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

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Wiw
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Wiw »

We can use some assets from the HD Astrostein port, too, if Spifferaneous is okay with us doing that.

Image Image Image Image Image Image Image Image Image Image Image
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Ozymandias81 »

Thanky you WiW those are exactly those ones we had from Spifferaneous, but noticed you also added some small details right?
Check the image below to see which kind of stuff we are going to add today :)
Spoiler:
Last edited by Ozymandias81 on Sat Apr 29, 2017 10:18 am, edited 1 time in total.
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by RockstarRaccoon »

What OS is that? The interface doesn't look like any I've used...
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Captain J »

I'm guessing it's macintosh?
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Wiw »

No, I'm certain it's Win7. I recognize that shine anywhere.
Ozymandias81 wrote:Thanky you WiW those are exactly those ones we had from Spifferaneous, but noticed you also added some small details right?
Well, I did make the large cell sprite from the small one.
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Ozymandias81 »

@Captain J & Raccoon
That's Win7 64bit Sp1, with F11 pressed :) - And that screenshot comes from a Dropbox folder

@Wiw
Thank you very much, just committed several things from your stuff (we also have Spifferaneous things but I didn't remember that it had such kind of details)
Last edited by Ozymandias81 on Sat Apr 29, 2017 2:32 pm, edited 1 time in total.
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Wiw »

Hey, where'd my HUD go? I don't have any numbers or any feedback on anything!
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Ozymandias81 »

I don't get it... What do you mean WiW? It works perfectly on my side (1024x768, but even with all other resolutions though - max 1280x1024)
Did you update your GZDoom build to latest one? Also try to delete your main .ini file and retry.
Last edited by Ozymandias81 on Sat Apr 29, 2017 2:48 pm, edited 1 time in total.
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Wiw »

Updating fixed it.
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Woolie Wool »

Wiw wrote:We can use some assets from the HD Astrostein port, too, if Spifferaneous is okay with us doing that.

Image Image Image Image Image Image Image Image Image Image Image
There is no "HD Astrostein". Those resources are from the original Mac version of Astrostein, created by Laz Rojas.
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Ozymandias81 »

@Woolie Wool
You are right, for a moment I also thought that they were AstroCreep edits though...
Found these from Fox666 as a good base
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Wiw
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Wiw »

Are those flamethrower guys supposed to be that tiny?
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Ozymandias81 »

Wiw wrote:Are those flamethrower guys supposed to be that tiny?
No worries, that issue is there because I still didn't replace all Lowres sprites with Hires
Soldiers inherit directly from Nazi base actor, which I have added Scale 0.67: this means that Lowres enemies which have parent Hires sprites are shrinked themselves and then have such hires graphic applied to them
Will be fixed once I'll replace all of them, which would happen in 5 days probably (also have to work on some new colored brightmaps)
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Wiw »

How do I add or replace files in the Git repository?
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Re: [Blade of Agony] Chapter 2 release date announced | p128

Post by Ozymandias81 »

Wiw wrote:How do I add or replace files in the Git repository?
Well afaik you need to have to:

1. Create a profile on GitHUB and then download the GitHUB Desktop app
2. Learn how to use GitHUB and Pull Requests
3. Keep track of our work from time to time and avoid to Pull huge amount of changes, such as 1k sprites or sorta :P
4. Then once your PR will be verified by one of our Team member, we'll merge it or reject it

This would usually happen from me, Torm and Talon1024 (PR merge / reject), but this will be something we'll discuss after your very first PR.

Thanks in advance, OZY
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