Duke4.net Forums: [RELEASE] NBlood - Blood port based on EDuke32 - Duke4.net Forums

Jump to content

  • 12 Pages +
  • « First
  • 5
  • 6
  • 7
  • 8
  • 9
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

[RELEASE] NBlood - Blood port based on EDuke32

User is online   Phredreeke 

#181

it already does.

https://wiki.eduke32...age#Definitions
1

User is offline   Darkus 

#182

View PostMaster O, on 04 April 2019 - 05:53 AM, said:

Any progress since then?

You can see progress here: https://github.com/n.../commits/master
0

User is online   Master O 

#183

View PostDarkus, on 06 April 2019 - 11:22 AM, said:

You can see progress here: https://github.com/n.../commits/master


I know that. I meant "was there going to be another formal release by NukeYKT?"

This post has been edited by Master O: 06 April 2019 - 11:33 AM

0

User is online   TerminX 

  • el fundador

  #184

We're going to rig up synthesis to produce builds soon.
5

User is online   Master O 

#185

View PostTerminX, on 06 April 2019 - 12:52 PM, said:

We're going to rig up synthesis to produce builds soon.



Do you also plan to do this for NukeYKT's work with Redneck Rampage?
0

User is offline   NightFright 

  • The Truth is in here

#186

Since NukeYKT is already involved with the EDuke32 synth builds, we can hope for RedNukem, NBlood and the "secret" Voidpoint Shadow Warrior port to have a beautiful merge at some point. At least we are slowly getting closer to it. It took a long time, but suddenly it seems we are making giant leaps towards the big goal. At least that's what it looks like to me. I'm totally digging it!

This post has been edited by NightFright: 11 April 2019 - 08:40 AM

0

User is online   Phredreeke 

#187

Hendricks266's comments about it from the Blood discord

Quote

I'm not sure how the vocabulary of the GPL applies to Java containers, but my understanding is that it is not legal to put the GPL Duke and SW code in the same binary as code from all the other games that have not had GPL source releases.
That is the reason for my statement about "a folder of exes". There is no technical reason why all the Build games could not all live in one exe. The reason is legal. We could make such a thing available in source form as long as you compile your own exe (distribution of it would be prohibited by the GPL).
The Build Engine linking exception makes this more complicated in ways that have never been tested in a court. Maybe it could be allowable.

0

User is online   Master O 

#188

View PostPhredreeke, on 11 April 2019 - 09:22 AM, said:

Hendricks266's comments about it from the Blood discord


I understand the legal reasons, but at the same time, are WB or any of the other companies that own the IP rights to the un-released games' source codes really going to take legal action against Eduke32 if Eduke32 puts them all in one .exe? Would they really waste their time and money on that?

This post has been edited by Master O: 11 April 2019 - 09:32 AM

0

User is online   Phredreeke 

#189

1. It's out of respect for the rights holders of Duke3D and SW - not Blood
2. Ion Maiden is built on eduke32. They don't want any legal ambiguities in mainline.
0

User is offline   Wircea 

#190

Hello. Been wanting to try this port since day 1, but there's this error that stops me from opening it up.
https://i.imgur.com/lP0oZYF.png

Here's the log

NBlood r7326
Built Feb 13 2019 01:34:14, GCC 7.3.0, 64-bit 
Using [current directory]
Using D:/Steam/steamapps/common/One Unit Whole Blood/ for game data
Running on Windows 10 (build 10.0.17134)
Initializing SDL 2.0.8
Using "nblood.pk3" as main game data file.
Initializing OSD...
Initializing Build 3D engine
Initializing engine
Loading palettes
Loading translucency table
Loading gamma correction table
Loading tiles
Bgetsysmemsize(): error determining system memory size!
Initialized 96.0M cache
Loading "blood.def"
.
Definitions file "blood.def" loaded in 86 ms.
Loading cosine table
Initializing view subsystem
Initializing status bar
Initializing dynamic fire
Initializing weapon animations
There are 4 demo(s) in the loop
Loading control setup
0 joystick(s) found
Initializing network users
Setting video mode 1366x768 (32-bpp fullscreen)
Your computer does not support OpenGL version 2 or greater. GL modes are unavailable.
Initializing sound system
source/blood/src/sound.cpp(457): DirectSound error: SetCooperativeLevel failed.


Anything I can do?
0

User is offline   NightFright 

  • The Truth is in here

#191

What kind of system are you working with (especially graphics card)? Your resolution indicates some form of notebook or even netbook.

This post has been edited by NightFright: 15 April 2019 - 06:48 AM

0

User is offline   Forge 

  • Speaker of the Outhouse

#192

turn off 3d audio
0

User is offline   Wircea 

#193

View PostNightFright, on 15 April 2019 - 06:47 AM, said:

What kind of system are you working with (especially graphics card)? Your resolution indicates some form of notebook or even netbook.


An old laptop. Not very beefy but I can usually run games on it.
Also not a net/note.

View PostForge, on 15 April 2019 - 07:05 AM, said:

turn off 3d audio


Can I do this without opening the game?
0

User is online   Phredreeke 

#194

Are you by any chance using a Sandy Bridge CPU? Intel removed OpenGL support in their drivers for Windows 10.
0

User is offline   Forge 

  • Speaker of the Outhouse

#195

View PostWircea, on 15 April 2019 - 07:14 AM, said:

Can I do this without opening the game?

It's a property of your audio card, not the game. You'd have to look it up for your specific audio card, Windows 10, and the laptop.
(if that laptop didn't come with windows 10 - that could also cause driver issues with old hardware)

try updating your audio card driver


you also try to edit the blood.cfg file and set these to 0

[Sound Setup]
;
;
FXDevice = 0
MusicDevice = 0


you won't have audio or music, but if the sound card & driver are causing the game to crash/not launch, this might bypass the directsound error.
At least you'll know & narrow down the cause of the problem.

This post has been edited by Forge: 15 April 2019 - 12:20 PM

0

User is online   Nuke.YKT 

#196

NBlood v1.01 released

This is mostly bugfix release, though it adds some cool features
Notable changes:
-Many gameplay inaccuracies are fixed
-Cryptic Passage can be selected in launcher (Windows only)
-Cutscene support
-Polymost(OpenGL) renderer improvements(less rendering glitches, improved palette emulation, overall better performance)
-Overall better stability

Download
16

User is offline   Tekedon 

#197

View PostNukeYKT, on 18 April 2019 - 09:36 AM, said:

NBlood v1.01 released

This is mostly bugfix release, though it adds some cool features
Notable changes:
-Many gameplay inaccuracies are fixed
-Cryptic Passage can be selected in launcher (Windows only)
-Cutscene support
-Polymost(OpenGL) renderer improvements(less rendering glitches, improved palette emulation, overall better performance)
-Overall better stability

Download


Very nice! Can't get the cutscenes working though. I have them in the nblood folder and blood.ini is pointing to the correct path.
0

User is offline   Borion 

#198

View PostNukeYKT, on 18 April 2019 - 09:36 AM, said:

NBlood v1.01 released

This is mostly bugfix release, though it adds some cool features
Notable changes:
-Many gameplay inaccuracies are fixed
-Cryptic Passage can be selected in launcher (Windows only)
-Cutscene support
-Polymost(OpenGL) renderer improvements(less rendering glitches, improved palette emulation, overall better performance)
-Overall better stability

Download


Thank you!
Lately I had hell of a time playing again whole campaign & Death Wish mod with NBlood. This game is still marvellous, IMHO top of Build Engine experience.
0

User is offline   Oppressor 

#199

Everything seems to be pretty polished. Good job again it truly is a Blood renaissance

This post has been edited by Oppressor: 19 April 2019 - 04:23 AM

0

User is online   Master O 

#200

View PostNukeYKT, on 18 April 2019 - 09:36 AM, said:

NBlood v1.01 released

This is mostly bugfix release, though it adds some cool features
Notable changes:
-Many gameplay inaccuracies are fixed
-Cryptic Passage can be selected in launcher (Windows only)
-Cutscene support
-Polymost(OpenGL) renderer improvements(less rendering glitches, improved palette emulation, overall better performance)
-Overall better stability

Download


Great work! Out of curiosity, why can't Cryptic Passage be selected in Linux?
0

#201

Ok, I found why test build played smk and wav files in this way:
CutSceneB=cs3.smk
CutWavB=cs3.wav

or in this way:

CutSceneA=D:\movie\cs1.smk
CutWavA=D:\movie\cs1822m.wav

with
SourceDir=D:

and official one doesn't, as stupid as it sounds if SourceDir= is set to empty like SourceDir=:. or refered to mounted image letter in GOG/Steam release they won't play, for me it works now with
SourceDir=E:

This post has been edited by HenitoKisou: 19 April 2019 - 11:10 AM

0

User is offline   Kerr Avon 

#202

NBlood is brilliant, thanks for this, mate!
1

User is offline   failbasket 

#203

Loving NBlood so far! I gotta restart the Secret Level from Ep 1 though, because I ran into this error and even quicksaves on that level hit it:

Attached File(s)


0

User is offline   failbasket 

#204

Replayed that level, made it a few more, quicksaved and got another repeating crash message - once again had to close from Task Manager. This time it's slightly different. But it's always those tiny enemies causing it.

Attached File  Untitled.png (14.22K)
Number of downloads: 20

This post has been edited by failbasket: 23 April 2019 - 07:39 PM

0

User is offline   mwnn 

#205

Obviously lots of fanfare for the KEX Engine remake which I've got working via Wine 4.7 under Linux.
But I think this project is far more significant.

Someone recommended NBlood so I thought I'd give that a go!
Just compiled the latest master from github under Debian Testing - no problems there:
https://pastebin.com/riTD7MAV

Other than some nonsense fluidsynth messages in the terminal the game appears to work really well.
I'm not using the usual soundfonts i.e. FluidR3_GM, etc. I'm using FatBoy - the sound quality rivals Sound Canvas imo.
I've put this in /etc/environment:
export SDL_SOUNDFONTS=/usr/share/soundfonts/fatboy_v786.sf2

So that should take affect in all SDL-based games - openxcom, gzdoom, ecwolf, etc.
The vorbis music files from the GOG installer are also good enough to get the CD AUDIO music going too.

Only briefly played NBlood but I think it looks fantastic so far. Great stuff!
https://imgur.com/a/1zDiQ6V
Just got to figure out which files are needed for Cryptic Passage - it's not mentioned on the github page.

Plus BloodGDX is open source now too!
We're spoilt for choice all of a sudden =P

This post has been edited by mwnn: 09 May 2019 - 02:58 PM

0

#206

View Postmwnn, on 09 May 2019 - 02:44 PM, said:

Obviously lots of fanfare for the KEX Engine remake which I've got working via Wine 4.7 under Linux.
But I think this project is far more significant.

Someone recommended NBlood so I thought I'd give that a go!
Just compiled the latest master from github under Debian Testing - no problems there:
https://pastebin.com/riTD7MAV

Other than some nonsense fluidsynth messages in the terminal the game appears to work really well.
I'm not using the usual soundfonts i.e. FluidR3_GM, etc. I'm using FatBoy - the sound quality rivals Sound Canvas imo.
I've put this in /etc/environment:
export SDL_SOUNDFONTS=/usr/share/soundfonts/fatboy_v786.sf2

So that should take affect in all SDL-based games - openxcom, gzdoom, ecwolf, etc.
The vorbis music files from the GOG installer are also good enough to get the CD AUDIO music going too.

Only briefly played NBlood but I think it looks fantastic so far. Great stuff!
https://imgur.com/a/1zDiQ6V
Just got to figure out which files are needed for Cryptic Passage - it's not mentioned on the github page.

Plus BloodGDX is open source now too!
We're spoilt for choice all of a sudden =P


that reminds me that every game should have a built-in collection of on-the-fly switchable mididrivers and soundfonts.
0

#207

I've already spotted a bug with the new version. I've noticed that enemy chatter is somewhat sporadic. Sometimes it plays but sometimes things are just dead quiet.
0

User is offline   Sledgehammer 

  • Once you start doubting, there's no end to it

#208

View PostPhredreeke, on 12 February 2019 - 12:32 PM, said:

I repackaged the old skyboxes for NBlood for those who like playing in Polymost. Just place it in the autoload folder.

For some reason skyboxes conflict with values in HUD (healthbar, ammo, armor).
Spoiler


This post has been edited by Sledgehammer: 10 May 2019 - 08:48 AM

0

User is offline   mwnn 

#209

I know from reading previous pages that Cryptic Passage is supported with a few file renaming tricks, etc.
I just had a few observations and quirks I've noticed.

It perhaps seems a bit strange that the game currently loads game data from the current directory and ~/.config/nblood

Personally I'd expect the game to load configuration files from ~/.config/nblood

And load any game data from the same directory as the executable plus whichever ones are specified with:
./nblood -ini {path to ini}



As it is now the game will happily load cryptic.ini
It reaches the main menu but crashes when starting the episode if the Cryptic Passage data is inside a sub directory i.e. nblood/cryptic (error src/db.cpp line 661)
In other words I can't play Cryptic Passage by doing:
./nblood -ini cryptic/cryptic.ini


Conversely if the cryptic folder is the current working directory and I run the game, it then complains about missing Blood data! =D (error src/screen.cpp(136): BLOOD.PAL not found)
../nblood -ini cryptic.ini


Simply put:
> I can either mash all the game files together in the main nblood folder OR
> Stick the Cryptic Passage files in ~/.config/nblood
> Starting the game with:
./nblood -ini cryptic.ini


The game doesn't seem to like absolute paths for ini files i.e: (error src/blood.cpp(1216): Missing argument)
 ./nblood -ini ~/.config/nblood/cryptic.ini

 ./nblood -ini /home/andrew/.config/nblood/cryptic.ini


But will work using a relative one:
./nblood -ini ../../.config/nblood/cryptic.ini

/home/andrew/GOG/NBlood

0

User is offline   VGA 

#210

Just tried this, can I set Always Run On by default? And how do I take screenshots?

Also, is it normal that right in the first level an enemy got stuck in the breakable panels and just glitches rapidly?

Also, I have noticed both in BloodGDX and in this one it is sometimes impossible to hit an enemy or a barrel with a flare if you are above them. For example, in NBlood in the last little area where there are a couple of cultists, I cannot hit them with the flare gun from above (through the opening).
0

Share this topic:


  • 12 Pages +
  • « First
  • 5
  • 6
  • 7
  • 8
  • 9
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options