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Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 8:23 am
by Tormentor667
Yes, actually.

Many light-settings use dynamic lights instead of sector based stuff. I am pretty sure that C1M0 will kill any old-fashioned machine without an up to date hardware.

Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 8:32 am
by demo_the_man
Yeah Dynamic lights can cuase even newer computers to die. I played a mapset with a large amount of enemys with enhaced lighting(torches and sprite lights glow) and my computer began to bleed frames. Still wolfBoa is looking great. Have you guys considered making it for gloom and putting it up as a standalone?

Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 8:46 am
by Tormentor667
Considering that BoA is based on Wolfenstein3D and Doom, I doubt it would make sense basing it on Gloom. But I haven't thought about this any further, I don't even know exactly what Gloom is all about (just read a few things)

Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 9:46 am
by wildweasel
Tormentor667 wrote:Considering that BoA is based on Wolfenstein3D and Doom, I doubt it would make sense basing it on Gloom. But I haven't thought about this any further, I don't even know exactly what Gloom is all about (just read a few things)

Since Gloome's primary purpose is to make the creation of standalone games easier, I'm not sure that fits with this project. We'd essentially have to recreate large chunks of the content.

Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 9:53 am
by Captain J
Tormentor667 wrote:It's a silencer, isn't it?
it is, and i bet it would help to make enemies die very quiet. but i'm not sure that officially silenced luger was existed during the ww2, except customized ones.

but oh whaddahell, nazis did created too many futuristic yet wacky weapons and vehicles at wolfenstein series.

Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 10:28 am
by osjclatchford
Tormentor667 wrote:It's a silencer, isn't it?

Well it doesn't have to be silenced... I could easily edit that off... just thought you might prefer better hand to gun transition on the sprites themselves and an actual reload anim...

Re: [WolfenDoom] Blade of Agony (new shots page 45)

PostPosted: Mon Jul 13, 2015 2:59 pm
by Koto
My two cents, a LANGUAGE lump in spanish for BoA. Hope you like it Torm.

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 1:01 pm
by Tormentor667
New shots from C1M0 - Warning, spoilers :)
Spoiler:

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 1:20 pm
by Koto
I never get tired of saying that this is incredible. I recently downloaded the alpha from GitHub and i'm improving the spanish language lump in there.

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 5:49 pm
by Lycaon
This blew my mind unlike anything you've ever released. Great job all of you.

I have a problem on the second mission though. I downloaded the demo from http://www.moddb.com/mods/blade-of-agony/downloads/blade-of-agony-beta-v095, I get drastic freezes that render the game unplayable as soon as the second mission starts. The first time it was really bad, I couldn't even move, then I loaded the game again and it worked better, but still buggy. Each time, when I quit the game, I had a crash report. It didn't crash completely, the crash emssage appeared after I quit the game manually. My computer can't be the problem, It runs modern fps just fine. It has Windows XP though, could this be the problem?

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 6:10 pm
by wildweasel
Lycaon wrote:My computer can't be the problem, It runs modern fps just fine. It has Windows XP though, could this be the problem?

This actually doesn't mean anything about how well you can run GZDoom. GZDoom is very, very different from what a modern engine does. What are the specs on your computer? CPU, GPU, RAM, that sort of thing?

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 6:24 pm
by Lycaon
I have 4 gb ram, a gtx 650 ti geforce (1gb vram but a lot of cuda cores), a Core 2 Duo microprocessor at 3.14 ghz.

Also, I tried downloading the new demo from github but it won't load. I drag the zip into GZDoom but it doesn't work. I tried unziping it and dragging the folder but it doesn't work as well.

EDIT: this is the error "Script error, ":mapinfo.txt" line 252:
DoomEdNums: Unknown top level keyword"

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 6:32 pm
by wildweasel
Are you running the latest development build of GZDoom?

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 6:35 pm
by Lycaon
No, I usually stick with the latest official version, i have 2.0.05. I'll give that a try. Just now, I tried the map again and it worked even better. It seems each time i load the second map, it has more fps, even under the rain. This is what makes me think that it might be an optimization issue of some sort. I'm no expert, but as far as I can tell, if my specs are the problem, the map should always run the same... then again, i'm taking a guess here

Re: [WolfenDoom] Blade of Agony (spoilers page 49)

PostPosted: Tue Jul 14, 2015 6:59 pm
by Lycaon
The new version seems to do the trick with the rain/snow options, but there's something wierd about it. NPC's like the merchant and the general start wandering around the map, and the first mission starts at the end, already inside the laboratory, like you placed a second player 1 start to test that part and didn't remove it afterwards.