Maybe even the entire decade!Rachael wrote:This is probably going to be one of the most prolific releases in the Doom community for the entire year of 2021.
[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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.
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Wiw
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
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Graf Zahl
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
I just noticed that the standalone package still contains game_support.pk3. This really should not be part of any standalone release for both copyright and usability reasons.
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ShockwaveS08
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
I second that, and also there was some leftover GitHub, HTML, and 7Zip code in the main .ipk3; in addition, the game was simply "stored" into its 1.02GB archive, instead of being properly "zipped" into a ~740MB pk3 archive, as most other standalone games would be in such situations.
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Graf Zahl
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
One more thing: I started the second episode, switched on vid_fps and wtf, only 27 fps? Then I went to the menu and disabled most of the eye candy features and suddenly the frame rate doubled!
While I can understand that you want to show off your work, it shouldn't come at the price of performance, especially if it is this steep. My computer is still on the faster side of things but it really had to struggle with the default settings. While there are some options in the launcher, they are all very technical and do not tell the user how they affect performance. The detail preset does not really help as none of its options tell in any way what they do. Are they the general performance setting and if yes, what features get affected in what way?
The in-game options are also far too scattered. It's an overwhelming list of options that will totally overburden a person without detailed technical knowledge.
I also think that there needs to be a simple one-press "performance" button that really disables everything that's not needed to render the game world properly.
While I can understand that you want to show off your work, it shouldn't come at the price of performance, especially if it is this steep. My computer is still on the faster side of things but it really had to struggle with the default settings. While there are some options in the launcher, they are all very technical and do not tell the user how they affect performance. The detail preset does not really help as none of its options tell in any way what they do. Are they the general performance setting and if yes, what features get affected in what way?
The in-game options are also far too scattered. It's an overwhelming list of options that will totally overburden a person without detailed technical knowledge.
I also think that there needs to be a simple one-press "performance" button that really disables everything that's not needed to render the game world properly.
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ShockwaveS08
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Similarly, during Operation Exodus (Episode 1, second mission), the framerate takes a sharp nosedive whenever any electrical sparks emit from broken/damaged lights. If the team hasn't done so already, I recommend total optimization of any and all textures and sprites in the mod, either through Slade or Doom-Crusher, even a few MB's saved will help out in the long run.
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Graf Zahl
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
No, it won't. Compressed texture size has no performance effect at all, internally they are always fully uncompressed.
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blakecasimir
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Is there a particular place in the ipk3 I should look?zrrion the insect wrote:if you were wanting nashmove style movement you would be better off modding the player directly honestly
I've become very used to playing Blood and other FPS where the character has MUCH less inertia than BJ has in BoA. It feels a bit obnoxious by comparison.
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Tormentor667
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Thanks for the hint, I totally missed this (same to the git data). I will take care of that.Graf Zahl wrote:I just noticed that the standalone package still contains game_support.pk3. This really should not be part of any standalone release for both copyright and usability reasons.
I will share the performance info to our Git issues.
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Dynamo
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Congratulations on the release! I'm glad you guys were able to deliver a complete product after all this time.
I wholeheartedly agree here, it will help up save on space significantly in the long run, definitely worth taking a shot at it.ShockwaveS08 wrote:If the team hasn't done so already, I recommend total optimization of any and all textures and sprites in the mod, either through Slade or Doom-Crusher, even a few MB's saved will help out in the long run.
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ShockwaveS08
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Currently working on it, via a friend's laptop; will post the results once Doom-Crusher has run its course.
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Tormentor667
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Ozymandias has already crushed the pngs and optimized most of the data inside the pk3. For the compression factor of the ipk3, we choose to make the zip only a storage so GZDoom launches faster without unzipping everything first.
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Ozymandias81
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
I have crushed everything for almost 6 years, so stay sure that it has been done on BoA. And it is my suggestion, the one who has probably the less performant pc on the team (beside DoomJedi), to save the project as Store zip, there is no need to crunch the zip itself and it makes more accessable for those who want to investigate the ipk3 through Slade or simply 7zip. About remnants files, beside the game_support which isn't something I knew, I also noticed that and it has been addressed already for next patch (which will probably happen once GZDoom 4.6 will be out).
Also if you crush without checking every single lump, you'll lose translucency, offsets and some background colors will come up.
ShockwaveS08 - Just for the record: https://github.com/Realm667/WolfenDoom/ ... pe=commits
Also if you crush without checking every single lump, you'll lose translucency, offsets and some background colors will come up.
ShockwaveS08 - Just for the record: https://github.com/Realm667/WolfenDoom/ ... pe=commits
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ShockwaveS08
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Oh damn, I had no idea that the crushing was already done! My bad.
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0mnicydle
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Congrats on the release, loving it so far!
I do have one technical issue however... Movement seems very choppy, and I don't think it's performance related; frame times are solid except for the occasional asset loading hitches I've come to expect from asset heavy mods like this. Nevertheless I get frequent stalls (for lack of a better word) that feel like dropped frames, even if they aren't showing up as frame time spikes. It's especially noticeable while trying to circle strafe. Is anyone else seeing this? The best guess I can come up with is there is some custom player movement script in effect that isn't playing nice with the rendering interpolation, as everything is smooth with rendering interpolation disabled, and I remember seeing something similar ages ago when I tried Nash's strafe tilt mod. I tried setting boa_strafetilt to false already and it didn't help, though I'm guessing if this is related to a movement script that this wouldn't bypass the whole movement system anyway.
In any case, I'd prefer not to play at 35fps if it can be helped, but this is the workaround I've been using for now. If there's something else I can try I'm all ears... In the meantime, I'm sure glad you guys included that motion blur filter
I do have one technical issue however... Movement seems very choppy, and I don't think it's performance related; frame times are solid except for the occasional asset loading hitches I've come to expect from asset heavy mods like this. Nevertheless I get frequent stalls (for lack of a better word) that feel like dropped frames, even if they aren't showing up as frame time spikes. It's especially noticeable while trying to circle strafe. Is anyone else seeing this? The best guess I can come up with is there is some custom player movement script in effect that isn't playing nice with the rendering interpolation, as everything is smooth with rendering interpolation disabled, and I remember seeing something similar ages ago when I tried Nash's strafe tilt mod. I tried setting boa_strafetilt to false already and it didn't help, though I'm guessing if this is related to a movement script that this wouldn't bypass the whole movement system anyway.
In any case, I'd prefer not to play at 35fps if it can be helped, but this is the workaround I've been using for now. If there's something else I can try I'm all ears... In the meantime, I'm sure glad you guys included that motion blur filter
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Ozymandias81
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
After this reply from Graf, I am brainstorming again the menues entries and this is my suggestion regarding how it should look. What do you think?Graf Zahl wrote: The detail preset does not really help as none of its options tell in any way what they do. Are they the general performance setting and if yes, what features get affected in what way?
The in-game options are also far too scattered. It's an overwhelming list of options that will totally overburden a person without detailed technical knowledge.
I also think that there needs to be a simple one-press "performance" button that really disables everything that's not needed to render the game world properly.