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BuildGDX (News & Releases)

User is offline   Phredreeke 

#31

Route 66 appears as its own episode when you use the GOG Redneck Rampage install folder as game folder
To play Rides Again you have to set game folder to the AGAIN subfolder since it is not an expansion but it's own game
I believe CD music support is the same as it always been in RedneckGDX, in other words you need to add the tracks as .OGG files. Fgsfds put out packs with those already converted

As for the Duke addons, they will work if you load the GRP files as user mods. HOWEVER, you will need to choose yes when asked whether you want to extract internal CON files or Caribbean and Nuclear Winter won't work (however Duke it out in DC works fine without doing so, presumably because there are no new enemy types)

Ironically, this will break addons in eduke32 if you let it autodetect folder.
1

User is offline   NightFright 

  • The Truth is in here

#32

Well, actually it seems it's simpler. You can have all Redneck groupfiles in the same dir (redneck.grp, rides.grp, route66.grp), choose "User Content" from the episode selection menu and then choose either rides.grp or route66.grp (just like it works for the Duke3D addons). The only thing I haven't figured out yet is how to use the RA music pack for Rides Again instead of the default one for RR (without having to manually exchange files).

This post has been edited by NightFright: 30 April 2019 - 04:34 AM

0

User is offline   Phredreeke 

#33

Perhaps M210 can add an 8-track tape library to switch soundtracks? <_<

Posted Image

(sorry I couldn't resist making this!)
0

User is offline   NightFright 

  • The Truth is in here

#34

Nice! xD
Well, maybe BuildGDX can get an update to make this easier. You rename the tracks for RA to from track02.ogg, track03.ogg etc. to rides02.ogg, rides03.ogg (...) and they are automatically recognized and used in RA instead of the RR tracks?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #35

Excessive tinkering like this would not be a suitable installation procedure for a source port.
0

User is offline   VGA 

#36

OK I extracted BuildGDX, where do I put the Blood files? <_<
0

User is offline   Phredreeke 

#37

Either in the same folder as BuildGDX for a portable installation, or you just point the game folder in BuildGDX to wherever Blood is on your harddrive.
1

User is offline   skitey 

#38

@m210®
seems some blood tiles are disabled for highres replacing.
i tried these few:

//Help-screens
texture 2570 { pal 0 { file "menu/tile2570.png" } }
texture 2571 { pal 0 { file "menu/tile2571.png" } }

//Blood-Title
texture 2046 { pal 0 { file "menu/tile2046.png" } }
//Blood-Title (with Plasma)
texture 2518 { pal 0 { file "menu/tile2518.png" } }

Attached File(s)

  • Attached File  menu.zip (5.39MB)
    Number of downloads: 9

0

User is offline   m210® 

#39

View Postskitey, on 13 May 2019 - 11:14 PM, said:

@m210®
seems some blood tiles are disabled for highres replacing.
i tried these few:

Those work for me, except Blood-Title (with Plasma), because BloodGDX doesn't use it this tile.

This post has been edited by m210®: 14 May 2019 - 10:13 PM

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User is offline   skitey 

#40

View Postm210®, on 14 May 2019 - 10:13 PM, said:

Those work for me, except Blood-Title (with Plasma), because BloodGDX doesn't use it this tile.

tried with a new autoload folder...
helpscreens working, but i got a black background title.
i had to disable truecolor textures -> now the lowres background title shows up
re-enable truecolor textures -> highres background title is shown.
had to make this on every start.
0

User is offline   m210® 

#41

View Postskitey, on 15 May 2019 - 02:48 PM, said:

helpscreens working, but i got a black background title.


I fixed that bug.

Hi all! I released BuildGdx v1.03. There are fixed a lot of crashes in BloodGdx, DukeGdx and RedneckGdx. Enjoy.
v1.03 (17 May 2019)
1. Gamepad sensitivity increased
2. Fps limit increased
3. Gamepad menu keys tweak
4. Updatable file browser
5. Config's file settings sorted
6. Hires textures load fix
7. BloodGdx v0.952
7.1. Custom difficulty fix
7.2. Gamepad running fix
7.3. CrouchMode tweak
7.4. Akimbo powerup will save in next level when vanilla mode in enabled
7.5. CrystallBall in addons crash fix
7.6. Crash fixes
8. DukeGdx and RedneckGdx v1.01
8.1.Invert mouse fix
8.2.CONfile extract requiring is disabled
8.3.Addon like game.con save fix
8.4.Crash fixes
9. TekwarGdx v0.951
9.1. Turn speed fix
4

User is offline   Skumball 

#42

Brilliant, thanks m210. I see Shadow Warrior is in the launcher, how close are you to release?
0

User is offline   skitey 

#43

View Postm210®, on 17 May 2019 - 12:54 AM, said:

I fixed that bug.

thx! very nice!
0

User is offline   OysterStew 

#44

Thx loads m210!! Playing RR right now ...😁
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User is offline   m210® 

#45

View PostSkumball, on 17 May 2019 - 09:41 AM, said:

Brilliant, thanks m210. I see Shadow Warrior is in the launcher, how close are you to release?

I didn't start porting SW. I included button in launcher just for show my plans on future
0

User is offline   gordon81 

#46

Great, right now bloodgdx is the best way to play Blood over Nblood or fucking shit ExBlood.

Bloodgdx right now runs flawless and smooth.

Thank you.
0

User is online   Tekedon 

#47

Great work M210! Thank you! Only thing missing now is palette emulation.
0

User is offline   Skumball 

#48

View PostTekedon, on 18 May 2019 - 01:44 AM, said:

Great work M210! Thank you! Only thing missing now is palette emulation.

Will that make the GDX colours look like the original? I'm not sure if it's a stylistic choice but in GDX the dirt floor at the start of the game is more of a pale brown rather than the reddish brown in the original.

This post has been edited by Skumball: 18 May 2019 - 03:06 AM

0

User is offline   Phredreeke 

#49

The software renderer in the Build engine uses lookup tables for shading (because it was faster at the time to do so rather than using multiplication)

Polymost without palette emulation uses multiplication instead (something GPUs are very good at)

Here's the shadetable for PLU 0 (extracted by Fox) next to an estimation I made of how it looks using multiplicative shading.

Attached File  blood-shadetables.png (19.47K)
Number of downloads: 29
0

User is offline   Spock82 

#50

Hi, I would like to compare elder versions of BuildGDX with the most recent one. Where can I download the binarys of version 1.02 or 1,01. ?

Just for my own curiosity

regards
0

#51

View Postm210®, on 17 May 2019 - 12:54 AM, said:

I fixed that bug.

Hi all! I released BuildGdx v1.03. There are fixed a lot of crashes in BloodGdx, DukeGdx and RedneckGdx. Enjoy.
v1.03 (17 May 2019)
1. Gamepad sensitivity increased
2. Fps limit increased
3. Gamepad menu keys tweak
4. Updatable file browser
5. Config's file settings sorted
6. Hires textures load fix
7. BloodGdx v0.952
7.1. Custom difficulty fix
7.2. Gamepad running fix
7.3. CrouchMode tweak
7.4. Akimbo powerup will save in next level when vanilla mode in enabled
7.5. CrystallBall in addons crash fix
7.6. Crash fixes
8. DukeGdx and RedneckGdx v1.01
8.1.Invert mouse fix
8.2.CONfile extract requiring is disabled
8.3.Addon like game.con save fix
8.4.Crash fixes
9. TekwarGdx v0.951
9.1. Turn speed fix

Everything's working great. I just noticed problems with sound loops on DukeGDX (there's a huge gap between loops where the sounds should instantly play again).
0

User is offline   86232and 

#52

I continue the topic about the numbers of blood tiles to replace with Highres. If I make a "Quit to Title" from the map of the Cryptic Passage, then this image appears (if you do not use external graphical improvements):

Posted Image Posted Image

Please tell me, what is the tile number of this texture and where is the high quality image on the network? My search returned no results.
1

#53

Nice, this version fixed loading from lagging to almost instant (entering map or demo on startup still takes like 2-3 seconds to load though) also decreased ROR lag to miliseconds hickcup with 'almost' no fps drop.
0

User is online   Tekedon 

#54

I have a suggestion/request. I think you should make the centered crosshair/horizon an option like in NBlood. I know there is the Vanilla mode but that also introduces other bugs from the original. I don't know what others feel, but to me it feels like you always need to be looking a bit up to aim straight on. Especially when using the full hud since it hides a fair bit of the screen and pushes the weaponsprite up without adjusting the viewport, if you know what I mean.

This post has been edited by Tekedon: 10 September 2019 - 07:21 AM

0

User is offline   m210® 

#55

Happy new release here! :(

v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
1. SEQ tiles support has been increased to 32767 tiles
2. The latest queue's event after load game fix
3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
4. CrouchToggle button tweak
5. ROR sound distortion fix
6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
1. DukeGdx can play original demos now
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
22. RedneckGdx:
1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
4. RRRA intro movie is almost supporting
5. Console text scale support
6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now
4

#56

Hey m210, this is awesome news! I've been waiting for a new release. Really happy you're putting so much effort into it!

Unfortunately, in this version, the gamma/brightness/contrast settings no longer work. They cannot be changed.

Also, none of the mods in any of my Build games' autoload folders are loaded. I have them in e.g. C:\Program Files (x86)\GOG Galaxy\Games\Redneck Rampage\autoload, and BuildGDX 1.04 doesn't apply any of them.

View Postm210®, on 13 September 2019 - 01:08 AM, said:

Happy new release here! :(

v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
1. SEQ tiles support has been increased to 32767 tiles
2. The latest queue's event after load game fix
3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
4. CrouchToggle button tweak
5. ROR sound distortion fix
6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
1. DukeGdx can play original demos now
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
22. RedneckGdx:
1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
4. RRRA intro movie is almost supporting
5. Console text scale support
6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now

0

User is offline   max_nukem 

#57

View Postm210®, on 13 September 2019 - 01:08 AM, said:

Happy new release here! :(

v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
1. SEQ tiles support has been increased to 32767 tiles
2. The latest queue's event after load game fix
3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
4. CrouchToggle button tweak
5. ROR sound distortion fix
6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
1. DukeGdx can play original demos now
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
22. RedneckGdx:
1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
4. RRRA intro movie is almost supporting
5. Console text scale support
6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now


Nice work! Thanks!
0

User is offline   fgsfds 

#58

View PostMr. Matt Eastwood, on 16 September 2019 - 10:59 PM, said:

Also, none of the mods in any of my Build games' autoload folders are loaded. I have them in e.g. C:\Program Files (x86)\GOG Galaxy\Games\Redneck Rampage\autoload, and BuildGDX 1.04 doesn't apply any of them.

Autoload works differently now. BGDX looks for <gamename>gdx.def instead of <archivename>.def. For RR you'll need rrgdx.def inside of a zip.
0

User is offline   VGA 

#59

I think I read on discord that gamma/brightness/contrast settings work (or don't) based on the gfx driver.
0

User is offline   m210® 

#60

BuildGDX 1.05 is out. It supports Powerslave/Exhumed game now, Enjoy!

v1.05 (13 December 2019)
1. Powerslave/Exhumed game
2. Polymost floor background fix
3. Sprite's texture loading algorithm has been changed
4. Other BuildGDX minor changes
6

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