[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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.
Re: [Blade of Agony] Chapter 2 released | p140
Thank you Made our day as well, very very proud.
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Re: [Blade of Agony] Chapter 2 released | p140
Now I can die in peace.NightFright wrote:
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Re: [Blade of Agony] Chapter 2 released | p140
Congrats Torm for the mod. Although I have not played the second chapter, I'm playing the first one and I see a lot of improvements specially in performance. The only thing that (kind of) annoys me is that specially the 7.62mm magazine displays 5 rounds but it gives just 2 rounds.
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Re: [Blade of Agony] Chapter 2 released | p140
This is a day that I will never forget... Jesus.
Not enough words to describe it, thanks everybody both teammates and community, I am already speechless.
@Koto
How that happens (also it's 7.92 and not 7.62)?
Not enough words to describe it, thanks everybody both teammates and community, I am already speechless.
@Koto
How that happens (also it's 7.92 and not 7.62)?
Spoiler:
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Re: [Blade of Agony] Chapter 2 released | p140
I'm sure it'll be like ol' WW1 christmas truce when it's completely released! I wish you guys good luck!
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Re: [Blade of Agony] Chapter 2 released | p140
Awesome stuff and congrats on a successful project! I wish I had time to play this masterpiece, however....
Re: [Blade of Agony] Chapter 2 released | p140
If it's an enemy drop, it'll be half of 5, which in integer math is 2...Ozymandias81 wrote: @Koto
How that happens (also it's 7.92 and not 7.62)?
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Re: [Blade of Agony] Chapter 2 released | p140
Two things!
One: Loving mod and the new episode. keep up the good work, guys
two: Why I'm not being credited for the centered luger and centered Kar-98 weapon sprites?
One: Loving mod and the new episode. keep up the good work, guys
two: Why I'm not being credited for the centered luger and centered Kar-98 weapon sprites?
Re: [Blade of Agony] Chapter 2 released | p140
I've noticed a strange thing. When I try to open the door locked with a cyan key (c2m1 prison door for example) it says "this door needs red skeleton key to open". Both language and lockdefs lumps doesn't contain this phrase.
I play with standalone version of boa w/o any changes (except for ini file)
I play with standalone version of boa w/o any changes (except for ini file)
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Re: [Blade of Agony] Chapter 2 released | p140
Thanks!JoeyTD wrote:Two things!
One: Loving mod and the new episode. keep up the good work, guys
two: Why I'm not being credited for the centered luger and centered Kar-98 weapon sprites?
I'll have to defer to Torm and Ozy on the credit question - If they're yours, then it was an unintentional oversight in the credits file and we'll get it fixed as soon as we can. Sorry!
This seems to be caused by the DEHACKED patch in the included Freedoom2 IWAD. We'll work on a fix... If you want to fix it right now, try copying your doom2.wad file into the BoA folder; it should be used as the IWAD instead of FreeDoom, and the messages will be correct (I don't know if this will break your savegames, though!).Mere_Duke wrote:I've noticed a strange thing. When I try to open the door locked with a cyan key (c2m1 prison door for example) it says "this door needs red skeleton key to open". Both language and lockdefs lumps doesn't contain this phrase.
I play with standalone version of boa w/o any changes (except for ini file)
Re: [Blade of Agony] Chapter 2 released | p140
Yeah, it'll break savegames cause they're attached to IWAD; and yeah it caused by FreeDoom dehacked patch, those strings are there! Thx for replyAFADoomer wrote:This seems to be caused by the DEHACKED patch in the included Freedoom2 IWAD. We'll work on a fix... If you want to fix it right now, try copying your doom2.wad file into the BoA folder; it should be used as the IWAD instead of FreeDoom, and the messages will be correct (I don't know if this will break your savegames, though!).Mere_Duke wrote: I've noticed a strange thing. When I try to open the door locked with a cyan key (c2m1 prison door for example) it says "this door needs red skeleton key to open". Both language and lockdefs lumps doesn't contain this phrase.
I play with standalone version of boa w/o any changes (except for ini file)
Anyway, GZDoom has an option to not load deh lumps [Options->Miscellaneous], it was set to 'never' w/o effect.
Re: [Blade of Agony] Chapter 2 released | p140
Thanks, I reported this behavior as a GZDoom bug.
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Re: [Blade of Agony] Chapter 2 released | p140
@AFADoomerJoeyTD wrote:Two things!
One: Loving mod and the new episode, keep up the good work, guys
Thank you kindly JoeyTD
two: Why I'm not being credited for the centered luger and centered Kar-98 weapon sprites?
You are credited properly inside WW-Nazis credits
Thank you for those fancy recent fixes (sorry my phone is crap like E.T for C64)
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Re: [Blade of Agony] Chapter 2 released | p140
thanks for clearing that up.Ozymandias81 wrote:@AFADoomerJoeyTD wrote:Two things!
One: Loving mod and the new episode, keep up the good work, guys
Thank you kindly JoeyTD
two: Why I'm not being credited for the centered luger and centered Kar-98 weapon sprites?
You are credited properly inside WW-Nazis credits
Thank you for those fancy recent fixes (sorry my phone is crap like E.T for C64)
half the text file won't open for me, shame on me.