Closed Talon1024 closed 4 years ago
More feedback:
[x] Fourth
Outer areas of C2M0_B (Astrostein) are supposed to damage the player (low pressure and lack of air), but the damage only affects players standing on the ground. Flying or even jumping players can avoid the damage while being 'in air'. The damage should probably be switched to an ACS script with repeated SectorDamage(tag, 10, damage_type, protection_item, DAMAGE_PLAYERS | DAMAGE_IN_AIR | DAMAGE_NOARMOR).
[x] Fifth
Some Commander Keen item pickup messages are not included in the language.csv (the Neural Stunner, some score/health pickups, ...)
[x] Sixth
The skill and episode names are also not included there (but should be 🙂 ) There are also raster graphics in the selection menus (https://github.com/Realm667/WolfenDoom/tree/master/graphics/general), which cannot be replaced at the moment, but this will not be a problem with the addition of language packs.
Raster graphics can't use translations unless we'll do something crazy like add empty boxes to fill with custom language entries
Some more feedback on C3M1:
This needs to be more specific, will test the map again during the week to understand what's going on... C3M1 is a nightmare in terms of tags uses, there are several which are doubles so that can cause unwanted problems.
EDIT: I think that's related to the fact that map is stealth sensible, which means that certain point of the map we turn BJ with normal uniform and make him then non-stealth anymore, so cheating may have caused an issue here
That's probably because of idkfa and going through the areas in order which was not intended. --N00b
Which version of gzdoom are you using exactly? And please playtest without cheats,maybe just use buddha from console in case and also tell us which gameplay options you usually enable and do not load mods with boa (just in case, I am sure you didn't right?) Gonna test with most recent build which can be downloaded from here
EDIT - Okay can't reproduce it so you are probably using an outdated version of GZDoom, so please update your reply here after setting up gzdoom properly. You playing BoA under Windows or some else OS? Also which are your pc specs?
My GZDoom is set properly though. :-)
I am using the most recent devbuild (downloaded it about 7 hrs. ago from drdteam, also is there an automatic way to get new binaries without compiling them on the local machine?), g4.3pre-676-g43562c94d. Just in case, the WolfenDoom pk3 is The only cheats I use are iddqd and idfa (sometimes idkfa or idclip if it is a long map and I want to skip a part of it — yes I am aware that this may break scripts, I don't post such problems in my feedback). Options..? Well, I don't remember... probably something like the default settings, but the rendering settings (from BoA's own menu) turned to low or the lowest values (3D trees are disabled, so are filters, low blood level and so on). I also have unlimited sprint and (unimplenented) developer commentary on, but don't think this is relevant :-) Yes, I am playing under Windows 10 on a laptop (with energy saving disabled). 8GB RAM, Nvidia GeForce MX150. Which of the issues could not be reproduced?
Working on another commit... Will it be possible for me to change C3M5_A a little bit? All I want is to add a secret cache of supplies (which could be accessed after talking with the new NPC); if he is not talked to, virtually nothing will change from what is on the map at the moment. I will try to make another commit to this branch with my modified version of the map and some other changes today.
@Username-N00b-is-not-available - I cannot recreate the death frame issue, either... I just went on a noclip-god-mode-and-chaingun rampage in the initial camp area, and not a single enemy stopped partially through their death sequence. I can only get something like your screenshot if I quickly toggle the 'freeze' cheat right as an enemy dies.
We need to know specifically what BoA options you have enabled (and any other mods loaded?) so that we can trace the problem here.
Sorry, I forgot to specify that of course no, I don't have any mods loaded. Strangely, I also now cannot reproduce the issue on the guards near the red key building, but the two MP 40 SS who are shooting a prisoner at (1314, -12914, -15) showed this problem again. This is some kind of an actor state problem anyway, what effect could the rendering settings have upon it? If you are also asking about GZDoom options, I do not use any compatflags or such; I just rebind the keys to WASD, enable jump/crouch and disable n-linear texture filtering.
I always take everything in consideration for experience, this is also we need you reliable on Facebook to keep in contact about how we work properly. And yes it was the death thing, which in my end didn't happen anything strange in any circumstance. Please download a fresh new copy of gzdoom, unzip it in a separate folder and there move our recent build of boa.pk3 and test there with Doom2.wad
That does not change anything, sir. The main building guards issue somehow resolved itself, but the two SS from my last post just continue to stand (with a firing frame?) after their death. This is a clean gzdoom with doom2.wad+wolf_boa-bf8c56cf2.pk3 screenshot: What about other issues? Can they be reproduced?
@Username-N00b-is-not-available - Thanks for all the feedback and the translations, good work and your feedback is highly appreciated! Regarding some things you mentioned:
Regarding the metal grade at Mengele's cellar room: It is timed for multiplayer in mind, will leave it as is for now even though BoA isn't multiplayer compatible (yet). Other than that fixed a lot of issues you mentioned, thanks for spotting these.
I meant just a regular impassable flag from the old Doom (not 'block everything'). Here is a zip file with two mp4's: first is about the mirror (and another interesting bug), second is jumping over the border without infinite sprint. Also, the starting area just recommends the player to jump over the prisoners' heads (it would be faster & the SS do not react to that). Maybe add something like +THRUSPECIES to their definitions, so the player cannot jump on them? c3m1.zip
I meant just a regular impassable flag from the old Doom (not 'block everything').
Setting IMPASSABLE make things even worse, we need projectile to pass through. About prisoners again will think about something, just working on it. (and checking your videos)
EDIT 1 - The video where you run towards the bathroom with cheats on well, you shoot not far from the window and debris that flies very rapidly hits the mirror, breaking it (see those bullets?)
EDIT 2 - Fixed climbable prisoner lol defining additional Player species and THRUSPECIES flag
Thanks again for you feedbacks, I have also fixed the disappearing toilet soldier since it was not correctly positioned on top of the toilet XD
You can also escape the prison area by walking north on top of the fence at 1632, -9920 (at the secret where you climb crates to get on the roof to jump across the fence to get gold). Also, the scientist, guard, etc. at 3712, -11680 can be jumped on to get to the roof of that nearby building.
It might be best to add some more invisible mines... A better fix might be to add enemy spawners outside the fence, paired with making your disguise ineffective - scripted to activate via an "actor hits floor" trigger on the outside sectors (if we do this the north side may need to be split, since it's the same sector that we pass through at the bridge with the tank).
I like AFA's suggestion, can you take care of that stuff @Ozymandias81 ? I will work on the INTERMAP and other maps today implementing the spys so I would like to leave the C3M1 issues to you.
Fixed prisoners behavior adding THRUSPECIES and also additonal Player species for them. At the start point you can indeed jump over SneakableSS guards, but without cheats you will die shortly and that's intended. I will see what I can do for fixing issues on C3M1
Thanks man :)
Sorry, but I think that impassable does NOT block projectiles! I mean that old flag from Doom! If it would, things like imp cage in Plutonia MAP02 would be impossible. I think this flag (or 'Block players') would be the best (& simplest) solution. Or is there some other factor specific for BoA I don't know about? So, this was just an empty casing after all? :-)
Working on more feedback for C3M3...
C3M3
Man, you rock!
Regarding the fact that I have no idea what you are talking about, I simply point our code-magician @AFADoomer towards this, pretty sure he instantly reads the hyroglyphs :)
Tanks have been involved in what we have to follow community feedbacks about being too much hard to kill and overpowered, which the same happend also for big mutants and some occult enemies (SmokeMonster). But surely your feedbacks we'll be of use, I see AFA and Talon already implementing your suggestions so let's see where all of this will go then, specially mapwise.
C3M4
Okay majority of fixes for C3M3 have been applied, the only issue I have noticed is that sometimes dogs attack Ryan instead of the player, and this by testing the map from UDBuilder
Fixed a lot of stuff, the remaining issues are something I can't fix on my own.
Which map are you talking about here?
Okay majority of fixes for C3M3 have been applied, the only issue I have noticed is that sometimes dogs attack Ryan instead of the player, and this by testing the map from UDBuilder
Fixed in 5d988d268a073158fb4b33eebedf04060e287eb4.
If a player is disguised, the disguise name gets written over 'no weapon' line, making the lines unreadable.
Fixed in aed4dfa1f9e01e9c7bc121d4af9b4dd4e0b2a710.
@Tormentor667: the first two checkboxes are about C3M3_B. Will retest now... Edit.
Please test with most recent build of GZDoom
Of course the problem persists, I checked this on a fresh copy of g4.4-pre-8-g729ff8fa8, 24 January 2020, this is some actor problem. Can be easily reproduced by going to the Flak 38 area of C3M3_B with godmode, luring the soldiers to the blue door with the blocking grate behind it and going to the other blue door. Use 'chase' to wait for the moment when the soldiers get to crouch and 'freeze' to catch them in exactly the crouching state.
Does it happen without Chase? That may fool the code momentum, will test anyway --Ozymandias81
It does, I would not report the problem if it didn't. I have just provided here a convenient method to test this; the first time I encountered that was during normal play. --N00b
Is this part of you pull request? Do you have some ingame screenshots of your additions?
Those aren't shrapnel mortars on the Tiger I, they're smoke grenade launchers, used for putting up a smoke screen (see here.. I'm not quite sure how we would incorporate those into gameplay - I could make the tank spawn some timed smoke generators, but they'd be of limited use.
@AFADoomer: Haha, the book I read apparently gave a wrong statement about these mortars. Looks like I meant this one (26mm): it could fire smokes, flares and 'Sprenggranatpatrone 326 Lp anti-personnel explosive to defend the vehicle against infantry attack.' Unfortunately our Tiger model does not have the port for it, but can we pretend it does? :-) Smoke generators would be definitely useless, I agree.
@Tormentor667: Yes, this became the part of PR, and I forgot to show the changes:
These changes will require serious playtest since setting Dormant enemies shootable and non invulnerable may break script sensible events. I am gonna merge your PR and then we all need to work over to make sure everything fits as it should. Personally I wouldn't have changed the missiles since BoA is fictious and graphics we have used has been seen on Laz Rojas projects, but it seems a minor thing so I am eager to add it anyway. I recommend to always update your GZDoom version, since I didn't get a reply before. You might fall in a change done because your version of GZDoom shows up a problem, while another one doesn't. And next time if you plan to add new graphics/textures, I suggest to not replace existing ones but a new entry is preferred. And yes the texture should be used somewhere else I think, probably on the Airship map
First, thank you for merging it! :-) Then, I did not change EVERY dormant monster in the mod. There are five snipers in C3M3_A who could be seen from outside of the town. All of them were dormant & script-activatable, I just replaced them with my own ones and unset the dormant flag, so the snipers now could be shot at any moment, but could spot the player only when he is already in town... No other scripts or maps are involved. Sorry, what reply are you talking about? If I bump into a complex problem (not texture misalignment or such), then I use the most recent devbuild to try and reproduce it (unzipping it into an empty folder and copying my config file into it). Is there an automated means to download them every day, by the way? Oh damn! If there is another map which contains these, the graphic should have been preserved (there will be texture offset problems as it is now defined as high-res one)... Looks like I have to make another commit reverting these changes...
Yes. solutions by editing only a couple of actors implies less problems and more control for mappers, so that's good. Maybe instead now AFA changes may cause issues, later if I have time will test again and go through problems here and there. Exists an automated method for gzdoom downloads if one has Linux and surely even Windows by integrate dev programs needed, but I am not aware how it works that and well we always stitch to builds present on drdteam.org so not a biggie. I said that because the Officer video you did before was under an older build, just that :)
One note about the Tiger I: just leave things as they are, we are happy enough and turning it more threatening would disappoint people once more, since we had problems in the past times during Chapter 2 release about tanks being painfully difficult to beat.
Well, OK. Probably I am just overreacting about tanks.
Then, I have some questions about the help screens (BOAHELPx, IIRC).
(I initially tried to use Space and wanted to complain about non-accessible graphics.)
Both of these^^^ are GZDoom's own problems. The first could be addressed just by adding a string "Press Enter or LMB to go to the next page" to the images (just like in Wolf3D!), but the second would require some ZScript+MENUDEF replacement of ReadThisMenu, I'm afraid.
...If you don't want to get overwhelmed, kill them first!
German infantry has not only become smarter, but also more agile...
...by another WolfenDoom original...
We now have both Schabbs and Mengele, so the Holocaust part in Schabbs' description probably has to be replaced (or deleted). Also, texts on the last two screens are just cut off (I mean the image sources here).
Also, does anyone have ideas on C3M5_B (Airport Tempelhof)?
C3M5_B needs to be finished by @doomjuan , both airport and airship were my contribute in terms of map ideas (there was also a Venice one, discarded), so we need to wait doomjuan to work on it. It could happen by next week judging by what he said on Facebook Team chat, I mean he will work on C3M0_A map but then he should continue wth C3M5_B as well. The idea was something like airplanes sabotage, get some blueprints (related also to Castle Wolfenstein to grant you access to secret map), steal an SS uniform to cross the SS parade inside the airport field or something like that and catch the airship before it leaves the hangar. --Ozymandias81
Yes, that's quite ambitious, would be fun to play that. The secret map you are mentioning here will be C3M0_B, I suppose, or some another one? --N00b
Agreed that my dormant activation change needs testing... There should be minimal effect (since only damage from the player will activate them), but, as @Ozymandias81 referenced, I'm worried about static actors in cutscenes. The change is easily revertable, or I can add yet another user_* variable to disable/enable the behavior.
Sneakable enemies already had this behavior (but for any damage from any source).
@Username-N00b-is-not-available - For the crouching enemies that are disappearing... Are you killing them while they are frozen (freeze cheat)? I can reproduce this problem, but only if the enemy is frozen when I kill it.
Then, I have some questions about the help screens (BOAHELPx, IIRC). As of now these are in a "demo"-state, nothing final, just an idea of what I plan in the end. If there are texts which need to be fixed, let me know for the boa.realm667.com webpage, that's the place where these are coming from.
@AFADoomer: I somehow got the first disappearing Nazi during normal play (he got behind a crate and was partially visible, so I plasmaed shotgunned him, and he died without going into any other state). Maybe make a testmap with a guard blocked from three directions by solid walls and from one — by a grate?
@Tormentor667 Got it, will do that later.
@Username-N00b-is-not-available
Yes, that's quite ambitious, would be fun to play that. The secret map you are mentioning here will be C3M0_B, I suppose, or some another one? --N00b The secret map C3M0_B will be accessable after C3M3. The secret map C3M0_A will be accessable after C3M1. What @Ozymandias81 means is that BJ finds information about the location of Castle Wolfenstein at Tempelhof. Instead of his original mission, he jumps into disguise to enter the airship and reach Wolfenstein.
Thanks for the information! Now, it's again my turn to supply the team with some more work :-) Latest devbuild, default settings (just with filtering & postprocessing effects off). HMP using saves.
@Username-N00b-is-not-available - You have been proven to be of value ;) Would you mind telling me your username (and realname if you want to) as well as a short description of your team entry for this page? https://boa.realm667.com/index.php/team (bottom ones, without the images)
Thank you, @Tormentor667! Well, just write me in as N00b. Will something like that do?
"N00b" Translator, Quality Control This person has always been standing in the shadows, monitoring the community. When he saw the game's translation ads, he felt it was time to act. Having deep engine insight, he also provided the team with extensive feedback. There are suspicions though that he might have gained illegal access to Realm667's unique mapping practices; what's more disturbing, we don't know what to expect from him next...
Edit. BTW, on paper hint:
Occationally you will find text papers with valueable information. They are not necessary to beat the game but story-relevant.
->
Occasionally you will find text papers with valuable information. They are not necessary to beat the game, but are story-relevant.
Spies' one has no typos.
Damn, I forgot about Goto being a static lookup once again when writing that ZScript addition! Will retest and check if the invisibility issue persists. Thank you very much, @AFADoomer. Is there any (at least temporary) way to make the savegames not crash the game? I cannot complete C2M5_B properly because of that, have to resort to iddqd...
I'm not sure what's going on with your savegames. I've never had any issues with any saves in GZDoom. I even just change my language settings to ru to see if that made a difference.
Savegames are just a renamed .zip file with a thumbnail .png and text-based data now, so there's not much that can go wrong, unless something is being encoded improperly. Do you have the same problem with saving in any other mods, or vanilla Doom? Might be an engine bug. Since there hadn't been anything posted on ZDoom forums, it could be a hardware issue on your end...
These are from the Facebook chat. I'm posting them here to ensure they don't get lost.
[x] First
[x] Second
[x] Third