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

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: [Blade of Agony] Chapter 2 released | p140

Post by lizardcommando »

Not bad at all. I'm loving what I have played so far. Although I did notice one bug. In the first level of Chapter 2, there was that one area with the sharks. It seems that one of those sharks was able to somehow swim out of the water and walk on land.
User avatar
doomjedi
Posts: 400
Joined: Tue Oct 03, 2006 12:21 am
Location: Israel
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by doomjedi »

lizardcommando wrote:Not bad at all. I'm loving what I have played so far. Although I did notice one bug. In the first level of Chapter 2, there was that one area with the sharks. It seems that one of those sharks was able to somehow swim out of the water and walk on land.
Noticed that as well but didn't remark as it was relatively close to the water/
User avatar
Mere_Duke
Posts: 215
Joined: Sun Aug 28, 2016 3:35 pm
Location: Russia

Re: [Blade of Agony] Chapter 2 released | p140

Post by Mere_Duke »

doomjedi wrote:
lizardcommando wrote:Not bad at all. I'm loving what I have played so far. Although I did notice one bug. In the first level of Chapter 2, there was that one area with the sharks. It seems that one of those sharks was able to somehow swim out of the water and walk on land.
Noticed that as well but didn't remark as it was relatively close to the water/
Heh, I've encountered shark 'jumping' out of the water and trying to bite me :)
But other sharks just 'explode' for no reason while swimming right under 'bridge'. So, they all died before I've drained the pool.

Besides that, it's not 'realistic' for them to explode after death, but those sharks are from duke nukem and have no death animations.
User avatar
TDG
Posts: 101
Joined: Sun Jun 19, 2016 6:08 pm
Location: The Netherlands

Re: [Blade of Agony] Chapter 2 released | p140

Post by TDG »

Odd, did any of you get a warning when going with the virus scanner over it?
I was using Avira and I got a warning but I can't find anything about the thing it warned me about on Google. (tr/spw.siggen.deamw)
User avatar
Mere_Duke
Posts: 215
Joined: Sun Aug 28, 2016 3:35 pm
Location: Russia

Re: [Blade of Agony] Chapter 2 released | p140

Post by Mere_Duke »

Another bug? In headquarters, when you see two yellow exclamation marks near each other, and come speak with one of those NPCs, then both exclamation marks become gray after the conversation.
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by Tormentor667 »

TDG wrote:Odd, did any of you get a warning when going with the virus scanner over it?
I was using Avira and I got a warning but I can't find anything about the thing it warned me about on Google. (tr/spw.siggen.deamw)
False alarm, guaranteed, check the FAQ at the page :)
User avatar
Enjay
 
 
Posts: 26533
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by Enjay »

TDG wrote:I was using Avira and I got a warning but I can't find anything about the thing it warned me about on Google. (tr/spw.siggen.deamw)
I've used Avira for years and it does sometimes throw up false alarms. I usually send the offending file to Avira for further analysis (a feature integrated into the program (right click if you are looking at files in Quarantine)). Within a couple of days a result should come back saying whether the file is clean or a genuine problem and the definitions that Avira uses for detection get updated too.
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by Tormentor667 »

Enjay wrote:I usually send the offending file to Avira for further analysis (a feature integrated into the program (right click if you are looking at files in Quarantine)). Within a couple of days a result should come back saying whether the file is clean or a genuine problem and the definitions that Avira uses for detection get updated too.
Would you mind doing this here as well? :)
User avatar
Mere_Duke
Posts: 215
Joined: Sun Aug 28, 2016 3:35 pm
Location: Russia

Re: [Blade of Agony] Chapter 2 released | p140

Post by Mere_Duke »

Another problem with textures on map c2m5_a:
Spoiler:
Also about this map. It should be prohibited to go back to station after you enter the train because train starts to move whilst you have possibility to return to station at any time.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [Blade of Agony] Chapter 2 released | p140

Post by Jeimuzu73 »

Spoiler: In C2M6:
Two years since I made this comic, wow! Gimme a lil' credit for it though.
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Pro. 22H2
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by Siberian Tiger »

Jeimuzu73 wrote:
Spoiler: In C2M6:
Two years since I made this comic, wow! Gimme a lil' credit for it though.
I love it!
User avatar
RockstarRaccoon
Posts: 598
Joined: Sun Jul 31, 2016 2:43 pm

Re: [Blade of Agony] Chapter 2 released | p140

Post by RockstarRaccoon »

Jeimuzu73 wrote:
Spoiler: In C2M6:
Two years since I made this comic, wow! Gimme a lil' credit for it though.
Ah, neat! I really liked it when I came across it during my test runs...
User avatar
armymen12002003
Posts: 1418
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by armymen12002003 »

great job with this update so far i'm lovin' the face lift to chapter 1 i will let u know what i think of chapter 2.
User avatar
Koto
Posts: 156
Joined: Fri Aug 09, 2013 9:12 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Southamerican sacrifice zone (Chile)

Re: [Blade of Agony] Chapter 2 released | p140

Post by Koto »

AFADoomer wrote:
Ozymandias81 wrote: @Koto
How that happens (also it's 7.92 and not 7.62)?
If it's an enemy drop, it'll be half of 5, which in integer math is 2...
Yes, it's a 7.92mm magazine (it's the tradition). I checked by myself that are differences between the standard pickup and dropped pickup. Maybe it's complicated but as a suggestion for the chapter 3, It would be possible to make dropped pickups based on how many ammo had the enemy on his gun before he dies instead of divide it in a half quantity?

Out of that I loved the chapter 2 and the full TC improvement in general.
User avatar
AFADoomer
Posts: 1324
Joined: Tue Jul 15, 2003 4:18 pm
Contact:

Re: [Blade of Agony] Chapter 2 released | p140

Post by AFADoomer »

I've already changed the drops in the dev version to always drop the full 5 rounds, since the sprite is of a full 5-round stripper clip.
Post Reply

Return to “TCs, Full Games, and Other Projects”