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BloodGDX (News & Releases)

User is offline   NightFright 

  • The Truth is in here

#811

Ah, nevermind. Bloodgdx.exe is a custom exe I made to launch the game. Completely forgot about it. XD Must be a false positive.

This post has been edited by NightFright: 12 September 2018 - 08:30 AM

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#812

FInally a nice port to play One Unit Whole Blood, in some way feel easier to play on this one.

Some Blood's image copied and converted/edited to icons i did for myself, you can use them to customize your folders and or shortcuts:

Attached File  Blood icons.zip (290.91K)
Number of downloads: 22

please, let me know if doing this i break some rule in some way, i'll provide to remove it asap.

This post has been edited by The Battlelord: 14 September 2018 - 10:34 PM

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User is offline   Tekedon 

#813

Any more work done on BloodGDX since last update?
0

User is offline   m210® 

#814

No, I didn't working on BloodGDX yet
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User is online   Phredreeke 

#815

Besides the new resampling options, what's left to add to BloodGDX? (outside of the renderer, which is shared between M210's ports)

Edit: to answer my own question, some kind of scripting system to change enemy and weapon behaviour, but that's a huge endeavour.

This post has been edited by Phredreeke: 06 October 2018 - 03:33 PM

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User is offline   m210® 

#816

Resampling is a part of Engine, so it's not need to add to other GDX ports, it's just need to recompile, and maybe add tweak features in menu.
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User is offline   J432 

#817

View PostPhredreeke, on 06 October 2018 - 03:25 PM, said:

what's left to add?


Probably not much, I can imagine only some features that would enhance user friendliness like:
- image support for videos without need to extract them
- native support for DualShock controller (now it works correctly only with wrappers)
- maybe some installer

Plus a webpage with links to the latest versions of enhancement packs would be useful.

This post has been edited by J432: 09 October 2018 - 01:34 PM

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#818

Hopefully, split-screen can still be worked on?

That's actually the one last thing I wanted to see in particular.
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User is online   Phredreeke 

#819

Splitscreen breaks the ROR implementation. Which is why I suggested M210 add it to his Duke port first.
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User is offline   Micky C 

  • Honored Donor

#820

View PostJ432, on 09 October 2018 - 01:19 PM, said:

Probably not much, I can imagine only some features that would enhance user friendliness like:
- image support for videos without need to extract them
- native support for DualShock controller (now it works correctly only with wrappers)
- maybe some installer

Plus a webpage with links to the latest versions of enhancement packs would be useful.


I haven't tried BloodGDX yet. So basically, the core game is more or less fully finished and playable, and there's no point waiting around for the project to be 'completed'?

I've never played through Blood from start to finish, partly due to technical limitations of the original.
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User is offline   Tekedon 

#821

View PostMicky C, on 16 October 2018 - 07:02 PM, said:

I haven't tried BloodGDX yet. So basically, the core game is more or less fully finished and playable, and there's no point waiting around for the project to be 'completed'?

I've never played through Blood from start to finish, partly due to technical limitations of the original.


It is pretty finished yes, some small bugs left maybe but nothing big. Latest release was back in July so not much more happening with it right now.
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User is offline   m210® 

#822

Hi! BloodGDX new version released!
v0.795
1. New libgdx framework (1.9.8) (BuildGDX)
2. Tweaked sprite rendering in polymost (BuildGDX)
3. New OpenAL driver (BuildGDX)
4. New gamepad controlles handler by aybe (BuildGDX)
5. Map CRC32 check
6. ROR Fixes
7. OpenAL resampler options
8. New keyboard setup menu, reset to classic keys and default "wsad" keys
9. Overlay map
10. Start singleplayer game fixed after multiplayer then host disconnected the game
11. CoopView in teammode fixed
12. Can't drop fused TNT/SprayCan after Revive player fix
13. Sound from viewed player fix
14. CrystallBall crash after load user episode fix
15. Vanilla Mode if you want to see old original bugs
16. Encreased savegame file version!
7

User is offline   Mr. Tibbs 

#823

Thank you, M210!
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User is offline   m210® 

#824

Im released v0.796
v0.796 (21 November 2018)
1. Multiplayer interpolation fix
2. Menu external music fix
3. Fullscreen mouse in menu fix
4. Midi crash fix
5. Weapon sound back to old code
6. Fullscreen reswitch fix
7. Other crash fixes
8. The bottom gap in HUD fixed (BuildGDX)

My site I will update later, but you already can download a new archive

This post has been edited by M210: 20 November 2018 - 10:53 PM

4

User is offline   max_nukem 

#825

View PostM210, on 20 November 2018 - 10:53 PM, said:

Im released v0.796


Thanks!
0

User is offline   TheCultist 

#826

Can you add a function for MP to see the ping (latency in ms)?

This post has been edited by TheCultist: 24 November 2018 - 01:52 PM

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User is offline   VGA 

#827

Are there any skyboxes I can use with BloodGDX so the sky isn't a billboard?
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User is online   Phredreeke 

#828

Original skyboxes previously included with BloodGDX

Upscaled fuzzy boxes by me and Tiddalick
1

User is offline   m210® 

#829

View PostTheCultist, on 24 November 2018 - 12:46 PM, said:

Can you add a function for MP to see the ping (latency in ms)?

I added net_bufferjitter command. It's latency in gameticks, you can use it.
1

User is offline   Paar 

#830

I've noticed that when screen shakes during explosions it looks like the picture is made from jelly (I don't know how to describe it better). I have compared it to the original game and in it it looks fine (similar to Duke 3D). Is the shake code different?
0

User is offline   Tekedon 

#831

Can't say I have that problem. If I understand correctly what you mean.
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User is online   Phredreeke 

#832

It has to do with framerate being higher than the display. Without VSync each frame as displayed are made up by several segments from separate frames, each with its own offset from the shake effect.
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User is offline   VGA 

#833

It sucks that Vsync messes up the mouse input for me. I need to have it disabled and get a lot of screen tearing :rolleyes: I have set the frame limit to 60fps which is my monitor's max.
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User is offline   m210® 

#834

View PostPaar, on 02 December 2018 - 10:53 AM, said:

Is the shake code different?

No
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User is offline   Paar 

#835

View PostTekedon, on 02 December 2018 - 11:11 AM, said:

Can't say I have that problem. If I understand correctly what you mean.


Will try it with VSync on. I play with VSync off most of the time as I cannot stand the input lag it creates. Thanks for the tip.
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User is offline   SonicB00M 

#836

Try Borderless Window. It doesn't fuck up your mouse movement but still gets rid of the tearing.
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User is offline   VGA 

#837

View PostSonicB00M, on 03 December 2018 - 07:02 AM, said:

Try Borderless Window. It doesn't fuck up your mouse movement but still gets rid of the tearing.

That's kinda better, thanks.

By the way @M210 my Logitech G15's volumekeys are registered by the game. Volume Down pauses the game and toggles Autorun (which is set to CapsLock)
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User is offline   Paar 

#838

I would like to confirm that the quake issues I had were indeed caused by high framerate. Limiting fps to 60 Hz or turning on VSync resolved those issues.
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User is offline   m210® 

#839

Hi. I released two gdx ports today - bloodgdx and witchavengdx. Check my site now!

BloodGDX v0.797 (14 December 2018)


1. saveConfig at first launch crash fix (When back to options menu)
2. Sequenser not open crash fix
3. Capslock / Pause key fixed
4. New weapon sounds code (tommygun issue)
5. Fps text scale in Interface menu
6. Turnaround on moving sectors fixed
7. Turnaround in vanilla mode fix
8. Underwater ROR fix and when see to upper ROR from water
9. Crystal ball orientation fix
10. Other crosshair scaling algorithm
11. Autoload and quicksave not visible in savegame menu now
12. Overhead map settings: full only, overlay only, full and overlay
13. Underwater palette after player dead and load last savegame fix
14. Pause key stopping music and sounds now
15. Overheadmap interpolation
16. New screenshots filename
17. Teams friendly fire on/off
18. Choosable teams
19. Placed life leech in multiplayer issue fixed
20. Frag limit for bloodbath and teams.

And WitchavenGDX v0.700 (14 December 2018)


1. Libgdx framwork updated to 1.9.8
2. New OpenAL version 1.18.1 with resampler filter
3. WhGDX is playable now
4. New game loop (for multiplayer in future)
5. New menu
6. Crash fixes
7. AI refactoring
8. Start cutscene support
7

#840

Openal drivers update to 1.18.1 or the new sound options may have affected the performance someway? From 0.795 Sound and music (more the CD music from the ogg files, less with midi) crackling and popping, and there are mini freezes. Unless is the libgdx framework 1.9.8 introduced from there but I don't think so.
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