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

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

Postby Ozymandias81 » Thu May 05, 2022 10:00 am

Sorry for the late reply ButtonBoy, carried away with Hexed Underworld (project for Hexen). Anyway regarding your laptop, unfortunately is by far very lowspec for BoA, and quite sure for many overdetailed mods like this one. Maybe you can get some very little help with OpenGLes render as I said previously, but judging by your setup well sadly I doubt. To have an idea, my rig is the lowest one on BoA Team, which has 8gb of ram ddr3 1666mhz, GeForce GT 1030 2gb and AMD Athlon Vishera FX 6300 6core 3.5ghz and I can run BoA with medium details everywhere.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby armymen12002003 » Thu May 19, 2022 2:27 pm

I hate to bump but could you guys make this compatible with the General Purpose Immersive Camera Mutator mod by Josh771?
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby Ozymandias81 » Thu May 19, 2022 3:04 pm

I doubt because there is already a lot going on with movement, flinch, PlayerMorph and other stuff in BoA which is hardcoded on the player. The only way would be to rework it completely until it adapts to the mod you have mentioned. Though the author could maybe create a mutator for BoA.
Last edited by Ozymandias81 on Thu May 19, 2022 3:06 pm, edited 1 time in total.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby Tormentor667 » Thu May 19, 2022 3:05 pm

What speaks against Josh771 making his mod compatible do Blade of Agony?
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby armymen12002003 » Thu May 19, 2022 3:06 pm

Ozymandias81 wrote:I doubt because there is already a lot going on with movement, flinch, PlayerMorph and other stuff in BoA which is hardcoded on the player. The only way would be to rework it completely until it adapts to the mod you have mentioned. Though the author could maybe create a mutator for BoA.


Oh ok it didn’t hurt to ask
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby Andretti » Sun May 22, 2022 7:34 am

https://ibb.co/gMnpgYf

https://ibb.co/NtT27pJ

The tables and the piano look broken. Any fix? I noticed other objects that also look weird. Some stools, overhead lamps. The tank, tents and dog house in front of the base are entirely 2D.

I found the fix for me in the meantime if someone else has this problem. I switched the API from OpenGL to Vulkan.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby wildweasel » Sun May 22, 2022 8:58 am

Andretti wrote:I found the fix for me in the meantime if someone else has this problem. I switched the API from OpenGL to Vulkan.

This is a known problem with AMD video card drivers. At present, using Vulkan is the only known remedy.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby Andretti » Wed May 25, 2022 6:02 pm

How do you disable the grenade marker? The little arrow showing you the direction where live grenades about to explode are at.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby AFADoomer » Wed May 25, 2022 7:52 pm

Set the 'boa_hudgrenadeindicators' console variable to false.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)

Postby Andretti » Thu May 26, 2022 1:50 pm

AFADoomer wrote:Set the 'boa_hudgrenadeindicators' console variable to false.

It worked. Thank you.
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