvar customizable for players. --Ozy81 - [x] The toilet soldier in C3M2 landing area becomes dormant after standing up. - [x] Fights with manned turrets can be cheesed this way. - [x] The Zyklon C tanks on the map which are to be destroyed should probably have some health to withstand one shot from the tank gun (it is now even possible to destroy at least one from large distances using the sniper rifle, and the fact that the remaining two have projectile-blocking lines around them does not add to realism of the map). - [x] Static guards do not react to grenades properly. - [x] Tiger's aiming does not take the vertical axis into account... > It *does* take vertical axis into account... It's at the lowest depression that the barrel can pitch to without clipping into the treads, and can't aim down any farther, but tries to shoot the player anyway. - AFA (16 Dec 20) - [x] The tank is healed for 1600 HP instead of 1500 :-) - [x] This place has enemies who immediately respawn after being killed even in the player's plain sight. - [x] The player should be made sure to have the tank while crossing this point. It is possible now to pass through here without it. Simply placing more opposition here would not work, maybe add a barrier (a big pile of rubbish, for example :-) ) which is destroyed in a scripted event when the player on the tank drives near it? Also, two Allied soldiers in such proximity to Wehrmacht snipers and an armored vehicle look quite strange.
Screenshot ![Screenshot_Doom_20200403_221234](https://user-images.githubusercontent.com/59409713/78421536-14238980-7661-11ea-9c88-536cd13fdb81.png)
**C3M3_A:** - [x] Can you spot a sniper in this picture?
Screenshot ![Screenshot_Doom_20200130_214804](https://user-images.githubusercontent.com/59409713/73480247-99ad6380-43aa-11ea-9069-b842432ce0f9.png) Neither could I :-)
This mister who is sitting on the low roof of the tower building does not really get to shoot at the player outside of this secret; even when he does, his bullets hit obstacles and are never delivered successfully. I would remove him completely from that position.
Screenshot ![Screenshot_Doom_20200130_214916](https://user-images.githubusercontent.com/59409713/73480248-9a45fa00-43aa-11ea-8afe-3b6ce44a7209.png)
> Removed him finally. --N00b - [x] I added gold here, but now realized that this cache is too hard to reach. Could anyone please move the tractor tent closer to the barn (32 or 64 units)?
Screenshot ![Screenshot_Doom_20200403_224237](https://user-images.githubusercontent.com/59409713/78421568-4634eb80-7661-11ea-8ee8-7d9ed549b4d9.png)
- [x] Could not open the safe with the Keen cartridge. > The collectible paper shows the wrong message, I think... Should be PAPERTEXT26. - AFA **C3M3_B:** - [x] After this map you get to watch the cutscenes... and after watching them you go to the uninitialized INTERMAP ('before C1M1'). > 7f900e5a3f1b8de98eec53994b20426d92aa960e --N00b - [x] Again, scaling problems :-) : > There is no issue there, checked also a while ago (07/07/2020), that's the intended scaling --Ozy81
Screenshot ![Screenshot_Doom_20200403_230649](https://user-images.githubusercontent.com/59409713/78421572-50ef8080-7661-11ea-8bb1-eaaf73c63e16.png)
- [x] What is this? Some sort of a computer, or a TV set? It is not rendered correctly.
Screenshot ![Screenshot_Doom_20200403_231014](https://user-images.githubusercontent.com/59409713/78421579-5ea50600-7661-11ea-9a33-81fa0237464f.png)
- [x] This switch needs a Switch Height Check flag, you can activate it from below:
Screenshot ![Screenshot_Doom_20200420_231800](https://user-images.githubusercontent.com/59409713/80088141-c665b700-8564-11ea-841e-979930b3edf0.png)
- ❌ There are some line portals (like one at (17240 [was -17240, corrected by Ozy81], 7022, 272) that do not work well with the engine: there are sound distance problems, and also soldiers seem to be attracted to real player location instead of fake one. This is not a serious issue, but if it is possible to change these portals from just "interactive" to "static (Eternity style)", these problems will magically disappear. > This will require some thinkering since I'll need to lower all sectors in line to tag 138 and make it work properly with Eternity settings, will check another day but addressed --Ozy81 > Here is a screenshot of what also goes wrong here: --N00b > Due to the nature of the portals in the flak tower, it is impossible to turn all of them into static portals (the non-euclydian rule). We have to live with that issue but at least I optimized the skybox as best as I could to avoid the issue with the "jumping exterior" --T667
Screenshot ![Screenshot_Doom_20200403_230925](https://user-images.githubusercontent.com/59409713/78421573-54830780-7661-11ea-9652-eb6ace32794f.png)
- [x] Going through the portal right before the Ryan battle produces an instant sky change which is seen if the doors to Ryan are open. > This is a problem persistent on many portal maps. --N00b **C3M4:** - [x] BoA has too much sound barriers... And I have reported this one:
Screenshot ![Screenshot_Doom_20200408_232931](https://user-images.githubusercontent.com/59409713/78832180-7f6bb380-79f3-11ea-9f91-3516f8b68a51.png)
- [x] Zombies (and zombie dogs, etc.) do not have melee obituaries.
Screenshot ![Screenshot_Doom_20200409_112433](https://user-images.githubusercontent.com/59409713/78876698-66e1b480-7a58-11ea-8ebf-82fec5a3d889.png)
- [x] After C3M4 (just like after C3M3_B) you get to the Reichskanzlei cutscene map (but you can control the player, and are not able to exit the map). > This has been fixed several commits ago. --Ozy81 - [x] Portal at (298, -8060, 312) is interactive. That could prevent the player hearing that beautiful sound of a grenade explosion followed by screams of five (or four?) SS officers :-) > Can't change this due to complicate traverse position of sectors, not a major problem anyway --Ozy81 > Not major, but may be disappointing for the player. Will try to fix later. --N00b > And the 'later' never happened... --N00b - [x] This map can also be split to increase performance. > As said on C3M2, maxparticleactors and next to droplets optimizations should do the work in terms of performance gain. --Ozy81 - [x] Zyklonstein and Zombie Butcher have too much health, and killing them yields almost nothing. There is no reason to waste ammo on them, as in the complex layout the player can run away and hide easily.
Screenshot ![Screenshot_Doom_20200409_114800](https://user-images.githubusercontent.com/59409713/78876746-7b25b180-7a58-11ea-8ef4-aee7c224bbaa.png)
**C3M0_B:** - [x] It is also possible to grenade-jump back to the ventilation, get outside of the complex and skip the ending trigger. > Please be specific of the place where this could happen, with coords --Ozy81 > Through the entry point, (8009, -5839, -24). I can just throw it, jump and get blasted out by the explosion. --N00b - [x] The SS spy with an additional message who stands near the complex in C3M0_B gives the player random items, just like any other spy. - [x] It is possible to play the map using 'brute force' (this way Stierlitz's scripted messages make little sense). - [x] C3 part XIV 07:40 You can quickly slip from the Amber Room storage area before the big door closes. This does not break the map, but is unintended. - [x] I could get outside of the complex before the moment Stierlitz says he is blown (if the map is played non-stealthy way). There is enough time for that. - [x] The slides shown in the Gestapo room (about Ryan's family) are in English, it could make more sense to have them in German. - [x] Multiple problems on C3M0_B, including those which were probably fixed in the incoming commits, but also recurring 'once-fixed' ones, like the inventory carryover (from INTERMAP to this map), or an escape route through the main door (as the scripts do not manage to be activated in time), or the inability to exit the level. > Fixed by @AFADoomer and @Talon1024 in these commits: 270071fa52a136f41dcb624c4b197a224c1ec254 f1d0274d247552151fdccec1217241768d9c81d6 --T667 **C3M5_A:** - [x] WEHRSURRCONV01 as the name of the NPC again. - [x] c3m5_a.mp4: if the player gets out of the tank while moving, the quake effect will continue being applied to them outside of the tank. > Should be fixed - AFA - [x] Ascher triggers mines and flies all around the rooms in an amusing way:
Screenshot ![Screenshot_Doom_20200216_114754](https://user-images.githubusercontent.com/59409713/74602811-dde47780-50bd-11ea-9352-2f64d512b113.png)
> I tweaked playerfollower mine avoidance some... Still not great, but better. - AFA - [x] Slight position abuse on lifts leads to this (again, this is a problem of many more maps!)
Screenshot ![Screenshot_Doom_20200216_123354](https://user-images.githubusercontent.com/59409713/74602862-3ca9f100-50be-11ea-8c7b-f5e77a3dfea3.png)
> PR #189 merged --N00b - [x] Non-blocking grate:
Screenshot ![Screenshot_Doom_20200216_122956](https://user-images.githubusercontent.com/59409713/74602852-2bf97b00-50be-11ea-91f4-1ea6a4049d7c.png)
- [x] The poly doors' locks get fully pushed into the walls and magically reappear afterwards:
Screenshot ![Screenshot_Doom_20200216_123311](https://user-images.githubusercontent.com/59409713/74602856-3156c580-50be-11ea-9101-2a6eb76e0379.png)
- [x] The Feldmarschall's missiles hit an invisible part of a 3dmodel statue:
Screenshot ![Screenshot_Doom_20200216_123413](https://user-images.githubusercontent.com/59409713/74602866-47648600-50be-11ea-8050-46b5d93923e4.png)
- [x] Misalignments (left and right sides of the screen):
Screenshot ![Screenshot_Doom_20200216_123425](https://user-images.githubusercontent.com/59409713/74602868-4fbcc100-50be-11ea-866d-c325611b14ad.png)
- [x] The Feldmarschall fight can be cheesed entirely because of a non-static portal (you can just unload the MP40 magazine by magazine into him, and he will just stand in a corner, take damage and won't shoot through the portal):
Screenshot ![Screenshot_Doom_20200216_124316](https://user-images.githubusercontent.com/59409713/74602880-64995480-50be-11ea-933c-c186f4728685.png)
- [x] Thin toilet doors (see also: toilets in many other maps):
Screenshots ![Screenshot_Doom_20200216_124614](https://user-images.githubusercontent.com/59409713/74602891-7aa71500-50be-11ea-95ac-d9299d56f0e7.png) ![Screenshot_Doom_20200216_130045](https://user-images.githubusercontent.com/59409713/74602938-e0939c80-50be-11ea-9791-a5800fe4a3bd.png)
- [x] Lower texture misalignment:
Screenshot ![Screenshot_Doom_20200216_124907](https://user-images.githubusercontent.com/59409713/74602902-990d1080-50be-11ea-9b40-a4a752495c1b.png)
- [x] The glass in the map needs to be see-through for monsters:
Screenshot ![Screenshot_Doom_20200216_125339](https://user-images.githubusercontent.com/59409713/74602904-9ca09780-50be-11ea-82d6-30b485e4942f.png) ![Screenshot_Doom_20200216_125407](https://user-images.githubusercontent.com/59409713/74602906-a2967880-50be-11ea-8e05-98853283bd8a.png) ![Screenshot_Doom_20200216_125423](https://user-images.githubusercontent.com/59409713/74602910-b2ae5800-50be-11ea-8cb3-550480ede368.png)
- [x] Doors in the bunker produce different sounds when activated:
Screenshot ![Screenshot_Doom_20200216_125712](https://user-images.githubusercontent.com/59409713/74602923-cbb70900-50be-11ea-9985-e77d4faee2e2.png)
- [x] Stuck in a wall Waffen-SS:
Screenshot ![Screenshot_Doom_20200216_125957](https://user-images.githubusercontent.com/59409713/74602934-da052500-50be-11ea-8290-9c192d8f9ec8.png)
- [x] **Level-breaking**: the last chancellory room gives the player a purple key, and a yellow one is needed for progression.
Screenshot ![Screenshot_Doom_20200216_123956](https://user-images.githubusercontent.com/59409713/74602876-5c411980-50be-11ea-84c9-f2a935c663e2.png)
- [x] The white space between the legs and the white border on the textures should be removed: > That's intentional, to make it look more as a promotional prop for expositions. --Ozy81
Screenshot ![Screenshot_Doom_20200623_141412](https://user-images.githubusercontent.com/59409713/85421487-2553a680-b57d-11ea-8db1-d8491cd98f0b.png)
- [x] Who stole the tiles here? :-)
Screenshot ![Screenshot_Doom_20200418_135405](https://user-images.githubusercontent.com/59409713/79636576-5b416c80-8181-11ea-901c-310f428db283.png)
- [x] This sniper gets spawned right in the player's plain sight; also, the enemies and Ascher see and try to shoot through the doors in this area.
Screenshot ![Screenshot_Doom_20200216_114457](https://user-images.githubusercontent.com/59409713/74602808-d45b0f80-50bd-11ea-8bd7-0fc75945f416.png)
- [x] Those snipers point in wrong directions:
Screenshots ![Screenshot_Doom_20200216_124818](https://user-images.githubusercontent.com/59409713/74602898-8bf02180-50be-11ea-938f-608f5a00d164.png) ![Screenshot_Doom_20200409_123406](https://user-images.githubusercontent.com/59409713/78885645-a2cf4680-7a65-11ea-9c00-43105e1cd577.png)
- [x] The machinegun behind this door still keeps firing at the player when the doors are shut, though the checkbox was marked as fixed.
Screenshot ![Screenshot_Doom_20200409_123118](https://user-images.githubusercontent.com/59409713/78885636-9f3bbf80-7a65-11ea-82ac-49aac4725422.png)
- [x] The enemies and allies still try to shoot through this door (and some others):
Screenshot ![Screenshot_Doom_20200623_132656](https://user-images.githubusercontent.com/59409713/85421476-21c01f80-b57d-11ea-902a-f07a673bdb36.png)
- [x] Non-blocking grate, you can fall and die here:
Screenshot ![Screenshot_Doom_20200623_142500](https://user-images.githubusercontent.com/59409713/85421506-2ab0f100-b57d-11ea-8fd4-8bf0a51a2358.png)
- [x] Snipers still disappear for a moment. > I have finally found the cause: if we set standing snipers with user_static variable, they tend to disappear/appear once they can't see us, so atm I have fixed some snipers simply removing the static variable from them (which doesn't make sense since they doesn't have any speed) --Ozy81 - [x] Ceiling flat scaling and misalignment problem (it is very common in the train station):
Screenshots ![Screenshot_Doom_20200216_124529](https://user-images.githubusercontent.com/59409713/74602887-6fec8000-50be-11ea-9b94-acad484b4ae0.png) ![Screenshot_Doom_20200216_124743](https://user-images.githubusercontent.com/59409713/74602895-84c91380-50be-11ea-9b08-d3fb20cbb29b.png)
- [x] My own legacy (the poly's nonexistent upper plane):
Screenshot ![Screenshot_Doom_20200216_125442](https://user-images.githubusercontent.com/59409713/74602915-c22da100-50be-11ea-9cdb-4bfe664508f3.png)
- [x] 302 of 301 enemies killed: > The T-34 thank had friendly flag, replaced with decorative variant --Ozy81
Screenshot ![Screenshot_Doom_20200623_142509](https://user-images.githubusercontent.com/59409713/85421527-313f6880-b57d-11ea-8708-bb4e30ca9717.png)
- [x] Mengele and Morell fights (especially the latter) could be made more fun to play through by weakening their instakill attacks and giving them large area denial attacks which slowly chip through the player health (2–3hp/s, like on a damaging floor), so the player has to kill them ASAP instead of taking potshots at them from cover. - [x] It has been made clear to the player by Miller that they won't need the money anymore (and also won't be able to see the INTERMAP briefing room tally, for that matter!). The now-useless coins are even put in the supply chest... More coins should be put into C3M1 through M4. - [x] Fahrkarten problems again: > Found a [solution](https://ibb.co/sw500RF) using wallsprite actors it seems --Ozy81
Screenshot ![Screenshot_Doom_20200216_124035](https://user-images.githubusercontent.com/59409713/74602878-6105cd80-50be-11ea-90ed-a4f59164f65c.png)
> Unfortunately still can't solve this due to Worldpanning issue and also because the texture is scaled by 9. It appears fixed from builder but not in game, it should be fixed adding a texture variant that's scaled that way... Will try later --Ozy81
Screenshot ![C3M5_A at 2020 03 30 19-18-12 947 R3379](https://user-images.githubusercontent.com/11136108/77943360-64939380-72bd-11ea-9858-b2a868993693.jpg) ![Screenshot_Doom_20200330_191759](https://user-images.githubusercontent.com/11136108/77943406-737a4600-72bd-11ea-8131-e55a502991bb.png)
- [x] Random crash after the player being killed by Goebbels:
Screenshot ![c3m5_a_crash](https://user-images.githubusercontent.com/59409713/74602804-c60cf380-50bd-11ea-945d-72b5cb973c05.png)
- [x] Goebbels spams his taunts too often, this repetition gets annoying especially when considering the small vocabulary of the bosses. - [x] For some reason Ascher got angry at these Russians. He probably got hit by one of their bullets.
Screenshot ![Screenshot_Doom_20200409_122931](https://user-images.githubusercontent.com/59409713/78885615-96e38480-7a65-11ea-9cfc-3c319915aa73.png)
> He can also attack other PlayerFollowers, also seen on the map --N00b Added 23 Jun 2020: Two videos: [c3m5a.zip](https://github.com/Realm667/WolfenDoom/files/4820371/c3m5a.zip) - [x] Please make the mines triggerable only by players and not by followers _[assigned to @AFADoomer @Talon1024]_ - [x] _a1.mp4: Ascher is shooting a wall... IDK what caused that. > Should be fixed. I think. (same problem as other similar reports) - AFA (16 Dec 20) Some videos: [c3m5.zip](https://github.com/Realm667/WolfenDoom/files/4209614/c3m5.zip) - [x] _a2.mp4: this looks like the only good way to deal with Blondi (shoot it ~~until it dies~~ while it is mauling Ascher). **C3M5_B:** - [x] This door could be opened by the guard, but stops, blocked by a ceiling lamp:
Screenshot ![Screenshot_Doom_20200623_142655](https://user-images.githubusercontent.com/59409713/85421538-33a1c280-b57d-11ea-9c18-f2319ce1a90f.png)
- [x] Non-blocking generator:
Screenshot ![Screenshot_Doom_20200623_142741](https://user-images.githubusercontent.com/59409713/85420968-8e86ea00-b57c-11ea-9e67-543c73e8a082.png)
- [x] 'Already opened' secret with no moving block and weird texturing:
Screenshot ![Screenshot_Doom_20200623_144212](https://user-images.githubusercontent.com/59409713/85420992-934b9e00-b57c-11ea-8ff8-25c8d99d73b2.png)
- [x] Grates do not block here:
Screenshot ![Screenshot_Doom_20200623_144233](https://user-images.githubusercontent.com/59409713/85421007-96df2500-b57c-11ea-9dc7-d556fef2357b.png)
- [x] A chest key is submerged into the typewriter (not seen):
Screenshot ![Screenshot_Doom_20200623_144452](https://user-images.githubusercontent.com/59409713/85421025-9ba3d900-b57c-11ea-920c-b189ba316da5.png)
- [x] Floating trash bin:
Screenshot ![Screenshot_Doom_20200623_145035](https://user-images.githubusercontent.com/59409713/85421132-bd04c500-b57c-11ea-9c26-6a92e9e465e8.png)
- [x] Floating Jerry can:
Screenshot ![Screenshot_Doom_20200623_145832](https://user-images.githubusercontent.com/59409713/85421171-c9891d80-b57c-11ea-8621-cb7e66a955be.png)
- [x] Chest with no loot assigned:
Screenshot ![Screenshot_Doom_20200623_150419](https://user-images.githubusercontent.com/59409713/85421194-d0b02b80-b57c-11ea-8773-1c2a625b62e9.png)
- [x] The fights on this map are worse than Hitler C2M2 in its former glory. Lots of snipers and machinegunners, and then you get to fight the toughest 'regular' enemy of the entire game, the Lueftwaffe officer, in large numbers and with barely any resources available. The battles degenerate into glitch abuse, cover pop-outs and extensive savescumming. The officers have too much HP (they survive a grenade) and too small reaction time; these qualities should be significantly lowered. > Nope, not at all, this is applies only to 'pistol-starting', and you basically seal your fate if you do this in BoA... --N00b - [x] C3M5_B has some secrets with missing moving-block polyobjects. - [x] The ending cutscene is not yet smooth (but at least it works now!) > What isn't smooth? It's perfectly smooth for me... - AFA > On my machine it looks like this: [c3m5_c.zip](https://github.com/Realm667/WolfenDoom/files/4379254/c3m5_c.zip). There is a very fast, almost instant (or actually instant but interpolated) change of pitch and angle (near 3s), especially compared to the initial slow pitch increase. Also, you cannot see the sprite of Ascher since he is directly above from you. --N00b. > The abrupt snap is intentional. That's (approximately) what happens when a parachute deploys; the jumper is jerked upright. I'll see if I can adjust Ascher's position. - AFA > What about Ascher's position, the sprite still cannot be seen..? --N00b > The scene is OK now, these were unnecessary nitpicks. --N00b - [x] After transition to M6_A the player's view stays tilted for some time:
Screenshot ![Screenshot_Doom_20200218_100630](https://user-images.githubusercontent.com/59409713/74712214-cda3d800-5236-11ea-8f90-5a930415058e.png)
- [x] Ascher should tell BJ that the weapons should be left in the airship, and the player's inventory should be taken in the ending cutscene (except the knife, compass, bandages, and a Luger with some ammo). But now Blazkowicz still has the repair kit and the parachute bag when he lands :-) > Maybe this is not really necessary... --N00b - [x] Switch texture does not change:
Screenshot ![Screenshot_Doom_20200623_174451](https://user-images.githubusercontent.com/59409713/85421463-1e2c9880-b57d-11ea-8deb-3ee739cca6e4.png)
- [x] The soldiers and officers in C3M5_C room with Ascher do not react to player shots. - [x] The grate linedef has 'inconsistent' texturing:
Screenshot ![Screenshot_Doom_20200623_144810](https://user-images.githubusercontent.com/59409713/85421117-b6764d80-b57c-11ea-8e5f-419ad962576a.png)
- [x] Mechas do not leave debris, they just evaporate. I liked this fight, though without Klein Nebelwerfer it would not be manageable at all.
Screenshot ![Screenshot_Doom_20200623_172125](https://user-images.githubusercontent.com/59409713/85421265-e7ef1900-b57c-11ea-974d-5395b47a17e4.png)
- [x] See video [c3m5b.zip](https://github.com/Realm667/WolfenDoom/files/4820363/c3m5b.zip): > No idea how to reproduce this... - AFA (16 Dec 20)
Screenshot ![Screenshot_Doom_20200623_144709](https://user-images.githubusercontent.com/59409713/85421035-a0688d00-b57c-11ea-8736-1f59245ad3db.png)
**C3M5_C:** - [x] This guard is stuck in the wall:
Screenshot ![Screenshot_Doom_20200623_173328](https://user-images.githubusercontent.com/59409713/85421342-fdfcd980-b57c-11ea-893a-022b4b0497de.png)
- [x] Strange sprite clipping: > It is not strange, simply it is not possible to create translucent slopes so that's a 3d model and the dead body went through. Like with floor decals, this is a know engine limit. --Ozy81
Screenshot ![Screenshot_Doom_20200623_173823](https://user-images.githubusercontent.com/59409713/85421441-179e2100-b57d-11ea-886a-614e71fb48d0.png)
- [x] You can move the airship model vertically by coming to the stand; should also add another skin for this model (with 'Hindenburg').
Screenshot ![Screenshot_Doom_20200623_173530](https://user-images.githubusercontent.com/59409713/85421359-0228f700-b57d-11ea-927c-de300c8909a1.png)
- [x] At some point Gestapo officers stack at the junction, preventing stealth playthrough:
Screenshot ![Screenshot_Doom_20200218_093809](https://user-images.githubusercontent.com/59409713/74712186-c086e900-5236-11ea-9bc0-2056ec3d74b1.png)
- [x] An SS guard disappeared here.
Screenshot ![Screenshot_Doom_20200623_172837](https://user-images.githubusercontent.com/59409713/85421296-f2a9ae00-b57c-11ea-953b-3a7f10b33ac7.png)
- [x] Those ones do not react to player carrying weapons.
Screenshots ![Screenshot_Doom_20200623_172919](https://user-images.githubusercontent.com/59409713/85421317-f76e6200-b57c-11ea-92ce-0dbd2b4028ae.png) ![Screenshot_Doom_20200623_173644](https://user-images.githubusercontent.com/59409713/85421413-10771300-b57d-11ea-9890-61e264a84767.png)
- [x] Problems with stealth system, e. g. enemies are not alerted by gunshots and/or seeing player armed. **C3M6_A:** - [x] This grate blocks bullets. > I remember fixing it ages ago, it shouldn't. --Ozy81
Screenshot ![Screenshot_Doom_20200223_175655](https://user-images.githubusercontent.com/59409713/75117453-86787580-5682-11ea-9d2f-d128767e814b.png)
- [x] This lift is set to operate only once. I had to accomplish 100% everything, so after killing Fettgesicht I took a detour to find the Loper (by the way, what is Tesla Cannon for on this map?) and that dog some screens above and was disappointed by this when returned. The lift could also not stop me, though...
Screenshot ![Screenshot_Doom_20200223_210405](https://user-images.githubusercontent.com/59409713/75117687-cb9da700-5684-11ea-833a-180ce16ec085.png)
- [x] The snipers do not notice you when you jump over the railing near the barrier, but turn and fire at you immediately when you touch the barrier. This is quite odd.
Screenshots ![Screenshot_Doom_20200223_175242](https://user-images.githubusercontent.com/59409713/75117416-37324500-5682-11ea-8a21-1d25e998042e.png) ![Screenshot_Doom_20200223_175249](https://user-images.githubusercontent.com/59409713/75117419-3e595300-5682-11ea-86da-3d160e361fe6.png)
- [x] Fettgesicht infights with zombies around him. He deals damage to them, and vice versa. - [x] Hosenscheisser can be 'moved' around with explosive and melee weapons (see also Ryan in the end of C2M2 and various other places, I even have this on video, around 04:35 in C2 part 7). - [x] This ladder sometimes bumps you to the ground when you try to climb it down, I think it is because of the portal.
Screenshot ![Screenshot_Doom_20200912_230421](https://user-images.githubusercontent.com/59409713/93016686-c4f86200-f5cb-11ea-946b-7874fcc10fbb.png)
- [x] Minor problem (you can clip through the tent):
Screenshot ![Screenshot_Doom_20200912_231059](https://user-images.githubusercontent.com/59409713/93016670-aabe8400-f5cb-11ea-870b-ab21ffa9ab9f.png)
- [x] The soul orb thing should be made more tall. On M6_A it can be dropped by a zombie and get right into a 3dmodel rock, it will be visible but the player would not be able to pick it up. > I need to figure a way to make Soul Orbs have similar behavior than collectable souls seen on Soul Reaver or Shadowman, not sure how yet... --Ozy81 - [x] PlayerFollowers no longer affected by player-blocking lines? Here Ascher just passes through this grate: _[assigned to @AFADoomer]_
Screenshot ![Screenshot_Doom_20200912_095335](https://user-images.githubusercontent.com/59409713/92989952-b3865b80-f4e0-11ea-860a-db8da0606a57.png)
- [x] This Tiger spawns from nothing. Also, it may be possible that sometimes this Tiger and the APC which is encountered a few minutes earlier would block the players with their massive 'corpse' hitbox (though I haven't encountered this yet).
Screenshot ![Screenshot_Doom_20200912_230254](https://user-images.githubusercontent.com/59409713/93016674-b6aa4600-f5cb-11ea-9ab1-e2d24f12e3fd.png)
- [x] The unfinished zombie chamber is useless in its current state, being cheesable very easily. I have indicated some thoughts on balancing it in the video. _[assigned to @Username-N00b-is-not-available]_ - [x] The keys' carryover during transit from C3M6_A to _B. **C3M6_B:** - [x] The Shermans here (on the right) should be replaced with T-34's.
Screenshot ![Screenshot_Doom_20200223_183953](https://user-images.githubusercontent.com/59409713/75115028-41e1df80-566c-11ea-9ffe-03d776a45760.png)
- [x] Lack of mission objectives. - [x] In some places, enemies do not notice the player until it is too late for them. The medics used in the map can be killed really easily on sight and add zero actual threat to the player.
Screenshot ![Screenshot_Doom_20200229_144749](https://user-images.githubusercontent.com/59409713/75607838-fddb5880-5b0b-11ea-9539-488340d9f394.png) ![Screenshot_Doom_20200229_153900](https://user-images.githubusercontent.com/59409713/75607813-cc628d00-5b0b-11ea-9640-1fe6035ef98a.png)
- [x] The two doors (this one and Gestapo Befragung) open from one side only, it might be frustrating for some players: > And this one too has been fixed commits ago. --Ozy81
Screenshot ![Screenshot_Doom_20200304_224104](https://user-images.githubusercontent.com/59409713/75917617-56dc2100-5e6b-11ea-9dcb-fc6323996910.png)
- [x] Please write the objectives for C3M6_B :-) - [x] Some misalignments (there are probably many more in the castle):
Screenshot ![Screenshot_Doom_20200223_182655](https://user-images.githubusercontent.com/59409713/75115023-3b536800-566c-11ea-8231-901deed72d04.png)
- [x] In the beginning, there is a scripted zombie attack on a Wehrmacht squad. When the troopers manage to kill all the zombies (or vice versa), the ones who remain just continue to stand in idle state even if the player is in their plain sight (until the player shoots at them). > This also should have been fixed ages ago. --Ozy81 - [x] The pressure plate at 09:55 of C3 part XXV now does not damage the player at all. - [x] The green key secret area in C3M6_B again blocks the player from entering it. Is that area meant as the super secret BTW, or some other one? Also, to @Ozymandias81 who is about to start fixing the objectives on the map: they do not work here at all. - [x] Surviving members of the Wehrmacht squad near the beginning of C3M6_B which defends the castle against the zombies AGAIN do not react to the player. (tested on skill 0)
Original post@Tormentor667: Thank you! If by joining the team you mean membership of https://github.com/Realm667, I definitely won't refuse. So, then I'll be able to edit comments of other members and make direct contributions to master branch without any PR's? Yes, that'll definitely make things easier for me. BTW about to make a PR on lifts.
Tormentor667 commented 4 years ago

Exactly. I will add you in a few minutes :) What do you mean with PR?

Looks like everything is working now, thank you for the invitation. PR #189 is about lifts which were able to get blocked by players. --N00b

Username-N00b-is-not-available commented 4 years ago

So, what's the team's opinion on the gold count in C3 (if you have not read my statistics post, here it is: https://github.com/Realm667/WolfenDoom/issues/178#issuecomment-600817460)? Also, can we add more gold also to C1 and C2? I think that it will only benefit the maps if the new gold is thoroughly hidden or 'protected' by puzzles of some sorts. I'm thinking about:

This will be useful for players who experience a sudden difficulty increase, so they can spend more gold on HP and other items in the shop; they will just have to explore a bit more.

I'm asking this to know if I should think about it further and possibly implement it or just drop the idea.

It would also be more convenient for the player if the spies had some distinct greeting animations, for example, like this or this. It may be a bit silly, but it may help distinguishing them from actual enemies. This is a request, I will most probably drown in sprites if I try to do it by myself.

Tormentor667 commented 4 years ago

I am okay with adding a lot more gold to C3 (currently it's simply not playtested yet) and I am also okay with adding some more gold to C1 and C2 as I agree if you say these maps benefit from that.

I am also okay when it comes to the placement of secret safes in cabinets, moving bookcases, gold in bricks, but I'd really avoid secrets across several maps. The mod currently is already so packed with features and stuff you need to remember, so we need to avoid these things.

One good example for a secret is in C1M1 where you hit a switch on a desk, a image on the wall opens and reveals a secret. Such things are definitely appreciated. Feel free to implement 1-2 examples that I can test before you go over all maps :)

Regarding the distinctive animation, I'd avoid that as it would mean a lot of planning and sprite work. Instead I like the way it is currently implemented but maybe AFA has another idea of making spies more obviously spies before you are too fast with shooting them @AFADoomer

Username-N00b-is-not-available commented 4 years ago

@Tormentor667:

The mod currently is already so packed with features and stuff you need to remember

Do you mean here 'the players need to remember' or 'the developers need to remember'? If it is the first, then, to be honest, I cannot remember any at all (if we are not talking about the basic gameplay mechanics or story, of course). Also, the secrets will not be mandatory at all, I doubt that will lead to any frustration among players. Anyway, you have the last word on this.

I plan to add around 2000 gold to C3 so that the effective total becomes around 2800 (for comparison, maxing the health in C3 costs 1500, and there are some expensive items in the shop). Maybe adding 100 gold into C1 (spreading in some secrets across M3, for example) and 250 for C2 (mostly M2 and M5_A, but also a bit in M4) would be enough.

Yeah, the hidden key in the officer's room also was in my thoughts when I was writing the previous post.

Tormentor667 commented 4 years ago

I actually mean 'the players need to remember'. Just check this page, it lists all the new features in Blade of Agony from a gameplay point of view. Now add the mission objectives as well and you are loaded with information to think about when playing the mod.

Link: https://boa.realm667.com/index.php/hints

Regarding the gold, it's more than enough so I am okay with it :)

Username-N00b-is-not-available commented 4 years ago

This message is reserved for new secrets. Please edit this message if you have comments.

C1M3.zip

Edit (27 Mar 2020): I am currently working on gold in C3M2, maybe tomorrow I will make a PR with changes. 447 gold and counting.

Tormentor667 commented 4 years ago

I like it, just improved it a bit and committed it.

Username-N00b-is-not-available commented 4 years ago

I'll try to play through C3 once again on commit https://github.com/Realm667/WolfenDoom/commit/ec9f61001208ae91c83ab386e0e401450b1bb3fb, the post will be updated. Aaahhh, got the notarget problem again on C3M1_A. The save crash is persistent! Playthrough is done (ahem, again up to C3M3...), report is to come tomorrow. Also, I still feel quite retarded because of unability to open the combination safes; I rotate the wheel, press use or enter at needed positions, but nothing happens. @AFADoomer: please explain how the safe opening should work.

The one in C3M3_A has the wrong message on the note, so won't open with that code... For now, if you set the 'developer' CVAR to something other than 0, the correct combo will print to the console when you use the safe. Spin left (left strafe/left arrow key) first to the 1st number, right to the second number, the left again to the third, then press enter/use. Check TEST_LDR for easy practice. - AFA

The post has been updated.

Tormentor667 commented 4 years ago

Fixed a lot of issues and uploaded the coresponding maps with today's commit.

Ozymandias81 commented 4 years ago

I am fixing c3m3_A windows, and later I guess buildings will be replaced with models as agreed on team chat.

Tormentor667 commented 3 years ago

SS guards just disappear after the explosion (which is also too small for the accompanying text), lowering the killcount.

@Username-N00b-is-not-available would it make sense to first freeze the enemies, then fade them out (scriptwise) and then kill them and a tic later remove them? Or what would be a good solution for that?

Due to nature of C3M2 (constantly spawning and de-spawning enemies) it may not be possible to achieve 100% during a normal playthrough.

@Username-N00b-is-not-available what could be changed here? The spawning and despawning is important for the map to work as it works.

It is possible to play the map using 'brute force' (this way Stierlitz's scripted messages make little sense).

@Username-N00b-is-not-available ideas on how to avoid the bruteforcing technique?

Zyklonstein and Zombie Butcher have too much health, and killing them yields almost nothing. There is no reason to waste ammo on them, as in the complex layout the player can run away and hide easily.

@Ozymandias81 I'd suggest making them drop more souls (Zyklonstein 100 souls, Zombiebutcher 50 souls), these open secrets in the upcoming maps. Can you take care f that?

Mengele and Morell fights (especially the latter) could be made more fun to play through by weakening their instakill attacks and giving them large area denial attacks which slowly chip through the player health (2–3hp/s, like on a damaging floor), so the player has to kill them ASAP instead of taking potshots at them from cover.

@Username-N00b-is-not-available do you think you can take care of that? I'd be happy to see this in action for the Mengele battle (the player could avoid the floor damage by jumping on tables). For Morell I am not sure if the same approach would work, we need something different here.

C3M5_B has some secrets with missing moving-block polyobjects.

@Username-N00b-is-not-available can you elaborate this a bit where the missing polyobjects are?

Username-N00b-is-not-available commented 3 years ago

@Tormentor667

  1. Increase their speed (threefold?), add +FRIGHTENED and execute Thing_SetGoal on them so they run out of main gates over a predefined path and are killed out of player sight.
  2. Just stopping the scripts from spawning enemies after the bombers' arrival would be enough IMO.
  3. Make the alarms non-deactivatable and affecting the whole building?
  4. The doctors have been rebalanced since the time I wrote this complaint, these fights are much more enjoyable now.
  5. AFAIK some of them were also fixed after my mention, but one or two of them remain missing; I sadly don't have access to the editor now, you can try to search for sector effect 1024 and find out which ones do not have start spots, or have problems with setup, etc. There were 4 secrets total IIRC. Also you can get onto the conveyor belt in the airport and get instantly teleported to the other side of it (use a player-blocking line there).
Talon1024 commented 3 years ago

Speaking of Chapter 3 feedback, how the HECK am I supposed to get the key in this area on C3M5_C?

Screenshot C3M5_C

If I just pick up the red key, that will alert everyone there. If I take out a gun and shoot everyone, that will raise alarms in other places, and prevent me from making any further progress.

Username-N00b-is-not-available commented 3 years ago

@Talon1024 AFAIK just the key pickup won't alert the enemies, it's the Gestapo officers who might (or might not) blow your cover and raise the alarm. At least it was such when I played this mission. With some luck it was possible for me to sneak up to the key and steal it without everyone noticing; maybe this was changed recently, IDK.

If I take out a gun and shoot everyone, that will raise alarms in other places, and prevent me from making any further progress.

How so? You have lots of weapons, even a Nebelwerfer if you aren't 'knife-starting' the map, and plenty of health and resources.

Ozymandias81 commented 3 years ago

The pickup alert a certain amount of enemies, only those tagged 237, thanks also to SeePlayer script. In order to survive you have to kill all of them and then break the alarmpanel (probaby best if done before the pickup) in the room as fast as you can, you'll probably have to deal with Gestapo and 2 more soldiers, but staying crouched after that will make you safe again

Selected enemies are tagged 237, the gestapo will roam inside the room and we also have two SSGuards on left/right wings to deal with. image

EDIT: In my incoming commit, now 2 SSOfficers will be present only with skill 3-4 image

Tormentor667 commented 3 years ago

Fixed a few things and made a commit today.

Talon1024 commented 3 years ago

I recently played through C3M0_A, and I have a few things to say about it:

AFADoomer commented 3 years ago

@Tormentor667 - A couple of things that something said in the Doomworld thread for the mod brought to mind... ("...none of them actually dies")

I thought this had been addressed before, but are the prisoners in C3M1_A intended to be killable? Right now they can be killed under sustained fire (and they don't ever duck). Also, the mini-scene with the two "firing squad" SS when you climb under the fence still effectively has prisoners lined up to be shot, and being fired on... Is that intended to change?

Tormentor667 commented 3 years ago

@Talon1024 - I took care of point 1, but regarding point 2-4 you might want to read my comment here: https://github.com/Realm667/WolfenDoom/commit/96b358801af21bd2f99733c00fe0b1ccd4cbc668

Tormentor667 commented 3 years ago

@AFADoomer - Yes, I totally missed that actually, the execution scene. I updated my comment there, though we might want to talk about this here again. The scene is somehow necessary for atmospheric reasons and to show how dangerous this place is. Regarding making the prisoners killable under sustained fire, I am not sure about it. What do you suggest? I thought @Ozymandias81 made them non-killable but maybe I misunderstood that,

Ozymandias81 commented 3 years ago

On a FB discussion we said it was okay to have them killable again under sustained fire (but we discarded the lose money thing and instead went for friendly crosshair indicator, since DoomJedi said they would have turned as bullets sponge which may also block line of fire, or something like that) but afaik they should be invulnerable. For the execution scenes (c2m1 and c3m1) one can trigger the Death state or just make killable variants for them though, or change flags scriptwise on map. Today I don't have time at all, maybe tomorrow will get better but please set this in stone and decide once for all.

AFADoomer commented 3 years ago

The firing squad scene has them firing at wall textures, and with already dead bodies on the ground, so I don't think it's an issue. Plus apparently the Nazis are bad shots, so the people on the wall stay alive...

I made some changes to the A_WanderGoal function and prisoner behavior in 85c498276cf84f4dd41dcb31d75002f4c43303be to make them actually react to being shot at, even if they aren't hit (they become afraid and run away), and added a chance to crouch if they do get shot (with crouching no longer blocking bullets fired from behind them).

Talon1024 commented 3 years ago

I'm having a hard time with C3M0_B. It seems like you can't be stealthy, and the enemies will spot you too quickly, even though the mission was meant to be played stealthy. The alarm was sometimes ringing when I entered the base, and I couldn't get past this part without being spotted: c3m0bfrustration At this point, I just said "fuck it" to myself, and continued with the mission by blasting every Nazi that dared get in my way, until I ran out of ammo.

Tormentor667 commented 3 years ago

This area is indeed a problem. You can avoid being seen by walking on the right wall behind the crates though. Did you try that? Maybe we have to change enemy placement or map structures here to avoid that.

Tormentor667 commented 3 years ago

Fixed what I could, assigned the rest

Tormentor667 commented 3 years ago

Fixed a few more things.

ForeverExe commented 3 years ago

C2M4, Operation Wustenfuchs: the sheet of paper is blank and the game shows me this error https://prnt.sc/xgr0en

Username-N00b-is-not-available commented 3 years ago

@ForeverExe, Italian line 2303 in the CSV had s!: dovrebbe essere da qualche parte in città, non sono sicuro dove|4709|5. There should have been a vertical bar instead of an exclamation mark (I replaced it now).

ForeverExe commented 3 years ago

@ForeverExe, Italian line 2303 in the CSV had s!: dovrebbe essere da qualche parte in città, non sono sicuro dove|4709|5. There should have been a vertical bar instead of an exclamation mark (I replaced it now).

Thanks, my bad.

ForeverExe commented 3 years ago

New problem, it's the background box in the german industry "cutscene" https://prnt.sc/xi4ky0

Ozymandias81 commented 3 years ago

Grazie @ForeverExe ! ... e tieni presente che la traduzione italiana deve essere ancora sistemata, ma continua così! Ti suggerisco di creare un nuovo "issue" dal titolo ForeverExe Playtesting e includi li dentro i problemi che trovi di tanto in tanto. Per gli screenshot ti consiglio di usare "idmypos true" da console (premi il tasto e digiti quanto detto insomma, senza le ") :muscle: Eh lo so, sei uno dei traduttori :rofl: