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UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

As you wish. Once again, you've most probably not been in a situation alike the one described on that page — and it is very unlikely that a person would change their opinion on this matter _before_ such ******** happens with themselves or their friends.
I really hope that in your life you will not have a reason to change this opinion, ever.

Good karma-1 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

It is very pleasing to hear — especially for me as the person who suggested adding the support in the first place ;-)
By the way, if you want to take a closer look the code internals to understand how some BoA features work or simply make use of them, but do not know where to start with some, you can check out this page: Boa.realm667.com , and after that the development GitHub repository Github.com (there is a powerful and convenient search engine).
The Editing Docs is not an encyclopedia, of course (it'd be quite a task to document 3MB of ZScript we currently have), but it should give a good starting point.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

I don't think it would interfere, these will be in an addon rather than in the main game files.
The player will obviously have a choice which addons to load (but you'll need to make a small addon definition file to make it show up in the new launcher). These 'official' addons are just examples that will be distributed with the main game, the 'addon integration' feature is really meant for community modders.

Good karma0 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

By the way, insider info: 3.1 will feature an 'official' addon with three weapons, including StG 44 and FG 42 (made by yours truly).

Good karma-1 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

(buried)

One of the developers here (not from the core team, but I've done quite a lot of work for BoA during the last year and a half). This is a message to all folks here on ModDB who are interested in BoA, but not an 'official statement' from the team, just my personal views.
I can't say for the whole team, but in various messages in development issue threads no one of us regarded the Doomworld attacks as fair or relevant. We had to comply with their wishes because the shitstorm reached a critical level: the crowd started accusing the project leader of criminal offenses. You'll say that it is unjustified and laughable, and I'll agree with you — no illegal content has ever turned up in BoA, there is none now, and none will be in the future. Though any process can be made a show trial and turned into the direction wanted by the instigator if enough resources are put into it (I wish one day we find out their true intent).
For another, perhaps more convincing argument, you should read the story of Sonder a bit more carefully: https://wl6.fandom.com/wiki/Sonderkommando_Revolt#Controversy , the paragraphs about DoomJedi (one of our team members!) and his workplace. You are subject to very little risk while anonymously posting your views on the situation here on ModDB, so do I, and that's fine. But the core team is not anonymous. It is impossible to un-publish names and personal information of the core team from the Internet anymore, and I do not think the developers want to pay the price for having their real names associated with this work.
Lastly, the content that was removed/replaced on demand was definitely not the cornerstone of the game, not even close. It is very sad that we had to change it, but the gameplay, visuals, atmosphere and plot did not change way too much. It's only up to you what to choose for playing: the older unedited version because of your personal opinions (we respect them, of course), or the 'censored' version which is constantly being re-tested and improved by bugfixes and quality of life features. We are not building new versions on the unedited content. If anyone wants to make their own version based on v3.1, but with restored content, we highly recommend not to do it (and it would not have too much meaning anyway); we cannot stop you from that, but you will have to do all work yourself.
The v3.1 release is going to be soon by the way — and not soon™, internally we have already established a date. Hopefully there won't be any obscure bugs anymore that hamper it.

Good karma-7 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

Thank you!
As for the reload animations, they have been requested for a long time, but we simply do not have a person who would draw the weapons. DoomJedi is an excellent sprite artist (all regular enemies with lots of rotations are his work), with a consistent and unique graphical style, but he does not do weapons at all, and he rejected this specific request a few months ago.
If someone is able to draw proper reload animations while managing to fit the existing sprite style, we would be really happy to include the animations in the baseline game, not as a mere addon, just write us on the GitHub repository. Remember this is a huge task.

Good karma0 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

Yes, in Chapter 2 release from 2017 jumping over the barrels was the way to go. Though it made little sense for a "German scientist" to perform such tricks right in front of guards, so it was changed to what we have now.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

If I understand you correctly on Hades, it seems to me that it is not a bug. There is another way to get past the grate to the personal files area (more messy, but it does not draw so much enemy attention as jumping over a fence).

Which one of the super secret easter eggs? ;-) The one with lots of supply chests refers to Realms of Arkania.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

The second is intended behaviour, as you correctly guessed. The first is a very unfortunate bug that has been seen multiple times but never caught during the development of the 3.0 release, though it is already addressed for 3.1 and will hopefully not happen again.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

You can fine-tune the decorative effects from the performance options menu, it should help a bit.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

Blade of Agony is definitely not Wolfenstein 3D :-D It runs on a modern reincarnation of the Doom engine and is quite hardware-demanding.
Please try the x86 engine devbuild from the drdteam website: Devbuilds.drdteam.org
Replace the Blade of Agony files with ones from this archive and try to launch the game. Please tell us if it works.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

Blade of Agony is no longer distributed as a mod (only the released in 2016 first chapter was). Though it is still possible to download the archive and load the .ipk3 file with your GZDoom devbuild version.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

There is an option to install either the snap or the flatpak release (see Boa.realm667.com ).
You can also run the .ipk3 via a recent GZDoom devbuild.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein | Blade of Agony - Final Release

> a lot of cringe and downright tone-deaf terms and phrases
[citation needed]

As for the skill name you are referencing, it has already been removed from the development version of the game. The 3.1 release will not have it.

Good karma0 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein | Blade of Agony - Final Release

If you do not mind losing your progress and potentially breaking some of the maps upon changing the levels via console, you can use the command that "Dumps a list of all maps defined in MAPINFO to the console" (search Zdoom.org for this phrase).

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein | Blade of Agony - Final Release

Yes, it is only for special missions, there are some in the second and third chapters. There will also be some hints on these levels.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein | Blade of Agony - Final Release

Well, there are probably no such details for 1), but if your computer is able to run the bundled GZDoom development build (4.6pre-195), you should be good to go. Lag amounts will depend on the system configuration, though it seems from the recent reports that users with high-end graphical cards experience _more_ issues than those with 'average' ones.
2) Yes, exactly.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein | Blade of Agony - Final Release

Have you tried pressing 'use' while standing next to the shelf with grenades in that room?

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

Some comments suggest that despite having a few bugs, Blade of Agony runs on Delta Touch (a well-known Android Doom port).

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

Switching off the color grading shader has also helped people to combat these red outlines. Please tell us if it works.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

The developer team does not have such hardware IIRC, so it's up to you to find out ;-)
If you are able to compile latest GZDoom devbuilds Forum.zdoom.org , it should work.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein | Blade of Agony - Final Release

The suggestion is to use a non-outdated devbuild of GZDoom. This is the version that is packed in the archive: Devbuilds.drdteam.org
As for the second message, you might have forgotten to remove '-warp 11' or '+map e1m1' from your load order.

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Wolfenstein - Blade of Agony

Please check the small trench near the railroad in the southern part of the map (next to a hill where a small Wehrmacht field office is positioned). The two enemies should be there (possibly hiding among trees).

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

Yes!
Now that's too much hints :-)

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

Thank you for the report! We know about this problem and have prepared a fix (it will be coming with 3.1).

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

Well, we didn't test Blade of Agony on Delta Touch ourselves, but it IS possible to launch it there (see e. g. Th3Whit3W0lf's comment on this comment page). We can't guarantee that it will play bug-free, though (there have already been some Delta Touch-exclusive bug reports). Good luck anyway!

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

That would be a tough task, considering that Blade of Agony has _1920_ DoomEdNums for map-placed actors. There are also actors which are necessary for blocking/unblocking some parts of the map during play, removing them would break the intended map progression.
I'm not saying it could not be done (it definitely could), just that it would have taken quite a lot of time, and that the team does not intend to do it. Would you like to go through that list yourself and provide each actor with a suitable replacement? :-)

Good karma+1 vote
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

As for the Venom Gun, there is a very similar weapon later on in the game (starred near the ending of C2 and in several places of C3).
It is possible, of course. Good luck!

Good karma+2 votes
UsernameN00bIsTaken
UsernameN00bIsTaken - - 63 comments @ Blade of Agony | Full Release (v3.1, standalone)

The secret level I mentioned is full of zombies, and it gets repopulated with them when you stay in one large area for too long. Not sure what you mean by replaying over and over, but every* Blade of Agony level can only be played at most once during a campaign. (You can still warp to individual levels via console, of course.)
*Except the easteregg levels accessed from INTERMAP, but they do not contain any zombies :-)

Good karma+1 vote