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

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m1lk
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by m1lk »

ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.

wire sparks are fine. its just lightbulb sparks :?
CYNICAL
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by CYNICAL »

My Issue is just this visual glitch I have when entering the briefing room and the projector glitches out.

I have a screenshot but the kb limit won't allow me to post it.
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AFADoomer
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

m1lk wrote:ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.

wire sparks are fine. its just lightbulb sparks :?
Try decreasing the Particles Amount setting in the Performance Options/Rendering Settings menu.
CYNICAL wrote:My Issue is just this visual glitch I have when entering the briefing room and the projector glitches out.

I have a screenshot but the kb limit won't allow me to post it.
Turn off the lens flare effect.
Last edited by AFADoomer on Tue May 04, 2021 12:15 am, edited 1 time in total.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Captain J »

Beat Episode 1 yesterday by playing Standalone version. The quality of this TC or should i say, game is really amazing and insightful. Also finding secrets throughout the game truly means something like getting some sweet dosh to buy important stuff to use afterwards, which it gets hard. I'm so glad the project's finished, but i do also have some feedback to talk about. It's gonna be super long so i will PM you each time i beat the episode.

Here are some main feedback i would like to talk about:

- The First thing i would like to point out is the feedback of the enemy after getting hit by bullets. In Trailer, i can see vanilla doom's blood effect spawning after getting shot but in Standalone version for some reason, It does not appear. I mean sure, it plays sound effect, blood trail spawns sometimes and with NOBLOOD flag, it's visible. But along with the fact that enemies roll quite often, It's still hard to tell if my bullets actually hit the enemy or not. Feels like i'm wasting too much ammo.

- I know that spearing Nazi Scientists' lives has no benefits at all but i found their behavior rather confusing. I mostly spare them not because they're genuinely good or anything but to spare some ammo because they surrender easily and would drop weapon. They're not really aggressive despite Terror Billy himself is right in front of them and would take extra time to figure out they're going to attack me or not. I kinda expected the behavior seen from Blake Stone's Scientists.

- Sometimes Nazis would get up and fight back with their last strength, but they already dropped their weapon like Pistol and... Where did their extra sidearm came from?

EDIT: Also i really would like to talk about enemies rolling around. Feels like they're ignoring flame from my flamer like breeze or something. One of the Blackshirts literally survived from it. Maybe... Maybe they have a higher chance to survive the explosion even?
Last edited by Captain J on Tue May 04, 2021 4:50 am, edited 3 times in total.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Wiw »

The safes are broken. I tried it once, didn't get it the first time, then it only flickered on my screen when I tried again. Look at the combination letter, try the safe again, and it crashed.
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CrashReport.zip
(146.02 KiB) Downloaded 26 times
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m1lk
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by m1lk »

AFADoomer wrote:
m1lk wrote:ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.

wire sparks are fine. its just lightbulb sparks :?
Try decreasing the Particles Amount setting in the Performance Options/Rendering Settings menu.
thanks, ill try it out. unfortunately i discovered another issue:

im at map C3M2. the game crashes at this spot, as soon as i start to move forward towards the arrow on the left wall. here is a screenshot of the spot:
https://ibb.co/YXSvLVH

and here is the error:
https://ibb.co/rxcJT5Q
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AFADoomer
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

m1lk wrote:
AFADoomer wrote:
m1lk wrote:ok im having a weird issue: a whole map can be running smoothly, but when a lightbulb sparks and fizzles anywhere on the map, wether im looking at it or not, it stutters the whole game for a second until the lightbulb stops. then it goes back to normal until it does it again. anything in the settings I can do to stop this? its gotten me killed a few times.

wire sparks are fine. its just lightbulb sparks :?
Try decreasing the Particles Amount setting in the Performance Options/Rendering Settings menu.
thanks, ill try it out. unfortunately i discovered another issue:

im at map C3M2. the game crashes at this spot, as soon as i start to move forward towards the arrow on the left wall. here is a screenshot of the spot:
https://ibb.co/YXSvLVH

and here is the error:
https://ibb.co/rxcJT5Q
Thanks for the report. This has been fixed in our current codebase.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by doomjedi »

EDIT: Also i really would like to talk about enemies rolling around. Feels like they're ignoring flame from my flamer like breeze or something. One of the Blackshirts literally survived from it. Maybe... Maybe they have a higher chance to survive the explosion even?
They get half damage AFAIK, that what helps them to survive some hits. Don't think it's weapon related but damage related.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Captain J »

doomjedi wrote:
EDIT: Also i really would like to talk about enemies rolling around. Feels like they're ignoring flame from my flamer like breeze or something. One of the Blackshirts literally survived from it. Maybe... Maybe they have a higher chance to survive the explosion even?
They get half damage AFAIK, that what helps them to survive some hits. Don't think it's weapon related but damage related.
Sounds reasonable, but i did expect them to have no fire damage immune while rolling since they're just wearing fabric that easily can be burned and stuff... But alright!

Also i've found another bug during Episode 2 where the Nazi Scientists would drop pistol again after you kill them as soon as they drop one and surrender.
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m1lk
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by m1lk »

forgot to add another issue.... after the first episode, when the screen fades to black, there was no cutscene or dialog or anything. it just went to console, with no errors. dont know if that's normal
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

You didn't get an end-of-chapter tally screen that looks like a chalkboard?
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Cassidy »

Downloaded this a few days back and loving every moment of it. Outstanding work guys!! I've finished the level "Chastised" and finally cracked the safe open. Combination codes are on that letter and collected that red cartridge and played the "Slug Map". Pretty cool and creepy. Haven't beaten it yet and my skills at platforming jumping is terrible. I'll get there eventually. Just taking my sweet time on this. Again awesome awesome stuff! :thumb:
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by lizardcommando »

I finished playing through Chapter 1 and am starting on Chapter 2. It's not bad. That game's much tougher than I remembered it, even when I lowered the difficulty to the second difficulty level. The enemies feel like bullet sponges. Also, I could have sworn there were more guns like the Thompson and the StG44. Were those removed? Also, I wish the stamina wouldn't drain so fast. Is there a way to increase the stamina for your character?

Also, I do have to note that I have been having performance issues as well, even after testing the medium and low settings. I recall the game feeling really slow in the open expansive levels like the final level in Chapter 1 (especially when the wind picks up) and that driving part in the desert in Chapter 2.

One more thing, I am having trouble finding the combinations for the safes. Does anyone have the solutions for that? (Spoiler tag or PMs are welcome).
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by 0mnicydle »

lizardcommando wrote:Also, I do have to note that I have been having performance issues as well, even after testing the medium and low settings. I recall the game feeling really slow in the open expansive levels like the final level in Chapter 1 (especially when the wind picks up) and that driving part in the desert in Chapter 2.
Been playing this some more, and in addition to my suspicion that the movement code is causing general jerkiness (which can be "fixed" by disabling rendering interpolation), I feel that the asset loading hitches are a little over the top honestly, and after experimenting with the effects LOD settings and turning everything down to 1024, and also setting boa_cullrange to 1024, I was able to eliminate this random hitching. This of course looks horrendous. I think what's happening is as soon as you increase the radius beyond the lowest setting, too many actors are getting respawned per tic as you move through certain scenery heavy areas, and the engine can't keep up. I feel like for my particular use case the culling system is maybe doing more harm than good and I'd like to be able to experiment will just bypassing it completely and never culling actors (and thus never respawning them), but I suck at zscript and don't know how to yank this bit out of the effects script. Or maybe do something to throttle how many actors can be spawned per tic. I saw there was a cvar that seemed to offer something like this, but it's either not working, or the lower limit of 256 per the description is still not low enough.

For context I have an i9-10900K and a 2080 Ti, so I feel like if I have to turn these settings all the way down just to be able to play at 35fps without hitches, maybe something needs to be reevaluated :P
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

0mnicydle wrote:
lizardcommando wrote:Also, I do have to note that I have been having performance issues as well, even after testing the medium and low settings. I recall the game feeling really slow in the open expansive levels like the final level in Chapter 1 (especially when the wind picks up) and that driving part in the desert in Chapter 2.
Been playing this some more, and in addition to my suspicion that the movement code is causing general jerkiness (which can be "fixed" by disabling rendering interpolation), I feel that the asset loading hitches are a little over the top honestly, and after experimenting with the effects LOD settings and turning everything down to 1024, and also setting boa_cullrange to 1024, I was able to eliminate this random hitching. This of course looks horrendous. I think what's happening is as soon as you increase the radius beyond the lowest setting, too many actors are getting respawned per tic as you move through certain scenery heavy areas, and the engine can't keep up. I feel like for my particular use case the culling system is maybe doing more harm than good and I'd like to be able to experiment will just bypassing it completely and never culling actors (and thus never respawning them), but I suck at zscript and don't know how to yank this bit out of the effects script. Or maybe do something to throttle how many actors can be spawned per tic. I saw there was a cvar that seemed to offer something like this, but it's either not working, or the lower limit of 256 per the description is still not low enough.

For context I have an i9-10900K and a 2080 Ti, so I feel like if I have to turn these settings all the way down just to be able to play at 35fps without hitches, maybe something needs to be reevaluated :P
Open the /scripts/actors/effects/effects.zs file and comment out the entire Tick() call (lines 205-242 or so),and that *should* completely disable all culling for you. I will be interested in seeing how your performance compares without it.

I think the CVar you are talking about is left over from an experiment to add exactly the kind if cap you are talking about. I need to re-look at that now that some other changes were made before release that will fix some problems I was having.
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