[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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] v3.1 released (p204)
Coop would be awesome! I would love to play with my brother as well, as we played brutal wolf!
2.0 version I think was almost working even if not tested much yet (most probably some cheat needed sometime), 3.0 goes out of sync almost immediately I suppose due to too many zscripts, I noticed this even in other recent mods, however if you are planning it I'm really happy!
Great job once again, I'm currently playing it in my little free time
Once finished I would be pleased to join coop testers as well!
2.0 version I think was almost working even if not tested much yet (most probably some cheat needed sometime), 3.0 goes out of sync almost immediately I suppose due to too many zscripts, I noticed this even in other recent mods, however if you are planning it I'm really happy!
Great job once again, I'm currently playing it in my little free time
Once finished I would be pleased to join coop testers as well!
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Desyncing due to "too many ZScript" is preposterous. Hideous Destructor is one of the most complex ZScript mods out there, and playing coop with that is perfectly fine. It all depends on the programmers and how their work goes together with GZD's synchronization. Anything that goes differently from one player to another will always cause desyncs, no matter the language used.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Completely agreed. I really dislike this phobia of ZScript and all the fearmongering that goes into it.ZikShadow wrote:Desyncing due to "too many ZScript" is preposterous.
It's just on the developer to make the code as robust as possible.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
yes my bad, I've just tested 3.1 with newer version of gzdoom and doesn't desync as 3.0, I tought about that because of what I encountered before with other things but seems they were just coincidences.. I apologize
Anyway I'm happy to hear that.
Anyway I'm happy to hear that.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
yay!Tormentor667 wrote:Well, we are working on something... if you are interested in testing coop, join us in Github https://github.com/Realm667/WolfenDoom/issues
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
I was enjoying this mod until I reached chapter 3. Although most of the mod seems to be masterfully made, I have only played two missions in chapter 3 and both have proved impossible to complete without a guide. I am constantly getting lost and running in circles, desperately searching for the one hidden switch or clue I might have missed. In the first mission, I found a green key and was left completely baffled, since I had not encountered any doors or switches that it might fit. All the advice and hints at that point suggested that I was supposed to be investigating the gas refinery, but this turned out to be a red herring. I eventually looked up a guide which showed me precisely where the green switch was, which required me to backtrack and leave the refinery that I had been searching fruitlessly for hours.
Now I am playing the secret mission, and have reached "Area 3", but I am once again completely stuck. All of the doors are closed and all of the passages lead to dead ends. I was able to locate and use a rusty crank, but there don't appear to be any more switches or passages to investigate.
EDIT: I eventually used a guide to determine that the switch I needed to advance was located up a slope that I had ignored, since it blended into the walls.
Truth is, I'm not sure whether this is simply me being dense, but it seems to me as if some of the switches are placed in rather odd places. They're not really obscure, but the switches I've been searching for just don't seem to stand out at all.
Now I am playing the secret mission, and have reached "Area 3", but I am once again completely stuck. All of the doors are closed and all of the passages lead to dead ends. I was able to locate and use a rusty crank, but there don't appear to be any more switches or passages to investigate.
EDIT: I eventually used a guide to determine that the switch I needed to advance was located up a slope that I had ignored, since it blended into the walls.
Truth is, I'm not sure whether this is simply me being dense, but it seems to me as if some of the switches are placed in rather odd places. They're not really obscure, but the switches I've been searching for just don't seem to stand out at all.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
I hate telling people to "tough it out" and slog through a game you're not enjoying, but the back half of E3 is much stronger than the front, with the final map being an absolute banger.IDKrisis wrote:I was enjoying this mod until I reached chapter 3.
Yeah, the game can be very confusing... and it used to be worse.Truth is, I'm not sure whether this is simply me being dense, but it seems to me as if some of the switches are placed in rather odd places. They're not really obscure, but the switches I've been searching for just don't seem to stand out at all.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Is there a pure sample of just BoA's ladder behaviour and code functionality?
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
I've finished a full playthrough of all 3 episodes, it took about two weeks, a lot content to get through, which is a good thing. I searched and found a 3.0 release as I hadn't played the mod before and didn't want anything censored.
Here is my feedback:
Here is my feedback:
Spoiler:Overall I enjoyed the game and thought it was pretty well done and executed for the most part. It is obvious a lot of time, effort, and passion went into it. Well done.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
From what I gathered in the HQ when you first start the game, the Allies have been getting their supply lines intercepted by the Nazis, resulting in them using anything they can find and salvage. I believe that's also the reason why your weapons and ammo are cleared after every mission, to be passed around and rationed.22alpha22 wrote:-One of the biggest disappointments for me was the extremely limited arsenal. I was fully expecting there to be an STG-44 and was extremely disappointed each episode I got to and it wasn't there. It also didn't make much sense to me at all that everyone including all the allies were using MP-40s. Where are the Thompsons, Garands, and pretty much all the rest of the allied arsenal?
I did cobble up an addon to sort the variety problem out, if you're interested, heh.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Hello everyone, we are still working on 3.2 release, which will have multiplayer compatibility fixes and lots of new improvements, specially for addons seen in 3.1, menues, gameplay and bugfixes.
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned
https://www.moddb.com/mods/wolfendoom-blade-of-agony
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned
https://www.moddb.com/mods/wolfendoom-blade-of-agony
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
I noticed that 3.1 seems to have a lot of function that don't have an appropriate option menu to switch on or off, stuff like the indicators or even binds for weapon/item dropping or querying. Any chance that they might get reintroduced for 3.2? I imagine the latter would be very useful for custom addons, particularly dropping to prevent redundancy (and I've used item dropping for various uses too like marking mines so I can pass through areas without using mine sweepers again and wasting them).
I also saw that Wolfenstein wipes your weapons from Gotterdammerung now, including the UMG43. I don't think I ever did found another one in Wolfenstein, shouldn't it be atleast put as an optional objective or something? Seems odd to have the finale but not have all the weapons available.
I also saw that Wolfenstein wipes your weapons from Gotterdammerung now, including the UMG43. I don't think I ever did found another one in Wolfenstein, shouldn't it be atleast put as an optional objective or something? Seems odd to have the finale but not have all the weapons available.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Great!! I'll do itOzymandias81 wrote:Hello everyone, we are still working on 3.2 release, which will have multiplayer compatibility fixes and lots of new improvements, specially for addons seen in 3.1, menues, gameplay and bugfixes.
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned
https://www.moddb.com/mods/wolfendoom-blade-of-agony
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Yeah, vote for us guys if you loved what we do
Everyone has his/her nitpicks, but everyone can see how much dedication, love and effort went into this - for so many years.
How much creativity, detail, inspiration and research.
Everyone has his/her nitpicks, but everyone can see how much dedication, love and effort went into this - for so many years.
How much creativity, detail, inspiration and research.
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Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Hello, it seems that the option for texture filtering is completely disabled in 3.1, can you Please re enable it in version 3.2? Thanks!Ozymandias81 wrote:Hello everyone, we are still working on 3.2 release, which will have multiplayer compatibility fixes and lots of new improvements, specially for addons seen in 3.1, menues, gameplay and bugfixes.
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned
https://www.moddb.com/mods/wolfendoom-blade-of-agony