BGPA Missions - Bugfix release - details Page 9
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
BGPA Missions - Bugfix release - details Page 9
Update
A bugfix release has been posted to idgames as of 27 December 2009. This post will be updated with information when the file has been moved from /incoming to its permanent home.
Details of the changes can be found on page 9 of this thread.
And it has been transferred. The Berlin server has been updated.
[edit2]
The following link is to a reworked and updated version (mentioned on page 10 of this thread). It should be much more compatible with modern versions of GZDoom and it addresses a few mapping errors too.
http://www.aspectsweb.co.uk/enjay/doom/ ... ate05f.pk3
Big thanks to Ed the Bat who did a power of work to convert my sloppy DECORATE into ZScript and tidy up a bunch of other things too.
[/edit2]
[edit]
https://www.doomworld.com/idgames/level ... o/njbgpabh
ftp://ftp.fu-berlin.de/pc/msdos/games/i ... bgpabh.zip
ftp://ftp.fu-berlin.de/pc/msdos/games/i ... bgpabh.txt
To help you identify it, in case you are not sure that your favourit e mirror has updated, aside from the date being a big clue, the new version is slightly over 40MB. I think the previous one was around 36MB.
A bugfix release has been posted to idgames as of 27 December 2009. This post will be updated with information when the file has been moved from /incoming to its permanent home.
Details of the changes can be found on page 9 of this thread.
And it has been transferred. The Berlin server has been updated.
[edit2]
The following link is to a reworked and updated version (mentioned on page 10 of this thread). It should be much more compatible with modern versions of GZDoom and it addresses a few mapping errors too.
http://www.aspectsweb.co.uk/enjay/doom/ ... ate05f.pk3
Big thanks to Ed the Bat who did a power of work to convert my sloppy DECORATE into ZScript and tidy up a bunch of other things too.
[/edit2]
[edit]
https://www.doomworld.com/idgames/level ... o/njbgpabh
ftp://ftp.fu-berlin.de/pc/msdos/games/i ... bgpabh.zip
ftp://ftp.fu-berlin.de/pc/msdos/games/i ... bgpabh.txt
To help you identify it, in case you are not sure that your favourit e mirror has updated, aside from the date being a big clue, the new version is slightly over 40MB. I think the previous one was around 36MB.
Last edited by Enjay on Mon Dec 28, 2009 4:32 am, edited 12 times in total.
Re: BGPA Missions - Burghead Liberation
What's it all about?
Back Story
You play a British Galactic Police Association (BGPA, or the Beeg) officer late in the 24th century. The BGPA are now a "good" government, under the leadership of Prime Minister Arthur but they evolved from the far more brutal "BPA" which ran a totalitarian Police state. For many years since World War 3 there has been relative peace on Earth and treaties exist to keep that peace. During this time, stutter-warp and cold fusion have both been invented allowing mankind to reach the stars and start to colonise space. Many colony worlds have been formed and are under the jurisdiction of the various authorities back on Earth. Some of the major players are Britain - who by being amongst the first to invent the required technology were able to get a foothold before some other empires, Red Giant, a huge organisation that owns and has terraformed and colonised Mars and other planets, The French Empire - under Emperor Charlemagne, the Orient and (of course) the Inca Free Republic (a fascist conglomeration of current South American countries). Sorry guys, the USA got hit pretty hard by WWIII and is still recovering many, many years later. It is an in dependant country and has treaties with Britain but has had little impact on intergalactic colonisation - so far.
The world is not a dark, post-apocalyptic one. Yes, there has been a devastating world war. Yes the planet is over crowded (for Britain, think the city of Britain - the entire island covered with city) but it is one of enthusiasm and light where people go about their lives and have all the hopes, dreams and disappointments of present day people. Unlike many sci-fi themes, the people of this future still know how to make light bulbs and how to use them.
There has been contact with alien races, some peaceful, some less so. Technology has obviously moved on and cyberware, although frowned upon by the BGPA, is available in both organic and traditional hardwire forms. There are also rumours of the return of "old races" that haven't been seen on Earth for almost 2000 years and there is a slow dawning and realisation amongst humans that about 700 years of Earth history has been lost to them when the variety of creatures and peoples living on the planet was very different compared to our recorded history. Somehow, and sometime, those races left the planet, obfuscating all traces of their existence, and let humans get on with it... but perhaps they could be coming back.
Although during this time there has been no war on Earth, humans are what humans are and the rush and struggle for new colonies has lead to its share of colonial wars. One of the thrusts towards colonisation was a "possession is nine-tenths of the law" mentality and so bonuses, incentives, emigration drives and accelerated breeding programs have lead to the populations on the colony worlds significantly outnumbering those back on earth. The planets of New Britain (a very cold icy planet - run by the BGPA), Hope (a planet with such extreme climatic conditions that people have to live in underground complexes - run by Red Giant), Neo Asia (a city-wide planet where cyberware is rife - run by a coalition of the BGPA and the Sino government), Clarkstar (a beautiful planet with a wide variety of wildlife and impressive natural rock formations and atmospherics - run by the BGPA Rangers (think Canadian Mounties in pale blue uniforms riding on the backs of giant, sentient lizards)), Neo Caledonia (a planet much like present day Scotland - also run by the BGPA) and many many more have all seen their fair share of armed conflict. There are also many small colony worlds where, being light years from Earth, the politics of the home planet are not so important and coalitions and local agreements exist to allow people to get on with their lives.
Back Story
You play a British Galactic Police Association (BGPA, or the Beeg) officer late in the 24th century. The BGPA are now a "good" government, under the leadership of Prime Minister Arthur but they evolved from the far more brutal "BPA" which ran a totalitarian Police state. For many years since World War 3 there has been relative peace on Earth and treaties exist to keep that peace. During this time, stutter-warp and cold fusion have both been invented allowing mankind to reach the stars and start to colonise space. Many colony worlds have been formed and are under the jurisdiction of the various authorities back on Earth. Some of the major players are Britain - who by being amongst the first to invent the required technology were able to get a foothold before some other empires, Red Giant, a huge organisation that owns and has terraformed and colonised Mars and other planets, The French Empire - under Emperor Charlemagne, the Orient and (of course) the Inca Free Republic (a fascist conglomeration of current South American countries). Sorry guys, the USA got hit pretty hard by WWIII and is still recovering many, many years later. It is an in dependant country and has treaties with Britain but has had little impact on intergalactic colonisation - so far.
The world is not a dark, post-apocalyptic one. Yes, there has been a devastating world war. Yes the planet is over crowded (for Britain, think the city of Britain - the entire island covered with city) but it is one of enthusiasm and light where people go about their lives and have all the hopes, dreams and disappointments of present day people. Unlike many sci-fi themes, the people of this future still know how to make light bulbs and how to use them.
There has been contact with alien races, some peaceful, some less so. Technology has obviously moved on and cyberware, although frowned upon by the BGPA, is available in both organic and traditional hardwire forms. There are also rumours of the return of "old races" that haven't been seen on Earth for almost 2000 years and there is a slow dawning and realisation amongst humans that about 700 years of Earth history has been lost to them when the variety of creatures and peoples living on the planet was very different compared to our recorded history. Somehow, and sometime, those races left the planet, obfuscating all traces of their existence, and let humans get on with it... but perhaps they could be coming back.
Although during this time there has been no war on Earth, humans are what humans are and the rush and struggle for new colonies has lead to its share of colonial wars. One of the thrusts towards colonisation was a "possession is nine-tenths of the law" mentality and so bonuses, incentives, emigration drives and accelerated breeding programs have lead to the populations on the colony worlds significantly outnumbering those back on earth. The planets of New Britain (a very cold icy planet - run by the BGPA), Hope (a planet with such extreme climatic conditions that people have to live in underground complexes - run by Red Giant), Neo Asia (a city-wide planet where cyberware is rife - run by a coalition of the BGPA and the Sino government), Clarkstar (a beautiful planet with a wide variety of wildlife and impressive natural rock formations and atmospherics - run by the BGPA Rangers (think Canadian Mounties in pale blue uniforms riding on the backs of giant, sentient lizards)), Neo Caledonia (a planet much like present day Scotland - also run by the BGPA) and many many more have all seen their fair share of armed conflict. There are also many small colony worlds where, being light years from Earth, the politics of the home planet are not so important and coalitions and local agreements exist to allow people to get on with their lives.
Re: BGPA Missions - Burghead Liberation
Where does it take place?
The action takes place on the small colony world of "Mons Grampius" (named after the battle between the Scots and the Romans that the Grampian mountains get their name from (but which is actually a spelling mistake and should have been recorded as Mons Graupius)). Climate wise, it is a pleasant colony with temperatures typical of mid to Southern Europe and it readily supports life.
What is going on?
This colony world is typical. It is small and far from Earth. The colony is run by a coalition of the British and Incanese colonists but the colony has existed for long enough that the sizable population of people who have only know life on Mons Grampius consider themselves a distinct group (nicknamed Grampies) although most will identify themselves as British when asked.
Recently, however, there has been a communications blackout from the colony and only scant information has been getting out. As far as can be discerned, there has been a takeover bid by the Incanese faction running the colony. A large number of Incanese troops have been moved in to consolidate this position and marshal law is in force. An Incanese backed militia, made up of volunteers from the population, has been set up to administer the day to day running and policing of the colony and they do so with an iron fist. There have been reports of arrests, beatings, riots and even ethnic cleansing but, as yet, nothing has been fully substantiated so an overt invasion of the colony by BGPA forces cannot take place because it will be viewed as a deliberate attempt to overthrow the legitimate administration of the colony and, as such, an act of war.
What will you have to do?
Your mission will be explained to you fully when you play the mod. The short version is that you will be dropped on to the planet to find evidence of what is going on, disrupt Incanese activities as much as possible and to assassinate the head of the militia.
The action takes place on the small colony world of "Mons Grampius" (named after the battle between the Scots and the Romans that the Grampian mountains get their name from (but which is actually a spelling mistake and should have been recorded as Mons Graupius)). Climate wise, it is a pleasant colony with temperatures typical of mid to Southern Europe and it readily supports life.
What is going on?
This colony world is typical. It is small and far from Earth. The colony is run by a coalition of the British and Incanese colonists but the colony has existed for long enough that the sizable population of people who have only know life on Mons Grampius consider themselves a distinct group (nicknamed Grampies) although most will identify themselves as British when asked.
Recently, however, there has been a communications blackout from the colony and only scant information has been getting out. As far as can be discerned, there has been a takeover bid by the Incanese faction running the colony. A large number of Incanese troops have been moved in to consolidate this position and marshal law is in force. An Incanese backed militia, made up of volunteers from the population, has been set up to administer the day to day running and policing of the colony and they do so with an iron fist. There have been reports of arrests, beatings, riots and even ethnic cleansing but, as yet, nothing has been fully substantiated so an overt invasion of the colony by BGPA forces cannot take place because it will be viewed as a deliberate attempt to overthrow the legitimate administration of the colony and, as such, an act of war.
What will you have to do?
Your mission will be explained to you fully when you play the mod. The short version is that you will be dropped on to the planet to find evidence of what is going on, disrupt Incanese activities as much as possible and to assassinate the head of the militia.
Re: BGPA Missions - Burghead Liberation
Where the hell did all that come from?
This was originally run as a live action role playing /action adventure game in the Summer of 2006 in the woods around Elgin and Burghead, Scotland. The event started when the players met with their mission coordinator in a clearing some miles from the main play area and received a full military-style briefing in a military encampment. From there, they moved to another forest and were given 2 hours to set themselves up, stow all their kit in their packs (night vision goggles, radios, NBC suits, GPS, weapons and grenades etc etc) go through their plans, draw up their maps and get ready to meet the local resistance. From there they moved to a forest adjacent to a beach and the mission played out pretty much like it does in these maps. The big differences are that the "real" mission often had slow, stealthy sections and we didn't actually have a military headquarters or bunker at our disposal, nor did we have an entire army of Incanese soldiers. We did have a couple of forests, an old railway line, some abandoned buildings and as many NPCs as we could muster. Our thanks, in particular, to the Forestry Commission and Grampian Police for making the event possible.
The event started at about 6.00 pm with the initial briefing meeting but things didn't kick off properly until complete darkness had fallen and the game ran right through until about 6.30 am the following morning when it was almost fully light.
As for the scenario, it is part of an ongoing game world that my friend and I have been creating for almost 15 years. The world is detailed and complex and we have a written history for it from about 4million BC to the year 2500AD. In each significant time period (ancient, present and future) we have a very clear picture of the politics of the world and who is living in it. And it is so much more than just a mundane human existence. Our first novel, set in the present day, is 99.9% complete and should be heading off to the publishers within the next few weeks - and we hope it will be good enough to justify a publishing deal and allow us to write more (the initial novel is part one of a trilogy).
This was originally run as a live action role playing /action adventure game in the Summer of 2006 in the woods around Elgin and Burghead, Scotland. The event started when the players met with their mission coordinator in a clearing some miles from the main play area and received a full military-style briefing in a military encampment. From there, they moved to another forest and were given 2 hours to set themselves up, stow all their kit in their packs (night vision goggles, radios, NBC suits, GPS, weapons and grenades etc etc) go through their plans, draw up their maps and get ready to meet the local resistance. From there they moved to a forest adjacent to a beach and the mission played out pretty much like it does in these maps. The big differences are that the "real" mission often had slow, stealthy sections and we didn't actually have a military headquarters or bunker at our disposal, nor did we have an entire army of Incanese soldiers. We did have a couple of forests, an old railway line, some abandoned buildings and as many NPCs as we could muster. Our thanks, in particular, to the Forestry Commission and Grampian Police for making the event possible.
The event started at about 6.00 pm with the initial briefing meeting but things didn't kick off properly until complete darkness had fallen and the game ran right through until about 6.30 am the following morning when it was almost fully light.
As for the scenario, it is part of an ongoing game world that my friend and I have been creating for almost 15 years. The world is detailed and complex and we have a written history for it from about 4million BC to the year 2500AD. In each significant time period (ancient, present and future) we have a very clear picture of the politics of the world and who is living in it. And it is so much more than just a mundane human existence. Our first novel, set in the present day, is 99.9% complete and should be heading off to the publishers within the next few weeks - and we hope it will be good enough to justify a publishing deal and allow us to write more (the initial novel is part one of a trilogy).
Re: BGPA Missions - Burghead Liberation
Who is the mod for?
Originally it was made for the people who played the live action game. The main reasons were to fill in the blanks for things that we couldn't do on the night and because it would be helluva cool to play yourself in a video game. So, as I said before, the game is tailored for their tastes rather than seasoned Doom players.
Anything new or unusual in the mod?
Well, new enemies (many will have been seen in my "Overlord" level), new weapons and new levels are standard fare. I have also used quite a few models and 3D effects.
There are a few new items too:
Sonic grenade. Looking like and "working" like the ones used on the night in question - throw it near an enemy and it has a high chance of putting them in a state of pain and preventing them attacking until the grenade stops emitting its noise.
Inventory NVG goggles. Activate them and you can see in the dark. They last for a few seconds and then switch off. They need to recharge for about 30 seconds and then can be used again. It is very much the intention to use them with the GZdoom alternative NVG mode otherwise these things become too powerful (your choice I guess). Using them slows you down, primarily for game balance but if you've ever actually used NVGs, you'll know that although they help you to see, they are quite clumsy and it isn't that easy to move confidently with them on.
Every weapon has an alt-fire to represent a flashlight on your suit somewhere. Suck it down Doom3.
Flare globes. Throw them and they burst emitting light for about 30 seconds.
Portable health kits. 25% health to carry around with you.
You may have guessed from the above that the mod is very dark in places. It is. It's meant to be. The real event took place at night. You are given enough kit to counter this but it is only worthwhile if you set sector lighting to Doom mode. Anything else will be too bright and ruin the entire effect. Again, your choice.
Originally it was made for the people who played the live action game. The main reasons were to fill in the blanks for things that we couldn't do on the night and because it would be helluva cool to play yourself in a video game. So, as I said before, the game is tailored for their tastes rather than seasoned Doom players.
Anything new or unusual in the mod?
Well, new enemies (many will have been seen in my "Overlord" level), new weapons and new levels are standard fare. I have also used quite a few models and 3D effects.
There are a few new items too:
Sonic grenade. Looking like and "working" like the ones used on the night in question - throw it near an enemy and it has a high chance of putting them in a state of pain and preventing them attacking until the grenade stops emitting its noise.
Inventory NVG goggles. Activate them and you can see in the dark. They last for a few seconds and then switch off. They need to recharge for about 30 seconds and then can be used again. It is very much the intention to use them with the GZdoom alternative NVG mode otherwise these things become too powerful (your choice I guess). Using them slows you down, primarily for game balance but if you've ever actually used NVGs, you'll know that although they help you to see, they are quite clumsy and it isn't that easy to move confidently with them on.
Every weapon has an alt-fire to represent a flashlight on your suit somewhere. Suck it down Doom3.
Flare globes. Throw them and they burst emitting light for about 30 seconds.
Portable health kits. 25% health to carry around with you.
You may have guessed from the above that the mod is very dark in places. It is. It's meant to be. The real event took place at night. You are given enough kit to counter this but it is only worthwhile if you set sector lighting to Doom mode. Anything else will be too bright and ruin the entire effect. Again, your choice.
Re: BGPA Missions - Burghead Liberation
Can I see a preview?
Yes, if you don't mind spoilers, I put some screenshots here.
http://www.rowand.myzen.co.uk/bh/bh.html
or you can just browse the directory.
http://www.rowand.myzen.co.uk/bh
When will it be available?
Soon, I hope. I've got a few things I want to run through and check. I also want to play it right through to (hopefully) catch any resources that I have missed when transferring this out of the main mod. There is also a feature or two from the latest SVN builds that would be quite useful to incorporate so I may do that but because the mod needs GZdoom, I'll have to hold off releasing until there is a GZdoom version with all the required features.
Where will it be available?
Not sure actually. Because of the music, and maybe other resources (though I think it's pretty much all OK) idgames isn't suitable. 60MB will be difficult on some of those file sharing places so... I dunno. I'll have to see what I can work out. I don't think my own webspace can take a 60MB file and I can't e-mail something of that size either. Finding somewhere to put it is going to be tricky.
I'm open to suggestions.
Yes, if you don't mind spoilers, I put some screenshots here.
http://www.rowand.myzen.co.uk/bh/bh.html
or you can just browse the directory.
http://www.rowand.myzen.co.uk/bh
When will it be available?
Soon, I hope. I've got a few things I want to run through and check. I also want to play it right through to (hopefully) catch any resources that I have missed when transferring this out of the main mod. There is also a feature or two from the latest SVN builds that would be quite useful to incorporate so I may do that but because the mod needs GZdoom, I'll have to hold off releasing until there is a GZdoom version with all the required features.
Where will it be available?
Not sure actually. Because of the music, and maybe other resources (though I think it's pretty much all OK) idgames isn't suitable. 60MB will be difficult on some of those file sharing places so... I dunno. I'll have to see what I can work out. I don't think my own webspace can take a 60MB file and I can't e-mail something of that size either. Finding somewhere to put it is going to be tricky.
I'm open to suggestions.
- Remmirath
- Posts: 2562
- Joined: Sun Dec 23, 2007 3:53 am
- Graphics Processor: nVidia with Vulkan support
- Location: My house
- Contact:
Re: BGPA Missions - Burghead Liberation - Not out yet
You're doing an amazing job...congratulations
When did you start this wad?
When did you start this wad?
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: BGPA Missions - Burghead Liberation - Not out yet
Some time ago I guess. Some screenshots on the teaser page look similar to older screenshots I seen enjay post a while ago.
- hnsolo77
- Posts: 1446
- Joined: Sat Sep 16, 2006 8:06 pm
- Location: the mythical land of Toronto Canada. (not really)
Re: BGPA Missions - Burghead Liberation - Not out yet
and now i am keeping an eye on this topic, while i admittedly like having to conserve ammo and health to a point, i also like having plenty of health and ammo as well
and it is different for sure and as said before, this should be fun to play
and it is different for sure and as said before, this should be fun to play
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
Re: BGPA Missions - Burghead Liberation - Not out yet
This looks awesome, can't wait tell it's released. 
- lizardcommando
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: BGPA Missions - Burghead Liberation - Not out yet
Holy shit, this looks so fucking amazing. Why not just have an optional patch for the music?
Re: BGPA Missions - Burghead Liberation - Not out yet
I considered that but the options were:lizardcommando wrote:Why not just have an optional patch for the music?
midis - all the ones I heard sounded bad
silence - some people will choose that anyway, but I didn't want to neuter it in that way
mods - Xaser pointed me at some very good ones but they weren't quite what I was looking for
leaving them out all together - Zdoom would spit out error messages every now and again
How long have I been working on it? Not long actually, and then again, quite some time. I did most of the work a year or more back and have done very little on it since. So you could say over a year. However, most of it was done one weekend and then I just assimilated it into my own personal bigger project and forgot about it until recently. And that's why extracting it has been such a pain in the neck. So actual editing time 2-3 full days I guess.
I just played through it again and spotted a few things that I missed in the transfer, but they were minimal and it all worked as I expected so things are looking good for a release quite soon. I also think I remembered a few things I transferred across that don't need to be there, but I'm not 100% confident about removing them "just in case".
For the ammo conservers, I had loads of ammo left at the end.
BTW, the mod is not really compatible with Nightmare mode as id implemented it. In the past the fast monsters crashed it (which may be fixed now, I haven't checked) and the respawning just annoyed me and didn't make sense. So, I just implemented a slightly tougher difficulty setting for those who want it. Aggressiveness and damage factor are increased slightly and that's it. I have not checked that setting fully.
Re: BGPA Missions - Burghead Liberation - Not out yet
Looks very very good. Models galore :O. I see you using those glowing mushrooms there
, and railgun soldiers? Ouch...
-
CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: BGPA Missions - Burghead Liberation - Not out yet
Lol lol lol! Looking nice! There better be stereotype Irishmen, Scotsmen and Englishmen! 
Re: BGPA Missions - Burghead Liberation - Not out yet
Just looked through the screenshots again... Enjay, you're perhaps the most modest person alive, as these still look nothing less than stellar. Woo, I'm psyched!
I still can't stand the thought of no /idgames release though. Maybe I can take a closer look at that module situation after your first release.
I still can't stand the thought of no /idgames release though. Maybe I can take a closer look at that module situation after your first release.

