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

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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Captain J »

Tormentor667 wrote:Just as a small note: You can save yourself the effort, we won't add rotations for bosses
Welp, thought so.
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BFG
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by BFG »

Captain J wrote:
Tormentor667 wrote:Just as a small note: You can save yourself the effort, we won't add rotations for bosses
Welp, thought so.
He said officially he wont add them but you could always make an unofficial cosmetic mod that adds the rotations and pop it in the Skins folder.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by enderkevin13 »

BFG wrote:
Captain J wrote:
Tormentor667 wrote:Just as a small note: You can save yourself the effort, we won't add rotations for bosses
Welp, thought so.
He said officially he wont add them but you could always make an unofficial cosmetic mod that adds the rotations and pop it in the Skins folder.
How has that username not been taken until 2015?
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UnTrustable
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by UnTrustable »

Tormentor667 wrote:Just as a small note: You can save yourself the effort, we won't add rotations for bosses
Normally i would say, i would do the rotations anyways, but then i claim it for my own project :mrgreen:
No rotations in a multiplay for Bosses is a no go for my project... so :P
That's also why i said 'it would be fun' at the question to have a multiplay in Blade of Agony or not.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Luigi2600 »

Tormentor667 wrote:Just as a small note: You can save yourself the effort, we won't add rotations for bosses
Oh well thanks for telling me anyways can't wait to see how blade of agony turns out. :)
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by EternalWolf »

Is there a guide to this? I cant talk to anybody at HQ except the training guy and after I finish training there is simply nothing to do. Also, the controls arent setup or anything so I am not entirely sure what controls and options should be changed(I mainly just changed controls, E for Use, Space for Jump, WSAD, Q for Grenade, Right Click for Alt Fire, Enable Mouselook).

Any help on how to talk to the NPCs would be appreciated. I feel like I am either missing something entirely, it is meant to be this way for development purposes or it's some sort of bug/oversight after an update.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Lycaon »

You can talk to NPCs by pressing the use button in front of them, and to start a mission you must go to the briefing room and then to the start of the intermap, where your pal is waiting for you. It's all pretty clear if you read the dialogs...
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by EternalWolf »

Lycaon wrote:You can talk to NPCs by pressing the use button in front of them, and to start a mission you must go to the briefing room and then to the start of the intermap, where your pal is waiting for you. It's all pretty clear if you read the dialogs...
I know that is how it should work, but it isn't working. The only NPC I can talk to is the training guy, that's it. I am not able to talk to any of the other NPCs with a red exclamation mark over their head. I've tried both with a fresh config and a modified config where the only thing changed are the controls and VSYNC, but that shouldn't make a difference anyways.

I am using the latest GZDoom dev build(gzdoom-g2.2pre-822-g8b4f4d0.7z - March 13th, 2016) and the latest archive of Blade of Agony with the most recent commit being f959b4a, made 14 hours ago(March 13th, 2016).
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by QuakedoomNukem Cz »

Tey getting the development version of 2.1 if they are still available somehow.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by EternalWolf »

QuakedoomNukem Cz wrote:Tey getting the development version of 2.1 if they are still available somehow.
Worked with the latest stable release of 2.1.1(x86), didn't work with either of the latest dev builds(aftermentioned 2.2 or 1.10). Thanks.
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Tormentor667 »

This is strange, it works for any version in my case
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Lycaon »

Might be a problem with different OS?
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by EternalWolf »

Windows 7 64 Bit
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by AFADoomer »

Tormentor667 wrote:This is strange, it works for any version in my case
I'm having problems, too.

The only NPC actor with a special is the trainer.... Did the others have script specials at one time?

EDIT: Just ran a version of the compiled mod that I had from January... And the NPCs aren't working. Very odd.

EDIT 2: They stopped working between gzdoom-g2.2pre-605-ge107d8f.7z and gzdoom-g2.2pre-797-g7134f53.7z

It looks like the in-.wad DIALOGUE lumps aren't being loaded... And not just in this mod. Strife looks broken now, too (can anyone else confirm?).

EDIT 3: Working off of zdoom builds, since there was no break in dev build uploads... The dialogues stopped working on zdoom-2.9pre-362-g9b23b41.7z

EDIT 4: Check for MF4_INCOMBAT flag on the target actor was reversed when the P_TalkFacing function was rewritten in prep for portals. Right now if you punch a conversation actor in Strife, you can talk to them after they wake up and attack you, but not before while they are standing there. Reporting Bug...
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Re: [WolfenDoom] Blade of Agony (poll @ 1st post, read & vot

Post by Tormentor667 »

Thanks for investigation AfA!
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