[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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.
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Re: [Blade of Agony] Chapter 2 released | p140
So Ozymandias81, are my old computer's specs the problem?
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Re: [Blade of Agony] Chapter 2 released | p140
Mere_Duke wrote:Just completed 2nd episode; it's awesome! Already want to play Ep. 3. Thanks Tormentor667 & The Team for that amazing project!
Here some easter eggs for those who finished the game!Spoiler: 7 imagesAlso I've found some minor flaws (missing textures, 'flying' objects, etc.) so where it's the best place to post a report for them?
Spoiling the easter eggs kind of ruins their whole point of existing, don't you think?
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Re: [Blade of Agony] Chapter 2 released | p140
Well... At least mere put them in the spoiler. We just can skip the whole thing unseen by not clicking it. But it's unexpected, i know.
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Re: [Blade of Agony] Chapter 2 released | p140
OK I've deleted them, just got mad & amazed by quality & level of detail of projectCeeJay wrote:Mere_Duke wrote:Just completed 2nd episode; it's awesome! Already want to play Ep. 3. Thanks Tormentor667 & The Team for that amazing project!
Here some easter eggs for those who finished the game!Spoiler: 7 imagesAlso I've found some minor flaws (missing textures, 'flying' objects, etc.) so where it's the best place to post a report for them?
Spoiling the easter eggs kind of ruins their whole point of existing, don't you think?
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Re: [Blade of Agony] Chapter 2 released | p140
They ALWAYS drops their weapons, but only sometimes... I mean: they don't drop Nebelwerfers if they hold a LugerCaptain J wrote:It really looks fluid and excellent. Those HD versions of original sprite is absolutely amazing in video! But yeah, this guy knows one intentional problem; Enemies don't drop their weapons, at all. Even the worker's toolbox.
It's hard to judge, we have similar specs (beside 4core, I have 2core), and I can run C2 with 30fps in quite all situations (despise the C2 intro).TDG wrote:So Ozymandias81, are my old computer's specs the problem?
I suggest to remove gzdoom.ini as I told you before, and then lower distance for models to 2048, plus remove smoke effects and stardust.
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Re: [Blade of Agony] Chapter 2 released | p140
Tormentor667 wrote:Let's just finish C3 and after that we will planJohnnyTheWolf wrote:Spoiler:
Spoiler:
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Re: [Blade of Agony] Chapter 2 released | p140
You could open Doom Builder and make one yourself as an add-on...
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Re: [Blade of Agony] Chapter 2 released | p140
Heads up for Avast users - the latest database (170611-0, released 11/06/17) thinks the .exe is a threat and blocks/deletes it.
(only way I can get it to run is disable Avast for 10 mins and use Task Manager to stop the .exe after I've started the game)
(only way I can get it to run is disable Avast for 10 mins and use Task Manager to stop the .exe after I've started the game)
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Re: [Blade of Agony] Chapter 2 released | p140
I have no idea why Antivirus scanners do this, even MS Security Essentials thinks it's dangerious. It's just a exe'fied bat that launches gzdoom.exe -file boa_c2.pk3 ...
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Re: [Blade of Agony] Chapter 2 released | p140
That's exactly why. Bat2Exe programs are used by malware authors quite extensively, which is why anti-virus scanners simply red-flag anything that comes from them.
It's like swatting a fly with a cannon, but they seem to think this is the best way to handle that. It's not like it's really too extensive of an effort to do the same things with a C++ program. In fact, it's actually pretty easy to convert simple (no control/logic) batch files into a C++ program just using a stream of system() calls inside a main{} function and simply compile that.
If that's really all your batch file does, I'll make a program, myself, for you guys.
It's like swatting a fly with a cannon, but they seem to think this is the best way to handle that. It's not like it's really too extensive of an effort to do the same things with a C++ program. In fact, it's actually pretty easy to convert simple (no control/logic) batch files into a C++ program just using a stream of system() calls inside a main{} function and simply compile that.
If that's really all your batch file does, I'll make a program, myself, for you guys.
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Re: [Blade of Agony] Chapter 2 released | p140
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Re: [Blade of Agony] Chapter 2 released | p140
Thanks Nice to hearCaptain J wrote:It really looks fluid and excellent. Those HD versions of original sprite is absolutely amazing in video!
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Re: [Blade of Agony] Chapter 2 released | p140
Sorry if this has already been asked, but I couldn't find it in a search. I played Ch 1 and Ch 2 in beta form a couple of months ago, but now I've downloaded the first two completed chapters in their final form. I've seen lots of posts that say there have been many changes made to Ch 2. So I definitely plan on replaying that chapter. But are there extensive mapping changes to Ch 1 that warrant a replay? I finished the Ch 1 beta probably around January. Thanks!
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Re: [Blade of Agony] Chapter 2 released | p140
Finally picked this up after eschewing it for a while because I'm not a Wolfenstein fan.
HOLY. SHIT.
This is amazing. Absolutely gorgeous, plays like a dream, the weapons feel great, levels are intuitive but not too simple, enemies are dangerous and interesting, sound is spot-on... It's a masterpiece! I haven't been this impressed for a long time, nor have I played any one mod like this for so many hours in one sitting. Bravo, team! Bravo!
HOLY. SHIT.
This is amazing. Absolutely gorgeous, plays like a dream, the weapons feel great, levels are intuitive but not too simple, enemies are dangerous and interesting, sound is spot-on... It's a masterpiece! I haven't been this impressed for a long time, nor have I played any one mod like this for so many hours in one sitting. Bravo, team! Bravo!
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Re: [Blade of Agony] Chapter 2 released | p140
Yes. I can personally tell you that there were major optimizations and improvements made to those because I was one of the people testing for those changes and additions. Chapter 2 has seen an even greater overhaul, as in the last month alone it saw significant alterations. There are even maps in both chapters where the actual flow of the gameplay has been changed on a fundamental level: at least one map in chapter 1 had major parts of it's layout rearranged. On top of that, all the graphics have seen noticable improvement in he past 6 months, including HD sprites for enemies and pickups, more models, and additional map details.sptect wrote:Sorry if this has already been asked, but I couldn't find it in a search. I played Ch 1 and Ch 2 in beta form a couple of months ago, but now I've downloaded the first two completed chapters in their final form. I've seen lots of posts that say there have been many changes made to Ch 2. So I definitely plan on replaying that chapter. But are there extensive mapping changes to Ch 1 that warrant a replay? I finished the Ch 1 beta probably around January. Thanks!
The Chapter 1 release that's in this is like an HD Director's Cut of the original release. It's the same thing, conceptually, but with far more work put into it.
If you feel like the game was worth replaying as it was, you will definitely want to play it again.