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

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AFADoomer
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

jazzmaster9 wrote:So I've been having issues with Rendering for Blade of Agony.
every time a new map is loaded this happens. and is only corrected when toggling color grading on and off
Image

but it means i have to do this everytime I load into a new map. any permanent fix for this?
My card (GTX 1050 Ti) had this issue during development, but it was resolved after a driver update.

If updating your display drivers doesn't work as a long-term fix, try toggling to use the Vulkan renderer instead of OpenGL; this also would make the problem go away when I was experiencing it.
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doomjedi
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by doomjedi »

You can also just disable color grading in post processing options.
blakecasimir
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by blakecasimir »

I'd like to play this with Nash's nashmove.pk3 as I can't stand the slippery inertia of Doom's standard movement. I've tried boa.exe -file nashmove.pk3 but it makes no difference. Is there another way I can fix this?
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Tormentor667 »

In this Special case you should ask Nash :)
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Ozymandias81
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Ozymandias81 »

...and almost everything which alter player's movement is strictly hard-coded on BoA, there are quake style movement, sprint, flinch and then tank etc etc...
I am sure it needs to be adapted to BoA itself, but idk if that's also possible without any game-breaking potential side effects.
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Koto
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Koto »

Found a bug in the briefing room with the flash enabled.

Temporarily resolved by disabling it.

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Nash
 
 
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Nash »

No, nashmove won't work with BoA. In general terms, Blade of Agony is a highly customized standalone game that was not designed to play well with typical gameplay mods.
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lizardcommando
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by lizardcommando »

Wow, it's hard to believe the full version is finally released. It's come a long way.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by zrrion the insect »

if you were wanting nashmove style movement you would be better off modding the player directly honestly
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m1lk
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by m1lk »

I have a question about the safe in the dam: do I have to turn it in different directions for each number? do I start off turning left or right? do I press anything when I want to select a number?

also, im using a ps4 controller. I use the arrow buttons to select inventory. but when I read a document from a table, I can't press <use> again to put it down, nor can I turn the page with the arrows/joystick, I gotta use the keyboard. not a big deal, but just letting ya know.
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AFADoomer
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by AFADoomer »

The safe should have had on-screen hints that tell you how to use it.

Start with the left arrow to move to the first number, then right arrow to move to the second, then left arrow to the third, then press [Enter] to open the safe. If you need to start over, either spin the dial left 3 full times, or just [Esc] out of the safe screen and press use on the safe again.

You may have to use keyboard more than you would like with this mod, unfortunately... Only for interactive objects like the papers and safes, though, I think.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Tormentor667 »

AFADoomer wrote:The safe should have had on-screen hints that tell you how to use it.

Start with the left arrow to move to the first number, then right arrow to move to the second, then left arrow to the third, then press [Enter] to open the safe. If you need to start over, either spin the dial left 3 full times, or just [Esc] out of the safe screen and press use on the safe again.
I wonder if we should add an ingame explanation for that as well?
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Ozymandias81
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by Ozymandias81 »

Koto wrote:Found a bug in the briefing room with the flash enabled.

Temporarily resolved by disabling it.

Thank you very much Koto, we are aware of this issue recently, it mostly happens to nVidia 20-30 gpus and we have noticed that you can workaround this issue by turning off the lens flare shader (as you did), by changing to Vulkan renderer and maybe by updating video drivers (but I don't own such kind of gpu, I have a 1030 and never experienced something like that).
In case you find more issues, please build up an issue on our github repository (make an account to github and register) and we'll save it for 3.1 patch
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m1lk
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by m1lk »

AFADoomer wrote:The safe should have had on-screen hints that tell you how to use it.

Start with the left arrow to move to the first number, then right arrow to move to the second, then left arrow to the third, then press [Enter] to open the safe. If you need to start over, either spin the dial left 3 full times, or just [Esc] out of the safe screen and press use on the safe again.

You may have to use keyboard more than you would like with this mod, unfortunately... Only for interactive objects like the papers and safes, though, I think.
the safe is fine with a controller. its only with the papers, from what ive seen so far. once again its not a huge deal at all. im on the controller 99% of the time with no issues.

once again, top notch game! i recognize some sounds from Descent too. makes me happy
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hammer oz
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Post by hammer oz »

Loving the new chapter so far however I have ran into a snag
I am on the mission where you need to kill undead en mass and have discovered the large area with three floating platforms and an old grappling hook and cant for the love of me figure out how to progress :?:
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