[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.
Re: [Blade of Agony] New screenshots and plot info | p178
You will need to use a dev build.
RenderUnderlay was a recently added feature that is not yet available in a release version.
RenderUnderlay was a recently added feature that is not yet available in a release version.
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Re: [Blade of Agony] New screenshots and plot info | p178
Thank you.Rachael wrote:You will need to use a dev build.
RenderUnderlay was a recently added feature that is not yet available in a release version.
I know BoA is still in development, but it would be a good idea to mention on github which version of GZDoom is required.
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Re: [Blade of Agony] New screenshots and plot info | p178
This is WolfenDoom. What do you expect? Of course it's always the latest, there is no feature that is inconsequential enough not to get incorporated...
Re: [Blade of Agony] New screenshots and plot info | p178
New screenies lookin' tasty!
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Re: [Blade of Agony] New screenshots and plot info | p178
We just want to showcase all the features GZDoom comes withGraf Zahl wrote:This is WolfenDoom. What do you expect? Of course it's always the latest, there is no feature that is inconsequential enough not to get incorporated...
@Primeval - Thanks kindly
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Re: [Blade of Agony] New screenshots and plot info | p178
New screenshots from Chapter 3!
The first screenshots are from the interior areas of C3M4, leading from the "Wolfsschanze" Führerbunker to the city of Rastenburg.
The next screenshots are from the city of Rastenburg, terrible things have happened here.
The third batch of screenshots is from a completely different map, it's from the battlefield of Berlin, nearing the end of the war.
The first screenshots are from the interior areas of C3M4, leading from the "Wolfsschanze" Führerbunker to the city of Rastenburg.
The next screenshots are from the city of Rastenburg, terrible things have happened here.
The third batch of screenshots is from a completely different map, it's from the battlefield of Berlin, nearing the end of the war.
Re: [Blade of Agony] New screenshots | p179
Spectacular!
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Re: [Blade of Agony] New screenshots | p179
Incredible. I might actually be more interested in the gameplay changes than the visuals at this point. I'm really excited to replay the second episode with better levels, mechanics and objectives. Really hoping for you to knock this one out of the park with a complete release.
Re: [Blade of Agony] New screenshots | p179
Most impressive. The two village shots especially.
Re: [Blade of Agony] New screenshots | p179
@AFADoomer - you wrote a custom Strife dialog class for this project, didn't you? How does it hold up with engine updates?
I have a heavily customized ConversationMenu-derived class for a project I'm working on, and this is like, the THIRD time my conversation UI got broken because something changed in the engine.
I'm wondering if I'm just doing things wrong or if this is a common problem with heavily modified ConversationMenu subclasses... :P
I have a heavily customized ConversationMenu-derived class for a project I'm working on, and this is like, the THIRD time my conversation UI got broken because something changed in the engine.
I'm wondering if I'm just doing things wrong or if this is a common problem with heavily modified ConversationMenu subclasses... :P
Re: [Blade of Agony] New screenshots | p179
@Nash - I haven't had any problems, but I think that may be because I pretty much completely re-wrote everything to use "descriptor" objects, kind of like the menu code... As part of doing this, I overrode a bunch of the default ConversationMenu functions with my own (that don't call their Super.* equivalents), so I'm not really relying on a lot of the original code. The only real interaction is the Init function and its return value.
You can see the original stripped-down version of my code in this thread... I just downloaded the demo there (that's over 2 years old, ugh), and it appears to still work unaltered in the current GZDoom dev build.
You can see the original stripped-down version of my code in this thread... I just downloaded the demo there (that's over 2 years old, ugh), and it appears to still work unaltered in the current GZDoom dev build.
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Re: [Blade of Agony] New screenshots | p179
Thanks for the kind comments guys We are doing our best to make the third episode the best one so far!
Re: [Blade of Agony] New screenshots | p179
Yeah, thank for comments And for patience with this
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Re: [Blade of Agony] New screenshots | p179
Whilst it goes against the whole "cinematic music" meme (lol) A certain sequence in chapter 3 would be a lot better with the Max Payne 1 Nightmare music, mostly because the current music for it is pretty bland.
Re: [Blade of Agony] New screenshots | p179
Screenies look purty.