NBlood - Blood port running on EDuke32 engine
#31 Posted 27 December 2018 - 02:31 PM
Any reason the HUD isn't in the corner of the screen? Please tell me it's adjustable
#33 Posted 27 December 2018 - 04:26 PM
This post has been edited by Hawke: 27 December 2018 - 04:26 PM
#34 Posted 27 December 2018 - 04:31 PM
Tekedon, on 27 December 2018 - 01:01 PM, said:
Of course it will play Blood custom maps. And of course hexedit mods won't work on NBlood.
#35 Posted 27 December 2018 - 04:44 PM
NukeYKT, on 27 December 2018 - 12:19 PM, said:
If NBlood gets the Mapster32 equivalent for it, we can say goodbye to the rest of ports.
#37 Posted 28 December 2018 - 01:49 AM
Quote
We'll see about that, so far people were mainly hyped for Blood port, but not improving its tools. I'd love to see updated qavedit and seqedit as well, but I suppose those are really niche tools almost no one knows or uses them... And sources for them are available.
#38 Posted 28 December 2018 - 06:58 AM
NukeYKT, on 25 December 2018 - 12:56 AM, said:
It's based on reverse engineered code so NBlood is an actual port running on Build engine unlike Blood EX.
1. Not much work was done actually since it's release
2. RR support is planned for EDuke32 using Rednukem as a basis
So is the current Rednukem the best way to play Redneck Rampage in terms of source ports?
#39 Posted 28 December 2018 - 07:32 AM
#41 Posted 28 December 2018 - 05:35 PM
Phredreeke, on 28 December 2018 - 07:32 AM, said:
Let me rephrase that: Does it run vanilla Redneck Rampage and its sequels accurately?
#42 Posted 29 December 2018 - 01:36 AM
Master O, on 28 December 2018 - 05:35 PM, said:
Yes. Rednukem even can play internal demos correctly.
#43 Posted 29 December 2018 - 06:52 PM
NukeYKT, on 29 December 2018 - 01:36 AM, said:
For the record, what specific files does it need from Redneck Rampage? Just the .grp file only?
#44 Posted 30 December 2018 - 08:38 AM
Master O, on 29 December 2018 - 06:52 PM, said:
REDNECK.GRP, REDNECK.RTS, DEMOx.DMO
#45 Posted 30 December 2018 - 03:37 PM
This post has been edited by Phredreeke: 30 December 2018 - 03:57 PM
#46 Posted 30 December 2018 - 05:25 PM
Phredreeke, on 30 December 2018 - 03:37 PM, said:
Yes. Though there are some minor sprite rendering issues
#47 Posted 31 December 2018 - 03:24 PM
NukeYKT, on 30 December 2018 - 05:25 PM, said:
So NBlood is meant to be played in Polymost and NOT Polymer......???
#48 Posted 31 December 2018 - 08:27 PM
#49 Posted 31 December 2018 - 10:03 PM
(Except some bugfixes or small improvements, even the Ion Maiden branch of EDuke32 engine just taken the renderer out, because of poor performance and problems.)
So, you can play with Polymer but do not expect it's perfect. :|
This post has been edited by Player Lin: 31 December 2018 - 10:05 PM
#50 Posted 01 January 2019 - 01:34 AM
#51 Posted 01 January 2019 - 04:18 AM
Will there be expansion maps support at this first "release"?
Or maybe you keep some infos for the surprise ^^
The fact you can release the code of your port and could do new stuff later (even far later) is really a good thing!
If you can say more, what kind of option will we be allowed to have in the test version? (like auto no-aim by exemple).
Again, good luck!
#52 Posted 01 January 2019 - 04:49 AM
Manhs, on 01 January 2019 - 04:18 AM, said:
Will there be expansion maps support at this first "release"?
Or maybe you keep some infos for the surprise ^^
The fact you can release the code of your port and could do new stuff later (even far later) is really a good thing!
If you can say more, what kind of option will we be allowed to have in the test version? (like auto no-aim by exemple).
Again, good luck!
Gameplay wise first release will be par with original version(both SP and MP) with possible minor inaccuracies. Hopefully maps/addons made for original version will work as well.
#53 Posted 01 January 2019 - 06:32 AM
Will you add new stuff like modes later? or you will focus only on the original stuff, i mean even in the far future. like i said, no autoaim or survival by exemple (in coop).
This post has been edited by Manhs: 01 January 2019 - 10:05 AM
#55 Posted 06 January 2019 - 05:37 AM
Will multiplayer come with the test version in january/february?
#56 Posted 06 January 2019 - 06:33 AM
Manhs, on 06 January 2019 - 05:37 AM, said:
Will multiplayer come with the test version in january/february?
Yes
#57 Posted 06 January 2019 - 01:43 PM
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!
What specific files from Blood will be needed in order to use it?
#58 Posted 19 January 2019 - 09:42 AM
1. Do u plan to merge NBlood with RedNukem or keep them separate.
2. How long did it took u to develop RedNukem and when did NBlood's development began.
3. After ur done with NBlood, do u have any similar plan for shadow warrior (just asking as its source code is available).
#59 Posted 19 January 2019 - 10:52 AM
ReaperAA, on 19 January 2019 - 09:42 AM, said:
1. Do u plan to merge NBlood with RedNukem or keep them separate.
2. How long did it took u to develop RedNukem and when did NBlood's development began.
3. After ur done with NBlood, do u have any similar plan for shadow warrior (just asking as its source code is available).
1. No
2. Work on RR started in late 2017. Around in one month initial source reconstruction was finished. Similarly work on RRRA was done in mid 2018 in 1-2 months. Port itself was made in 1.5 months.
Work on NBlood started shortly after Rednukem was released
3. Wait for VoidSW by EDuke32 team