Get ready for some of the best retro-FPS action you've played in some time, as Wolfenstein: Blade of Agony the high-quality shooter in the spirit of the classics is out now. Today's release bring on the third and final chapter of the story, along with various enhancements to the first two parts.
Direct Link
What it offers up:
- 30 playable and unique levels in 3 different chapters (plus secret maps)
- Orchestra-quality game music
- Voice acting and ambient soundscapes
- Available in 10 different languages (en, de, es, ru, pt, it, tr, fr, cz, pl)
- A combination of low-poly models and hi-resolution sprite assets to create the perfect retro feeling
- Devastating armaments from the battlefields of WWII
- Interactive NPCs that support the twisted plot's progress and help you understand the game
- Improved enemy AI for more dynamic and challenging fights
- Beautiful special effects (weather, elements, explosions, etc.)
- Modern post-processing shaders (motion & effect blur, noise, flares, etc.)
- Much, much more!
"The team was working hard to create an experience that is dedicated to all those oldschool gamers born in the 80's and 90's; not only when it comes to the visuals and gameplay but also for the easter-egg and reference hunt, for the retro feeling the nostalgia and the attention to detail. There is so much to discover for you, and we really hope that you enjoy what has cost us a lot of sweat, nerves and life time. May it be as fun to play for you as it was for us all to create it!" — Blade of Agony team.
Thanks to it using the GZDoom game engine, it works beautifully on Linux. To run it, simply run GZDoom with the boa.ipk3 file. You can use your favourite launcher, or this launch command from terminal:
gzdoom -iwad /path-to-file/boa.ipk3
A Snap and Flatpak also exist to perhaps make it easier, with them both hopefully up to date soon.
See more on the official site.
Thanks to Tormentor667 and the rest of the team for a great game!
Quoting: mcphailI've put up a 3.0 version of the snap. If you experience bugs or problems, please blame me in the first instance rather than the mod authors! You can raise issues at https://github.com/mcphail/boa/issues and I'll do my best to help.
Thanks to Tormentor667 and the rest of the team for a great game!
Thanks for packaging it up! Runs perfectly on my system without issue.
I can't find an IRC channel for BOA, so I figure I'll ask here and hope someone can help.
I'm trying to play this on FreeBSD 13. I have gzdoom from FreeBSD ports which is version 4.1.1
Question 1 - What is the minimum version of gzdoom required to play boa3? is 4.1.1 too old?
Question 2 - I'm using the gzdoom -iwad /path-to-file/boa.ipk3 command to launch the game (with the right path), but it fails to launch. Output below:
$ gzdoom -iwad boa_c3/boa.ipk3
GZDoom 10-eol-85342-g265e9a670c90 - 2021-05-01 03:19:48 +0200 - SDL version
Compiled on May 1 2021
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /usr/local/share/doom/gzdoom/gzdoom.pk3, 621 lumps
adding ./boa_c3/boa.ipk3, 28869 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-3720QM CPU @ 2.60GHz
Family 6, Model 58, Stepping 9
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
Opened device OSS Default
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
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.
Script error, "boa.ipk3:mapinfo.txt"line 143:
Unknown property 'disableskyboxao' found in map definition
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "boa.ipk3:scripts/actors/keen.zs"line 309:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'
Script error, "boa.ipk3:scripts/actors/groundsplash.zs"line 23:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'
Script error, "boa.ipk3:scripts/actors/interactive.zs"line 1092:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'
Abort trap (core dumped)
Any ideas what's going wrong? Please help :)
Thank you
I did have an older gzdoom installed on my system (Debian 11 Bullseye). It did not work with the current version 3 of the Blade of Agony mod. I visited the gzdoom homepage and downloaded version 4.5.0 and installed with:
dpkg -i gzdoom_4.5.0_amd64.deb
After doing this, the Blade of Agony game worked.
I found that I needed to go through the keyboard settings, and change many of the controls to use better choices. It was a surprise when WASD keys didn't work, and the Jump key wasn't assigned to Space bar (amongst others).
The fact that the game had an invisible cross-hair by default was another surprise, which I fixed in the settings.
I've played with the mod for about an hour now, and I wanted to be utterly blown away by it (like I was when I tried out Prodeus' play-test demo). There are little niggles about how the game plays that bring down the experience. I've had no problem when I've been playing similar titles, like the original games of Doom, Doom2, Quake, Quake2 and beyond.
As an example of a niggle - Jumping in the game from box-top to box-top: Having to run and release the jump at the perfect moment, else fail to land on the target. (I play plenty of other games where I have to judge jumps, e.g. Dying Light, 7 Days To Die, Doom 2016, and don't have problems with them!)
I will commend the production values of the mod - It is certainly a work of love by the developers.
Quoting: g000hDebianBro. DRD Team Debian Package Repository. https://debian.drdteam.org/
Up to date versions of GZDoom, Slade, DoomSeeker, Zanondrum etc.
EDIT:
I've compiled the latest build from github and removed all gzdoom configuration, sound issue persists with this game.
Last edited by Avehicle7887 on 1 May 2021 at 7:34 pm UTC
Quoting: scratchiWhat is the minimum version of gzdoom required to play boa3? is 4.1.1 too old?
The minimum version is 4.5.0, but the recommended version is the git revision 55ce0510c which supports all of the graphical features.
Quoting: scratchiHello,
I can't find an IRC channel for BOA, so I figure I'll ask here and hope someone can help.
I'm trying to play this on FreeBSD 13. I have gzdoom from FreeBSD ports which is version 4.1.1
Question 1 - What is the minimum version of gzdoom required to play boa3? is 4.1.1 too old?
Question 2 - I'm using the gzdoom -iwad /path-to-file/boa.ipk3 command to launch the game (with the right path), but it fails to launch.
Your version of GZDoom is too old. That is probably your entire problem. It may be difficult to get a new enough version of GZDoom without compiling it yourself. I haven't used FreeBSD, so I'm mostly going by information I have found on the Internet. I didn't find an up to date binary for GZGoom on FreeBSD. The Internet is a big place; your mileage may vary.
Last edited by CFWhitman on 1 May 2021 at 2:58 pm UTC
Quoting: mcphailgit revision 55ce0510c which supports all of the graphical features.Which features are we talking here? Compared to 4.5.0.
Last edited by dpanter on 2 May 2021 at 8:47 am UTC
Quoting: dpanterWhich features are we talking here? Compared to 4.5.0.
Thread is at https://github.com/Realm667/WolfenDoom/issues/499 . Nothing major.
Is not lag or anything, is just like ice under my feet.
Quoting: dubigrasuthe floating movement styleIt bothered me too at first, thought there was something not working right but I guess it's meant to be like this since nothing I changed had any effect on it.
Also had to tweak horizontal and vertical mouse sensitivity, vertical was too slow. Using 3440x1440.
Quoting: dubigrasuAnything that can be done to eliminate the floating movement style? The game seems to work just fine, but I feel like I'm skating, every time I take just a small step for example, I'm sliding an extra meter. Feels particularly nauseating especially when I'm strafing, like I'm loosing my balance or something.That's DOOM movement for you. It was always floaty and since BOA runs on top of GZDoom without having altered the movement, that's what you get. It works just fine after you get used to it.
Is not lag or anything, is just like ice under my feet.
I imagined that is the "correct" behavior, but I hoped there are some tweaks or patches around to workaround it.
I did found a patch for Doom that looks to be what I want, but not sure if it still works or is applicable for this game.
https://forum.zdoom.org/viewtopic.php?f=105&t=35761
Quoting: SamsaiThat's DOOM movement for you.To me it's not Doom or GZDoom itself, ran up some other wads and they run super smooth. For some reason this one struggles to run great with Ambient Occlusion enabled and feels a bit mushy, as if vsync and mouse smoothing are always enabled regardless of settings.
Quoting: Avehicle7887Playing through the game from Chapter 1, awesome game so far however I encountered a heavy static noise on Chapter 1 Map 2 (Exodus), anyone else got the same issue?
EDIT:
I've compiled the latest build from github and removed all gzdoom configuration, sound issue persists with this game.
You may need to make sure you're running a recent version of libopenal, as per https://github.com/Realm667/WolfenDoom/issues/590.
Quoting: mcphailQuoting: Avehicle7887Playing through the game from Chapter 1, awesome game so far however I encountered a heavy static noise on Chapter 1 Map 2 (Exodus), anyone else got the same issue?
EDIT:
I've compiled the latest build from github and removed all gzdoom configuration, sound issue persists with this game.
You may need to make sure you're running a recent version of libopenal, as per https://github.com/Realm667/WolfenDoom/issues/590.
I came across that very same thread this morning and solved the issue by upgrading the library too.
Thanks for the link :)
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