[Wolfenstein: Blade of Agony] v3.1 released (p204)
Forum rules
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.
-
- Posts: 62
- Joined: Thu Jul 06, 2017 8:09 am
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Yeah know this, dope shit but not compatibile with weapons packs in my case (enemies probably drop "spawners" instead of normal weapons).
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Chill out - he was just trying to be helpful. Instead of snapping at him I'd suggest waiting for a response from one of the BOA team members.jablon1000 wrote:Yeah know this, dope shit but not compatibile with weapons packs in my case (enemies probably drop "spawners" instead of normal weapons).
-
- Posts: 62
- Joined: Thu Jul 06, 2017 8:09 am
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Im not trying to be offesive, maybe my english is not v. good or is rusty etc. So lets finish this disscusion because we are going off-topic currently.
- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
There is a very small chance, from me at least, that after BoA full release I'll think about a "downgraded" version of the project without models and fancy effects for low-end rigs, and in that case I may think to split up the project (with all other members permission and Wildweasel / Torm667 okay first) for Zandronum monster/weapon pack compatibility (in this case there will be surely a weapon which won't be included due to full dependecies to zscript - can't spoil).
In any case I am sure that everyone here from BoA are okay to allow people to make such kind of mini-mods, and why not a DM variant of the whole project, always Zandro compatible. Nothing is planned, we are concentrated on Chapter 3 work so its pretty early to say anything.
In any case I am sure that everyone here from BoA are okay to allow people to make such kind of mini-mods, and why not a DM variant of the whole project, always Zandro compatible. Nothing is planned, we are concentrated on Chapter 3 work so its pretty early to say anything.
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
You don't need wildweasel's permission for that. As long as everyone on your team is okay with it, you can release whatever alternate versions you want.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Well, it gets complicated, because BoA's base resource was (at some point) a version of Weasel Presents Nazis. I've already said in the past how I felt about it (at least in regards to the whole "not being asked first" bit) but at this rate I'd be more inclined to just throw my hands up and say "yeah whatever have at it" than I am to raise a stink about it anymore. Long as everybody's credited, it's all good, anyway.Rachael wrote:You don't need wildweasel's permission for that. As long as everyone on your team is okay with it, you can release whatever alternate versions you want.
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Ah - sorry - I did not know about that.
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
think i found a glitch in the map operation chastise while playing the standalone version i got from moddb
there's a hole underwater
btw,Awesome mod!! i actually like it more then the new wolfenstein games so far!- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Thanks for the kind words s60416
That problem on c1m4 is old and it has been solved months after c2 release, even if it pops up here and there sometimes with devbuilds of GZDoom (also actual state of the map is quite different and we have experienced those holes in a couple of other maps though, but got fixed)
That problem on c1m4 is old and it has been solved months after c2 release, even if it pops up here and there sometimes with devbuilds of GZDoom (also actual state of the map is quite different and we have experienced those holes in a couple of other maps though, but got fixed)
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
ahhh!!can't wait for the next release...and chapter 3!!Ozymandias81 wrote:Thanks for the kind words s60416
That problem on c1m4 is old and it has been solved months after c2 release, even if it pops up here and there sometimes with devbuilds of GZDoom (also actual state of the map is quite different and we have experienced those holes in a couple of other maps though, but got fixed)
- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Tormentor667 and DoomJuan are doing amazing work with maps, and even DoomJedi and I with actors too
Stay tuned!
Stay tuned!
Spoiler:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
@Ozymandias81 That looks awesome!!!
Now the main question....Is everything on that screenshot killable?
Now the main question....Is everything on that screenshot killable?
- wolfmanfp
- Posts: 80
- Joined: Mon May 08, 2017 11:44 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Hungary
- Contact:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
That would be like nuts.wadHAL9000 wrote: Now the main question....Is everything on that screenshot killable?
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Except it would freeze your system, instead of just lagging it, since it's BOA.wolfmanfp wrote:That would be like nuts.wadHAL9000 wrote: Now the main question....Is everything on that screenshot killable?
- Ozymandias81
- Posts: 2063
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p
Well imho it runs pretty well, consider that there is a shader effect on screen and I have only 1gb video and 4gb ram... And it's not what you think