
NBlood - Blood port running on EDuke32 engine
#1 Posted 24 December 2018 - 12:46 PM
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Source code
Hi.
I'm happy to announce my next project: Nuked Blood(or just NBlood). I've been working hard on it since the Rednukem was released. First and likely hardest milestone was completed recently so i'll definitely won't throw this project away.
This port is running on EDuke32 engine and will inherit various features from it. The other planned features are multiplayer(using sync based model at first), demo compatiblity and OPL3(Sound Blaster/AdLib) emulation for authentic FM music.
So, what's estimated release date? I hope to release first public test version in January or February 2019.
Fell free to write here your thoughts about this port. Also i'd like to know which features you want to see implemented.
Merry Christmas!
This post has been edited by Hendricks266: 04 March 2019 - 09:19 AM
#2 Posted 24 December 2018 - 01:04 PM
Just out of curiosity, are you going the GDX route (basing it from the leaked alpha and then RE'ing the rest) ?
Also, cool source port name, specially if abreviated

#3 Posted 24 December 2018 - 01:13 PM
So basically you're reverse engineering Blood as well? And how will it work? I understand it was easier for Redneck Rampage as it was Duke TC, but Blood? Does it mean you have to recreate the game in eduke32?
#4 Posted 24 December 2018 - 03:39 PM
Couple of questions :
1. Is your RR port still under development ?
2. I was under the impression that your work for RR was eventually to be officialized under EDuke32 ? Is this going to be the same case with your Blood port ? Do correct me if I'm wrong here.
Anyway, keep up the good work.
#5 Posted 24 December 2018 - 04:15 PM

#6 Posted 25 December 2018 - 12:56 AM
HellFire, on 24 December 2018 - 01:04 PM, said:
Just out of curiosity, are you going the GDX route (basing it from the leaked alpha and then RE'ing the rest) ?
Also, cool source port name, specially if abreviated

It's not based on leaked alpha.

Dzierzan, on 24 December 2018 - 01:13 PM, said:
So basically you're reverse engineering Blood as well? And how will it work? I understand it was easier for Redneck Rampage as it was Duke TC, but Blood? Does it mean you have to recreate the game in eduke32?
It's based on reverse engineered code so NBlood is an actual port running on Build engine unlike Blood EX.
axl, on 24 December 2018 - 03:39 PM, said:
Couple of questions :
1. Is your RR port still under development ?
2. I was under the impression that your work for RR was eventually to be officialized under EDuke32 ? Is this going to be the same case with your Blood port ? Do correct me if I'm wrong here.
Anyway, keep up the good work.
1. Not much work was done actually since it's release
2. RR support is planned for EDuke32 using Rednukem as a basis
#7 Posted 25 December 2018 - 02:32 AM
Did you find a legal way to make it? I remember m210 didnt care about it because he is Russian. I suppose since there will be a remaster with Kex engine, Atari could be angry about some ports xD
But if you are in a country who dont care about copyrights and can carry you (like Russia and m210), you don't have to worry about it?
People will have their choice at least, in case. Modding will be possible in your port then? (since it's running on eduke32)
Do you plan to add new stuff like modes or better tools?
For the multiplayer, dosbox has the flaw to be not so stable, can deysnch and if 5 people are in the same server, they will have the ping of the guy who has the biggest lag to get more stability for the synchro right? Is there a way to fix it on build engine system only? Like, everyone who has their own ping. (i remember in blood mp, people told me that).
This post has been edited by Manhs: 25 December 2018 - 06:17 AM
#8 Posted 26 December 2018 - 01:57 AM
Manhs, on 25 December 2018 - 02:32 AM, said:
Did you find a legal way to make it?
There is a proper way to reverse engineer proprietary software called clean room reverse engineering.
Manhs, on 25 December 2018 - 02:32 AM, said:
Let's not make generalisations based on nationality please. That aside, as far as I understand it the major problem with BloodGDX is that it is partially based on the leaked alpha code which is 100% illegal no matter what.
Manhs, on 25 December 2018 - 02:32 AM, said:
How so? Unless they aim to take down the DOSBox version either there's no real reason to oppose community-based engine recreations? (I mean, it's not that the game is not playable in its current state).
#9 Posted 26 December 2018 - 02:29 AM
So if he made it without any alpha sourcecode or others, his port will be legal? Atari won't have the possibility to C&D him?
#10 Posted 26 December 2018 - 03:36 AM
Getting C&D should be least of your issues and smartest move is to just play it safe and simply not make a big noise.
Projects can go under wraps for years and years before it goes viral and coupled with bad timing it can lead to a sudden closure, no matter the country or scope of the project.
Question of legality is more about a company sitting/hoarding over a dead and beaten thing in this case, akin to domain squatting almost (honestly, state is worse than Duke)
I bet the actual devs are more than happy to see some actual stuff being done for it and it is probably the best respect that could be applied to the game.
Their hands are often tied and don't have any say on things.
At least you can support the game with a good port and maybe even boosting some sales figures. Still illegal? Yeah, sure.
#11 Posted 26 December 2018 - 05:46 AM
Like sprites, musics, code from alpha or others....
i suppose the launchers who are made for BLOOD are legal? just custom launcher, nothing more, i found some for BLOOD.
It must be hard, i heard doing that for BLOOD was a big pain but still possible then
This post has been edited by Manhs: 26 December 2018 - 06:30 AM
#12 Posted 26 December 2018 - 07:26 AM

or maybe a classic recursive acronym like Caleb (as in "Caleb Ain't Like Emulating Bl**d")
This post has been edited by leilei: 26 December 2018 - 07:31 AM
#14 Posted 26 December 2018 - 10:30 AM
Afterwards, you can start immediately with porting Shadow Warrior to EDuke32

#15 Posted 26 December 2018 - 10:44 AM
NukeYKT, on 26 December 2018 - 07:46 AM, said:

I live again
*kidnaps NukeYKT and forces him to add Shadow Warrior, which was open sourced many years ago, into Eduke32.
#16 Posted 26 December 2018 - 10:46 AM
NukeYKT, on 24 December 2018 - 12:46 PM, said:
I'm happy to announce my next project: Nuked Blood(or just NBlood). I've been working hard on it since the Rednukem was released. First and likely hardest milestone was completed recently so i'll definitely won't throw this project away.
This port is running on EDuke32 engine and will inherit various features from it. The other planned features are multiplayer(using sync based model at first), demo compatiblity and OPL3(Sound Blaster/AdLib) emulation for authentic FM music.
So, what's estimated release date? I hope to release first public test version in January or February 2019.
Fell free to write here your thoughts about this port. Also i'd like to know which features you want to see implemented.
Merry Christmas!
Don't forget to add FLAC, mp3, and .ogg file support for the CD Audio. The GOG edition of One Unit Whole Blood supplies the CD music as .ogg files.
This post has been edited by Master O: 26 December 2018 - 10:50 AM
#17 Posted 26 December 2018 - 11:58 AM
NukeYKT, on 24 December 2018 - 12:46 PM, said:

MrFlibble, on 26 December 2018 - 01:57 AM, said:
Manhs doesn't mean his ethnicity, he means the insulated legal reality of living in the Russian Federation.
axl, on 26 December 2018 - 10:30 AM, said:

Master O, on 26 December 2018 - 10:44 AM, said:
Never change, guys.
Master O, on 26 December 2018 - 10:46 AM, said:
By using EDuke32's audiolib, FLAC and Ogg Vorbis are already supported. It is just a matter of trying to load a certain filename pattern when CD tracks are requested. For example, in VoidSW I look for "trackXX.ogg" and "MUSIC/TrackXX.ogg", which covers all Steam, GOG, and 3DRealms.com releases.
Now that all MP3 patents have expired, I don't think there is anything technically or legally stopping us from adding support for the format as long as we can find a permissively-licensed library for it. On the other hand, if no official Blood release comes with MP3s, I do not want to add support for MP3s because it's a bad format that I do not want to encourage users to use.
#18 Posted 26 December 2018 - 12:26 PM
Hendricks266, on 26 December 2018 - 11:58 AM, said:

Manhs doesn't mean his ethnicity, he means the insulated legal reality of living in the Russian Federation.
Never change, guys.
By using EDuke32's audiolib, FLAC and Ogg Vorbis are already supported. It is just a matter of trying to load a certain filename pattern when CD tracks are requested. For example, in VoidSW I look for "trackXX.ogg" and "MUSIC/TrackXX.ogg", which covers all Steam, GOG, and 3DRealms.com releases.
Now that all MP3 patents have expired, I don't think there is anything technically or legally stopping us from adding support for the format as long as we can find a permissively-licensed library for it. On the other hand, if no official Blood release comes with MP3s, I do not want to add support for MP3s because it's a bad format that I do not want to encourage users to use.
If NukeYKT's work on Blood is deemed sufficient enough, would it be incorporated into the main eduke32 codebase?
#19 Posted 26 December 2018 - 07:23 PM
I like original BLOOD stuff but adding modes/mods who can allow more replayability can be really cool!
First version will be like beta when we will test it? Close to v1?
Good luck ^^
Anyway yeah, i prefered the official stuff coming but not like if Atari was gonna invest with Warner in new stuff for BLOOD, feel like the official port is gonna be too....vanilla :x
#20 Posted 27 December 2018 - 12:09 AM

#23 Posted 27 December 2018 - 11:37 AM
Blood running on EDuke32 is, in my opinion the best thing that can happen. I'm still going to purchase BloodEX, but this is still something better, as it will run on its "home" engine.
#25 Posted 27 December 2018 - 12:00 PM
BTW, great work.
This post has been edited by Mark: 27 December 2018 - 12:06 PM
#26 Posted 27 December 2018 - 12:07 PM
Yeah same as you Axl, i will buy BloodEX, to support the game (in case) and if there is some special graphics options or others, will see.
#27 Posted 27 December 2018 - 12:19 PM
Mark, on 27 December 2018 - 12:00 PM, said:
NBlood supports only Blood format maps. Blood related code in my port is not based on EDuke32's Duke 3D code. It's all new code based on RE. EDuke32 codebase internally consist of multiple modules: Duke 3d code(CON and Duke's SE are here), Build engine, Audio library and other smaller modules. My port basically replaces Duke 3D module entirely with a Blood code.
#28 Posted 27 December 2018 - 01:01 PM
#29 Posted 27 December 2018 - 01:04 PM
with the video, i must say im hyped. Seeing real colors with good render and smoother gameplay is perfect ^^ feel like the original atmosphere
even if it's far for now, multiplayer and all, it will be cool
