[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.
- Dr_Cosmobyte
- Posts: 2759
- Joined: Thu Jun 04, 2015 9:07 pm
- Location: Killing spiders.
Re: [Blade of Agony] Chapter 2 release postponed | p136
Cap J : there's a weapon on BoA files called Elektroshocker. I don't know if the player can use it, but i just made a version that matches hands. (Although i forgot it had green rays :facepalm:)
Wiw: if you refer to me, no, i haven't received any responses about the PM I've sent you.
Wiw: if you refer to me, no, i haven't received any responses about the PM I've sent you.
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: [Blade of Agony] Chapter 2 release postponed | p136
Development News
The work is continuing and we are on a very good road regarding the second chapter of Blade of Agony. We are still not happy with having to postpone the release but after all the improvements and changes we made in the past 10 days, it was definitely the right choice. Over 60 commits have been happened to the GitHub repo and more that 200 improvements and fixes have been made to the maps, the actors and the whole mod. At the moment our beta testers are still getting through the main part of the meat (especially RockstarRaccoon has been a very important source for input, thanks kindly!) and we are cleaning out the final remaining bugs. Next to that, improvements are happening almost everywhere, even in some maps of chapter 1, so what you will get in the end is a polished release with hours of fun - that's a promise we make. So stay tuned, stay psyched, we are doing our best for you and the project!
The work is continuing and we are on a very good road regarding the second chapter of Blade of Agony. We are still not happy with having to postpone the release but after all the improvements and changes we made in the past 10 days, it was definitely the right choice. Over 60 commits have been happened to the GitHub repo and more that 200 improvements and fixes have been made to the maps, the actors and the whole mod. At the moment our beta testers are still getting through the main part of the meat (especially RockstarRaccoon has been a very important source for input, thanks kindly!) and we are cleaning out the final remaining bugs. Next to that, improvements are happening almost everywhere, even in some maps of chapter 1, so what you will get in the end is a polished release with hours of fun - that's a promise we make. So stay tuned, stay psyched, we are doing our best for you and the project!
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [Blade of Agony] Chapter 2 dev news | p138
Yeah. Development time is getting tough but you guys doing really great. So don't give up, keep changing and keep going. Looks still promising so far!
Last edited by Captain J on Tue May 30, 2017 5:17 am, edited 1 time in total.
- Wiw
- Posts: 766
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [Blade of Agony] Chapter 2 release postponed | p136
No, I was talking about a few commits I made yesterday. Were they rejected or something? Or did they just not appear? Have I made a mistake in the process?GAA1992 wrote:Wiw: if you refer to me, no, i haven't received any responses about the PM I've sent you.
- PulseRifleFun
- Posts: 27
- Joined: Tue May 30, 2017 7:53 am
- Location: Fighting evil
Re: [Blade of Agony] Chapter 2 dev news | p138
Just joined the forums, I want to say I LOVE this project! Take all the time you need to squash those bugs.
- 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] Chapter 2 release postponed | p136
This looks pretty nice, thank you GAA1992 I am going to recolor it properly for BoA, + adding new recolored brightmaps etc etc... and yes, BJ can use the Elektroschocker in game (Astrostein maps)GAA1992 wrote:I've just posted this on Spriting Carnival, but thought i should share here too.
A Doom handed Elektroshocker.
Credits to who made the doom reznator hand for the master sheet here on the forums. All the other works (blurring, extra frames and getting rid of those annoying green points) made by me.
Uhm no , did you properly build your pull request? There are no active one atmWiw wrote:Did you receive my commits yesterday? I can't seem to find them.
- Wiw
- Posts: 766
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [Blade of Agony] Chapter 2 dev news | p138
Yeah, you're right, I must've misbuilt it or something. How do I do it again?
- 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] Chapter 2 dev news | p138
Ok friends,I have polished and reworked frames which I needed for Elektroshocker, feel free to use them obviously...
I have added missing portion of sprite on first 2 frames (bottom-right), then shaded off a bit "pieces" in order to let them look as one (original sprite on BoA was not clearly polished). Then did the same for non-fizzleing frames
Thank you GAA1992, going to add it in a while
I have added missing portion of sprite on first 2 frames (bottom-right), then shaded off a bit "pieces" in order to let them look as one (original sprite on BoA was not clearly polished). Then did the same for non-fizzleing frames
Thank you GAA1992, going to add it in a while
Save your stuff somewhere, delete your pull request (revert) from your working repository and please follow these instructionsWiw wrote:Yeah, you're right, I must've misbuilt it or something. How do I do it again?
- Dr_Cosmobyte
- Posts: 2759
- Joined: Thu Jun 04, 2015 9:07 pm
- Location: Killing spiders.
Re: [Blade of Agony] Chapter 2 dev news | p138
I thank you. It's an honor to be part of a project as good as BoA.
- Wiw
- Posts: 766
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [Blade of Agony] Chapter 2 dev news | p138
What!? It says I don't have permission to push my changes into the repository!
Re: [Blade of Agony] Chapter 2 dev news | p138
In this version:
It appears there are missing models in this garage. I try and run over the shadowed areas and am clipped against an invisible wall. This actually happens in several places but this one stands out, in particular.
By the way - I've noticed *HUGE* performance improvements since last time I played.
Code: Select all
W:\WolfBOA>git describe --tags
v1.0-RC1-2482-ge4b3ddc95
By the way - I've noticed *HUGE* performance improvements since last time I played.
- RockstarRaccoon
- Posts: 598
- Joined: Sun Jul 31, 2016 2:43 pm
Re: [Blade of Agony] Chapter 2 dev news | p138
I should go through and do some checking on that next time I pull it out: I'm taking a break after completing my playtest of Chapter 2.Rachael wrote:By the way - I've noticed *HUGE* performance improvements since last time I played.
- Wiw
- Posts: 766
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [Blade of Agony] Chapter 2 dev news | p138
I give up! I can't get my head around this Git thing, so I'm just going to dump my proposed changes here. Check my attachment.
- Attachments
-
- sprites.zip
- More hi-res sprites.
- (150.68 KiB) Downloaded 49 times
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [Blade of Agony] Chapter 2 dev news | p138
Perhaps post this kind of files with PM or something? That might be a bit easy also secret.
Re: [Blade of Agony] Chapter 2 dev news | p138
Considering BOA's entire repo is public, I don't see much point in making contributions to it secret.