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Planet Nexion...
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feliciafan89
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PostPosted: Thu Sep 18, 2008 7:53 am
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I gotta say, I love how there's a compass in that game. More mods should have a compass. Does anyone here know how to put in a compass?
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PostPosted: Thu Sep 18, 2008 2:40 pm
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There would be two ways of putting it in: 1. Write a command that draws a line and draw it based on player->angle, or have eight sprites (I think this is the way Nexion does it) and draw it, again based on player->angle.
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PostPosted: Thu Sep 18, 2008 2:48 pm
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I see. Never been able to compile, despite following the Borland walkthrough on Areyep's site.
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PostPosted: Thu Sep 18, 2008 9:24 pm
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This mod has a distinctive style and full marks to Nexion for doing his own thing. But I see what Zombie Plan means in his review about how playing the game can make you a tad woozy....has anyone reached the point where the rooms and doorways become bigger, then smaller again Sick ? Alice In Wonderland's got nothing on this!
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PostPosted: Fri Sep 19, 2008 1:07 am
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It burns my retinas.

Drawing a line would probably slow the game? You'd have to have it constantly checking the angle and refreshing. On the plus you'd get more accuracy.

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AlumiuN
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PostPosted: Fri Sep 19, 2008 2:36 am
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On a reasonably specced computer it would be fine.
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PostPosted: Fri Sep 19, 2008 4:48 am
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AlumiuN wrote:
On a reasonably specced computer it would be fine.
if e veryone used reasonably specced computers

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Zombieskittles

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PostPosted: Fri Sep 19, 2008 6:16 pm
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Zombie_Plan wrote:
Drawing a line would probably slow the game? You'd have to have it constantly checking the angle and refreshing. On the plus you'd get more accuracy.
I've seen numerous Wolf mods with crosshairs, and that doesn't do much to lower the framerate, even in DOS Box. Compressing all Actor data into a single byte, now *that* slows things down. Smile

As for how the compass feature was done, I'm pretty sure it just takes the player's current angle in the game (which goes from 0 to 359, if I'm not mistaken), and divides it by 45 to draw one of 8 different VGAGRAPH images on the compass.

I found the look and feel of the game very refreshing, but the constant need to stab people to death ... it slowed down the pace too much for me. It was a fatal flaw for what otherwise would've been a spellbinding game. Sad
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PostPosted: Fri Sep 19, 2008 9:14 pm
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Tricob wrote:
Zombie_Plan wrote:
Drawing a line would probably slow the game? You'd have to have it constantly checking the angle and refreshing. On the plus you'd get more accuracy.
I've seen numerous Wolf mods with crosshairs, and that doesn't do much to lower the framerate, even in DOS Box. Compressing all Actor data into a single byte, now *that* slows things down. Smile


crosshairs are static drawing that only change when toggled. A compass would constantly be checking to see if the angle was different, since the angle IS constantly changing?

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PostPosted: Fri Sep 19, 2008 10:11 pm
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Zombie_Plan wrote:
crosshairs are static drawing that only change when toggled. A compass would constantly be checking to see if the angle was different, since the angle IS constantly changing?
It'd read the player's current angle, find the value of the line by taking the coordinates from the center of the compass, then subtract from it the Cosine and Sine values of the angle to get the coordinates for the "pointing end" of the compass's pointer. The game goes through many more calculations to see if BJ's gunshots have actually hit anyone. Geek

I think the speed decrease would be minimal at best; we're not dealing with 80286 computers here. Smile
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PostPosted: Sat Sep 20, 2008 7:39 pm
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When I said reasonably specced, I meant reasonably specced for the Wolfenstein engine. A little bit of quick trig never hurt anyone.
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PostPosted: Mon Oct 06, 2008 2:43 am
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Oh my God, I hadn't played this yet when I first read this thread... I downloaded it almost on accident browsing the Dome for unrelated reasons.

This game is an absolute masterpiece. I haven't even gotten past the first level yet, but just reading the story and looking at the art style so far, I can see already that this is a work of art. Just reading that story with the music on the read this gave me goosebumps. I suppose I can understand how the visual style wouldn't be for everybody; the use of only two colors for most graphics could be fairly distracting if you're not ready for it. Myself, I do admit that the NGA version seems a bit awkward with its two color graphics contrasting against some of the shaded two hundred fifty six color graphics.

Maybe I'm overreacting, but I think this is really something.

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PostPosted: Mon Oct 06, 2008 6:32 am
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Yes....it's a very original mod with very unique look, mood and art-taste behind it.

Still, playing it for too long is not fun, and even makes you dizzy.

But my full thumb-up for the idea behind that mod, which is something never seen on wolf3d engine.
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PostPosted: Fri Apr 13, 2018 6:59 pm
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Played this for the first time and didn't like it.

Black and white looks absolutely awful, sometimes I couldn't even see where I was and got totally lost.

I don't know why it says it needs 256 colours when it only uses 2.
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PostPosted: Sat Apr 14, 2018 4:21 am
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The close-range limits of your first weapon ... They're the main reason I didn't like this mod more. When you have to take so much time to bring down each and every enemy, it slows down the pacing of the gameplay too much for me.
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PostPosted: Sat Apr 14, 2018 4:27 am
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When started it asks A,B or C. It seems B should have colours but it's identical to A.

I'd like to know if there's a way to get the colours to work. Also, does it have cheats?
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PostPosted: Sat Apr 14, 2018 8:19 am
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B is not identical to A. There are some colors but just as small alternative to the original black and white mode. I have terrible orientation in games and even i managed to get through this one.
If you don't like it why you wanna play it with cheats then? You play any mod or game without cheats/godmode? There are cheats for this one but you either have to run some errands or buy the cheat DLC package.

@Tricob, did you get the gun directly at start of the level? It's like 2 rooms and 2 enemies away.

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PostPosted: Sat Apr 14, 2018 10:27 pm
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Atina wrote:
You play any mod without cheats/godmode?


No... if it doesn't have cheats I'm unlikely to play it.

Thanks for confirming the B&W state of most of the game. I'll just put it aside for now. Perhaps I'll get back to it one day.
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PostPosted: Sun Apr 15, 2018 8:57 am
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Atina wrote:
@Tricob, did you get the gun directly at start of the level? It's like 2 rooms and 2 enemies away.
My memory is awfully fuzzy on it now, but I remember either running out of ammo all the time, or not having any ammo to begin with. I suppose I'll have to get back to it some time.

Anyway, thank you for the input. Smile
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PostPosted: Sun Apr 15, 2018 3:01 pm
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When I tried it, the standard cheat didn't work so I selected the least difficult setting. Then I went from the starting room into the next one and found a pushwall. After that it was a matter of stumbling around like a blind man, collecting random things. I found another room with stuff, then had a very hard time trying to get back to the pushwall hole. After that it wasn't too bad until I started encountering floating flowers (or whatever they are - something from Corridor 7). The first few were dealt with but then a whole bunch of them surrounded me and I was dead.

It was difficult to find ammo & food, mostly I was alerted by the sound rather than seeing anything.
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