WRATH: Aeon of Ruin

WRATH: Aeon of Ruin

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Please give us new content update
As far as I understand, the first episode is already completely finished - why don't you update it? Most likely, most of the second episode is also over. I think before the end of this year you could release a new content update. And thanks to this, get rid of most of the negativity and show that the development is really underway, and not just new screenshots are drawn 2 times a month.

It's very strange for me to read your answers when you write that the new update will take a long time and that you do not want to make spoilers by showing new content. At the moment, the first episode is in an unfinished form. You do not update it and for some reason this suits you. Why don't you want to release the second episode unfinished then? For example, if the game has 2 episodes. No bosses. After that, after about 6-12 months, when the game is ready, you can release version 1.0 with all the content.

The last content update was 2.5 years ago. During this time, we have not received anything from you, except for a few screenshots. Personally, I would be happy to get 1-2 new levels per year than nothing. Seriously. Perhaps you should change your gaming policy this time?
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Showing 1-14 of 14 comments
Damien Azreal Jun 28, 2023 @ 4:36am 
Right now the team are focused on finishing the entire game.
All three hubs.

To make a new content update would require time and resources be taken away from the full game's development.
BigB Jun 28, 2023 @ 6:56am 
Originally posted by Damien Azreal:
Right now the team are focused on finishing the entire game.
All three hubs.

To make a new content update would require time and resources be taken away from the full game's development.

Oh please, uploading the *.fgd so we could make own own maps would distract you from the hard work too much so it won't happen?
NeutronVortex Jun 28, 2023 @ 7:34am 
Originally posted by BigB:
Originally posted by Damien Azreal:
Right now the team are focused on finishing the entire game.
All three hubs.

To make a new content update would require time and resources be taken away from the full game's development.

Oh please, uploading the *.fgd so we could make own own maps would distract you from the hard work too much so it won't happen?

Trenchbroom comes with an fgd for Wrath. And since Wrath is a fork of the darkplaces engine, it has native support for the quake 1, quake 2 and quake 3 map formats and the model and texture formats for each game(minus Q2 wal textures???)

In short, all the tools needed for anyone to make custom maps are there, it's just no one has the interest it seems.
BigB Jun 28, 2023 @ 7:40am 
Originally posted by NeutronVortex:
Originally posted by BigB:

Oh please, uploading the *.fgd so we could make own own maps would distract you from the hard work too much so it won't happen?

Trenchbroom comes with an fgd for Wrath. And since Wrath is a fork of the darkplaces engine, it has native support for the quake 1, quake 2 and quake 3 map formats and the model and texture formats for each game(minus Q2 wal textures???)

In short, all the tools needed for anyone to make custom maps are there, it's just no one has the interest it seems.

Thanks.
I was thinking about booting up Worldcraft, Jackhammer or Hammer - but thats probably all outdated. I'll have a look at broomstick.
If it is ineed possible I'm frankly shocked there is no 3rd party content.

*edit*
Looks like there is at least something
https://www.youtube.com/watch?v=eo0Vr3HeT3k
Last edited by BigB; Jun 28, 2023 @ 8:01am
NeutronVortex Jun 28, 2023 @ 8:04am 
I've made a bunch of test rooms but the problem I ran into whenever I compile a Q3 format map with q3map2.exe, all the textures are scaled down to 1/10th their size ingame relative to how I've sized them in the editor. I've never mapped for Q3 engine games before, so I'm sure I'm ignorant of something obvious. :tank:

I got around that issue by compiling for bsp2 format and using eric's compilers and using Q1 wad textures instead. But that adds the extra steps of converting the Wrath textures to a format wally approves of and then importing them into wally building a Q1 wad. A bit tedious but if keep an image editor, wally - and your wad file within it - open in the background and convert, import and save as you go along, it's not too bad.

Edit:
Originally posted by BigB:
*edit*
Looks like there is at least something
https://www.youtube.com/watch?v=eo0Vr3HeT3k

Hey, that's neat!
Last edited by NeutronVortex; Jun 28, 2023 @ 8:06am
BigB Jun 28, 2023 @ 8:21am 
Originally posted by NeutronVortex:
I've made a bunch of test rooms but the problem I ran into whenever I compile a Q3 format map with q3map2.exe, all the textures are scaled down to 1/10th their size ingame relative to how I've sized them in the editor. I've never mapped for Q3 engine games before, so I'm sure I'm ignorant of something obvious. :tank:

I got around that issue by compiling for bsp2 format and using eric's compilers and using Q1 wad textures instead. But that adds the extra steps of converting the Wrath textures to a format wally approves of and then importing them into wally building a Q1 wad. A bit tedious but if keep an image editor, wally - and your wad file within it - open in the background and convert, import and save as you go along, it's not too bad.

Edit:
Originally posted by BigB:
*edit*
Looks like there is at least something
https://www.youtube.com/watch?v=eo0Vr3HeT3k

Hey, that's neat!

Trenchbroom sure is somewhat different to Hammer, but well, the old hollowed box, info_player-Start and light was no big problem.
I was just about to ask what compiler to use, that process is completely different for me.
The last one I used was "ZHLT" and this is probably outdated :-D
I found "ericw-tools 0.18.2-rc1 " thats probably what you used?


*edit*
There is indeed something wrong with the textures after compiling
https://steamcommunity.com/sharedfiles/filedetails/?id=2995881933
Last edited by BigB; Jun 28, 2023 @ 8:33am
NeutronVortex Jun 28, 2023 @ 8:33am 
Originally posted by BigB:
Trenchbroom sure is somewhat different to Hammer, but well, the old hollowed box, info_player-Start and light was no big problem.
I was just about to ask what compiler to use, that process is completely different for me.
The last one I used was "ZHLT" and this is probably outdated :-D
I found "ericw-tools 0.18.2-rc1 " thats probably what you used?

Yep, that's it. If you need help adding the compiles let me know. Took me forever to figure that out in trenchboom the first time. >.<

Edit:
Acutually, you should have a folder with the manual in your trenchbroom folder, there's Compiling maps section in there.

These are quick cmds you can copy paste into each field as you add them:

Export Map
Target: ${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map

Run Tool (qbsp)
Para: ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp

Run Tool (vis)
Para: -threads ${CPU_COUNT - 1} ${MAP_BASE_NAME}.bsp

Run Tool (light)
Para: -threads ${CPU_COUNT - 1} ${MAP_BASE_NAME}.bsp

Copy Files
Source: ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp
Target: ${GAME_DIR_PATH}/${MODS[-1]}/maps

Under Run Tool (qbsp) you can add -bsp2 to force eric's tools to build quake 2 format maps which allow higher resource limits and bigger maps, like so:
Para: ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp -bsp2

Similarly, you can add -extra or -extra4 after ${MAP_BASE_NAME}.bsp under Run Tool (vis) for better shadows.
Last edited by NeutronVortex; Jun 28, 2023 @ 1:10pm
BigB Jun 28, 2023 @ 8:42am 
Originally posted by NeutronVortex:
Originally posted by BigB:
Trenchbroom sure is somewhat different to Hammer, but well, the old hollowed box, info_player-Start and light was no big problem.
I was just about to ask what compiler to use, that process is completely different for me.
The last one I used was "ZHLT" and this is probably outdated :-D
I found "ericw-tools 0.18.2-rc1 " thats probably what you used?

Yep, that's it. If you need help adding the compiles let me know. Took me forever to figure that out in trenchboom the first time. >.<

Thanks I just typed what was in the trenchbroom manual, at least it spat out a working .bsp.
Dunno if there is something wrong with light, think it is full bright. (see screenshot edited in in my last post). I too never did Quake 3 maps. I'll try the wally route and saving the stuff as a wad after converting it. I can't seem to find where to add a wad to the Wrath configuration in trenchbroom, how did you add the wad?
NeutronVortex Jun 28, 2023 @ 8:54am 
Originally posted by BigB:
... I can't seem to find where to add a wad to the Wrath configuration in trenchbroom, how did you add the wad?

Oh, right right. Eric's tools compile for Q1 (or partial Q2 with the -bsp2 switch) map formats only. So you have to edit Wrath's gameconfig file(found in the games folder in the trenchbroom folder) to build the Q1 map format and use Q1 wad files. Just look at the Q1 game config and use it as a guide. Like so:

From:

{
"version": 5,
"name": "Wrath",
"icon": "Icon.png",
"experimental": true,
"fileformats": [
// brush primitives not yet implemented
// { "format": "Quake3" },
{ "format": "Quake3 (legacy)" },
{ "format": "Quake3 (Valve)" }
],
"filesystem": {
"searchpath": "kp1",
"packageformat": { "extension": "pk3", "format": "zip" }

To:

{
"version": 5,
"name": "Wrath",
"icon": "Icon.png",
"fileformats": [
{ "format": "Valve" },
{ "format": "Standard" }
],
"filesystem": {
"searchpath": "kp1",

Then delete everything pass this line and copy and paste the next line and everything below it from the Q1 config. Edit: You need make sure to change the "definitions": line back to "wrath.fgd" too! Also, back up the og config so you can still build proper q3 maps later, if you wish.

Once that's done, run trenchbroom under Wrath and switch to the face tab in the editor and click the plus button at the bottom to add wads.

Edit:
Obviously, this is not the proper way to map for Wrath, haha, It's just a quick and dirty workaround I came up with because of my lack of Q3 mapping knowledge. >.<

Also, please forgive any mistakes I may have made above. I'm a noob, not an expert.
Last edited by NeutronVortex; Jun 28, 2023 @ 1:12pm
BigB Jun 28, 2023 @ 2:08pm 
Originally posted by NeutronVortex:
Originally posted by BigB:
... I can't seem to find where to add a wad to the Wrath configuration in trenchbroom, how did you add the wad?

Oh, right right. Eric's tools compile for Q1 (or partial Q2 with the -bsp2 switch) map formats only. So you have to edit Wrath's gameconfig file(found in the games folder in the trenchbroom folder) to build the Q1 map format and use Q1 wad files. Just look at the Q1 game config and use it as a guide. Like so:

From:

{
"version": 5,
"name": "Wrath",
"icon": "Icon.png",
"experimental": true,
"fileformats": [
// brush primitives not yet implemented
// { "format": "Quake3" },
{ "format": "Quake3 (legacy)" },
{ "format": "Quake3 (Valve)" }
],
"filesystem": {
"searchpath": "kp1",
"packageformat": { "extension": "pk3", "format": "zip" }

To:

{
"version": 5,
"name": "Wrath",
"icon": "Icon.png",
"fileformats": [
{ "format": "Valve" },
{ "format": "Standard" }
],
"filesystem": {
"searchpath": "kp1",

Then delete everything pass this line and copy and paste the next line and everything below it from the Q1 config. Edit: You need make sure to change the "definitions": line back to "wrath.fgd" too! Also, back up the og config so you can still build proper q3 maps later, if you wish.

Once that's done, run trenchbroom under Wrath and switch to the face tab in the editor and click the plus button at the bottom to add wads.

Edit:
Obviously, this is not the proper way to map for Wrath, haha, It's just a quick and dirty workaround I came up with because of my lack of Q3 mapping knowledge. >.<

Also, please forgive any mistakes I may have made above. I'm a noob, not an expert.


Don't worrym this was very helpful for me.
I also reached out to some more people, I'm conifdent it will work soon or eventually.
I'll let you know if you would like to have an update on the matter.
NeutronVortex Jun 28, 2023 @ 4:01pm 
Originally posted by BigB:
Don't worrym this was very helpful for me.
I also reached out to some more people, I'm conifdent it will work soon or eventually.
I'll let you know if you would like to have an update on the matter.

Oh yes, I'd definitely be interested in whatever you find out. I'd like to learn as much as I can aswell. :steamthumbsup:

I'm currently consuming any map design theory/tutorials I can find and messing around with Quake/Half-Life mapping to practice. I have a lot of trouble coming up with ideas for environments that aren't just boxy rooms linked together, haha. Once I get better and I'm able to build a map halfway decent I'd like to do something with Wrath. I think it's an insanely fun game, tbh.
spartanezleonid Jun 30, 2023 @ 7:26am 
Obviously development is progressing very hard. It might be worth reducing the amount of content. Make 4 levels in each episode, leaving the most successful ones. Personally, I would not mind if the game had 1 boss at the very end.

I really fear that the developers will not have the strength and resources to bring the game to release with current plans.
Kai Jun 30, 2023 @ 11:58pm 
I dont know why people constantly ask for EA updates rather than ask for a proper release window and let them finish the game. I would much rather wait and play the properly finished game.
Hollow Erto Jul 1, 2023 @ 3:11pm 
Originally posted by Kai:
I dont know why people constantly ask for EA updates rather than ask for a proper release window and let them finish the game. I would much rather wait and play the properly finished game.

I dunno, maybe because the game is in Early Access, and the whole point of it is to provide constant updates based on community feedback? But I guess that's just me being extremely spoiled, we should just standardize using the Early Access as a way to monetize the demos, like 3Delay Realms is doing it. Right?
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Date Posted: Jun 28, 2023 @ 2:54am
Posts: 14