Uhm, maybe a "certain" map inspired to the Hindenburg could have some things like that....Captain J wrote:anyway i just hope there's no time limited escaping sequences in this mod, or include very few of them. because i always hated those stuff, especially there's some platforming things and enemies trying to stop my feet.
[Wolfenstein: Blade of Agony] v3.1 released (p204)
Forum rules
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.
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.
- Ozymandias81
- Posts: 2069
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [WolfenDoom] Blade of Agony (spoilers page 51)
- Wiw
- Posts: 769
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [WolfenDoom] Blade of Agony (spoilers page 51)
That clunking sound is still there in C1M1. It's kind of distracting. Also, some of the doors on the rooftop still open outwards.
- WARCHILD_89
- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
You got some really nice models, I could add them to my models resource pk3, also if you need something specific, ask me , it could be possible I have a model ready to use (currently 200 and counting), before you waste your time searching all over the internet 
I have some things from World war two that could fit into the theme... (some tanks, artillery, Flak 22/88, mortars....)
I have some things from World war two that could fit into the theme... (some tanks, artillery, Flak 22/88, mortars....)
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: [WolfenDoom] Blade of Agony (spoilers page 51)
Can you record that?Wiw wrote:That clunking sound is still there in C1M1. It's kind of distracting. Also, some of the doors on the rooftop still open outwards.
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
That's a good looking map. However, just a little nitpick Torm, there are no Aztec ruins on South America. Aztecs were located on Central America, were today is the Mexico. The Inca Empire is the one that was located on South America, but their ruins are nothing similar to the Aztec ruins. So, you should probably change the location of your map, just for geography's sakeTormentor667 wrote:New Screenshots
This is going to be the interlude to a secret map of episode 2, I don't want to spoil too much though, so here you go:Spoiler:
Re: [WolfenDoom] Blade of Agony (spoilers page 51)
...using the latest git version, if possible.Tormentor667 wrote:Can you record that?
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Thanks for the hintjdredalert wrote:That's a good looking map. However, just a little nitpick Torm, there are no Aztec ruins on South America. Aztecs were located on Central America, were today is the Mexico. The Inca Empire is the one that was located on South America, but their ruins are nothing similar to the Aztec ruins. So, you should probably change the location of your map, just for geography's sake.
- Wiw
- Posts: 769
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [WolfenDoom] Blade of Agony (spoilers page 51)
Done and done.Tormentor667 wrote:Can you record that?Wiw wrote:That clunking sound is still there in C1M1. It's kind of distracting. Also, some of the doors on the rooftop still open outwards.
I downloaded the latest build before recording, obviously.
So it appears the doors have been fixed now, and so is the fade-to-black thing I mentioned earlier, but there's still that sound.
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Curious... This never happened on my side.
Can you replace "sounds\props\ctick3.ogg" in the .pk3 with the attached one and check if the problem is still there?..
Can you replace "sounds\props\ctick3.ogg" in the .pk3 with the attached one and check if the problem is still there?..
- Attachments
-
ctick3.rar- (5.64 KiB) Downloaded 23 times
- Ozymandias81
- Posts: 2069
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
- Contact:
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Also, are you using OpenAL or FMod?
Last edited by Ozymandias81 on Thu Jul 23, 2015 7:47 pm, edited 1 time in total.
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
I can't reproduce this unfortunately 
- Wiw
- Posts: 769
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Yes, is that the problem?Ozymandias81 wrote:Also, are you using OpenAL of FMod?
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Yes. Looks like (G)ZDoom with OpenAL has serious problems playing stereo sounds properly...
- Wiw
- Posts: 769
- Joined: Thu Jun 11, 2015 1:58 am
- Graphics Processor: nVidia with Vulkan support
- Location: Everywhere and nowhere.
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Huh, I wasn't aware of that. Thanks for telling me, I'll see if switching it out helps.
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: [WolfenDoom] Blade of Agony (more spoilers page 51)
Spoiler: It's not about where you are, it's about when you are...








