What do you think about BloodGDX ?
#1 Posted 20 June 2017 - 03:34 AM
I wanted just say thank you for this awesome port, even in beta now, more options, good render and very smooth, it makes the game so enjoyable, a very good thing for the new players who want try blood!
I have refinished the original game without the autoaim and it was really interesting to play with this option, for the projectiles, it's really cool but harder with the tommygun and the shotgun ^^
I hope There won't be some problem with the copyright of the sourcecode even if it's reverse engineered.... because it's our last hope to have a good port!
It could be cool if multiplayer will be really a possibility and maybe some options like no friendly fire in coop, but it will be for later, in the future, but for now, it's still very cool!
All the fans behind you man (or team?), thanks so much for it!
#2 Posted 20 June 2017 - 12:19 PM
Manhs, on 20 June 2017 - 03:34 AM, said:
I wanted just say thank you for this awesome port, even in beta now, more options, good render and very smooth, it makes the game so enjoyable, a very good thing for the new players who want try blood!
I have refinished the original game without the autoaim and it was really interesting to play with this option, for the projectiles, it's really cool but harder with the tommygun and the shotgun ^^
I hope There won't be some problem with the copyright of the sourcecode even if it's reverse engineered.... because it's our last hope to have a good port!
It could be cool if multiplayer will be really a possibility and maybe some options like no friendly fire in coop, but it will be for later, in the future, but for now, it's still very cool!
All the fans behind you man (or team?), thanks so much for it!
Just want to add my 2 cents... Regardless the (possible) legal issues, I greatly appreciate the work M210 has done. We had to wait 20 years, but somebody stepped up and did something what nobody did before...
#3 Posted 20 June 2017 - 02:14 PM
This post has been edited by J432: 20 June 2017 - 02:25 PM
#5 Posted 20 June 2017 - 02:49 PM
J432, on 20 June 2017 - 02:14 PM, said:
Everything you said about legality behind m210's work is bullshit. Atari or whoever owns the ip now, can send him a c&d anytime. Doesn't matter if he used the leaked code or not(even though there is a good chance he did), the ip holders can ask him to stop anytime.
The question is, will m210 fight a c&d if it comes to that.
This post has been edited by icecoldduke: 20 June 2017 - 02:50 PM
#6 Posted 20 June 2017 - 02:56 PM
This post has been edited by J432: 20 June 2017 - 03:46 PM
#7 Posted 20 June 2017 - 03:05 PM
#8 Posted 20 June 2017 - 03:11 PM
This post has been edited by J432: 21 June 2017 - 12:14 AM
#9 Posted 20 June 2017 - 03:29 PM
I disagree with several of the technical decisions made in its construction, but they don't seem to get in the way of the project working and being enjoyed by users.
While M210 may be located in Russia, his site is provided by Duke4, Duke4 is hosted in France, and the site is owned by Americans. Keep that in mind when brushing off legality concerns due to jurisdiction.
#10 Posted 20 June 2017 - 04:02 PM
Hendricks266, on 20 June 2017 - 03:29 PM, said:
I disagree with several of the technical decisions made in its construction, but they don't seem to get in the way of the project working and being enjoyed by users.
While M210 may be located in Russia, his site is provided by Duke4, Duke4 is hosted in France, and the site is owned by Americans. Keep that in mind when brushing off legality concerns due to jurisdiction.
Are you still working on your own Blood-related project?
#11 Posted 20 June 2017 - 04:18 PM
Psycho87, on 20 June 2017 - 04:02 PM, said:
Yes.
#12 Posted 20 June 2017 - 04:33 PM
Hendricks266, on 20 June 2017 - 03:29 PM, said:
Couldn't agree more with this. I also strongly disagree with pretty much every technical decision M210 has made thus far. He choose not to use eduke32. He choose to use Java(seriously why?). He hides his code and says hes going to create some bullshit sdk for people to work with. I'm less annoyed with him not releasing code(since there is a good chance hes using the leaked code and may want to avoid legal issues that take this project to a new level on legal issues). As you might have noticed I don't like his project . That being said no one should disregard the legal issues that come from a project such as this.
This post has been edited by icecoldduke: 20 June 2017 - 04:36 PM
#13 Posted 20 June 2017 - 05:19 PM
Eduke32 BloodCM had a lot of limits in the animations, physics and stuff, was it possible to do better actually ?
#14 Posted 20 June 2017 - 05:20 PM
icecoldduke, on 20 June 2017 - 04:33 PM, said:
You don't need to like Alexander's project and he can make his own decisions regardless of your opinion. I'm just player that want better experience of Blood on modern computers than with DOSBox and BloodGDX even in current uncomplete stage is much better than anything that similar (and now usually defunct) projects for Blood with tons of promises and often useless discussions produced for over 20 years. Many other players are satisfied too as you can find in various forums on the net where BloodGDX is discussed. If you do not like it, you can produce something better for Blood or just talk about it another 20 years, whatever. I just hope that most people on this site will not be as hostile towards BloodGDX as you, otherwise I believe it would be better for Alexander to look for better place for his project.
This post has been edited by J432: 20 June 2017 - 05:27 PM
#15 Posted 20 June 2017 - 05:36 PM
Now it's done so we must do with it and im happy something was made since all this time or the fact we could have never seen a port for BLOOD even in 2020 (there was some teasing by jace hall but i suppose, it was just for nostalgic things).
But maybe there was such a big issue It means it could have been so much better? 0,768 is very good for a beta (even some older versions without the voxels).
I think too, he is allowed to do what he wants for his own project, people are free to do what they want for modding, but it could be interesting to know what we have missed...just because i'm curious about the possibilities to make a BLOOD port.
#16 Posted 20 June 2017 - 05:40 PM
Manhs, on 20 June 2017 - 05:19 PM, said:
Eduke32 BloodCM had a lot of limits in the animations, physics and stuff, was it possible to do better actually ?
Its easier to reverse engineer Java code, then it is to reverse engineer code generated by a C++ compiler. Even if you choose to use obfuscation protection.
This post has been edited by icecoldduke: 20 June 2017 - 05:41 PM
#17 Posted 20 June 2017 - 10:29 PM
icecoldduke, on 20 June 2017 - 04:33 PM, said:
Why are you did't ask me before, when I used eDuke32's con-scripts for make BloodCM? )
Because I want so....any question?
Btw, Java gave me the opportunity to fix some bugs in the polymost. In c++, it would take you a week to just find this bug ... using Java, I was able to find it in 10 seconds, because I can make changes while program is working
Did you know that palette #15 in Blood is a bug of c++, which ignores errors like "ArrayIndexOutOfBoundsException". The same can be said about unexpected mistakes, like those when you shoot from shotgun and you get tesla death of enemy.
My port sometimes crashes with "ArrayIndexOutOfBoundsException", because I ported it from c++ and in c++ this error is ignored and the game tries to work further, generating new bugs.
Also, I do not want to waste time yo compiling my port after every change or experiment. In java, I can just make a change and see the result in 1 second. I've been working on the project for about 1 year, but if I worked with c++, I would have achieved the same result only after 2 years .... maybe that's why projects like BloodXL have not been released yet? They are just still being compiling )
Sorry for Google Translate, I hope you understood me
This post has been edited by M210: 20 June 2017 - 10:36 PM
#18 Posted 20 June 2017 - 10:32 PM
This post has been edited by fgsfds: 20 June 2017 - 10:59 PM
#19 Posted 20 June 2017 - 10:50 PM
#20 Posted 20 June 2017 - 11:39 PM
TerminX, on 20 June 2017 - 10:50 PM, said:
Are you remember bounced animated sprites bug in Blood? It was also in eDuke32, but later we a correct this in ART files in BloodCM...but drawsprite method has this code:
case 0: //Face sprite ... ... sx0 -= fx*(float)xoff; if (tsizx&1) sx0 += fx*.5; sy0 -= fy*(float)yoff;
sy0 doesn't correct texture position like sx0, therefore I just added it
sx0 -= fx*(float)xoff; if (tsizx&1) sx0 += fx*.5; sy0 -= fy*(float)yoff; if (tsizy&1) sy0 += fy*.5;
But I didn't know where I should look for this bug, so I did the changes in realtime and analyzed a renderer changes I found it very quickly
This post has been edited by M210: 20 June 2017 - 11:41 PM
#21 Posted 20 June 2017 - 11:44 PM
#22 Posted 21 June 2017 - 12:02 AM
Because you choose Java, you will have a smaller userbase. This sucks from my view because apparently your work is spot on with the original game.
This post has been edited by icecoldduke: 21 June 2017 - 12:03 AM
#23 Posted 21 June 2017 - 01:23 AM
M210, on 20 June 2017 - 11:39 PM, said:
case 0: //Face sprite ... ... sx0 -= fx*(float)xoff; if (tsizx&1) sx0 += fx*.5; sy0 -= fy*(float)yoff;
sy0 doesn't correct texture position like sx0, therefore I just added it
sx0 -= fx*(float)xoff; if (tsizx&1) sx0 += fx*.5; sy0 -= fy*(float)yoff; if (tsizy&1) sy0 += fy*.5;
But I didn't know where I should look for this bug, so I did the changes in realtime and analyzed a renderer changes I found it very quickly
Thanks for the bug report. I put together a fairly comprehensive test for offsets and I don't see anything wrong in Polymost, even though we have not made the change you did here. In fact, making the change causes Polymost to fail the test. (Polymer gets everything wrong, hehe.) Could you share a picture demonstrating the bug?
#24 Posted 21 June 2017 - 02:56 AM
icecoldduke, on 21 June 2017 - 12:02 AM, said:
It's more like a phobia than a real problem. I think you need to afraid of visiting porn-sites instead of installing JRE
Quote
I think picture will not get information about this bug...I made a video with it
At first part of video I disabled " if (tsizy&1) sy0 += fy*.5; " from renderer and after that you will see bouncing sprite. Then I enable it back and problem is fixed
eduke32 r6213 also has this bug, you can check it...tilenum is 506, tiles001.art from Blood
This post has been edited by M210: 21 June 2017 - 02:59 AM
#25 Posted 21 June 2017 - 03:34 AM
This post has been edited by M210: 21 June 2017 - 03:38 AM
#26 Posted 21 June 2017 - 07:48 AM
M210, on 20 June 2017 - 11:39 PM, said:
sx0 -= fx*(float)xoff; if (tsizx&1) sx0 += fx*.5; sy0 -= fy*(float)yoff; if (tsizy&1) sy0 += fy*.5;
Your math doesn't seem solid on this one. I could see how halving sy0 might fix this specific issue, but as Hendricks said I think it would cause more fuckage elsewhere.
This post has been edited by icecoldduke: 21 June 2017 - 07:49 AM
#27 Posted 21 June 2017 - 08:48 AM
#28 Posted 21 June 2017 - 09:04 AM
J432, on 20 June 2017 - 05:20 PM, said:
Well said! I am glad someone finally made working port after all the time.
#29 Posted 21 June 2017 - 10:18 AM
M210, on 21 June 2017 - 08:48 AM, said:
Can you explain your logic more?
#30 Posted 21 June 2017 - 10:37 AM
Если текстура не кратна 2, ее невозможно разделить на 2 без остатка и соответствен но, невозможно правильно выровнять по центру меша, поэтому применяется смещение на 0.5 текселей, таким образом текстура принимает симметричное положение относительно меша и тексели занимают все пиксели по обе стороны текстуры.
This post has been edited by M210: 21 June 2017 - 10:45 AM