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gerolf
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PostPosted: Fri Jul 16, 2010 2:18 pm
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STEALTH:
some one allready made it to where you can drag bodies. why not make a stealth part?

i have some graphics (for orginal wolf3d look)

BJ with brown uniform (guard)

BJ in blue (SS)

BJ in white (officer)

best way is, guards have limited places they can go, ss can go anywhere, officers can go into most places.
and you have a suspision meter.

RTCW idea:
make the game based off of it. put agent 1 in it. and use WSJ's enemy sprites. 60 levels. lots of weapons, etc.
and for SDL!!!!

Zombies:
add shotgun to game. and make most enemies just come after you. and then have few with weapons.
bosses should be demons.

mutants attack nazis:
have that happen xD

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PostPosted: Sat Jul 17, 2010 6:32 pm
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gerolf wrote:
STEALTH:
some one allready made it to where you can drag bodies. why not make a stealth part? ...
Already been done. Didn't you check out Trench Warfare? Smile
gerolf
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PostPosted: Sun Jul 18, 2010 1:43 pm
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i did, but only played 1st level. never got into it. i mean stealth as in the way ID was originally going to have in the game Smile

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PostPosted: Fri Jul 23, 2010 2:14 pm
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"some one allready made it to where you can drag bodies. why not make a stealth part?"

regarding this, a concept I had worked up previously involved the enemies reacting to not just dead bodies, but also reacting to other guards reacting to you. Basically, if you one guy sees you, everyone is eventually alerted of your presense.

EDIT: It never got around to being fully coded though.

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PostPosted: Sat Jul 24, 2010 8:09 pm
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IMO, it'd be more believable and realistic if soldiers would hear the alert if they were close enough to the alerter to hear it. I have some code for exploding barrels that could be hacked to do such a thing. It'd just have to cover a greater distance, and would only work guards on the same floorcode.
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PostPosted: Sun Jul 25, 2010 1:17 pm
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cool Smile

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PostPosted: Mon Jul 26, 2010 10:46 am
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Yeah, that's basically the concpet I had envisioned.

Another idead I had thought up a long while ago, but would involve probably a complete re-write of the raycaster, is have the transparent color work on walls as well.

The idea eventually just became having the paralax sky drawn there instead. Not true transparency, but it worked well enough.

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PostPosted: Mon Jul 26, 2010 7:02 pm
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OT -

Lozer_42 wrote:
Another idead I had thought up a long while ago, but would involve probably a complete re-write of the raycaster, is have the transparent color work on walls as well.
IIRC, BT said he was trying to enable this in the SDL code, by porting a DarkOne raycaster tutorial from 16-bit Wolf3D code. He posted a code tutorial on this feature some years back, but a lot of work needs to be done before it can function in SDL.
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PostPosted: Sun Aug 08, 2010 10:49 am
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Lozer_42 wrote:
"some one allready made it to where you can drag bodies. why not make a stealth part?"

regarding this, a concept I had worked up previously involved the enemies reacting to not just dead bodies, but also reacting to other guards reacting to you. Basically, if you one guy sees you, everyone is eventually alerted of your presense.

EDIT: It never got around to being fully coded though.

It's been done in Castle Totenkopf SDL Edition... I made the guards react to seeing other alerted guards (as well as dead ones.)
gerolf
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PostPosted: Sun Aug 08, 2010 10:58 am
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i know and thats cool, but im talking about making a remake of the original, with the original specs in it.

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PostPosted: Thu Nov 11, 2010 7:33 pm
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gerolf wrote:
i know and thats cool, but im talking about making a remake of the original, with the original specs in it.


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