Hello folks. I'm a Level Designer for the WWII-Shooter Wolfenstein Enemy Territory.
Don't know if it's the screenshot, but the left side is way too dark.
You can perfectly hide unseen in the shadows and kill everyone who is walking by...
Thank you guys! And could you do me a favor and keep it away from SD a little bit? I still want to get some stuff done before I bump my old thread :D
EDIT: ok, scratch that part with SD. I see it's already too late :(
Well, changed historical background isn't that bad when the overall atmosphere is fitting in itself, but please do not mess with the weapons!! You see those all the time and I bet all the fans of this time (including me) will be highly disappointed when the weapons aren't correct.
It is like receiving a bad result in a test and someone's always rubbing your nose into it. Strange example I know :P
What i want to say is. Although your game is set in a historical uncorrect setting, please leave the weapons as they are OR create totally new ones which don't remind you at all of the correct ones.
I see this modification not as alternative but simply as a mistake or the inability of creating a correct weapon.
Please don't get me wrong, I like this mod. It reminds me of Saboteur a truely awesome game. I just want you to be correct where it matters!
I'm sorry but I'm not totally convinced with those sounds.
First of all I really think it's annoying if you can here the grenade bouncing on and off the floor like it was made out of wood and falling onto wood and not onto grass or dirt (where it actually won't bounce but land and stuck. I wasn't in war but I'm quite sure you haven't actually heard the grenade bouncing.
I could understand if you put that feature in to "warn" enemies of that grenade but I really don't like it.
Secondly I rather like explosions with a slight touch of bass. It's most certainly subjective but I think the explosion sounds are a bit too high-pitched. Especially the explosion sounds of vehicle-destruction and landmines!
Nevertheless I like the echo of the sounds. It's smoothly fading out and not cutting out sharply. Would be great if you could adjust the sounds and make them a bit more low-pitched with a slight bass.
I'd also love to have surround sound support ingame but I suppose you already planned to implement that. I just wanted to support Baryonyx with his question.
>I'll post that same comment also on the website<
that would toatally be great and solve many problems. Wouldn't there be another option to solve this? If AIs just spawn when they are needed so you put some triggers into the map. When players walk through there AIs spawn for the next section and so on. But letting them respawn in a closed hut or something similar would be the best version.
Btw for our comment-discussion I posted in the SD-forums because I had better opportunities with showing pics, etc there. Hope it isn't too distracting :P
This truely looks like a promising mod. But you definitely need to update the maps with a larger army of german soldiers because right now it is even hillarious sometimes with only one american soldier.
>>I've added support for separate .ents file for each map, this makes it possible to add entities to the map without recompiling. We can add new ai enemies this way<<
Would be great if you could properly update the amount without exaggerating.
Just an idea which popped into my mind right now. Maybe you know the map-pack "project-51"? Some of those maps are really great and with small modifications they would definitely be on vanilla-wolf level. Maybe you can contact the mappers whether they would like to see their maps in that project or you just secretly decompile and add them...What? Did I just say that? Noooooo...
thanks for the advice. I wasn't even registered...
Reto.Hal9k do you already know how you are going to implement that feature? Would be nice to hear feedback after you and the rest of the team decided on one aspect.
Sorry for spamming but I can't edit my older post anymore...
Another simple option to solve this 'issue' would be to create a "flat" compass. Then the icons would be arranged tidily in one fix position and wouldn't distract players.
Personally I prefer that option since you always are able to quickly see where you are without pushing a button and because of its simple and tidy arrangement.
Alienbabeltech.com < examplepicture #1 (Wolfenstein)
Addictedtogam3s.files.wordpress.com < examplepicture #2 (Skyrim)
Will that icon be always visible? I don't know how the ingame works but if there is a hotkey to display the mission objects in a table or something similar you could connect that icon to that key.
In Brink for example the objectives are also visible like that and if there are also other icons of e.g. fireteams, quickchat, etc the screen gets confusing very quickly.
In my opinion it is a nice idea but you definitely should work something out so it isn't displayed all the time.
I created a quick example picture so you can understand better what I'm talking about.
Weekend.ycn-hosting.com < examplepicture
Nothing to critizise about. This is great work. Really smooth.
I like the smooth animation, but why is the whole screen shaking at some points during reloading? Would you mind fixing, editing or reworking it?
Nice sounds indeed, Jesper. I'm looking forward to this soundtrack added to an astonishing official trailer ;P
totally agreed :)
This game will surely rock.
Have you already created animations or only the plane model?
If you have could you please upload also videos showing the animation because a nice model is nothing without a fitting animation.
By the way nice model ;)
Is there an opportunity to implement the XReal engine which is currently tweaked for W:ET? Would be also nice to have RtCW with nice new graphics
I loved Wolfenstein and I would love it if this game would include the funny and stereotypical view on the german wehrmacht. It's just hilarious. Ah and by the way I'm german. ;)
I receive that error for each of your videos..
The player just shows that message. You should try uploading it again. Decompresed or maybe in another format?
There never existed a 'night' skin. It will be the normal skin for the region where the map is located.
sure. I can do so. First of all Backsnipe and me need to finish Pointe du Hoc then I can send you everything with the mapfile or you just tell us what to do. Backsnipe told me that you are already working together with modelling so the communitaction is there.
I currently started a new version of fueldump if you are interested. I wasn't in the mood to go on at Pointe du Hoc so I created the fueldump version. :)
If I can help as a mapper in any way. Just say so. I would like to help you in bringing this forward.
Me neither :D
I'd like to vote for the cloth-covered sniper because it's still at the eastern front and there was plenty of snow (like in the videos/pics) so the cloth was very important for the snipers.
Besides the realism factor I just like the cloth-covered model more!
Really awesome work, guys. Respect. Your mod is really getting better and better. :)
I love your skins and models really. The thing is I don't play CoH.
I'm playing Wolfenstein Enemy Territory and have an own clan/server/community. Would it be possible to convert some models in an ET format which is: .md3
That would be so awesome :) Great work you guys!! *thumbs up*
Looks nice :)
Sorry to say that I'm neither a C++ coder, modeler, skinner, or animator!
I could try to help you with skins..I'm quite familiar with Adobe Photoshop, but I'm not professional :P
I just read you post about Welcome to the Nam. Your mod for W:ET you remember? It was 2006 i think. If you have ANYTHING left from your ET mod pls send it to me. I would really enjoy to work with it. Pls also your code (if possible). It sounds so nice really. If there is anything left just send it or upload it and send the link to: email@example.com
I read your post and your mod infos. Why did you stoped working on that it sounds so good. If you have a backup or something like that (maybe also the coded things) pls send 'em to me. I would really like to work with that.