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!
http://boa.realm667.com
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Blade of Agony videos #281

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

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

↑↑↑ Resurrecting the issue resurrect ↑↑↑

@Tormentor667 @Ozymandias81 @Talon1024

I have recorded another full playthrough. This time I played on the lowest skill and saved extensively (since the crashes have been apparently dealt with), so it is shorter than the previous edition (11 parts vs 14 on C1, 26 vs 40 on C2, and also 26 vs 37 on C3). I have now included the Commander Keen levels too. I used GZDoom 4.6pre20 and this BoA commit: https://github.com/Realm667/WolfenDoom/commit/518865ee16c6d952edc283cc9723088c018c635e

Hopefully I will have it fully uploaded in a few days. For now, there is only the first episode. If you do decide to watch some of these, please use the speed multipliers, because I'm not a speedrunner, and the footage could become boring to watch.

Overall I think the game is also fine on this skill, there are still many nitpicky problems on maps here and there (including some very old ones), but everything is playable, finishable and fun to blast through as a power fantasy. What stood out from this list of problems in my mind:

I cannot reproduce this. - AFA (9 Jan 21)

Here is a video of this, commit https://github.com/Realm667/WolfenDoom/commit/212a3d9922cbce6183450bcdb10ee584035f8c8f: barrier.zip --N00b, 11 Jan 2021

OK, should be good to go as of f9d717a55c7f0b3d561137c3ab5bc45a3ff243a5. - AFA (12 Jan 21)

@Ozymandias81 You have tried to fix these problems some days ago https://github.com/Realm667/WolfenDoom/issues/303#issuecomment-751498040, but they are still there (except the spear spawnheight), I can provide a video if needed. --N00b, 1 Jan 2021

It seems that these problems have been fixed. --N00b, 11 Jan 2021

Next portion of issues which need help (resulting from @Tormentor667 watching my videos):

Added 20 Jan 2021 (no video material)

New C1 playthrough on standalone boa.ipk3 version:

Works for me.™ - AFA (21 Jan)

LOL, whatever. Have you tried skipping it closer to the end of the sequence? @Talon1024, @Tormentor667, maybe you have this problem? --N00b, 22 Jan 2021

Why would they be on by default? They would distract from gameplay for first-time players - AFA (21 Jan)

I agree with you, but the first devcomment, DEVINTER_10 by @Talon1024, says '...If you leave these developer comments turned on...' --N00b, 22 Jan 2021

I've already slowed these down once. Maybe this is machine-dependent... Will check. - AFA (21 Jan)

This still happens with NPCs including the surrendering soldier on C3M5_A. --N00b, 07 Feb 2021

Screenshot_BoA_20210119_123028

Screenshot_BoA_20210118_195319

Screenshot_BoA_20210119_111519

Screenshot_BoA_20210119_103318

What do you mean? The ACS script that sets off the yellow strobes and alarms (normally when you pick up the MP40 in the red key area) is literally the same one that makes him print his message. - AFA (21 Jan)

Maybe, but in my playthrough the warning bell in the room just opposite to the mess hall (wrt the main long passage) was for some reason activated just after I had rescued Ryan (and this also spawned a squad of 3 SS MP40 guards in the open cell near the bell). The bell can not be deactivated, so I must have mistaken it as a general alarm. --N00b, 22 Jan 2021

Well, the first issue is likely irreproducible, so thank you. --N00b, 22 Jan 2021

They have never not hurt other enemies. - AFA (21 Jan)

Screenshot_BoA_20210119_122457

Screenshot_BoA_20210119_125922

No. Fixed in d0eede109fed4e1604d160ac7c7828df68adae43. - AFA (21 Jan)

Yes, you are right, that's what I meant. --N00b, 27 Jan

Looks like @Tormentor667 had left the 'Not shown on map' flag on the doors' linedefs :-D --N00b

Screenshot_BoA_20210119_190623

Forgot that we can't easily tie a walkable linedef to a 3dfloor vertically. --N00b

Screenshot_BoA_20210119_193653

Screenshot_BoA_20210119_210828

Added 22 Jan 2021 (no video material)

Screenshot ![Screenshot_BoA_20210120_131151](https://user-images.githubusercontent.com/59409713/105542157-f74c6580-5d09-11eb-8b31-f2e3cc826d85.png)

Added two 7.92mm clips and several 9mm ones in 'risky' places --N00b

Screenshot ![Screenshot_BoA_20210120_155139](https://user-images.githubusercontent.com/59409713/105542205-03d0be00-5d0a-11eb-83b1-b0d6516c2115.png)

From what I can see, Randi is supposed to use lines BARRANDICONV01 through 06 before C2M2, then nothing new before C2M3, then 07 before C2M4, 09 before M5, 10 before M0, and finally 11 before M6 if M0 was completed. BARRANDICONV08 about "the Thor's Hammer and the long d*ng" does not have a place to fit in. --N00b

This was not a big deal for the most of houses, except the purple key mansion. I improved it a bit. --N00b

Screenshot ![Screenshot_BoA_20210120_191340](https://user-images.githubusercontent.com/59409713/105542280-219e2300-5d0a-11eb-91ec-849441bb646b.png)

linenum

Should be fixed in 5db2651b9b571f87a56b8b74df560f2cf2bcc6c0. - AFA (23 Jan)

Screenshot ![Screenshot_BoA_20210120_191521](https://user-images.githubusercontent.com/59409713/105542337-3d092e00-5d0a-11eb-9977-a52facc12bb5.png)

mgturret

Screenshot ![Screenshot_BoA_20210121_181536](https://user-images.githubusercontent.com/59409713/105542388-514d2b00-5d0a-11eb-9852-d09636086312.png)

Reduced the problem to this screenshot, no idea why the sloped floors behave this way. @Talon1024 @Tormentor667 Could you please help me? --N00b, 12 Feb 2021

Screenshot ![Screenshot_BoA_20210212_194140](https://user-images.githubusercontent.com/59409713/107796228-abba3400-6d6a-11eb-8e8f-dd393cdb2d1b.png)
Screenshot ![Screenshot_BoA_20210121_183352](https://user-images.githubusercontent.com/59409713/105542411-5a3dfc80-5d0a-11eb-934a-e3244d49255b.png)

Single occasion, not worth it. --N00b, 12 Feb 2021

Screenshot ![Screenshot_BoA_20210122_120742](https://user-images.githubusercontent.com/59409713/105542454-6e81f980-5d0a-11eb-90c8-93523baac699.png)

[No], I'll leave it to mods. Should not be too difficult with ZScript. --N00b, 12 Feb 2021

Added 25 Jan 2021 (no video material)

Screenshot ![Screenshot_BoA_20210124_164743](https://user-images.githubusercontent.com/59409713/105759826-f9a8fc80-5f61-11eb-8c03-b8bfbf1f3774.png)
Screenshot ![crash](https://user-images.githubusercontent.com/59409713/105759824-f9106600-5f61-11eb-8096-c880ffec1c80.png)
Screenshot ![Screenshot_BoA_20210125_131150](https://user-images.githubusercontent.com/59409713/105759851-04639180-5f62-11eb-82f7-d08d6777d73e.png)

And now the death sound is 'Scheisskopf!' --N00b, 07 Feb 2021

Screenshot ![Screenshot_BoA_20210125_163443](https://user-images.githubusercontent.com/59409713/105759892-0fb6bd00-5f62-11eb-8ac0-ad3dd35b8857.png)
Screenshot ![Screenshot_BoA_20210125_164826](https://user-images.githubusercontent.com/59409713/105759958-29f09b00-5f62-11eb-85dc-7f4516bd0661.png)

Video links

Chapter I https://www.youtube.com/playlist?list=PLPn07arnrFIKme92teVJRsJRwO48-oruc
Chapter II https://www.youtube.com/playlist?list=PLPn07arnrFIIFu_YFG4CWvJ01MnNNTvIU
Chapter III https://www.youtube.com/playlist?list=PLPn07arnrFIIsPcWrdTmb1fwbK5Z9B-ny

FIRST PLAYTHROUGH FROM AUGUST

I'd like to finally record myself playing through the episodes and share the recordings, they will be hopefully more useful as videos instead of the demo format I used before. My goal is to playtest the maps on Mein Leben difficulty, hopefully most of the three episodes, continuously with saves. I know that @Tormentor667 is currently playtesting the maps and checking them for bugs, and will therefore try to present the maps from the gameplay/resource management/story/etc. perspective (but of course still point at problems I find). I am not very good at Doom, but since I know the maps quite well, the show shouldn't be exceptionally painful to watch :-) From a technical perspective, I am going to record 1920x1080 with a 640x360 canvas @ 30 fps using a bitrate of 600+96kbps. If this effort seems useful to the team, tomorrow I will try recording the videos and then uploading them slowly, one by one (my internet connection is, again, bottlenecking the process). I will then also post the game settings I use for recording. So, does the team need this now?
Playthrough [Chapter I playlist, FINISHED](https://www.youtube.com/playlist?list=PLPn07arnrFILdNx5F10UZRvCBmg127Jua) [Chapter II playlist, FINISHED](https://www.youtube.com/playlist?list=PLPn07arnrFIItrbcXMJ8ZN6U717_vGCOS) [Chapter III playlist, FINISHED](https://www.youtube.com/playlist?list=PLPn07arnrFILtK93lmloidbpTjl18qmKy)
Tormentor667 commented 4 years ago

It will be definitely useful :)

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

@Tormentor667 Ok, thank you, tomorrow I will start. Here are the in-game settings I will use that differ from the defaults:

Settings cl_capfps = 1 BoA menu options: Weather settings = everything OFF Effect settings = everything OFF Rendering settings: distance for 3d objects = 4096 Post Process = everything OFF Sector Light Mode = Standard Gamma Correction = 2.0 Texture Filter = OFF Anisotropic Filter = OFF
Username-N00b-is-not-available commented 4 years ago

Oops, I got a crash after right before going to C1M3: temp Commit https://github.com/Realm667/WolfenDoom/commit/faad388c99e08531941c9287e50d42f523afab33, latest gzdoom devbuild. @AFADoomer, could you please investigate this..? Edit: the same 'blockinglines' error occured after C1M0. BTW so far I have a 47-minute long 234MB video. @Ozymandias81, thank you for the advice.

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

I hoped to marathon through all of BoA today, but now I realize I simply won't manage to do it in time. I've recorded 9 segments * 15 min = 135 min of footage and uploaded three of them (+uploading others now). Completed everything until C1M0. I will update the original post and provide the video links there. Edit (31 Aug, GMT 14:40): C1 done in 14 videos, 4 uploaded.

AFADoomer commented 4 years ago

Are you on the latest GZDoom? There were some array pointer serialization changes in recent commits that may help this.

I may be able to work around this in ZScript later, but that will take some time to chase down.

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

@AFADoomer, as for now no, I had g45-pre-112 x64. Thank you for the information, will start recording C2 with revision 121.

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

Another crash (this time to Windows, not to console) with commit https://github.com/Realm667/WolfenDoom/commit/a0f48a75a6d35178dbbc1d43b9c22a808159582f on revision 121. This time on C2M1 in area just after the purple switch. This also was caused by saving. I guess I picked the wrong time to record... Edit. +yet another crash on C2M1, without any saving. Now this is pure torture, especially considering the overall map difficulty, tight ammo balance...

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

@AFADoomer, the crashes are very often so I could not even advance in the map, please would you be so kind to find the source of the problem if you have time? Here are some videos of what I've been doing just before the crash: crashes.zip These are shot in C2M1, I can provide coordinates.

Talon1024 commented 4 years ago

Is it the same as #278?

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

@Talon1024 Maybe! Though I'm not really sure that they are the same, as mine arose only in very recent revisions (three or four days old), and yours is more than a week old. Next time it occurs I'll try to save the crash information.

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

I somehow got through C2M1, M2 and M3, will possibly upload some of them tomorrow. The regular crashes obstruct my walkthrough quite seriously, but I'll try to break through this.

AFADoomer commented 4 years ago

The blockingline crash is being addressed in GZDoom... See thread here. I'm waiting to see what comes of that before I make any mod-side changes, since I'm pretty sure that none of our code sets or clears the player's blockingline variable anyway.

I've had no luck recreating your other crashes... I think they may be the same as Talon1024's, but I can't tell without being able to recreate them reliably.

What are your settings for the various weather performance options? I don't see any rain or snow in your videos. Maybe that has something to do with the crash.

Ozymandias81 commented 4 years ago

He seems to have deactivate everything, as stated on his Settings spoiler. I still need to find time and patience to play through the whole project, but I tested a week ago C2M1 for 16-20 mins and didn't had any crash. For what I can see N00b also use unlimited sprint too. And also has capfps, but doubt that has a role though.

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

unlimited sprint

I really like this feature, but do not use it in this walkthrough. In the Settings spoiler I mentioned all the settings I changed after installing a fresh separate copy of gzdoom (except the default control scheme, of course).

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

@AFADoomer, this crash to Windows was on today's devbuild (where the pointer issue was circumvented), it occured when I was crossing the bridge over the first fan area in C2M5_B: error CrashReport.zip Edit. And this one occured in the savegames menu (not even in-game) when I was scrolling through the saves: CrashReport.zip Edit2. There are also problems with usual doom2 maps, so I guess this might be a bug in the current revision itself. I'll try to launch BoA on an older revision and see what happens.

AFADoomer commented 4 years ago

I really can't do anything with engine crashes like this.

What renderer are you using? OpenGL or Vulkan?

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

Whatever is set by default, in this case OpenGL. In the meantime I decided to try older revisions, and №80 seems to work just fine and without any crashes. There is a playlist for the second chapter in the first post BTW, and I'm crossing fingers to complete it this weekend. Edit: C2 finished, now it's time to upload all the videos, update BoA revision and record C3 in the meantime.

Ozymandias81 commented 4 years ago

Can you be so kind and tell us exactly your pc specs @Username-N00b-is-not-available ? Since you are playing with everything off, I guess it is not very performance like in general. Just to be sure from which kind of PC we are seeing those playthroughs.

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

I'm playing with everything off because I don't like most of these effects at all, my opinion is that they only obstruct the view. I consider things like lens flares, white noise pixelated film grain, and especially the goddamn motion blur completely unnecessary to enjoy the levels. Though I do understand the reasons for their presence in the modification, and don't oppose it, since it is so easy for a user to disable them. As for the performance, my PC is fair enough; I've completed Doom Eternal on it :-) It is a notebook with Geforce MX150 + an integrated card, the CPU is a Core i5-8250U 1.6GHz. It has 8GB RAM. When I'm recording BoA, the battery is being charged, so the energy saving does not affect performance. As far as I know there was no significant lag during these videos?

Current status: slightly more than half of C2 videos uploaded, game completed up to C3M4.

Ozymandias81 commented 4 years ago

While the CPU should be stronger sadly due to single-threaded code of GZDoom (I suggest something like 3ghz or higher), everything else seems pretty fine. Didn't notice lag on your videos, but indeed playing with everything off something may alter actor behavior, I am not sure though since even I play with many features off. I still need time to check your playthroughs, we must also keep in mind that some things may behave strange because of devbuilds of GZDoom. Will watch them when I can for sure!

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

Looks like the SS Officer uniform seen in C3M5_C recently became bugged: now it does not give the disguise to the player. I found a way to slip through the officer-guarded gates though :-) Only 4 videos of 40 remain to upload for C2, then it will be finished.

Tormentor667 commented 4 years ago

What happens when you try that?

Ozymandias81 commented 4 years ago

Did you load a savegame first? There isn't anything strange within the map, testing it via UDBuilder directly works perfectly, wonder if this script may have some role on the issue you got... Even if that wouldn't make sense. image

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

I was playing continuously with saves, and it looks like a DisguiseFailToken somehow was not cleared from my inventory on ending of one of the earlier maps (item 150; looks like I got it in first Mengele battle, I think?) Just removing this item on entering the map seems to be a good enough crutch to work.

Inventory ]printinv Inventory for Player 'Player': Z_ShadeMe #3484 (1/1) BoARedKey #3475 (1/1) BoABlueKey #3429 (1/1) BoATilt #3423 (1/1) Stamina #3410 (100/100) UMG43 #3397 (1/1) ShakeShaderControl #3377 (1/2147483647) Browning5 #3361 (1/1) Pyrolight #3352 (1/1) NebAmmo #3344 (29/100) Nebelwerfer #3343 (1/1) Kennkarte #3317 (1/1) TrenchShotgun #3274 (1/1) Luger9mm #3261 (1/1) MineSweeper #3150 (1/1) G43 #3062 (1/1) Panzerschreck #3060 (1/1) KAR98K #2878 (1/1) SpyToken #2862 (1/1) MP40 #2861 (1/1) Firebrand #2859 (1/1) Walther9mm #2858 (1/1) NaziBerserk #2856 (1/1) DeployableMine #2855 (5/5) STEN #2854 (1/1) LanternPickup #2825 (1/1) LanternOil #2824 (2000/12000) TeslaCell #2819 (30/200) ZyklonMask #2801 (1/1) AdrenalineKit #2702 (3/3) GrenadePickup #2681 (8/9) Cartridge53 #2665 (1/1) power #1021 (2343/2400) TurretHeatAmmo #569 (0/100) TurretBulletAmmo #568 (0/100) VitalitySerum200 #556 (20/20) Soul #409 (313/9999) FlameAmmo #224 (99/175) Bandages #173 (3/5) 12GaugeAmmo #155 (2/32) DisguiseFailToken #150 (1/1) FieldKit #148 (6/10) PanzerAmmo #123 (0/5) AktenDreamClue #69 (1/2) MauserAmmo #56 (19/40) RadioPickup #53 (1/1) 9MMAMMO #52 (126/256) BoACompass #49 (1/1) CoinItem #47 (639/9999) SandShaderControl #35 (1/2147483647) BlurShaderControl #34 (1/2147483647) HeatShaderControl #32 (1/2147483647) OldVideoShaderControl #29 (1/2147483647) BoAUnderwater #21 (1/1) BoAVisibility #20 (1/1) AstroChaingunLoaded #18 (30/30) AstroRocketLauncherLoaded #17 (5/5) AstroShotgunLoaded #16 (8/8) Browning5Loaded #15 (4/4) G43Loaded #14 (10/10) Kar98kLoaded #13 (5/5) Luger9mmLoaded #12 (8/8) MP40Loaded #11 (32/32) PanzerschreckLoaded #10 (0/1) PyrolightLoaded #9 (50/50) StenLoaded #8 (32/32) TeslaLoaded #7 (30/30) TrenchShotgunLoaded #6 (8/8) Walther9mmLoaded #5 (8/8) NullWeapon #3 (1/1) BasicArmor #1 (3/100) HexenArmor #0 (1/1) List count: 72

The officer began shooting me on sight. Though he ceased fire to salute me when I crossed certain linedefs and opened the grate when I showed him the Kennkarte :-) By then I had more than enough ammo to deal with all the troops on the airship, so I did not have to stop recording.

Edit: BTW in the revision I play C3M0_B is also bugged, I couldn't escape the map after the ending sequence; I don't know if it is the issue which was fixed in https://github.com/Realm667/WolfenDoom/commit/8948c28e0f78aa8a1619bdb76d252a1f26b816d4. Needs further testing after all recording is done.

Ozymandias81 commented 4 years ago

I think I have found the source of the issue on C3M5_C: during the repair sequence, the EngineDestroy script, you'll receive a DisguiseFailToken and that probably gets stored on the inventory and never removed anymore. Problem is how to solve that if we reload the game AFTER the EngineDestroy script while we have removed the DisguiseFailToken with a separate script... Any ideas? image

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

@Ozymandias81 No-no-no, sorry, the problem was in the literal beginning of the map, this script would not have been activated yet. I think the item is most probably just a leftover from previous maps.

Meanwhile I've finished this Blade of Agony walkthrough! There were some 'game-breaking' problems which did not allow intended progression, but thanks to the modification's complexity there were always ways to bypass these (sometimes with the help of other bugs :-) ). This does not mean there is no need to fix these issues anymore :-) The levels look very impressive, and the combat is nice too. There were frustrating and even pure BS moments from the gameplay perspective (various platforming+instant-death sections, Astrostein yellow key arena), but generally the combat almost always feels good. The enemies have fast reflexes, and they are not that dumb (but there is still some work to accomplish on this front...); weapons are satisfying (I couldn't find a use for the Tesla Cannon. maybe should have confronted the flying piggy with it), my favourite one is Kar98k in unscoped mode. Boss battles are also good, but what should the player do if they run out of souls in the last part of C3M6_B? Also, Hitler feels pretty helpless if you have enough souls on you, as I did in my playthrough. He went from 'full health' to 'corpse' in 22 seconds, most of which he was invulnerable due to 'changing his phase'. Maybe giving him 100K health (and possibly adding 4 phases instead of 2, with lower transition times) could improve the situation? :-) For example, we can make him also throw packets of Zyklon grenades (which I recently drew) in clusters, and also some swastika/Thule symbol whirlwinds and whatnot. This way we will need some health supply for the player. For me C2 was the most difficult and lengthy episode, but I might be biased since I basically had to pistol-start once a couple of missions and could not use saves during some. All the levels are very aesthetically pleasing.

There are 19 videos in the C3 playlist for now, I'll upload the remaining ones ASAP (not now because I hit Youtube's daily video limit) and send a message when I'll have it done.

Ozymandias81 commented 4 years ago

Well uploaded another pack of fixes for C3m5_C, maybe you can retest C3 whenever you can and see if that happens again.

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

@Tormentor667 @Ozymandias81 @AFADoomer @Talon1024 The full game playthrough has been uploaded to Youtube, see links in the first post. I've uploaded the videos there so as for you to watch them in 2x or at least 1.5x speed for the reasons of productivity (there are 14+40+28=82 parts, each 10~15 minutes long). I did not aim for 100%, but tried to showcase what a generic BoA playthrough would consist of, and to draw attention to moments I found important. Again, I hope that this effort was not wasted, so please watch the videos when you have time and patience to do it.

Tormentor667 commented 4 years ago

Thanks kindly for that effort. I will watch these in the next days in my midday breaks and evenings

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

Gee, I wonder how many comments the developers have left under my playthrough during these three weeks, must be a lot... checks youtube video page views Zero comments. I know that you all are busy, I have very little time myself now, but I would like to remind you of this. Please do not forget to actually skim through these videos BEFORE the release; as far as I can remember, I've caught a few dozens of bugs during the recording, and it looks like most of them are present now.

Tormentor667 commented 4 years ago

Don’t worry, I didn’t miss that, I just didn’t have time yet to watch them. Office is currently a pain and I simply didn’t have time yet to watch these. But I WILL! 👍

DoomJedi commented 4 years ago

Yes, I am sure guys will watch and fix all before any release candidate

Tormentor667 commented 4 years ago

Making good progress with watching the vids - currently at C1M5

Tormentor667 commented 4 years ago

Done with Chapter 1

Ozymandias81 commented 4 years ago

Be always careful making changes to maps since we are working over devbuilds of GZDoom and not stable builds. Also many effects and stuff are deactivated so this could also have a role on some issues, yet still didn't had time to check videos (and next 2 months will be probably like that unfortunately, Torm knows why on my end). But I'll do my best to watch them when I can

Tormentor667 commented 4 years ago

Continuing with C2 now :)

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

@Tormentor667 Beware, this will be a lot more tough to watch than C1...

Tormentor667 commented 4 years ago

...because you die more often? ;)

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

WAY more often, especially in later parts of C2M1.

Tormentor667 commented 4 years ago

I already notice that :) Why didn't you use "resurrect" or save more often?

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

So I was out of luck this time. And no, lowering the skill level was not an option :-)

Tormentor667 commented 4 years ago

Anyway, I will watch it till the end, no worries :)

Tormentor667 commented 4 years ago

Done with Chapter 2, will continue with Chapter 3 now.

Tormentor667 commented 4 years ago

Watched all of them and posted everything that's needed (or fixed it), so thanks for the playthrough man :)

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

Moved content to first post -T667

Tormentor667 commented 3 years ago

Thanks kindly for your effort, I will watch the videos during holidays :)

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

I hope the speed of my Internet connection will allow it :-)

DoomJedi commented 3 years ago

About Keen levels. Well, Keen gameplay is Keen gameplay, for better and for worse. The only thing that we can improve - is indeed to simplify portal structure and make more obvious key to door, switch to switching target routes.

Maybe to use Hexen type text hints for switches? "You hear elevator starting moving in a distance", "You hear a door opening" etc? Maybe with actual "sound" plays related to elevator, platform or door opening?

Tormentor667 commented 3 years ago

Maybe to use Hexen type text hints for switches? "You hear elevator starting moving in a distance", "You hear a door opening" etc? Maybe with actual "sound" plays related to elevator, platform or door opening?

Please not. This is not how Keen works. It's "search and discover", and it's a perfect replica of how Keen worked. We won't change this.

DoomJedi commented 3 years ago

This is indeed how Keen works, alot of exploration. A bit more confusing now in 3D, but still.