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Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Mon Oct 31, 2016 6:46 am
by Kroc
Hi all. I'm on holiday and since GZdoom is so demanding I've only been able to play on my home PC which I don't use nearly as much as my laptop. I've been through C1M2 now and can provide some feedback.

- Most of the light swtiches don't work -- though a few do!
- The small lift near the start of the level (around the area with the mesh floor above) is easy to confuse by flipping the switches in an unexpected order. The lift "door" will get stuck open easily.
- In the side room above the first conveyor belt area, where there are two monitors and a power cabinet, the pull handle is very difficult to distinguish as either a handle nor an interactive element.
- enemies in toilet stalls always get stuck in there because of the direction / angle of the toilet door. Consider flipping the direction of the doors, or creating a script such that when you enter the room, there's a flush and the enemy walks out of the stall...
- The switch
Spoiler:
was odd. It just doesn't marry up as a reason for opening the gates. As a secret of some sort, yes, it's great -- very Duke Nukem -- I spent 10 minutes looking before I spotted it because I couldn't see a clear means of opening the gates, or if they even opened at all! (backtracked a lot looking for another path). Something that is more readily readable as "this opens the gates and this is clearly where we'd put such a switch" needs to exist, perhaps in one of the rooms either side of the gates.
- As with C1M1, it is very disappointing that the level ends suddenly just before you actually get to Dirty Douglas. I would much prefer (and it would be less jarring), if the level ending by actually going up to and speaking to Douglas.

C1M2 was an extremely enjoyable map. Very, very, very long with some great areas. I loved the approach around the front of sea defences and I loved all of the 'dungeon' area. By the time you've been through it all, it's actually the office-y areas near the start that look the plainest / most repetitive.

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Mon Oct 31, 2016 7:44 am
by Tormentor667
Yholl wrote:The pump shotgun reaaaally needs work, it's really obvious it was more or less just slapped in unchanged.
The muzzleflash doesn't stylistically match with the others, and the animation is very awkward and static in comparison to the other weapons shown.
I have to admit that I don't share that opinion. In my eyes it looks nice and fits well with the rest of the arsenal.
Kinsie wrote:Mods are allowed to be critiqued and criticised just as much as any other game or form of media, regardless of price or origin. [..] Thankfully, Torm and his team are pretty reasonable with regards to feedback
Kinsie made a good point here when he brought up the word "reasonable". Sure thing we are presenting this to the community to get reasonable feedback, as we want to make it better and feed ourselves with input from people playing it from their point of view. Though we don't need to make everyone happy :) If suggestions and criticism is good and goes hand in hand with our vision of the project, we are more than open to include it. But it doesn't mean that we have to include everything from everyone - that's not the spirit of mod-making. Overall, it's something we don't get paid for so we want to make ourselves happy at the first instance :D

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Mon Oct 31, 2016 1:36 pm
by Ozymandias81
Dear Followers:

Added a Cheats Options menu row for Flinch and Sprint features... but expect unhandled gameplay glitches, specially while saving & changing settings while playing.
Stay tuned for release then! :rock:

[EDIT]: BTW, is there a way to set from Menudef the sv_cheats CVar? I wanted to add that thing too but it seems to be not possible... Did I miss something?

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Mon Oct 31, 2016 8:59 pm
by Rachael
Ozymandias81 wrote:[EDIT]: BTW, is there a way to set from Menudef the sv_cheats CVar? I wanted to add that thing too but it seems to be not possible... Did I miss something?

Code: Select all

	Option "Cheats Enabled", "sv_cheats", "OnOff"
Did you try that?

It requires a map/episode restart, though, since it's a latching CVar.

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Tue Nov 01, 2016 4:49 am
by Ozymandias81
That's what I did yesterday but it seems I can't interact with the option correctly (won't change, it remains off).
Let me try another time.

[EDIT]: No, unfortuantely I was correct: the Off option won't change, it seems to be related by the boolean variable or something internal that I can't properly tweak :(
I still have to try out of GZDB, just to be sure.

[RE-EDIT]: No it doesn't work unless I set it via CCMDs (that's also weird because the Cheats Enabled row turns ON :shock: )

So what? I tested above stuff on latest devbuild just FYI...

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Tue Nov 01, 2016 6:18 am
by Tormentor667
@Kroc - Fixed a few of the things mentioned, but to be honest, all of the switches for lights in C1M2 work, tried all of them. Do you have the latest version of BoA and GZDoom?

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Tue Nov 01, 2016 8:01 am
by Rachael
Ozymandias81 wrote:That's what I did yesterday but it seems I can't interact with the option correctly (won't change, it remains off).
Let me try another time.

[EDIT]: No, unfortuantely I was correct: the Off option won't change, it seems to be related by the boolean variable or something internal that I can't properly tweak :(
I still have to try out of GZDB, just to be sure.

[RE-EDIT]: No it doesn't work unless I set it via CCMDs (that's also weird because the Cheats Enabled row turns ON :shock: )

So what? I tested above stuff on latest devbuild just FYI...
Sounds like a bug - or maybe latching CVars were never intended to end up on Menudefs. Either way, I'd report it and see what Graf says.

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Tue Nov 01, 2016 9:54 am
by Kroc
Tormentor667 wrote:@Kroc - Fixed a few of the things mentioned, but to be honest, all of the switches for lights in C1M2 work, tried all of them. Do you have the latest version of BoA and GZDoom?
That's great, thanks! My notes were from a couple of weeks ago, so I'm sure it's nothing now. I'll retry them, but I don't know when just yet (still on holiday)

Re: [WolfenDoom] Blade of Agony (release trailer p109)

Posted: Tue Nov 01, 2016 10:48 am
by Ozymandias81
Eruanna wrote:
Ozymandias81 wrote:That's what I did yesterday but it seems I can't interact with the option correctly (won't change, it remains off).
Let me try another time.

[EDIT]: No, unfortuantely I was correct: the Off option won't change, it seems to be related by the boolean variable or something internal that I can't properly tweak :(
I still have to try out of GZDB, just to be sure.

[RE-EDIT]: No it doesn't work unless I set it via CCMDs (that's also weird because the Cheats Enabled row turns ON :shock: )

So what? I tested above stuff on latest devbuild just FYI...
Sounds like a bug - or maybe matching CVars were never intended to end up on Menudefs. Either way, I'd report it and see what Graf says.
Thanks, I'll come up with something then.

Re: [WolfenDoom] Blade of Agony (Chapter 1 | Release 2016/11

Posted: Sun Nov 06, 2016 1:10 pm
by ZioMcCall
Spoiler:
The name of this panzer is wrong.It's name is "Panzer IV type F".The Panther is an other way for call the Panzer V,in the image below.
Spoiler:

Re: [WolfenDoom] Blade of Agony (Chapter 1 | Release 2016/11

Posted: Mon Nov 07, 2016 3:28 am
by Ozymandias81
ZioMcCall wrote:
Spoiler:
The name of this panzer is wrong.It's name is "Panzer IV type F".The Panther is an other way for call the Panzer V,in the image below.
Spoiler:
Fixed, thanks.
Probably I got confused with a very rare prototype which was totally different though.

Re: [WolfenDoom] Blade of Agony (Chapter 1 | Release 2016/11

Posted: Fri Nov 11, 2016 10:44 am
by fr00ben
People would think there would be a secret Panther tank, like the cow level in diablo, and rumors would be spreading about the mythic Tiger!

one can only hope :D

Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Posted: Sat Nov 12, 2016 10:53 am
by Tormentor667
Image

"You are B.J. Blazkowicz, the greatest spy and biggest risk-taker the Allied forces have ever known. Take on the might and fury of the Third Reich as you blast your way to victory!"

After a development time of exactly 21 months, we are proud to finally announce the release of the first chapter of Blade of Agony titled "The Staff of Kings" - just a day before the announced release date, we have a faible for surprises. With a total of 7 maps, orchestrated music, combined low-poly models and pixelated 90's style beauty, armament from the battlefields of WWII, interactive NPCs and many more amazing features never seen in a Doom mod before, this is one of the largest releases the community has ever seen - at least in terms of digital size and scale, and it definitely is the largest-scale project that I have ever worked on in my life. Join historical battles, relieve the action from the Second World War from a new perspective and battle the diabolical Adolf Hitler, who is twisting science and the occult in his pathological mission to conquer the world. The fate of all free peoples hangs in the balance - failure is not an option. Get the first chapter of Blade of Agony now from the official page and make sure to read the info pages while it's loading to not get lost too easily.

Get Psyched!
http://boa.realm667.com/

Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Posted: Sat Nov 12, 2016 11:30 am
by Rachael
Congrats on the release, Torm & Team!

Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Posted: Sat Nov 12, 2016 11:36 am
by Tormentor667
Thanks kindly Eruanna :)