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"WolfenDoom - Blade of Agony" | Important: This is only meant for development and testing purposes. You are NOT ALLOWED to use material from this repository for your own projects. Important: This repository is for development and testing purposes, you are NOT ALLOWED to use the copyrighted material for your own projects without our permission!

Home Page: http://boa.realm667.com

Batchfile 0.85% GLSL 1.08% Shell 0.41% C 0.98% Lua 0.21% Python 0.37% C++ 0.25% C# 95.81% CMake 0.03%

wolfendoom's People

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2-4601 avatar afadoomer avatar alexander-wilms avatar alexey-lysiuk avatar atronx-ii avatar chippo1 avatar davidxn avatar dazombiekiller avatar doomjuan avatar edthebat avatar farlowj avatar gaerzi avatar guardsoul avatar hawkwind3 avatar je1988 avatar m-x-d avatar madame-rachelle avatar muaddib90 avatar nashmuhandes avatar ozymandias81 avatar remmirath90 avatar sibtiger avatar talon1024 avatar tormentor667 avatar username-n00b-is-not-available avatar zippeykeys12 avatar

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wolfendoom's Issues

How do you join this effort?

I've made some fixes and want to commit them. Where do you signup?

I thought my github account would work, but no ...

chippo@chippo-Aspire-V3-731:~/Downloads/git_clones/WolfenDoom$ git status
On branch master
Your branch is ahead of 'origin/master' by 1 commit.
(use "git push" to publish your local commits)

nothing to commit, working tree clean
chippo@chippo-Aspire-V3-731:~/Downloads/git_clones/WolfenDoom$ git push
Username for 'https://github.com': [email protected]
Password for 'https://[email protected]@github.com':
remote: Permission to Realm667/WolfenDoom.git denied to chippo1.
fatal: unable to access 'https://github.com/Realm667/WolfenDoom.git/': The requested URL returned error: 403

Feedbacks from N00b and russian community

These are from the Facebook chat. I'm posting them here to ensure they don't get lost.

  • First

Which plans does the team currently have on Stierlitz? Will he just be given a part of Stern's dialogue, or could there be a possibility to add some small plot details connected with him, for example, to add his agents to some later C3 maps disguised as ordinary scientists/technicians/soldiers/SS members (without any exclamation marks above them!). They will not shoot the player or other troops unless provoked (I would try just +FRIENDLY monsters who stand still 'guarding' and have A_Look removed from their Spawn for this effect), and if talked to, they will provide the player with goodies (i.e. ammo, health, armor, a weapon, a key for a shortcut or a gate in previously visited area behind which is a large cache of supplies or money) or information (where to find a secret or what to expect from the next playing area). A scientist or a technician could also sabotage some mechanisms and 'clear the path' for the player a bit, or prevent triggering an ambush. If any of them is killed by the player though, the other agents will not spawn on later maps, making their further help inaccessible.

  • Second

I would also like to add such an agent to C3M4 (Fuehrerbunker) who could in addition give the player a paper with some encrypted text which the player will need to show Colonel Volkoff later in the INTERMAP. If done so, Volkoff will decrypt it, tell Blazkowicz some of the information there (there could be some details on Hitler's current plans), then thank him, say something good about Stierlitz and the network of his agents, and tell Blazkowicz a passphrase (an inventory token) to say to the last agent in C3M5_A or the start of C3M5_B. That person will reward the player with a giant cache of supplies (full ammo refill, items like Totale Macht, Field Kits and Adrenaline, heavy armor, health packs and some cool weapon like UMG43 or Klein Nebelwerfer). As most of that is apparently going to be confiscated before C3M5_C, there better be some slaughtermap-style fights on C3M5_B ๐Ÿ™‚ Also, providing the information to Volkoff could also result in some bombs being dropped on Wolfenstein (wiping two or three outdoor areas and/or destroying some walls and opening some passages in the castle)...

  • Third

There are some problems in C3M1: first, it is too foggy to snipe the single MP 40 red door guard from the tower. He cannot be seen at all from that position. Maybe add a light source or a chimney to the building so that he would be right under it and his position could be at least guessed? Second, the red door he guards blocks the player when he is trying to leave the building (the door opens to the right, and the railing near it is apparently set to "Impassable", not to "Walkable middle texture", so Blazkowicz can't jump over it), you can only use noclip to escape. Third, there is a (slight) possibility for player to jump from one of the barracks onto the right pillar of Zyklon C barrel storage and, walking over barbed wire, to end up outside of the camp. After doing this, the guards are still not alerted (but after picking up the radio from the other side, they are ๐Ÿ™‚ )

boa_c2_s.zip malware

Windows detects that the file boa_c2.exe is infected with Trojan:Win32/Tiggre!rfn

This was from a fresh download from the moddb website.

[Linux] Issues with C3M1 and C3M0_A

  • On C3M0_A, for some reason, I cannot hold down the "use" key to place a Comp B charge on a breakable wall. Repairing a generator with a repair kit works just fine, however. I remember one commit by @AFADoomer that included changes to C3M0_A where this issue was actually fixed on my end.
  • C3M1 crashes to desktop for some reason. Here is the crash log:
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x8

System: Linux Gamer2015 4.4.0-116-generic #140-Ubuntu SMP Mon Feb 12 21:23:04 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux

GZDoom version g3.3pre-573-g6ab58e5 (6ab58e56ad6fc356ebf0bfaf15cfd98b54796ca9)
Compiler version: 5.4.0 20160609

Command line: /home/kevinc/Games/doom/gzdoom-master-20180308/gzdoom -iwad /home/kevinc/Games/doom/IWADS/DOOM2.WAD +sv_cheats 1 -file /home/kevinc/Games/doom/gzdoom/Doom2Mods/wolf_boa-8d7032f-20180311.pk3 /home/kevinc/Games/doom/gzdoom/Doom2Mods/wolf_boa_zscript_8d7032f.zip

Wad 0: gzdoom.pk3
Wad 1: zd_extra.pk3
Wad 2: DOOM2.WAD
Wad 3: lights.pk3
Wad 4: brightmaps.pk3
Wad 5: pk_doom_sfx_20120224.wad
Wad 6: Doom2PK3.pk3
Wad 7: wolf_boa-8d7032f-20180311.pk3
Wad 8: wolf_boa_zscript_8d7032f.zip

Current map: C3M1

viewx = -1527.448893
viewy = 930.044777
viewz = 24.000000
viewangle = 97.466258

Executing: gdb --quiet --batch --command=gdb-respfile-9rk31q
[New LWP 27351]
[New LWP 27352]
[New LWP 27353]
[New LWP 27668]
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
0x00007ff2a6711f7b in __waitpid (pid=22944, stat_loc=0x55e2e0a022ac, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:29

* Loaded Libraries
From                To                  Syms Read   Shared Object Library
0x00007ff2a6937110  0x00007ff2a69ed2e0  Yes (*)     /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
0x00007ff2a6706a30  0x00007ff2a6713a51  Yes         /lib/x86_64-linux-gnu/libpthread.so.0
0x00007ff2a64fb100  0x00007ff2a64fe1df  Yes         /lib/x86_64-linux-gnu/librt.so.1
0x00007ff2a62e0db0  0x00007ff2a62f1810  Yes (*)     /lib/x86_64-linux-gnu/libz.so.1
0x00007ff2a6089d50  0x00007ff2a60c3e80  Yes (*)     /usr/lib/x86_64-linux-gnu/libjpeg.so.8
0x00007ff2a5e773c0  0x00007ff2a5e83092  Yes (*)     /lib/x86_64-linux-gnu/libbz2.so.1.0
0x00007ff2a5c2f250  0x00007ff2a5c5ef42  Yes (*)     /usr/lib/x86_64-linux-gnu/libgme.so.0
0x00007ff2a5a24da0  0x00007ff2a5a2598e  Yes         /lib/x86_64-linux-gnu/libdl.so.2
0x00007ff2a572bd20  0x00007ff2a57d7cc9  Yes (*)     /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0x00007ff2a539e600  0x00007ff2a540fd0a  Yes         /lib/x86_64-linux-gnu/libm.so.6
0x00007ff2a5171670  0x00007ff2a517cbcb  Yes         /lib/x86_64-linux-gnu/libmvec.so.1
0x00007ff2a4f541b0  0x00007ff2a4f67ffe  Yes (*)     /usr/lib/x86_64-linux-gnu/libgomp.so.1
0x00007ff2a4d3aa70  0x00007ff2a4d4a8b5  Yes (*)     /lib/x86_64-linux-gnu/libgcc_s.so.1
0x00007ff2a498d8b0  0x00007ff2a4ae0b04  Yes         /lib/x86_64-linux-gnu/libc.so.6
0x00007ff2a4698aa0  0x00007ff2a4728b02  Yes (*)     /usr/lib/x86_64-linux-gnu/libasound.so.2
0x00007ff2a4429b20  0x00007ff2a4456b59  Yes (*)     /usr/lib/x86_64-linux-gnu/libpulse.so.0
0x00007ff2a4210be0  0x00007ff2a4217347  Yes (*)     /usr/lib/x86_64-linux-gnu/libsndio.so.6.1
0x00007ff2a3eec870  0x00007ff2a3f742e4  Yes (*)     /usr/lib/x86_64-linux-gnu/libX11.so.6
0x00007ff2a3cc5590  0x00007ff2a3ccf39f  Yes (*)     /usr/lib/x86_64-linux-gnu/libXext.so.6
0x00007ff2a3aba3e0  0x00007ff2a3abefd7  Yes (*)     /usr/lib/x86_64-linux-gnu/libXcursor.so.1
0x00007ff2a38b5af0  0x00007ff2a38b63ec  Yes (*)     /usr/lib/x86_64-linux-gnu/libXinerama.so.1
0x00007ff2a36a71a0  0x00007ff2a36b16f7  Yes (*)     /usr/lib/x86_64-linux-gnu/libXi.so.6
0x00007ff2a349bc70  0x00007ff2a34a1a82  Yes (*)     /usr/lib/x86_64-linux-gnu/libXrandr.so.2
0x00007ff2a3296cd0  0x00007ff2a3297a8c  Yes (*)     /usr/lib/x86_64-linux-gnu/libXss.so.1
0x00007ff2a3090fc0  0x00007ff2a30938c8  Yes (*)     /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1
0x00007ff2a2e8e6a0  0x00007ff2a2e8e8d6  Yes (*)     /usr/lib/x86_64-linux-gnu/libwayland-egl.so.1
0x00007ff2a2c84180  0x00007ff2a2c889ff  Yes (*)     /usr/lib/x86_64-linux-gnu/libwayland-client.so.0
0x00007ff2a2a78200  0x00007ff2a2a79d71  Yes (*)     /usr/lib/x86_64-linux-gnu/libwayland-cursor.so.0
0x00007ff2a283be70  0x00007ff2a2856895  Yes (*)     /usr/lib/x86_64-linux-gnu/libxkbcommon.so.0
0x00007ff2a6c31ac0  0x00007ff2a6c4f850  Yes         /lib64/ld-linux-x86-64.so.2
0x00007ff2a262f800  0x00007ff2a2634612  Yes (*)     /lib/x86_64-linux-gnu/libjson-c.so.2
0x00007ff2a23c3e70  0x00007ff2a2406899  Yes (*)     /usr/lib/x86_64-linux-gnu/pulseaudio/libpulsecommon-8.0.so
0x00007ff2a2170460  0x00007ff2a219b1e4  Yes (*)     /lib/x86_64-linux-gnu/libdbus-1.so.3
0x00007ff2a1f54400  0x00007ff2a1f6161f  Yes (*)     /lib/x86_64-linux-gnu/libbsd.so.0
0x00007ff2a1d386b0  0x00007ff2a1d471a5  Yes (*)     /usr/lib/x86_64-linux-gnu/libxcb.so.1
0x00007ff2a1b26ad0  0x00007ff2a1b2c9e5  Yes (*)     /usr/lib/x86_64-linux-gnu/libXrender.so.1
0x00007ff2a1920530  0x00007ff2a1922756  Yes (*)     /usr/lib/x86_64-linux-gnu/libXfixes.so.3
0x00007ff2a17187f0  0x00007ff2a171d09c  Yes (*)     /usr/lib/x86_64-linux-gnu/libffi.so.6
0x00007ff2a6da0810  0x00007ff2a6df7b4f  Yes (*)     /lib/x86_64-linux-gnu/libsystemd.so.0
0x00007ff2a150fd70  0x00007ff2a1513798  Yes (*)     /lib/x86_64-linux-gnu/libwrap.so.0
0x00007ff2a12aa0d0  0x00007ff2a12ec54c  Yes (*)     /usr/lib/x86_64-linux-gnu/libsndfile.so.1
0x00007ff2a109f300  0x00007ff2a10a1988  Yes (*)     /usr/lib/x86_64-linux-gnu/libasyncns.so.0
0x00007ff2a0e9ae50  0x00007ff2a0e9bacc  Yes (*)     /usr/lib/x86_64-linux-gnu/libXau.so.6
0x00007ff2a0c951d0  0x00007ff2a0c96b38  Yes (*)     /usr/lib/x86_64-linux-gnu/libXdmcp.so.6
0x00007ff2a0a77ab0  0x00007ff2a0a8a29b  Yes (*)     /lib/x86_64-linux-gnu/libselinux.so.1
0x00007ff2a08520d0  0x00007ff2a086624d  Yes (*)     /lib/x86_64-linux-gnu/liblzma.so.5
0x00007ff2a0577d00  0x00007ff2a0618548  Yes (*)     /lib/x86_64-linux-gnu/libgcrypt.so.20
0x00007ff2a0359ff0  0x00007ff2a03671e1  Yes         /lib/x86_64-linux-gnu/libnsl.so.1
0x00007ff2a00e9420  0x00007ff2a014acfd  Yes (*)     /usr/lib/x86_64-linux-gnu/libFLAC.so.8
0x00007ff29fe4ba60  0x00007ff29fe4e1a7  Yes (*)     /usr/lib/x86_64-linux-gnu/libvorbisenc.so.2
0x00007ff29fc20950  0x00007ff29fc302b8  Yes         /lib/x86_64-linux-gnu/libresolv.so.2
0x00007ff29f9ae530  0x00007ff29f9fd623  Yes (*)     /lib/x86_64-linux-gnu/libpcre.so.3
0x00007ff29f79b8d0  0x00007ff29f7a4db9  Yes (*)     /lib/x86_64-linux-gnu/libgpg-error.so.0
0x00007ff29f591a70  0x00007ff29f595c05  Yes (*)     /usr/lib/x86_64-linux-gnu/libogg.so.0
0x00007ff29f366d90  0x00007ff29f37ce6d  Yes (*)     /usr/lib/x86_64-linux-gnu/libvorbis.so.0
0x00007ff2a6d6b720  0x00007ff2a6d7ce9a  Yes (*)     /lib/x86_64-linux-gnu/libudev.so.1
0x00007ff29f15c2d0  0x00007ff29f161bf1  Yes         /lib/x86_64-linux-gnu/libnss_compat.so.2
0x00007ff29ef510b0  0x00007ff29ef578aa  Yes         /lib/x86_64-linux-gnu/libnss_nis.so.2
0x00007ff29ed3f1b0  0x00007ff29ed452a1  Yes         /lib/x86_64-linux-gnu/libnss_files.so.2
0x00007ff29eaacc80  0x00007ff29eaf7d48  Yes         /usr/local/lib/libopenal.so.1
0x00007ff29e89d3b0  0x00007ff29e89f6a8  Yes (*)     /usr/lib/x86_64-linux-gnu/alsa-lib/libasound_module_pcm_pulse.so
0x00007ff298b543f0  0x00007ff298bcc7d1  Yes (*)     /usr/lib/nvidia-387/libGL.so.1
0x00007ff2989019a0  0x00007ff298903683  Yes (*)     /usr/lib/nvidia-387/tls/libnvidia-tls.so.387.34
0x00007ff28e3eefa0  0x00007ff28f5cbd87  Yes (*)     /usr/lib/nvidia-387/libnvidia-glcore.so.387.34
(*): Shared library is missing debugging information.

* Threads
  Id   Target Id         Frame 
* 1    Thread 0x7ff2a6d88940 (LWP 27350) "gzdoom" 0x00007ff2a6711f7b in __waitpid (pid=22944, stat_loc=0x55e2e0a022ac, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:29
  2    Thread 0x7ff29a899700 (LWP 27351) "threaded-ml" 0x00007ff2a4a6974d in poll () at ../sysdeps/unix/syscall-template.S:84
  3    Thread 0x7ff29a098700 (LWP 27352) "gzdoom" 0x00007ff2a4a6974d in poll () at ../sysdeps/unix/syscall-template.S:84
  4    Thread 0x7ff2a6e4d940 (LWP 27353) "gzdoom" 0x00007ff2a64fdee5 in timer_helper_thread (arg=<optimized out>) at ../sysdeps/unix/sysv/linux/timer_routines.c:89
  5    Thread 0x7ff299641700 (LWP 27668) "gzdoom" pthread_cond_timedwait@@GLIBC_2.3.2 () at ../sysdeps/unix/sysv/linux/x86_64/pthread_cond_timedwait.S:225

* FPU Status
  R7: Empty   0x00000000000000000000
  R6: Empty   0x00000000000000000000
  R5: Empty   0x00000000000000000000
  R4: Empty   0x00000000000000000000
  R3: Empty   0x00000000000000000000
  R2: Empty   0x00000000000000000000
  R1: Empty   0x00000000000000000000
=>R0: Empty   0x00000000000000000000

Status Word:         0x0000                                            
                       TOP: 0
Control Word:        0x027f   IM DM ZM OM UM PM
                       PC: Double Precision (53-bits)
                       RC: Round to nearest
Tag Word:            0xffff
Instruction Pointer: 0x7ff2:0x8eed3924
Operand Pointer:     0x7ffc:0xd1169c80
Opcode:              0x0000

* Registers
rax            0xfffffffffffffe00	-512
rbx            0x59a0	22944
rcx            0x7ff2a6711f7b	140680151244667
rdx            0x0	0
rsi            0x55e2e0a022ac	94432919560876
rdi            0x59a0	22944
rbp            0x55e2e0a022ac	0x55e2e0a022ac
rsp            0x55e2e0a02270	0x55e2e0a02270
r8             0x0	0
r9             0x7ff2a6d88940	140680158021952
r10            0x0	0
r11            0x246	582
r12            0x0	0
r13            0x1090	4240
r14            0x55e2e09ff780	94432919549824
r15            0x23	35
rip            0x7ff2a6711f7b	0x7ff2a6711f7b <__waitpid+107>
eflags         0x246	[ PF ZF IF ]
cs             0x33	51
ss             0x2b	43
ds             0x0	0
es             0x0	0
fs             0x0	0
gs             0x0	0

* Backtrace

Thread 5 (Thread 0x7ff299641700 (LWP 27668)):
#0  pthread_cond_timedwait@@GLIBC_2.3.2 () at ../sysdeps/unix/sysv/linux/x86_64/pthread_cond_timedwait.S:225
No locals.
#1  0x000055e2e00d9e83 in OpenALSoundRenderer::BackgroundProc() ()
No symbol table info available.
#2  0x00007ff2a575ac80 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
No symbol table info available.
#3  0x00007ff2a67086ba in start_thread (arg=0x7ff299641700) at pthread_create.c:333
        __res = <optimized out>
        pd = 0x7ff299641700
        now = <optimized out>
        unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140679932286720, 1484122890671343309, 0, 140723816409503, 8388608, 140679506299488, -1477854472259647795, -1477773284857100595}, mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}
        not_first_call = <optimized out>
        pagesize_m1 = <optimized out>
        sp = <optimized out>
        freesize = <optimized out>
        __PRETTY_FUNCTION__ = "start_thread"
#4  0x00007ff2a4a7541d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:109
No locals.

Thread 4 (Thread 0x7ff2a6e4d940 (LWP 27353)):
#0  0x00007ff2a64fdee5 in timer_helper_thread (arg=<optimized out>) at ../sysdeps/unix/sysv/linux/timer_routines.c:89
        resultvar = <optimized out>
        sc_cancel_oldtype = 0
        sc_ret = <optimized out>
        si = {si_signo = 32, si_errno = 0, si_code = -2, _sifields = {_pad = {1, 0, -506341584, 21986, 0 <repeats 24 times>}, _kill = {si_pid = 1, si_uid = 0}, _timer = {si_tid = 1, si_overrun = 0, si_sigval = {sival_int = -506341584, sival_ptr = 0x55e2e1d1d730}}, _rt = {si_pid = 1, si_uid = 0, si_sigval = {sival_int = -506341584, sival_ptr = 0x55e2e1d1d730}}, _sigchld = {si_pid = 1, si_uid = 0, si_status = -506341584, si_utime = 0, si_stime = 0}, _sigfault = {si_addr = 0x1, si_addr_lsb = -10448, si_addr_bnd = {_lower = 0x0, _upper = 0x0}}, _sigpoll = {si_band = 1, si_fd = -506341584}, _sigsys = {_call_addr = 0x1, _syscall = -506341584, _arch = 21986}}}
        ss = {__val = {2147483648, 0 <repeats 15 times>}}
#1  0x00007ff2a67086ba in start_thread (arg=0x7ff2a6e4d940) at pthread_create.c:333
        __res = <optimized out>
        pd = 0x7ff2a6e4d940
        now = <optimized out>
        unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140680158828864, 1484122890671343309, 0, 140723816410799, 140680158829568, 140723816412016, -1477774214411991347, -1477773284857100595}, mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}
        not_first_call = <optimized out>
        pagesize_m1 = <optimized out>
        sp = <optimized out>
        freesize = <optimized out>
        __PRETTY_FUNCTION__ = "start_thread"
#2  0x00007ff2a4a7541d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:109
No locals.

Thread 3 (Thread 0x7ff29a098700 (LWP 27352)):
#0  0x00007ff2a4a6974d in poll () at ../sysdeps/unix/syscall-template.S:84
No locals.
#1  0x00007ff2a46bc706 in ?? () from /usr/lib/x86_64-linux-gnu/libasound.so.2
No symbol table info available.
#2  0x00007ff29eaed447 in ALCplaybackAlsa_mixerNoMMapProc (ptr=ptr@entry=0x55e2e1d2f6c0) at /home/kevinc/Games/code/openal-soft/Alc/backends/alsa.c:613
        state = 3
        self = 0x55e2e1d2f6c0
        device = 0x55e2e1d34cf0
        update_size = 1024
        num_updates = <optimized out>
        avail = <optimized out>
        WritePtr = <optimized out>
        err = <optimized out>
        __FUNCTION__ = "ALCplaybackAlsa_mixerNoMMapProc"
#3  0x00007ff29eaadfb7 in althrd_starter (arg=<optimized out>) at /home/kevinc/Games/code/openal-soft/common/threads.c:526
        cntr = {func = 0x7ff29eaed340 <ALCplaybackAlsa_mixerNoMMapProc>, arg = 0x55e2e1d2f6c0}
#4  0x00007ff2a67086ba in start_thread (arg=0x7ff29a098700) at pthread_create.c:333
        __res = <optimized out>
        pd = 0x7ff29a098700
        now = <optimized out>
        unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140679943128832, 1484122890671343309, 0, 140723816410799, 140679943129536, 94432939669184, -1477851426590964019, -1477773284857100595}, mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}
        not_first_call = <optimized out>
        pagesize_m1 = <optimized out>
        sp = <optimized out>
        freesize = <optimized out>
        __PRETTY_FUNCTION__ = "start_thread"
#5  0x00007ff2a4a7541d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:109
No locals.

Thread 2 (Thread 0x7ff29a899700 (LWP 27351)):
#0  0x00007ff2a4a6974d in poll () at ../sysdeps/unix/syscall-template.S:84
No locals.
#1  0x00007ff2a4450861 in ?? () from /usr/lib/x86_64-linux-gnu/libpulse.so.0
No symbol table info available.
#2  0x00007ff2a4441e11 in pa_mainloop_poll () from /usr/lib/x86_64-linux-gnu/libpulse.so.0
No symbol table info available.
#3  0x00007ff2a44424ae in pa_mainloop_iterate () from /usr/lib/x86_64-linux-gnu/libpulse.so.0
No symbol table info available.
#4  0x00007ff2a4442560 in pa_mainloop_run () from /usr/lib/x86_64-linux-gnu/libpulse.so.0
No symbol table info available.
#5  0x00007ff2a44507a9 in ?? () from /usr/lib/x86_64-linux-gnu/libpulse.so.0
No symbol table info available.
#6  0x00007ff2a2402078 in ?? () from /usr/lib/x86_64-linux-gnu/pulseaudio/libpulsecommon-8.0.so
No symbol table info available.
#7  0x00007ff2a67086ba in start_thread (arg=0x7ff29a899700) at pthread_create.c:333
        __res = <optimized out>
        pd = 0x7ff29a899700
        now = <optimized out>
        unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140679951521536, 1484122890671343309, 0, 140723816402255, 140679951522240, 1, -1477852526639462707, -1477773284857100595}, mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}
        not_first_call = <optimized out>
        pagesize_m1 = <optimized out>
        sp = <optimized out>
        freesize = <optimized out>
        __PRETTY_FUNCTION__ = "start_thread"
#8  0x00007ff2a4a7541d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:109
No locals.

Thread 1 (Thread 0x7ff2a6d88940 (LWP 27350)):
#0  0x00007ff2a6711f7b in __waitpid (pid=22944, stat_loc=0x55e2e0a022ac, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:29
        resultvar = 18446744073709551104
        sc_cancel_oldtype = 0
#1  0x000055e2dff1bb64 in ?? ()
No symbol table info available.
#2  <signal handler called>
No locals.
#3  0x000055e2e03161bd in DPSprite::DPSprite(player_t*, AActor*, int) ()
No symbol table info available.
#4  0x000055e2e0316498 in player_t::GetPSprite(PSPLayers) ()
No symbol table info available.
#5  0x000055e2e03165cd in ?? ()
No symbol table info available.
#6  0x000055e2e056c69c in VMExec_Unchecked::Exec(VMFrameStack*, VMOP const*, VMReturn*, int) ()
No symbol table info available.
#7  0x000055e2e057ae40 in VMCall(VMFunction*, VMValue*, int, VMReturn*, int) ()
No symbol table info available.
#8  0x000055e2e01fe56f in DThinker::TickThinkers(FThinkerList*, FThinkerList*) ()
No symbol table info available.
#9  0x000055e2e01ffcff in DThinker::RunThinkers() ()
No symbol table info available.
#10 0x000055e2e0351b7e in P_Ticker() ()
No symbol table info available.
#11 0x000055e2e0219e05 in G_Ticker() ()
No symbol table info available.
#12 0x000055e2e01df4f0 in TryRunTics() ()
No symbol table info available.
#13 0x000055e2e01d5a6b in D_DoomLoop() ()
No symbol table info available.
#14 0x000055e2e01d73d7 in D_DoomMain() ()
No symbol table info available.
#15 0x000055e2dff0367e in main ()
No symbol table info available.

Actors which needs to be fixed or improved

After recently fixes done by AFA for the debris mound, we definitely need to see if actors can be improved or fixed once more, and possibly with this issue I'll keep track of problems noticed, so the list may be updated from time to time.

ALL THE FOLLOWING PROBLEMS NOTICED UNDER GZDoom g4.3pre-357-g1085287af 64bit

SOLVED
ElectricalArc actors: their invisible puffs kills actors even where they shouldn't, and it happens for both variants (vertical/horizontal). As a test try on TEST_ACT map at the start, check your right side and walk along the walls until you are right down the ElectricalArc: you get killed, even enemies
Screenshot_Doom_20191121_131248

SOLVED
PlayerFollower actors: it seems that they can't climb or jump or in any case reach BJ if some actors or portals are in their way, noticed on C3M5_A when we kill all tanks and rendez-vous with Yevgeny. Sometimes when you are very far, the follower appears right behind you again and then all is good, but this would also prevent to have help from the follower in some situations. Also I didn't tested the prisoner on C1M2, but I heard from someone that it has similar problems on that map too behaviour-wise

SOLVED
HeatEffectGiver inheritance with FireSpawner: Torm said that HeatEffect doesn't get removed when a FireSpawner gets deactivated or activated, but I can't reproduce it

SOLVED
Debris_Wood_FloorCeiling actors: if they get hit from below, they doesn't "die", but just fall from where they are, like if gravity being set again (and also die since they are not shootable anymore). Jump inside the pool from TEST_ACT in front of you and aim to one of them
Screenshot_Doom_20191121_132011

SOLVED
Enemies behaviour in general with Portals: it seems that enemies aren't capable to see or target us if we stand in front of them "behind" an interactive portal. This is highly noticeable on C1M5 Hotel de la Mort restaurant and C3M5_A entrance to Chancellory

player.movebob is an unknown actor property

Using GzDoom g2.2.0 x64 and the lastest WolfenDoom build (as of 03/11/2016), I get the following error:

Execution could not continue.

Script error, "wolf_boa.pk3:actors/misc/player.txt" line 35:
"player.movebob" is an unknown actor property

After removing the aforementioned line in player.txt I am able to run the game.

Change in licence: can I have permission to continue distribution?

Hello everyone.

I note the recent README which prohibits redistribution of the git version of this project. Prior to this, from my reading of the licence files included in the project, my understanding (which may have been mistaken) was that distribution of boa was permitted. As per http://www.realm667.com/index.php/en/kunena/let-us-know/1054-using-snaps-for-distribution-on-linux , I'd been building and distributing boa with gzdoom as a snap package for linux. All the licence files were included in this package, no attributions were removed and I included a direct link to the upstream project. No modifications were made to your work.

Now I have seen the prohibition in the README I have unpublished the snap package. I'd dearly like to republish it, as your work is amazing and the feedback to the snap has been very positive. You can see the snapcraft.yaml used to build the snap at https://github.com/mcphail/boa .

I apologise if I have distributed this work against your wishes, and now those wishes have been clarified I have rectified the matter. If you reconsider allowing redistribution of your work, please let me know. Alternatively if you'd be interested in building and distributing a snap package yourself, I'd be delighted to help.

Chapter 2 feedback

Please enclose the screenshots you post into spoilers, so the issue does not become a monstrosity like #178.

Original post by Talon1024 (entries not marked as fixed as of 25 Mar 2020 remain in the post's body [all checkboxes auto-filled on 29 Oct 2020 so as not to include them in the total count --N00b])

C2M1 - Operation: Ausbruch (Prison Break)

  • - I think it would be very helpful to add at least one more hint, such as "Avoid enemies' line of sight before moving around" to help players avoid being spotted unexpectedly.
  • - It may also be worth adding a hint that says "Not every area is worth scouring".
  • - If the alarm gets pulled on your ass, it's pretty much game over at that point. Should alarm panels be made breakable?
  • - This map might need the no-cone ceiling lights added in certain areas to improve visibility.
  • - One time, I awoke a sleeping guard by standing near him for too long. Is that supposed to happen?
  • - Somehow, I got stuck behind this door. If I remember, I jumped down, killed the SS guys, and went for the secret treasure inside the vent before attempting to go back up and take on the mutant lab section.
  • - It's seemingly impossible to avoid being spotted after leaving the roundabout corridor to the cafeteria.

Which place do you mean exactly @Talon1024 ? -- Ozy81

  • - The guard towers started screaming like crazy the moment they saw me walking through the light. I do not think they should be making any noise at all. Furthermore, I think they should be disabled once all the guards in that tower die.
  • - Overall, I have a lot of experience with this level, so it may be worth asking someone outside the team to test it out.

C2M2 - Operation: Feuerdrone (Sewer/Robot facility)

  • - The Waffen SS and MP40 SS guards are really persistent with their shooting. This map has a lot of long corridors and other such areas where enemies attack you from medium to long range, and you have little cover, which makes combat really annoying on this map.
  • - Surely we can come up with a better visual effect for the drone's beam attack.

C2M3 - Operation: Schlangenkopf (Village/Castle)

  • - It's weird that Douglas would warn you about snipers in front of the cathedral when he isn't even with you for this mission.
  • - Sometimes, doors can get blocked by things above or below them. I know how to fix this, though.
  • - Doors can also get blocked by enemies behind them. The houses in the village are a bit cramped.
  • - It's also weird that a huge spider web in the catacombs can block you. Maybe put some rocks in the way instead?
  • - The undead monks shout in German when you shoot at them.
  • - The missile-launching giant mutants can also be a huge issue.

C2M4 - Operation: Wustenfuchs (Desert/Bunker)

  • - It is a bit difficult to aim at things with the Fliegerfaust (truck weapon) when you're constantly flinching because of the enemies firing at you.

  • - After arriving in Mahdia, some enemies that you left behind are still able to shoot at you through the gates.

  • Just before the end of the map, there is a glitch (player with Fliegerfaust is teleported to the right of the truck).

C2M5_A - Operation: Stahlhimmel (Train station)

  • - This map DEFINITELY needs the no-cone ceiling lights inside the train cars. The ceiling light halos are making it really hard to see down the train car hallways.
  • - It's a bit tricky to get on the machinegun turret in time to stop the dogs and the ubersoldat from seriously injuring you.
  • - Should the secret area/push wall be more visible? All the other secrets in WolfenDoom stand out a bit more than that one. In case you don't know where it is, it's on the left side of the tunnel.
  • - Douglas was attacking one of the sniper nests before he called me down to get in the truck.

C2M5_B - Operation: Stahlhimmel (Rocket Facility)

  • - This mission has the same problem as C2M2 when you first meet the MP40-toting elites... Long corridors, and little cover.
  • - Trying to open this door does not work, unless you are pressing your body against it. I think that problem has something to do with the climbable zone right behind it. Speaking of which, I found myself able to fly at one point.
  • - I deviated from the expected route and found myself behind a padlocked door. I think it would make more sense to make that side openable with the cyan key rather than forcing the player to go through the fan area again.
  • - It may help to increase the volume and radius of the power on/off sounds in the fan area. Maybe there should also be a switch that turns the fans off?
  • - The MG turret power switch should have a sign above it. I forgot what the German for "Machinegun turret power switch" is, unfortunately. @Tormentor667?

C2M0_A - Operation: Astrostein (Ancient Mayan Ruins)

  • - I have a lot of experience with this mission, so it may be worth having someone outside the team look at this mission.
  • - Inexperienced players may need to be encouraged to look above to find the last switch they need to shoot in order to raise the last piece of the wooden bridge.

C2M0_B - Operation: Astrostein (SS Eisenherz/New Berlin moon base)

  • - I have a lot of experience with this map, but I think it would look very confusing for someone who is playing this level for the first time. I remember having to tell Samsai where to go in order to get the red key (behind the strippers in the strip club).
  • - The fight near the yellow key is still a bit annoying, especially with the explosive canisters all around the field.
  • - Somehow, this happened after I left the bar.

C2M6_A - Operation: Hades (Bergen, Norway base)

  • - At the start of this mission, you face a lot of enemies with rifles. The tesla shield helps, but it still doesn't last very long.
  • - Inside the house which is locked by the blue key, there is a 3D furnace which is facing the wrong way.
  • - This map has a few places where snipers can see you through the fog, and you can't see them, such as when you're approaching the dual gate, and at the train station where you board the train to Trondheim.
  • - The room with the crates containing the green key has some misaligned textures.

Sadly this still depends by Worldpanning issue --Ozy81

C2M6_B - Operation: Hades (Trondheim, Norway base/Train Station Sneaky beaky level)

  • - I do not know if it is possible to avoid a gunfight with the nazis at the train station after leaving the sewer, but I failed to do so. As a result, it caused a lot of the nazis on the other side of the map (the main area, after collecting the blue key) to move around a bit.
  • - One particular Gestapo officer was blocking an important switch that is used to open the way out of the volcano lab. I opened fire, but thankfully, that didn't alert everyone in the base. This may have been the result of the previous point, but I do not know.
  • - The previous notes were from my first run. I managed to avoid alerting the patrolling guards before they could raise an alarm, but I had to use a grenade to clean up the rest in the blue key room.
  • - The sharks here pose almost no threat. They don't attack you or get blown up by the depth charges.
  • - The door repair script needs a small fix, since Douglas messages you AFTER you've fixed the door once you've found the repair kit.

C2M6_C - Operation: Hades (Reykjavik, Iceland base/Volcano base)

  • - The climbable zone here doesn't seem to work.
  • - Should the player get another armor once he enters the volcano base, or enters the mines? I think it would be appropriate to give the player a set of heavy armor there, or at least before the Angel of Death boss fight.
  • - The letter you read in Douglas' bedroom at the start of Chapter 3 implies that he knew all about the fact James Ryan was a traitor. Should Douglas mention that, or hint at that to the player before we see Douglas get murdered?
  • - The timing on this door is really tight. Should we give the player more time to go through the door?

General feedback

  • - I think static Wehrmacht riflemen are a bit OP, since there is no delay between when they see you, and when they open fire. The riflemen are also the equivalent of Revenants IMO.
  • - I think the flinching from the big rocket-launching mutant's poison clouds should be reduced or removed.
  • - It seems like enemies with flamethrowers are very underpowered now. They aren't even as threatening as pistol guards, unless they decide to explode in your face. Speaking of which, there are quite a few times you have to face them at close range, such as in C2M4, or in C2M6_A, so should their death explosion splash damage and radius be reduced?
  • - The "sprite shadows" are not following the actors they should be for some reason.
  • - The game seems to be autosaving at the most inconvenient of times. Every time the game does that, it stalls for a split second. I ended up turning autosave off.
  • - The barrels need to have their normals fixed.
Resolved issues

General:

  • - The game seems to be autosaving at the most inconvenient of times. Every time the game does that, it stalls for a split second. I ended up turning autosave off.

  • After getting on and off a ladder the companions float mid-air (seen with Ryan in the central prototype room of C2M2):

Screenshots

Screenshot_Doom_20200820_163719
Screenshot_Doom_20200820_164640

C2 INTERMAP:

C2M1:

  • In the outdoors area, (1667, -697, 160) the guards who are patrolling it do not notice the player when he is crouching on the passages.

Which ones? Sleeping guards and snipers are stealth sensible, so that's intentional. On the other hand, enemies tagged as 219 gets removed after the introduction sequence, and some of them are also the Officer and the dobermann in front of the gates

There were some ones (with MP 40, I guess?) who walked between the sniper towers, they did not see me even face to face. --N00b

C2M2:

  • This and the symmetrical subtractive dynamic light look silly. Maybe it would be better to lower the surrounding sectors' brightness to hide the snipers?
Screenshot

Screenshot_Doom_20200307_215237

  • (video) Dynamic lights do not work on moving floors for some reason:

c2m2_1.zip

Not sure what do you mean here since the video is very bright and if it is a matter of spotlights afaik they shouldn't move with sectors, but there where lots of Dormant/Ambush flags set even over lights which didn't had tags so maybe my recent commit should have fix it. --Ozy81

โŒ The Mechas are quite irritating with their >50-damage high-velocity rockets. An idea on rebalancing them: make them quickly (in 2โ€“3 seconds) shoot out a large barrage (say 20 projectiles) of slower-moving rockets with low damage (like 10 or 15) into a wide cone (like ยฑ15 degrees), and their trajectories should be non linear (for example, a helix + some random changes in velocity direction). This will add to the 'wacky tech' impression left by the machine and will make it fun to play against and much less frustrating to deal with.

Screenshot

Screenshot_Doom_20200307_215835

C2M3:

  • - Sometimes, doors can get blocked by things above or below them. I know how to fix this, though.

  • - Doors can also get blocked by enemies behind them. The houses in the village are a bit cramped.

  • This polyobject door blocks players who try to pass under it.

Screenshot

Screenshot_Doom_20200320_133659

C2M4:

  • Some of the enemies spawn directly in front of the truck (near (5866, -2900, 132) ). There are also Wehrmacht flamer operators spawned.

They doesn't get spawned, they are intentionally on map, even flamers... Not sure what do you mean then โ“ --Ozy81

CNR --N00b

  • Fliegerfaust has 'infinite ammo', so its ammotype should probably be cleared (now it just shows 'zero mini-rockets'.

  • You can fire the Fliegerfaust 'right into the truck' (below yourself), the possible pitch difference needs to be bounded (BTW, is roll changed while the truck is moving?). [assigned to @AFADoomer and @Talon1024]

C2M5_A:

C2M5_B:

  • The platforming in area at (5571, 12508, 548) with fans and UMG43 is (and was) too tough for my tastes; maybe lower the wind speed a little, lower the damage in the pit and allow the player to return to the start of the area (using a ladder)?

  • The first of the mechas (forgot to write down coordinates...) does not get occupied, it just stands there until the end of the level.

  • - This mission has the same problem as C2M2 when you first meet the MP40-toting elites... Long corridors, and little cover.

  • - I deviated from the expected route and found myself behind a padlocked door. I think it would make more sense to make that side openable with the cyan key rather than forcing the player to go through the fan area again.

  • - It may help to increase the volume and radius of the power on/off sounds in the fan area. Maybe there should also be a switch that turns the fans off?

  • - The MG turret power switch should have a sign above it. I forgot what the German for "Machinegun turret power switch" is, unfortunately. @Tormentor667?

C2M0_A:

  • - Inexperienced players may need to be encouraged to look above to find the last switch they need to shoot in order to raise the last piece of the wooden bridge.

C2M0_B:

C2M6_A:

  • - Inside the house which is locked by the blue key, there is a 3D furnace which is facing the wrong way.

  • - This map has a few places where snipers can see you through the fog, and you can't see them, such as when you're approaching the dual gate, and at the train station where you board the train to Trondheim.

  • Too many paratroopers spawn after a certain moment in the level. They are tough, damaging, fast and spawn in packs, and considering the health shortage (even the health secret contains only 36%) this part may become very frustrating. I would spread them more evenly and cut their numbers by about one third.

  • "Sorry, restroom out of order" in a V2 complex at (1510, 15619, -143) (intentional?)

  • - At the start of this mission, you face a lot of enemies with rifles. The tesla shield helps, but it still doesn't last very long.

C2M6_B:

  • - I do not know if it is possible to avoid a gunfight with the nazis at the train station after leaving the sewer, but I failed to do so. As a result, it caused a lot of the nazis on the other side of the map (the main area, after collecting the blue key) to move around a bit.

  • - One particular Gestapo officer was blocking an important switch that is used to open the way out of the volcano lab. I opened fire, but thankfully, that didn't alert everyone in the base. This may have been the result of the previous point, but I do not know.

  • - The previous notes were from my first run. I managed to avoid alerting the patrolling guards before they could raise an alarm, but I had to use a grenade to clean up the rest in the blue key room.

  • - The door repair script needs a small fix, since Douglas messages you AFTER you've fixed the door once you've found the repair kit.

C2M6_C:

[Nothing]

Add packaging metadata

Freedoom has .desktop and .appdata.xml files in their repository, which makes packaging it easier: https://github.com/freedoom/freedoom/tree/master/dist

Thanks to this, it looks quite nice in Linux package managers: https://beta.flathub.org/apps/details/io.github.Freedoom-Phase-1

Could you add such files as well? Examples:

[Desktop Entry]
Name=WolfenDoom: Blade of Agony
Comment=Story-driven FPS inspired by WWII shooters from the 90's and early 2000's
GenericName=First Person Shooter Game
Type=Application
Icon=m_doom
Keywords=first;person;shooter;doom;
Categories=Game;ActionGame;
Exec=gzdoom

The <metadata_license> field should be one of

  • FSFAP
  • CC0-1.0
  • CC-BY-3.0
  • CC-BY-SA-3.0
  • GFDL-1.3
  • MIT
    so it can be combined with arbitrary other data in one file that contains all the metadata on all applications in a repository.
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop">
  <id>com.realm667.boa.desktop</id>
  <name>WolfenDoom: Blade of Agony</name>
  <summary>Story-driven FPS inspired by WWII shooters from the 90's and early 2000's</summary>
  <metadata_license>CC0-1.0</metadata_license>
  <project_license>???</project_license>
  <developer_name>Realm667</developer_name>
  <url type="homepage">http://boa.realm667.com</url>
  <url type="bugtracker">https://github.com/Realm667/WolfenDoom/issues</url>
  <description>
  <p>
    Blade of Agony is a story-driven FPS. The project is inspired by WWII shooters from the 90's and early 2000's, like Wolfenstein 3D, Medal of Honor, and Call of Duty, but with faster-paced gameplay in the spirit of Doom! The game can be played standalone using the GZDoom engine as a base.
  </p>
  <p>
    STORY

    It's 1942, and the war approaches its peak. The U.S. has joined the Allied forces, and the Soviets are pushing back the front in the east. The tides of war are turning, and Hitler's victory seems more and more beyond his grasp. But the Nazis, refusing to capitulate, have grown obsessed with human experiments and occult artifacts, in which they see a potential escape from their final Doom. The Allied leaders reject this possibility as nonsense; nonetheless, some still fear what the Fรผhrer might be up to. The situation is nebulous, however, and little is certain.
  </p>
  <p>
    You are Cpt. William "B.J." Blazkowicz, an Allied spy, a fearless risk-taker, and the greatest soldier to ever take up arms in World War II. Your role has changed, though; you've retired from active duty, and now you spearhead operations as a systems analyst. You thought it would be the right choice--leading and motivating instead of doing the dirty work--but lately you've grown restless. At least until a few days ago, when you received an encrypted message from your old friend and comrade Cpt. Douglas Blake, calling you back to duty...
  </p>
  <p>
    FEATURES

    Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project will offer a unique experience. It also has many features not often seen in source port projects--Blade of Agony truly pushes GZDoom to its limits.
  </p>
  <ul>
    <li>17 playable and unique levels in Chapter 1 &amp; 2 (over 24 in the full game)</li>
    <li>Orchestra-quality game music</li>
    <li>Voice acting and ambient soundscapes</li>
    <li>A combination of low-poly models and hi-resolution sprite assets to create the perfect retro feeling</li>
    <li>Devastating armaments from the battlefields of WWII</li>
    <li>Interactive NPCs that support the twisted plot's progress and help you understand the game</li>
    <li>Beautiful special effects (weather, elements, explosions, etc.)</li>
    <li>Much, much more!</li>
  </ul>
  </description>
  <screenshots>
    <screenshot type="default">
      <image>http://boa.realm667.com/images/screenshots/c1/Screenshot_Doom_20160626_153131.jpg</image>
      <caption>CxMx: A description</caption>
    </screenshot>
    <screenshot>
      <image>http://boa.realm667.com/images/screenshots/c1/Screenshot_Doom_20160626_153236.jpg</image>
      <caption>CxMx: A description</caption>
    </screenshot>
    <screenshot>
      <image>http://boa.realm667.com/images/screenshots/c1/Screenshot_Doom_20160626_153412.jpg</image>
      <caption>CxMx: A description</caption>
    </screenshot>
    <screenshot>
      <image>http://boa.realm667.com/images/screenshots/c1/Screenshot_Doom_20160626_153609.jpg</image>
      <caption>CxMx: A description</caption>
    </screenshot>
  </screenshots>
</component>

Keyed Elevators in Operation: Paris are unclippable

Hey all.

All the color keyed elevator doors in Operation: Paris during my current playthrough require me to toggle noclip on/off in order to enter and exit.

Running gzdoom g4.4pre-300-g8c1db978b on Linux/x86_64, current WolfenDoom-master checkout.

Suggestions for the custom menu

  • Advanced GL Portals Off/On are currently unique single menue entries under "Rendering Settings". Can these be combined into a "Toggle" menue just like "2D Trees"?
  • Under "Post Process Options" there are the "Tonemaps". As we haven't tested any of these with Blade of Agony, I'd suggest removing this options that involve Tonemaps.
  • Under "Customize Action Controls", I'd suggest putting the "Quick Kick" and "Throw Grenade" under the "Weapon Zoom", remove the "Show Scoreboard/Toggle Scorebard" (we have no deathmatch) and also remove the "Weapon State 1-4".
  • Under "Customize Inventory Controls" I'd remove the "Query item" and "Activate all items"
  • Under "Customize Controls", remove the "GZDoom Original Controls". This is accessable through the main GZDoom controls option link anyway from "Options", these goes for any other additional shortcut btw.
  • Under "Gameplay Options" I'd remove everything below "Smart Autoaim" as these are all Doom-relevant settings and flags, that have no reason to be in BoA (they are still accessable through the GZDoom menue)

Proposal: INTERMAP shop enhancement

Currently, the shop on INTERMAP is a mess, and some of the item lists are a bit too long to access with just the number keys, so I think it might be a good idea to divide the shop items into categories. For example:

Weapons:
Grenade
Mine
Sten Gun
Karabiner 98K

Armor:
Leather Jacket
Flak Jacket
Heavy Armor
Tesla Shield

Tools:
Mine Detector
Compass
Adrenaline Kit
Totale Macht

Health items:
Vitality Serum
Bandages
Field Kit

C2M4 - Enemy shooting at the very start of the level (on hard difficulity).

C2M4 (Tunis). Though Sgt. Ascher says "We're already cleaned the area..." - At the very start of the level there is some german soldier that shoots at hero and hurts him, so you need to hide quickly. NPC seems like dont see anything. it's just before mad desert ride. Two seconds and we're dead.
http://picsee.net/upload/2017-09-22/1e413ae1ff3e.png
http://f5.s.qip.ru/cMfvXkb5.png
That's on hardest difficulty - because enemy can shoot you from any long distance. Looks very illogical)

Crash in Allied Headquarters after shooting targets with the Walther

Hi guys. I'm getting a crash on the intro map's shooting range, just after hitting the 3 targets with the Walther.

error

I'm on OpenSUSE Tumbleweed, but I tried on Manjaro and have the same problem. I'm using the latest GZDoom compiled by myself and the latest wol_boa.pk3 compiled by myself too.

I'm pretty new to GZDoom, so don't discard a user error. I hope I'm reporting this problem in the correct place.

Crash at end of level 1.

I'm running GZDoom (git version 49605bc), and Blade of Agony V1.0. When I got to the end of C1M1, talking to the guy by the truck did not end the mission, but rather crashed GZDoom. Here's the log:

Compiled on Nov 24 2016

M_LoadDefaults: Load system defaults.
sh: 1: kdialog: not found
W_Init: Init WADfiles.
 adding /home/jayman/src/gzdoom/build/gzdoom.pk3, 630 lumps
 adding /usr/share/games/doom/doom2.wad, 2919 lumps
 adding /home/jayman/Doom/boa_c1.pk3, 11173 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
  Family 6, Model 30, Stepping 5
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
  Opened device Built-in Audio Analog Stereo
  EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
DECORATE parsing took 198.45 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
a Realm667 project
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 660 Ti/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 367.57 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
Max. texture size: 16384
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1200


titlemap - TITLEMAP



c1m1 - Operation: Speerspitze



intermap - Allied Headquarters

gzdoom: /home/jayman/src/gzdoom/src/p_acs.cpp:516: void ACSStringPool::UnlockStringArray(const int*, unsigned int): Assertion `Pool[num].LockCount > 0' failed.
Aborted (core dumped)

Steps to reproduce:

  1. Load this save game (make sure to rename it to .zds first).
  2. Try to end the mission.

Although I'm able to consistently reproduce this bug with that save, I was unable to create another save that exhibited this bug, in either V1.0 or the current git version.

C2M4 - Insane rush on truck with - Absolutely Impossible and imbalanced part of the game on hard levels.

Mission 4 (Tunis): Insane rush on truck with - Absolutely Impossible and imbalanced part of the game on hard levels.
I completed most levels on hardest level of difficulty without a trouble using a causious tactic, hiding, stealthly targeting from behind, taking better positions... But RUSHING without cover into 5-10 enemy units is insanity - thats where Tunis Truck Run leads without any choice, there is nearly 100 enemy and 5-10 in a row, and you cannot hide or evade damages, i used all my medikits, even there is infinite rocket launcher (but it's too slow) - I targeted very fast and precisely, from long distance... finally i gave up and passed this one on a God mode cheat. I think this place absolutely impossible to complete on hard levels, even on normal - it's very doubtful to survive, especially when there is 15 rifle soldiers targeting to you, and you have just 2-3 shots to cover them all. I think it's biggest imbalance in a game.
Better to give player option to make such run on a foot (maybe some underground passage if there is linear road in a big territory) - he will have much more chances to survive than on a truck without a cover.
I think also you targeted this truck run only for easy difficulty, because to survive there - enemy must see you only from short distances and most their shot must miss... On hard - they see you in kilometres and shoot maximally precisely, but you cannot evade.
Is any betatester tryed this on hard and maximum difficulty?

Distribute standalone release and the PK3 on GitHub Releases or similar

I'm maintaining a Scoop bucket for open source and freeware games and I'd like to add Blade of Agony to it. However, if I'm not mistaken, the current official downloads are hosted on ModDB, which doesn't provide permanent direct download links (which Scoop requires to function).

Uploading the release artifacts on GitHub Releases or similar would make adding Blade of Agony to Scoop possible (without having to re-upload the files somewhere else). For information, GitHub Releases allows to upload files of up to 1 GB each (there is no total limit over all releases).

Custom IWAD

ZDoom/gzdoom@4fb355d

Just writing to let you guys know this was committed - as I recall that was one of your obstacles towards full custom integrated IWAD support.

[Suggestion] Text colors for startup screen

Apple OS X version of GZDoom doesn't implement Hexen style startup screen yet. Doom style screen is displayed independently from the mod's settings.
Startup foreground and background colors are set the same value in gameinfo.txt. The result is not quite pleasant. Is it possible to change the colors to have different values?
boa_osx_startup

Improvement suggestion: Epilogues

This is mostly relevant for @AFADoomer - we talked about improving the epilogues after each episode (as well as after/befor secret missions or cutscenes, where text messages appear). AFA had some ideas on how to improve these lame text typers but ended up in doing a nice animation for changing the maps :) This issue here is to make sure we don't forget about that idea.

Bugs and exploits on INTERMAP

  1. Buddha mode is enabled after leaving the training grounds. This is caused by the linedefs meant to toggle buddha being in the wrong order or not marked as "Front side only." This is game breaking because buddha mode persists into the next levels.
    Disable buddha linedef
    Enable buddha lindef
  2. The equipment from the training grounds can be smuggled out for use in missions. This is achieved by dropping the weapons immediately before they are removed. They can then be picked up and tossed near the entrance door to be recollected on the way out. The grenade and rocket caches can also be abused this way and should probably be disabled when their training stage is complete.
    Stashing training equipment for later
    Using training equipment in mission

Bubbles do not get removed, causing severe framerate issues.

While I was playing through C2M0_A on the newly-fixed Linux version of GZDoom, I get a massive frame rate drop about halfway through the level, even if I turn off all special effects in the "BoA Options" menu and restart the level. I just found out why.

It seems that "Bubble" actors are not dying or otherwise getting removed.

sonofaframerate

As soon as I removed the bubbles using the "remove" CCMD, my frame rate became smooth as cream.

Cant proceed to the next mission

Hi, after mission, where i saved cpt. James Ryan im unable to proceed to the next mission. I stuck in briefeng room, where i want interact with that general, or what he is, and his golden "!" turns into gray and nothing hapened. Can you tell me at least cheat how to go to the next mission or some workaround, what could i fix this? thx. Here is screen caption, sorry for bad quality http://screencast.com/t/MmyLupVN

Flatpak not running, it is crashing. Ubuntu 18.04

Im using flatpak install flathub com.realm667.WolfenDoom_Blade_of_Agony

Fatal Error. 1 errors while parsing DECORATE script.

GZDoom - - SDL version
Compiled on Feb 26 2019

M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /app/share/games/doom/gzdoom.pk3, 635 lumps
adding /app/share/games/doom/zd_extra.pk3, 132 lumps
adding /app/share/games/doom/freedoom2.wad, 3595 lumps
adding /app/share/games/doom/boa_c2.pk3, 14294 lumps
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
Name: AMD Phenom(tm) II X4 965 Processor
Family 16 (16), Model 4, Stepping 3
Features: SSE2 SSE3 3DNow! 3DNow!+ HyperThreading
I_InitSound: Initializing OpenAL
Opened device Built-in audio Analogue stereo
EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
boa_c2.pk3:scripts/menus/iconlistmenu.txt, line 100: Default values for parameter of virtual override will be ignored!
boa_c2.pk3:scripts/menus/iconlistmenu.txt, line 297: Default values for parameter of virtual override will be ignored!
boa_c2.pk3:scripts/menus/iconlistmenu.txt, line 328: Default values for parameter of virtual override will be ignored!
boa_c2.pk3:scripts/menus/iconlistmenu.txt, line 367: Default values for parameter of virtual override will be ignored!
boa_c2.pk3:scripts/menus/iconlistmenu.txt, line 403: Default values for parameter of virtual override will be ignored!
boa_c2.pk3:scripts/actors/enemies/base.txt, line 267: Default values for parameter of virtual override will be ignored!
6 warnings while compiling boa_c2.pk3:zscript.txt
Script warning, "boa_c2.pk3:actors/models.txt" line 2593:
Tried to define class 'SpotLight' more than once. Renaming class to 'SpotLight@boa_c2.pk3@actors/models.txt'
Script error, "boa_c2.pk3:scripts/actors/playerfollowers.txt" line 321:
Type mismatch in function argument
Gtk-Message: 19:09:51.929: Failed to load module "canberra-gtk-module"
Gtk-Message: 19:09:51.930: Failed to load module "canberra-gtk-module"

Chapter 1 feedback

Please enclose the screenshots you post into spoilers, so the issue does not become a monstrosity like #178.

Original post by Talon1024

So, I decided to do a run of chapter 1 today with this commit and here are my thoughts:

C1M2: Allowing the mutants to throw their cleavers certainly mixes things up a bit.
C1M3: Good idea moving one of the Comp B charges to a different spot. That definitely got me through the mission faster. Also, maybe the Activate script can be added to when you set the bombs on the artillery cannons.
C1M4: Again, maybe add the Activate script to the flak guns.
C1M5: It's not finished yet. I thought of adding the Activate script to the bombs on the bridge (with a very short time). I also noticed the Allied reinforcements don't show up any more. Also, I didn't find the machinegun very helpful, and it seems to have made me more of a sitting duck than I would hope. Speaking of which, I'd appreciate a manual reload function, as well as a heat gauge on the HUD (it doesn't have to be anything fancy, just display the ammo in the primary ammo slot on the HUD, and display the heat in the secondary ammo slot)
C1M6: The player's ammo is rather limited at the start. Can we have some more bullets and shells? The red gas cloud left behind by the skulls looked like it could hurt me like the mutants' poison gas clouds. I also noticed lava doesn't cause instant death any more. Speaking of the lava, though, once I pushed the brick to raise the blocks out of the lava, I got a MASSIVE performance drop.
C1M0: The mutants that launch gas missiles certainly seem to be less frustrating than they were before. However, when I go to pick up the key beside crate 2, I notice the blockade does not close behind me. I made it work that way for Chapter 2 so that players wouldn't get stuck in the mission after destroying the facility and forgetting to bomb a crate or collect a key.

Also, I noticed that BJ's standing sprites on TITLEMAP and the C1 outro conflict with the SS occult fire FX.

Resolved issues

General:

It has been fixed on this commit by AFA 1d22c6b --Ozy81

Screenshot

Screenshot_Doom_20200715_225144

C1 INTERMAP:

  • Training targets in INTERMAP have infinite height.

They had a completely flat behavior, added something that now makes them very cool. --Ozy81

  • After returning to INTERMAP from a mission the statistics' lines stay lowered.
Screenshot

Screenshot_Doom_20200925_104335

C1M1:

C1M2:

  • Got 253 of 254 kills and 39 of 41 items, could not find the remaining ones with iddt x2.

This needs retesting. --N00b

False alarm on items (here are 45 now), 242 of 243 kills. StatistDarren has +COUNTKILL. --N00b

  • Large invisible box over the loudspeakers in the Dr. Schabbs Jr. mutants' room (you can leave decals on it). Also a portal inconsistency there (as you can walk into Schabbs' room after killing him).

C1M3:

C1M4:

  • Initial scene is too non-realistic: Germans face player and Ryan but do not see them and do not react; Ryan does not turn.

  • Camera flinches in lifts a bit (no more than 2โ€“3 units).

  • Two or so additional enemies on killcount, see also C1M0.

  • 150mm rockets stacked near 20mm Flakvierlings... :-|

  • If you jump off the dam in C1M4 to the water's falling direction, you can land on a 3d floor, the only escape from which is to grenade-jump back. The 3d floor needs to be raised 16 units up.

  • The player can shoot Ryan off the ramp in C1M4 when he walks on it.

  • Managed to get this soldier not killed by Ryan somehow:

Screenshot

Screenshot_Doom_20200924_211214

  • Stabbing Ryan here shows this sprite. Please block NPCs with Impassable + Block Projectiles + Block Hitscans flag combination or similar ones. This is also a problem of other maps, including C2M4 which is shown in my videos.

Simply setting Ryan Invulnerable and nonshootable does the trick, this via scripts --Ozy81

Screenshot

Screenshot_Doom_20200924_211248

  • In this photo I am immediately facing a linedef which is blocking for no reason.
Screenshot

Screenshot_Doom_20200924_211436

  • Portals gonna portal. Can this one be changed to static or, even better, removed?

I still recall that portal and it is a rare situation where you have the "traverse" issue not solvable unless you add another portal on the nearest zone. I did this but there is no solution to avoid the upper portal being impassable by players due to the fact that heights are different between lines, I even flipped linedefs with portals specials, or crossed them but there isn't a feasible solution and we can't even use Eternity portal though. So the zone will be kept as is, unless @Tormentor667 or you @Username-N00b-is-not-available manage to find a different solution.

Screenshot

Screenshot_Doom_20200924_211952

  • The player does not have to kill these soldiers to bomb the penultimate AAA piece at all.

Well doing that will not allow players to end the map 100%, so it is up to players choice, here it is a different situation compared to the Tank fight at the end of C3M1_A --Ozy81

I think this is not โŒ, please see the screenshot. I meant that Ryan and Douglas spawn right behind the enemies and do not fight with them. Sorry for my very poor wording, wanted to tell you about the ending of the map, but wrote this instead. --N00b

Screenshot

Screenshot_Doom_20200924_214425

C1M5:

  • Player can get temporarily stuck here (thankfully they are teleported to another location):

This problem persists. Maybe it would be better to make an interactive sector portal here. --N00b

Screenshot

Screenshot_Doom_20200202_150309

  • Somehow got a second chest key (see savegame).

  • 59 of 95 items with full secrets; tried 'remove SingleCoin', it writes that zero are found... I did visit the bank. See also next checkbox.

Checking through UDBuilder made me notice that there are 46 treasure related actors...
image

...plus the treasure chest which drops 46 items (100coins total) - 6 bagofcoins = 60 coins and 40 singlecoin. So there are still 2 left (they are 94 treasure at map start now 07/08/2020), but need to play the map to be sure --Ozy81

This was a false positive, sorry --N00b

  • Managed to get a zero-hp WaffenSS who is walking and shooting, and cannot be killed once more. Savegame (g4.4-15, yesterday pk3 named as wolf_boa-latest.pk3): save90.zip

This is lost in the sands of time... --N00b

The bug persists (15 Jul 2020), this time with a Wehrmacht officer --N00b

  • Super-soldiers get 'stuck' behind scenery tanks in wave 7 of C1M5's final battle, constantly firing at the player if they are in their LOS. This becomes even more noticeable on Mein Leben.

  • Knifing Juliette and resistance fighters, who can't even retaliate, is very cruel... but why wouldn't I, I'm a tester. Again, please surround them with blocking lines, then remove the blocking flags after their scripted departure.

Screenshot

Screenshot_Doom_20200924_215123

  • The mutants can see and shoot through this door.
Screenshot

Screenshot_Doom_20200924_221026

C1M0:

  • Green door area should be locked when the player has not obtained the next key.

  • Many (if not all) railings in the complex block projectiles.

Mostly fixed, only the 3dfloor railings in the central area remain, but it would be difficult to change them to walkable linedefs, and the effect is not worth it. --N00b

  • 260 of 252 kills (to retest later).

Retested & confirmed, exactly 260! --N00b, 15 Jul 2020

260 of 260 now --N00b, 22 Oct 2020

  • 3d tree leaves clip into building.
Screenshot

Screenshot_Doom_20200925_113724

  • Liquid sectors in this area have wrong and inconsistent displacement vectors (best seen in action).
Screenshot

Screenshot_Doom_20200925_173845

C1M6:

  • On Mein Leben the scripted fight between cultists and guards does not work as intended:
Screenshot

Screenshot_Doom_20200823_162019

  • Possibly wrong flat and armor sprite clipping into sector:
Screenshot

Screenshot_Doom_20200924_194940

  • These soldiers can be moved by grenades and other AoE damage (see also ending of C2M0_A and possibly other maps), also caught a blue pixel in the flamer's smoke sprite:
Screenshot

Screenshot_Doom_20200924_200209

  • Move the script activation from linedefs to item pickup specials? (video) c1m6_1.zip

  • You can jump down here, and it will be possible for you to escape only by using a damage boost.

Screenshot

Screenshot_Doom_20200925_105853

  • Improper texture alignment? Possibly a false positive.
Screenshot

Screenshot_Doom_20200925_110753

  • On Mein Leben the super-soldier continuously flings grenades at the player, but the distance is too large for the grenades to reach the player location, so he becomes a sitting duck. [assigned to @Ozymandias81]

  • The boulders sometimes stop on the boundary here. [assigned to @AFADoomer]

Screenshot

Screenshot_Doom_20200925_105822

tumbleweed

Explanation of all the graphic predefinitions

@Ozymandias81 - I am currently translating various portions of the language entries into german and I need some help when it comes to the predefined graphic settings aka
3d trees, special effects, mirrors & reflections OFF; particles at min values; rendering at half of min values; shaders OFF; advanced OpenGL options OFF
Can you give me a detailed list of the various predefined settings you have prepared and what they are doing so I can turn them into a proper description and translation? Afaik, there are 5 of them reaching from "potato" to "maximum". Maybe a comparison table would work the best for me.

Add license headers to script files

As I was fixing the Blade of Agony Flatpak to work with GZDoom 3.7, I noticed I had to patch the game to work with that GZDoom version. However, neither the original scripts nor the patched script contain any licensing information (in the form of source code headers or similar). As the Flatpak is redistributed publicly on Flathub, we'd rather not include too many files with unclear licensing information.

Please consider adding licensing headers to source files to make the legal situation clearer. It could also make sense to add such headers to other code files such as shaders. If you're unsure on the license to choose, see Choose a License ๐Ÿ™‚

Floppy instead of "Game saved" on-screen message?

I know, this is some nitpicky design stuff but I never like how the "Game saved..." (autosave)-message overlaps with the map title when moving between operations and maps. I wonder @AFADoomer would it be possible to remove the onscreen-message and instead show a small 3.5" nazi-floppy disk at the upper right corner indicating the autosave?

Chapter 3 feedback

Please enclose the screenshots you post into spoilers, so the issue does not become a monstrosity like #178.

The resolved issues have moved to 3rd post here!

General

  • No Cyrillic Chalkboard font usable for the Mission Summary's 'Phase' string. [assigned to @Talon1024]

Added font fallback in 22fad8a so that a different font gets used if the original font doesn't have all of the characters. Not a fix, but a workaround... Maybe good enough, unless @Talon1024 is going to be doing a lot more font work - AFA (16 Dec 20)

The work with fonts is underway, and there is a separate issue, need not to have this checkbox anymore --N00b

C3INTRO

C3 INTERMAP

C3M1_A

  • SS guards just disappear after the explosion (which is also too small for the accompanying text), lowering the killcount. [assigned to @Talon1024]

C3M1_B

C3M0_A

C3M2

  • Due to nature of C3M2 (constantly spawning and de-spawning enemies) it may not be possible to achieve 100% during a normal playthrough. [assigned to @AFADoomer @Talon1024]

I'm not sure how much of a problem this actually is... I haven't done a full playthrough, just checked specific spots that I thought could be problematic. But the enemies spawned by the never-ending spawners don't count against the total kill count, and the rest are relatively standard in their placement. - AFA (14 Jan 21)

There is no such problem anymore. --N00b

  • In C3M2, sometimes the invasion script (with that "Kill X more Kraut(s)") stops at 1 remaining enemy (this is actually not a recent problem). I used iddt x2 but could not find the actor. But what's more entertaining is that the label kill count starts increasing later during the map [assigned to @AFADoomer @Talon1024]

The only time I've seen this is when there was one enemy tucked away somewhere that I had missed... Though the count script should probably be stopped if you do continue playing without killing them all. - AFA (14 Jan 21)

Screenshot

Screenshot_Doom_20200131_135827

Likely irreproducible. --N00b

C3M3_A

More to come after next playthroughs!

C3M3_B

C3M0_B

  • The map does not end properly (see December videos). [assigned to @Talon1024]

@Tormentor667 You said that you have fixed this problem (the player cannot return to INTERMAP, they have to reload a savegame), and also the ability to escape the vault before its door closes, but here are two videos from today's build in which they can be seen again: c3m0_b.zip. For the polyobject, I suggest using a Polyobj_OR_... special. --N00b, 7 Jan 2021

C3M4

???

C3M5_A

C3M5_B

C3M5_C

C3M6_A

C3M6_B

  • (Added by AFADoomer - 16 Jan) How is Ascher supposed to be handled in this map? Right now, he gets deactivated via script 46 when you cross the line at -5540, 644 (entry to the lab with Schabbs Jrs and Zombie Butcher), but the dialogue gives no indication as to why, so he just stands there stupidly and he never goes active again. I think he originally was deactivated via script 44 - the dialogue line there makes more sense - but I can't find anywhere in the map that calls that script. Rather than fully deactivating him, I can set him to properly stay in place (but still respond if shot or if he sees an enemy), but it would make more sense to do this later in the map, after the player opens the big all-keys door (and that wouldn't require changing the LANGUAGE strings).

Making "Help & Info" translatable

I currently used parts from the webpage and simply turned them into screenshots that are directly implemented into the "Hints & Info" area of the game. I wonder if there is a way to make these also translatable and work differently so that I can set them up in a good way after C3 is done and the webpage is updated with all the relevant information? What kind of approach could we go for here? @Talon1024 @AFADoomer

Preparation for a Chapter 3 snap package for Linux

Hello everyone. The progress on Chapter 3 has been amazing. When you're ready to announce a release, I'd like to update my snap package to give Linux gamers the best possible experience. Thanks to having permission to distribute a snap for chapters 1&2, there are over 5 thousand active users of the snap package and feedback has been great.

There are a few moving parts I'd like to nail down:

  • Can I have permission to create and distribute an updated snap when Chapter 3 is complete?
  • What is the currently-recommended version of gzdoom?
  • Are there any new recommended configuration tweaks?
  • Any know caveats, such as SDL version problems etc?
  • Is there a migration path for old save files, or should users be encouraged to start a fresh campaign?

I really appreciate the passion which goes into this project, and hopefully we can continue to collaborate on the snap release!

Issues with C3M1 stability from Windows with most recent builds of GZDoom

As the title says, I have decided to open this issue since me and @Tormentor667 are experiencing several stability issues while on C3M1 recently.
Here you are my attempts in several conditions, with GZDoom 3.7 r300 64bit

1 - When I run the map from GZDB, the intro stops and drops out when camera is near the Sammelgrab sign, and this occur 80% of times, when I can hear coughing and a distant explosion sound at the same time (usually) - I was testing from GZDB with folder structure as pk3
2 - If I freeze the game, crash doesn't happen during the intro but may occur during the game if I unfreeze
3 - A crash happened even after killing the guard being unnoticed at x 5768 y-11864
CrashReport.zip
4 - Game doesn't crash if I kill all enemies using kill monsters command
5 - Game crashes even if I remove Alarm and AlertPointLight actors from console

This is not the first time we have issues with C3M1 #152 , but I must tell you that I experience the same problem on C1M2 inside the Boss Battle room with Dr Schabbs Jr and those 6 mutants as well, it just quits without saying anything

The issue I think it is related to the sneak system code, in fact map c1m2 has some sneakable actors at the start where DoomJuan wanted to have around for special feeling while sneaking inside the base, and where I just removed the sneakbar indicator
image

Any clues?

[EDIT]: happens as well with r295, but with r302 and a fresh .ini file crash occured while checking Compatibility Settings after watching the whole intro scene... Way more weird really, here you are the crash report
CrashReport.zip

Dormant dogs act as if they were never dormant

Title says it all. Dogs that are set as dormant will move around and attack the player as if they were never dormant, except the player won't be able to harm them.

Dormant dogs are used to choreograph stuff in C1M2 and C2M4, and possibly other missions.

C2M2: lift stuck. Lift rising only once after killing 8 drones, but not again

Found problem where you cannot return to the top floors again, if you press this button on the lift you will down to the floor with Drones, when you kill them all - the lift will rise once, and you can call it down by pressing on it's wall, but if you press this button again and go down - you cannot call it again - and simply you will stuck (because you need to kill drones, that already destroyed):
This lift:
http://picsee.net/upload/2017-09-22/0a273406003a.png
http://picsee.net/upload/2017-09-22/f9e62bdae396.png
http://picsee.net/upload/2017-09-22/e0e59f853f39.png

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