[Wolfenstein: Blade of Agony] v3.1 released (p204)

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Tormentor667
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Tormentor667 »

Download (updated on May 10th)
The latest beta can be downloaded here (beta v0.95), it's still a work-in-progress release, so we are looking forward to your feedback, suggestions and bugtracks.
Spoiler: Changelog
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YukesVonFaust
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by YukesVonFaust »

IT BEGINS

(also downloading it now)
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by wildweasel »

Okay....here's the list of things.
  1. The NES in the lab just pulls me right out of the experience. I know it's a shout-out to another project, but it seems really unnecessary.
  2. Briefing text goes both too slowly and too quickly, cannot be skipped, and does not wait for the player to read it all.
  3. Why would you EVER disable THE RUN BUTTON. Lowering the player speed is one thing, but now the player has essentially no speed control whatsoever.
  4. I ran out of ammo several times on the first mission. Not being able to shoot at the riflemen left me dying quite frequently.
  5. It's...not especially obvious that I'm supposed to shoot a fire extinguisher to progress. I'm not used to those exploding in a violent fireball.
  6. Find some way to mark which doors are openable and which ones are unimportant.
  7. I sure do have to step over a lot of crap in these rooms, especially the desks in the offices.
  8. Metal grates and rails absorb a lot of gunfire for some reason.
  9. "QUITMSG13 = "Go to Skulltag Forums, tell 'em\n Torm sent you!\n(and that Blade of Agony won't run! =P)";" - That's a bit of an old joke that I never updated in WW-Nazis, and it's a bit of a lazy replacement you pulled on it. I'd just as soon remove it.
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Ma77 »

I would love to play the beta but i have little to no idea on how to actually play it due to me sucking at computer so a little help would be greatly appreciated
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Captain J »

first obvious of all, it requires latest version of gzdoom. and it requires better computer if you still failed to run it.
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Ma77
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Ma77 »

Captain J wrote:first obvious of all, it requires latest version of gzdoom. and it requires better computer if you still failed to run it.

I do know that but in the folders do i go in maps and just go from there? i tried dragging all the things at once and i got a level but not the level just a bunch of errors.
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Ed the Bat »

wildweasel wrote:I ran out of ammo several times on the first mission. Not being able to shoot at the riflemen left me dying quite frequently.
We actually reduced the amount of 9mm ammo dropped by enemies because we were always pooling up way too much of it. Even as it is now, I frequently end missions with maxed out 9mm.
It's...not especially obvious that I'm supposed to shoot a fire extinguisher to progress. I'm not used to those exploding in a violent fireball.
...have you never played Duke Nukem 3D?
Find some way to mark which doors are openable and which ones are unimportant.
They already are. They're color-coded. The talking toilet even tells you about this.
"QUITMSG13 = "Go to Skulltag Forums, tell 'em\n Torm sent you!\n(and that Blade of Agony won't run! =P)";" - That's a bit of an old joke that I never updated in WW-Nazis, and it's a bit of a lazy replacement you pulled on it. I'd just as soon remove it.
I actually changed it to Torm and BoA; before I got there, it still said weasel and ww-nazis, respectively. In fact, I think it may still, in the other languages. I felt getting the proper project/author names was at least a step in the right direction, but I didn't feel like I was creative enough to make new messages from scratch.
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by idfreak »

@Ma77: AFAIK you need a folder containing doom2.wad, the latest gzdoom extracted into the same folder, then you just drag wolf_boa.zip onto the gzdoom icon and boom - set up your options and play. Worked for me anyway.
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Ma77
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Ma77 »

can play it now but now i have a new problem theres no music and other sounds.
i downloaded the new gzdoom version and now i either have no music, no sounds or both and with the music i can only do one of the music options
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by idfreak »

Did you get it from here?

http://devbuilds.drdteam.org/zdoom/
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Tormentor667 »

Thanks for the feedback wildweasel, Ed has already answered some of them, for the missing ones:
wildweasel wrote:The NES in the lab just pulls me right out of the experience. I know it's a shout-out to another project, but it seems really unnecessary.
This is something of my personal style :) I always fill intermission maps with numerous things to discover, eastereggs, shout-outs, many things that make you laugh. Ever played Stronghold's intermission map?
wildweasel wrote:Briefing text goes both too slowly and too quickly, cannot be skipped, and does not wait for the player to read it all.
I will add a skip-option and make the text wait, that's a good idea in general.
wildweasel wrote:Why would you EVER disable THE RUN BUTTON. Lowering the player speed is one thing, but now the player has essentially no speed control whatsoever.
The run button isn't really disabled, it's just that the player is walking/running the same speed. I will half the walking speed though to make it behave correctly.
wildweasel wrote:It's...not especially obvious that I'm supposed to shoot a fire extinguisher to progress. I'm not used to those exploding in a violent fireball.
I hoped that it was obvious enough as it is a typical Duke thing, though I could add an exclamation mark to make it more obvious.
wildweasel wrote:I sure do have to step over a lot of crap in these rooms, especially the desks in the offices.
Well, it's quite ordinary to expect tables, chairs and cabins in a room :)
wildweasel wrote:Metal grates and rails absorb a lot of gunfire for some reason.
I am currently waiting for this.
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Ma77
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Ma77 »

idfreak wrote:Did you get it from here?

http://devbuilds.drdteam.org/zdoom/
I got it from here actually:
http://devbuilds.drdteam.org/gzdoom/
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by PSTrooper »

Ma77 wrote:can play it now but now i have a new problem theres no music and other sounds.
i downloaded the new gzdoom version and now i either have no music, no sounds or both and with the music i can only do one of the music options
Re-download blade of agony from page 1. I have a feeling you might have messed it up trying to get it to work.

I want to take this time to apologize to Torm for not being able to contribute as much as I would've liked to. I've been busy with work and plus my screen stopped working, so I've got to find another of the same quality or greater before I can continue spriting. Because developing sprites on a CRT just won't work. I don't know how they did it back in 1993.

Also, blade of agony's intermission text cuts off on 4:3 screens. Don't know if you can fix it or care to, but you know..
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by idfreak »

Ma77 wrote:
idfreak wrote:Did you get it from here?

http://devbuilds.drdteam.org/zdoom/
I got it from here actually:
http://devbuilds.drdteam.org/gzdoom/
Yes, sorry, my bad - meant to give you gzdoom link.
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Ma77
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Re: [WolfenDoom] Blade of Agony (beta v0.95 released!)

Post by Ma77 »

PSTrooper wrote:
Ma77 wrote:can play it now but now i have a new problem theres no music and other sounds.
i downloaded the new gzdoom version and now i either have no music, no sounds or both and with the music i can only do one of the music options
Re-download blade of agony from page 1. I have a feeling you might have messed it up trying to get it to work.

I want to take this time to apologize to Torm for not being able to contribute as much as I would've liked to. I've been busy with work and plus my screen stopped working, so I've got to find another of the same quality or greater before I can continue spriting. Because developing sprites on a CRT just won't work. I don't know how they did it back in 1993.

Also, blade of agony's intermission text cuts off on 4:3 screens. Don't know if you can fix it or care to, but you know..

Thank god i can finally play it with no problems thank you dude.
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