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I finished the first level and it did not go to level 2. :(
Does anyone know a workaround?
Open Blood Fresh Supply - > Options -> Manage Addons - > TWOIRA v0.9
then
New Game - > choose Difficulty - > HAVE FUN!
THANK YOUI SoulPlane for the TIP
Thank you. I'm already playing it using BloodGDX.
I'm fairly sure when I left my previous comment, this was missing:
Open Blood Fresh Supply - > Options -> Manage Addons - > TWOIRA v0.9
then
New Game - > choose Difficulty - > HAVE FUN!
But who cares? All is well that ends well ;)
Now I'm killing myself finding the last secret in Cabal Town.
P.S. Never mind. Found it. :)
https://www.moddb.com/mods/the-way-of-ira/downloads/
P.S.: The intro will get a better quality. I had to look for collaboration on that part.
Quite an important one for Blood: Fresh Supply, since it fixes a crash to desktop which would happen when shooting a custom sprite.
Since my last post, next to some small fixes based on feedback,
coop was also added to the episode.
https://www.moddb.com/mods/the-way-of-ira
Just played through the entire episode with a buddy in one sitting. We didn't encounter any gameplay issues. I used the folllowing Made to Order settings: everything on normal except low tommy cultist accuracy and max monster count)
Anyway, Well Done / goed gedaan. I hope you keep creating maps for Blood.
I'm glad you enjoyed it. I enjoyed making it and am still polishing and adding stuff.
I can still see Caleb go further and when it gets just a bit more calm at work, I will start setting out new lines.
https://www.moddb.com/mods/the-way-of-ira/downloads/the-way-of-ira-twoira-v100-an-episode-for-blood
---v1.0.0---
-New intro
-Fixed some track issues in the ini.
-Removed hitscan from props without surface type. (hitscan of underlying wall/ceiling/floor will take over).
-Tweaked the no-cabal poster sprite so it can be used as a floor sprite.-New custom sprites. (including eerie innocent picture by Phredreeke)
-Removed end level sprites of previous level.
-IRA01:
-Made big spiderweb blocking, pitchfork your way through.
-Caleb's house now has a chimney.
-Caleb can't get stuck behind the butchery anymore.
-Been planting some weeds.
-Did some small decorations here and there.
-Buried something.
-Fences can be shot through.
-IRA02_A, IRA02_B:
-Repositioned the phantasm in the swamp castle so it doesn't get the door in it's face.
-Fixed a ROR (room over room) glitch outside of the swamp mansion for Fresh Supply.
-Fixed some shading.
-The swamp zombies have some backup now.
-Planted some weeds.
-Made some sprites unblocking.
-Tweaked the graveyard a bit.
-Made underwater part more appealing.
-IRA03:
-Some people got trapped with Cheogh, having less than 10 health ^^.
There's a life seed now to make it a bit fair.
-Sometimes Cheogh wanted to go in the lava pit. He will no longer do that.
-There was a secret which you could keep triggering. That's over now.
-During the mining for iron, a burial chamber was discovered.
-Added some posters.
-There was a glass cultist in the dining hall..a glass cultist.
-IRA04:
-Fixed some textures.
-You can now shoot through the grate of the pharmacy..and all the other grates.
-Added some lights near the asylum entrance..and busted one in the male ward hallway.
-Added a gas container near the showers.
-There's now a hedgemaze behind the asylum.
-Made the scenery a bit more green.
-More propaganda to treat the critics.
-Repositioned some unreactive enemies.
-IRA05:
-Added a hint.
-Added some shade.
-The lightswitches in the dining hall and sleeping quarters are no longer placed at giant height.
-The gillbeast statue in the garden will no longer bleed.
It's also using an upscaled sprite by Phredreeke.
-Repositioned some unreactive enemies.
-IRA06:
-Made big spiderweb blocking.
-IRA07:
-Save Cleo properly, before exiting the Underworld.
-Lightsources were shaded..fixed.
-IRA08:
-Destructable lights now drop glass shards when shot.
-Made one of the traindoors properly locked.
-Train passengers can now easily find where to buy tickets.
-The gargoyles near the start decided to sit a bit lower.
-Fixed some texture inconsistencies.
-Underwatercave is now more cave.
By the way in 1.0, you can still jump through the Dagger door's "teeth" bypassing the key in Level 2. I like how it looks, but it's just wide enough for Caleb to jump through.
---v1.0.1---
-Lowered resolution for intro from 960x600 to 640x400.
For some pc's this should remove or strongly decrease the video/audio sync issue when playing via Dosbox.
-Increased the intro volume.
-All candles now have a corona, random size and random angles.
-Room Over Room area's have been put over eachother to enhance immersion. (e.g.: hearing explosions in upper or lower stack)
-Replaced some items to avoid clipping voxels and to give a less artificial placement look.
-Bar textures have a more randomised look.-Embedded BME's install script for use with dosbox.
-Updated readme with new install instructions.
-IRA01:
-Made some parts blocked to avoid sequence breaking.
-Minor texture fixes.
-IRA02_A, IRA02_B:
-Small geometric changes to cemetery.
-The dagger key mouth was to wide open, so Caleb could squeeze in. That's over now.
-Blocked some sequence breaking entries to the swamp castle.
-Fixed some wrong flickering in the swamp castle.
-The surroundings of the swamp castle are became bit more interesting.
-Placed the firekey in a new location.
-You can now shoot into the cell of the locked up innocent.
-Some texture fixes.
-IRA03:
-Cleaned up some red sectors.
-Retextured some parts in the sacrificing hall.
-Cheogh could get stuck behind the gargoyle chapels. That passage is blocked now.
-People were complaining a certain area was missing a secret. There is one now.
-There was still a shaded lightsource. Fixed.
-IRA04:
-Some parts in the female ward have been shaded better.
-IRA05:
-Blocked off some out of bounds areas.
-Tweaked raining sounds.
-Made lightning sound in church more impressive.
-Retextured underwater part of fountain.
-Fixed some textures and shading issues in church.
-IRA06:
-Most levers did not have sounds yet. They do now.
-Fires and candles are now bright.
-Added a secret.
-Retextured some areas near the lava.
-Added a bit more enemies and ammo in the spiral cave.
-A bunch of stuff did not yet gib or explode. Corrected.
-Implemented some ambient sound for the castle exit gate trigger mechanism.
-IRA08:
-Detailed the transportation wagon a bit more.