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

Posted: Mon Dec 20, 2021 9:25 am
by Ozymandias81
Tx filtering is disabled because it breaks several shaders, and there is no way to workaround the issue. Doubt it will happen any soon.

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

Posted: Thu Dec 23, 2021 7:00 pm
by Yhe100
Ozymandias81 wrote:Tx filtering is disabled because it breaks several shaders, and there is no way to workaround the issue. Doubt it will happen any soon.
well, can there be an option to op out of using the shaders? Like in Blood, Palette emulation is incompatible with texture filtering, but using texture filtering automatically disabled it.

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

Posted: Sun Dec 26, 2021 8:43 am
by Captain J
Played the updated version and think i got more feedback to share with Episode 1. For some reason i couldn't message you through the forum so here ya go:
Spoiler: IDMYPOS is on. Also does this game shows name of the map as well? How convenient!

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

Posted: Mon Dec 27, 2021 2:54 am
by Tormentor667
Thanks for your feedback, I just moved them to the GitHub issues so we don't miss anything :)

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

Posted: Thu Dec 30, 2021 12:37 pm
by M3xa
Hello, just finished all 3 chapters, what a discovery! Also checked all bonus missions, almost skipped astrostein accidently. Thanks!

So, after finishing every level, I've checked game resources and found specific boss, that I'm not sure I met ingame.
Any clues?

Thanks again for 2 weeks of classic gameplay and nostalgia!

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

Posted: Thu Dec 30, 2021 3:58 pm
by Tormentor667
Thanks kindly for your feedback, we are glad you enjoyed the game. :) The monster you've discovered can be found in the first secret mission of Chapter 3 (C3M0_A to be precise).

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

Posted: Thu Jan 13, 2022 4:50 pm
by Captain J
Things are getting busy here but manage to beat Episode 2(plus got the Stop Playing! Achivo. That says something).
Spoiler: IDMYPOS is on. Also Spoilers. They always are.
Two Episodes done... Only one to go!

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

Posted: Sun Jan 16, 2022 2:21 pm
by Absolutego
Really enjoying the mod so far it's just I can't get past E1M2. Whenever I jump into the shark tank and shoot my weapon I get this:
VM execution aborted: tried to read from address zero.
Called from Flatnumber.PostBeginPlay at boa.ipk3:scripts/actors/gatekeeper.zs line 880

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

Posted: Mon Jan 17, 2022 11:30 am
by AFADoomer
Absolutego wrote:Really enjoying the mod so far it's just I can't get past E1M2. Whenever I jump into the shark tank and shoot my weapon I get this:
VM execution aborted: tried to read from address zero.
Called from Flatnumber.PostBeginPlay at boa.ipk3:scripts/actors/gatekeeper.zs line 880
Are you playing with an add-on?

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

Posted: Mon Jan 17, 2022 6:36 pm
by Captain J
I played through episode 1 before and such glitch never happened to me. After seeing that error message though... Yeah are you using the addon?

Anyways A for Aaaaaaaaaaaaaaaa done done and all done. I see some brand new neat changes here and there and feels neat that this TC is still kicking. Tho i'm not really a big fan of Nazis having 0-Frame-Ubermensch-Reflexes and of course... Snipers. But it was quite an adventure. Always appreciated for taking my feedback sincerely!!
Spoiler: IDMYPOS is on, Spoilers. Again, they're everywhere

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

Posted: Sun Jan 23, 2022 9:22 pm
by Absolutego
AFADoomer wrote:
Absolutego wrote:Really enjoying the mod so far it's just I can't get past E1M2. Whenever I jump into the shark tank and shoot my weapon I get this:
VM execution aborted: tried to read from address zero.
Called from Flatnumber.PostBeginPlay at boa.ipk3:scripts/actors/gatekeeper.zs line 880
Are you playing with an add-on?
8 Bit music, more weapons and Score. Was able to noclip past it and finish the mission. Now I'm on Eisenmann and have to deal with sharks again. Only seems to happen when i attack sharks.

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

Posted: Mon Jan 24, 2022 11:57 am
by ButtonBoy
Absolutego wrote:
AFADoomer wrote:
Absolutego wrote:Really enjoying the mod so far it's just I can't get past E1M2. Whenever I jump into the shark tank and shoot my weapon I get this:
VM execution aborted: tried to read from address zero.
Called from Flatnumber.PostBeginPlay at boa.ipk3:scripts/actors/gatekeeper.zs line 880
Are you playing with an add-on?
8 Bit music, more weapons and Score. Was able to noclip past it and finish the mission. Now I'm on Eisenmann and have to deal with sharks again. Only seems to happen when i attack sharks.
The score addon on is probably the problem, I had the same problem too, and after asking about and mucking around with the addon files, I was told/I realised that for some reason the score addon F's up on the sharks, so just disable it or something

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

Posted: Sat Jan 29, 2022 8:24 am
by Tormentor667
@CaptainJ - Thanks kindly for your reports, I moved them to the Github Issues so we do not miss a single one :)

Regarding the sound effect
And lastly, here's something for that disgusting, teleporting, abhorrent bastard in episode 3 that we all hate. Credit goes to Bethesda Softworks and Monolith Productions.
Which one do you mean?

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

Posted: Sat Jan 29, 2022 9:52 am
by Captain J
Tormentor667 wrote:Which one do you mean?
Spoiler:

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

Posted: Sat Jan 29, 2022 10:00 am
by ZikShadow
Spoiler:
I wonder if there's plans to fix that guy. Really awful everytime you had to fight him 'cause he'll always just "nothing personnel" you and teleport point blank.
I don't mind those kinds of enemies, but there's balanced ways to doing it that I feel would shift any deaths on the player's fault rather than the boss cheating his way to victory. Even a pause, some particles, and sounds at the destination before the guy pops would give a second or two for the player to kick their reflex and think on the move.