[Blade of Agony] New screenshots | p179

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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby jablon1000 » Sat Apr 13, 2019 1:54 pm

Yeah know this, dope shit but not compatibile with weapons packs in my case (enemies probably drop "spawners" instead of normal weapons).
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Rachael » Sat Apr 13, 2019 2:55 pm

jablon1000 wrote:Yeah know this, dope shit but not compatibile with weapons packs in my case (enemies probably drop "spawners" instead of normal weapons).

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.
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby jablon1000 » Sat Apr 13, 2019 3:10 pm

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.
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Ozymandias81 » Sun Apr 14, 2019 7:00 pm

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.
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Rachael » Sun Apr 14, 2019 10:39 pm

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.
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby wildweasel » Sun Apr 14, 2019 10:48 pm

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.

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.
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Rachael » Sun Apr 14, 2019 10:49 pm

Ah - sorry - I did not know about that. :(
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby s60416 » Fri May 03, 2019 12:12 pm

think i found a glitch in the map operation chastise while playing the standalone version i got from moddb
Screenshot_Doom2.jpg
scs3

there's a hole underwater
Screenshot_Doom_20190503_234450.png
screenshot2


btw,Awesome mod!! i actually like it more then the new wolfenstein games so far!
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Ozymandias81 » Fri May 03, 2019 5:01 pm

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)
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby s60416 » Sat May 04, 2019 11:15 am

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)


ahhh!!can't wait for the next release...and chapter 3!!
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Ozymandias81 » Mon May 13, 2019 2:27 pm

Tormentor667 and DoomJuan are doing amazing work with maps, and even DoomJedi and I with actors too :P
Stay tuned! :3:

Spoiler:
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby HAL9000 » Mon May 13, 2019 3:16 pm

@Ozymandias81 That looks awesome!!!
Image

Now the main question....Is everything on that screenshot killable?
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby wolfmanfp » Wed May 15, 2019 7:32 am

HAL9000 wrote:Now the main question....Is everything on that screenshot killable?

That would be like nuts.wad
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Rachael » Wed May 15, 2019 7:37 am

wolfmanfp wrote:
HAL9000 wrote:Now the main question....Is everything on that screenshot killable?

That would be like nuts.wad

Except it would freeze your system, instead of just lagging it, since it's BOA.

8-)
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Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Postby Ozymandias81 » Wed May 15, 2019 8:26 am

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 :)
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