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

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Tormentor667
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Tormentor667 »

Thats why it is a Development Version ;)
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Captain J »

Tormentor667 wrote:New shots from C1M0 - Warning, spoilers :)
Spoiler:
i wonder what will happen if we break those glasses of specimens.
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Lycaon
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Lycaon »

In that case, could you release the Demo in Moddb just as it is only with the option to disable rain and snow? I really can't wait to keep playing this lol
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Tormentor667 »

@CaptainJ - Nothing, titan glass from Apple California :P

@Lycaon - There is no demo yet, but expect one in the next few weeks
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Lycaon
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Lycaon »

Oh, in any case, i meant this one http://www.moddb.com/mods/blade-of-agony/downloads

That seems to be the most stable version, or the one with intention to be played by public. Looking forward to that demo.
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Ozymandias81
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Ozymandias81 »

Lycaon wrote:Oh, in any case, i meant this one http://www.moddb.com/mods/blade-of-agony/downloads

That seems to be the most stable version, or the one with intention to be played by public. Looking forward to that demo.
The most stable version, provided with switchable weather effects through menues, would be always this one, IMHO...
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MaxED
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by MaxED »

Lycaon wrote:NPC's like the merchant and the general start wandering around the map, and the first mission starts at the end, already inside the laboratory, like you placed a second player 1 start to test that part and didn't remove it afterwards.
Fixed.
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Lycaon
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Lycaon »

Cool, downloading it right now, I was looking for something to play
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Tormentor667 »

Though I'd suggest waiting for the official demo to be released. Dev-versions are simply dev-versions and not working as intended :)
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Lycaon
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Lycaon »

Yep I couldn't play the second mission anyways. Still the experience overall is improved. I can't figure out which feature is the one giving me the lag spikes, but it's so regular that it feels like it's something looped in the scripts maybe? It's like a clock. I'm gonna have to update my pc anyways, but as a suggestion, if you haven't thought about it, I'd say the second mission could be divided in different hubs to make it more friendly to certain pcs. I have no idea if it will work though
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Corak »

Got permanent crash after trying to talk to Cpt. James Ryan in bar (after saving him in 2nd mission) and chosing the 4th question: "What about agent skills?".
http://savepic.org/7517527.jpg

When talking to guy that transports you before mission c1m3 - his text is "Please insert dialogue here".

Mission c1m3 starting point is in unsafe room where you shooted by some soldier.

Mission c1m2 RAIN sprite effect too unoptimized, lags and requires too much system resources... Good that now it could be disabled.

Missing textures:
Spoiler:
(Latest svn version from github (2015.07.18)
Last edited by Corak on Mon Jul 20, 2015 6:38 am, edited 1 time in total.
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Corak
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Corak »

Lycaon wrote:Yep I couldn't play the second mission anyways. Still the experience overall is improved. I can't figure out which feature is the one giving me the lag spikes, but it's so regular that it feels like it's something looped in the scripts maybe? It's like a clock. I'm gonna have to update my pc anyways, but as a suggestion, if you haven't thought about it, I'd say the second mission could be divided in different hubs to make it more friendly to certain pcs. I have no idea if it will work though
Problem you have - is unoptimized rain weather effect. You must disable it in "BOA Options / Weather Effects / Rain - Off"

>switchable weather effects
Added on 15 july
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Wiw »

Corak wrote:Got permanent crash after trying to talk to Cpt. James Ryan in bar (after saving him in 2nd mission) and chosing the 4th question: "What about agent skills?".
http://savepic.org/7517527.jpg
I've played with the dev build myself, and I get the same crash. I've enclosed a report on it. And yes, Darren does say "Insert Dialogue Here" twice before C1M3 begins. Also, when I was doing C1M1, I kept hearing this odd clunking sound that wasn't present in the other maps. I assume it's a clock sound, but the ambience for it is miscalculated or something. There's also the small issue of the bottom of the status bar showing through the black screen when I get killed.

However, I do like the novelty of finding NES cartridges as easter eggs - I don't know what they do yet, but I'll see for myself.
Attachments
CrashReport.zip
(21.13 KiB) Downloaded 24 times
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MaxED
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by MaxED »

Corak wrote:Got permanent crash after trying to talk to Cpt. James Ryan in bar (after saving him in 2nd mission) and chosing the 4th question: "What about agent skills?".
Mission c1m3 starting point is in unsafe room where you shooted by some soldier.
Missing textures:
Spoiler:
Fixed.
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Post by Enjay »

Although I haven't been active on the forums for the last month or more, I have been trying to keep an eye on this project. I very much like what I am seeing. The quality of the mapping is superb and I really love the various realistic settings (within the possibilities of the engine). The dam and C1M0 particularly caught my eye and I'm really interested to see how the Zeppelin level is going to shape up. I've found it really pretty tough to play and the usual Doom run-and-gun approach will simply get you killed. That's not a bad thing in itself but it does mean that firing it up for a quick casual play isn't really an option.

I don't have much to report because I'm not sure what people have caught already. So, I really just wanted to drop in and say "good job". In many ways, this feels like the 2.5D engine sequel to Wolf3D that never officially existed. It feels somewhere between the original game and RtCW (but nearer the RtCW end of that spectrum in many ways).

The only thing I'd like to ask, and it may be too late to address, or the answer may just be "suck it up Enjay, deal with it, that's how doors work" is the various swinging doors throughout the maps. Just like real-life doors usually do, they always open the same way regardless of which side of the door you are on. However, in real life, you can tell which way a door is going to open because you move it and, if it is opening towards you, you pull it and step back with it: you are in control. However, in a game with an engine like this, swing doors often mean a door opening into your face at its own pace with you having no real control over it other than having to duck back to avoid blocking the door's movement.

"I am a sleek shadow of death infiltrating a Nazi base but I can't open a door without smacking myself in the face with it and getting stuck!" :lol:

Is there any way of addressing this?

Suggestions:
  • Make doors always open away from the player regardless of which side they are opened from
  • Put a visual clue (different texture) on the side of the door that will open towards you so that you get to learn which way a door will open
  • Replace some doors with sliding doors where appropriate (e.g. some of the metal industrial doors would be suitable candidates for sliding).
Last edited by Enjay on Mon Jul 20, 2015 8:40 am, edited 1 time in total.
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