[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
I am starting to think this whole business of the camera roll fucking with the input code might be a bug. It makes ZERO sense considering all Roll should be doing is touching the camera's roll on the render stage. Maybe something's going on on the engine side.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
A good Nazi always has a hidden luger in his pants.Captain J wrote:Sometimes Nazis would get up and fight back with their last strength, but they already dropped their weapon like Pistol and... Where did their extra sidearm came from?
The game is standalone. If you want to use your own GZDoom version, simply run it by drag'n'drop boa.ipk3 on your .exe.randomguy2021 wrote:do i need doom 1 to run this using launchers like zdl? i get an error about a map name not found
Fixed, thanks for the reort.Toyoch wrote:You could climb the ladder that's supposed to be the exit from the catacomb(after getting the Yellow key from Hitler Ghost) from the other side, allowed me to grab the key before fighting the first target in gold storage.
Understood, and what is the omni.cfg doing?
Do you think there is a chance of getting you improving the tilt script in BoA?Nash wrote:[stuff regarding tilt]

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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
But is something calculating the intermediary angles across the entire interpolated spectrum, or just on the tick? Because the way I envisioned the problem from the start, just as a guess, was that the script runs and determines whatever angles it thinks are correct, but during the time it took for this script to run, the rendering thread has already delivered several interpolated frames, so when the answer comes in, it's temporally out of sync with player expectations. Because it's not just about how long the script takes to run, but the fact that it can only deliver its answer on the tick.Nash wrote:I am starting to think this whole business of the camera roll fucking with the input code might be a bug. It makes ZERO sense considering all Roll should be doing is touching the camera's roll on the render stage. Maybe something's going on on the engine side.
This could be all completely off the mark though, sorry. Actually debugging the issue is beyond my capabilities, but that was my initial thought process anyway.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Those are just the settings I use personally, included in case some certain combination results in further improvements I'm not aware of. But at the least, it changes the renderer to Vulkan which is a significant improvement to the point where I call the game unplayable without it. I'm generally happy with how the game runs for me like this, so just think of it as a control.Tormentor667 wrote:Understood, and what is the omni.cfg doing?
EDIT/ Oh yes, I'd have to do more testing, but my instinct is you want to keep the BoA post process effects just as I have them in the cfg. Turning on more stock GZDOOM effects is fine, but I do believe some combination of motion blur, lens flare, and vignette (but probably not that one lol, i just don't like it) was affecting smoothness to a small degree also, but I'd have to test it again some to say for sure.
EDIT/ It's the motion blur. It's great for making the game bearable if you're playing with rendering interpolation disabled, but at 60fps it's less smooth. We are getting into territory where most people would probably never notice though.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Yeah, especially since the latest version uses A_SetViewPitch/Roll with the SPF_INTERPOLATE flag, so it *should* work properly... I wonder if there's some kind of conflict in the interpolation code.Nash wrote:I am starting to think this whole business of the camera roll fucking with the input code might be a bug. It makes ZERO sense considering all Roll should be doing is touching the camera's roll on the render stage. Maybe something's going on on the engine side.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Just out of curiosity, but does anyone else feel like the grenades are a bit under-powered?
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Not sure if you are still accepting Graphics changes, but I made a STEN sprite that looks like an Actual STEN.
Based on breadbagfly's STEN and Grease Gun.

Based on breadbagfly's STEN and Grease Gun.

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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Why is the UK labelled the "Federation of Workers' Republics" on the Astrostein map? Have the Soviets taken it over in this timeline or something?
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Looks cool jazzmaster9, I guess it should be nice for Mutators, something we are planning for 3.1 patch release. Save it for later and don't forget to create a proper sprite pickup for it.jazzmaster9 wrote:Not sure if you are still accepting Graphics changes, but I made a STEN sprite that looks like an Actual STEN.
Based on breadbagfly's STEN and Grease Gun.

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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Yes, I agree. Overall I find the game extremely fun, but my biggest nitpicks are the grenades aren't strong enough, or a big enough blast radius maybe, not sure which--maybe both. Also ammo can be too scarce sometimes; I feel a very quick fix would be to make enemies drop more ammo. Zombies need to drop more bonuses--I hardly ever saw that happen. And finally, when you have allies with you they are WAY too clingy! Like back the fuck off, omg. I have a fast and aggressive play style and they kept blocking my moves, and if I tried playing more methodically they kept mobbing me in my corners. And they would often block my shots even. I just wanted to kill them honestly lol. I don't know if this would be possible, but if you could just disable clipping for the player and projectiles on the allies, that would be a quick fix.Ninlhil wrote:Just out of curiosity, but does anyone else feel like the grenades are a bit under-powered?
Last edited by 0mnicydle on Sun May 09, 2021 9:57 am, edited 1 time in total.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
I dunno, they never seem happy to see me.Tormentor667 wrote:A good Nazi always has a hidden luger in his pants.
Except for Hans Grosse and his jovial "Guten Tag!" obviously.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Oh yeah, one more thing regarding optimization I noticed... There seems to be a lot of loading hitches associated with sounds; radios, thunderclaps, etc... I've seen some info after searching that seems to indicate it should be possible to get all sounds preloaded with enough due diligence. Is there more optimization that could be done in this regard, or are there legitimately some cases where sounds can't be preloaded?
EDIT/ As an experiment I copied the entire decompressed contents of the mod to a RAM drive and was still getting hitches, so at this point I thought maybe it's the decoding of the ogg files actually causing the hitches, so I recursively converted all the ogg files to wave with ffmpeg and and used notepad++ to change all references to wav from ogg in every txt and wad file at once. After that, no more sound hitches.
EDIT/ As an experiment I copied the entire decompressed contents of the mod to a RAM drive and was still getting hitches, so at this point I thought maybe it's the decoding of the ogg files actually causing the hitches, so I recursively converted all the ogg files to wave with ffmpeg and and used notepad++ to change all references to wav from ogg in every txt and wad file at once. After that, no more sound hitches.
Last edited by 0mnicydle on Mon May 10, 2021 11:39 pm, edited 8 times in total.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
To be honest, I‘d like to add this to the 3.1 release, it looks indeed much better than what we have now. Can you post it to our GitHub issues page?jazzmaster9 wrote:Not sure if you are still accepting Graphics changes, but I made a STEN sprite that looks like an Actual STEN.
Based on breadbagfly's STEN and Grease Gun.
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
Any chance of making this compatible with D3athStalker’s DOOM Incarnate?
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Re: [Wolfenstein: Blade of Agony] Release (v3.0)
That, arguably, should be on the author of Doom Incarnate or some other third-party.armymen12002003 wrote:Any chance of making this compatible with D3athStalker’s DOOM Incarnate?