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About Tormentor667

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  1. Tormentor667

    [Blade of Agony] Road to Wolfenstein | Dev Blog | p8

    @elend - Glad that you like what we are doing :) @DooM_RO - Well, currently we are focusing on Chapter 3, but we are already gathering ideas for a potential sequel, and yes, "Old Blood" and "New Order/Colossus" are things we take in consideration as sources of inspiration.
  2. Tormentor667

    [Blade of Agony] Road to Wolfenstein | Dev Blog | p8

    Shaders are something that is already part in modern games for some time now: Motion Blur, Vignette, Lens Flares, Film Grain and many more features. These additions have lately been showcased by Total Chaos, an amazing mod by wad'a'holic which makes you ask yourself: "Am I still playing Doom?". These shaders have been implemented and developed by Nash - and yes, Nash is part of our development team. We only had to see if it enhances the gameplay experience and if it fits our philosophy, or if we only want to add these features for the sake of having them. Post Processing Shaders Remember old videos from World War II, most of them have scratches, noise, a vignette and are black and white. Whereas greyscale and scratch effects will not work well in a first-person shooter game (I mean c'mon, where does all the beautiful gore go?), we felt that film grain and a vignette perfectly fits the game design philosophy and makes for a fitting feature. The decision was easy to make. For the lens flares, it took a while though, same goes to the motion blur. Both effects are aesthetic and visual. In some places, it greatly improves the experience (just take a look at the effect in the screenshot; the fire feels extremely bright and blinding). We were not sure, but considering that all effects can be adjusted or totally turned off to your desire, we have decided to add what we have for those who want it. If you are a purist though you can still deactivate all of it, including the noise and vignette, set your resolution to 320x200, and enjoy the mod in its 1994'ish glory.
  3. Tormentor667

    [Blade of Agony] Road to Wolfenstein | Dev Blog | p8

    First of all, happy new year to all of you out there. Since our last news item it's been almost a year, and even longer since the release of Chapter 2, so I thought it was about time to let you know: We are still working, harder than ever to be clear. The past 12 months have been a hard time for us developers as some of us had to struggle with job and family stuff. But even though progress has slowed down, we kept working. Not only regarding the 3rd chapter of Blade of Agony but also with improving what we have already released. Why? Because we are listening, and we take your feedback serious. Shadows of the Reich has received mixed reviews. Where some people loved it from the beginning to the end, there have also been others with some gripes that made a good point and therefore we wanted to make sure that these issues get sorted and with the release of the final game including all three chapters, we want you have the best possible game experience that we are capabale of creating. With the upcoming development blog entries we want you to get a certain behind-the-scenes inside information about the things we have been working on, we have improved and added. It hopefully will make waiting for the final chapter a bit easier. This is the first one of many more to be posted so stay tuned and make sure to get back from time to time, it's worth it! AI Improvements One of the problems that we've faced in the past is the AI (artificial intelligence) of the soldiers. People forgot that the main code of every enemy soldier is based on Doom's demons and zombies - no need to be pretty smart, it's simply "walk, aim, shoot/bite, loop", nothing less. We are aware that human beings (even though they are Nazis) should act a bit less predictable and that's where we started to interfer. First of all, we implemented a mechanic, that made the soldiers try to dodge your attacks from time to time (this is what you can see in the screenshot above). Next to that, tossing grenades or having little health makes enemy soldiers finally take cover or run away, makes sense, doesn't it? Last but not least, some enemies don't leave their covered zone until you are getting closer, instead they stay where they are. It's not much but gives a new dynamic to the battles and feels as an appropriate change. Let's see what our coders AFADoomer and Ozymandias come up with in the next months to make the gunfights even more challenging - stay tuned![/quote]
  4. Tormentor667

    Hexen Neural Upscale [08.01.2018]

    This is most impressive!
  5. Tormentor667

    PBR for Original Doom Textures

    I love this!
  6. Tormentor667

    Doom Slayer Chronicles

    Jimmy pretty much summed up my thoughts on this.
  7. Tormentor667

    GTA Doom. v5.0.1 - WIP

    It needs day-night transitions
  8. Tormentor667

    WADs with huge file sizes

    Wait for Blade of Agony Chapter 3 (incl 1+2) - pretty sure we will reach 1GB
  9. Cant wait to play this :)
  10. I suppose those pics were taken by you. Nice landscape!

    1. Tormentor667


      Exactly, currently in Austria for Mountainbiking

  11. Tormentor667

    Doom Slayer Chronicles

    Dude, impressive stuff you got here. Would you mind sharing the shader for the heat haze?
  12. Tormentor667

    DOOM: Anomality

    That looks promising!
  13. Tormentor667

    what are you working on? I wanna see your wads.

    Blast Nazis with your Sherman Tank! ZScript is most propably the best addition to GZDoom since the hardware renderer or DECORATE itself. AFADoomer made the impossible possible, he is still working hard to implement the feature to perfection but we are proud to announce drivable Sherman Tanks in Chapter 3 of Blade of Agony. You have any ideas or wishes when it comes to missions with a tank? Let us know about your thoughts, we are happy and thankful for any kind of inspiration from you :)