[RELEASE] NBlood - Blood port based on EDuke32
#241 Posted 24 August 2019 - 03:54 AM
#242 Posted 29 August 2019 - 03:53 PM
#243 Posted 30 August 2019 - 01:18 AM
VGA, on 29 August 2019 - 03:53 PM, said:
It's WIP, github updating almost everyday. But everything else: feedback, news, test builds, discussions is looks like as much as dead.
This post has been edited by Morgаn: 30 August 2019 - 01:18 AM
#244 Posted 30 August 2019 - 01:24 AM
#247 Posted 02 September 2019 - 01:45 AM
supergoofy, on 30 August 2019 - 10:15 PM, said:
Thanks, I tried that. That build throws pink glitches when jumping over or walking over the fence in E1M1.
It's weird how people dismiss Blood FS by saying "just drop NBlood and that's that" but when you actually do .... hmmm
#248 Posted 02 September 2019 - 04:50 AM
#249 Posted 04 September 2019 - 06:03 PM
This post has been edited by VGA: 04 September 2019 - 06:04 PM
#250 Posted 08 September 2019 - 07:48 AM
Phredreeke, on 13 May 2019 - 06:41 AM, said:
Did this get fixed at some point? Sorry if I didn't see it.
#252 Posted 02 November 2019 - 03:05 PM
#253 Posted 05 December 2019 - 05:55 AM
I play on a laptop with the following specs:
Intel i5 7300HQ
nVidia GTX 1060 Max Q 6GB RAM
8GB RAM
Windows 10 (build 1908, but it also happened with the older builds)
Does anybody else experience this problem? If so I'd be very grateful for a solution. Thanks!
#254 Posted 05 December 2019 - 06:01 AM
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Have you tried the dev build? Because if it's fixed in current EDuke32 then it's most likely fixed in NBlood as well now
#255 Posted 05 December 2019 - 06:12 AM
Phredreeke, on 05 December 2019 - 06:01 AM, said:
Cool I can try it out. Do you have a link?
I never had this problem in any eduke version ever though. It's always been a problem for me with SW Redux and NBlood on my current system. SW Redux ran fine on my old laptop but not on this one. Only ever played NBlood on this laptop, nothing else.
#256 Posted 05 December 2019 - 12:54 PM
Some initial win64 builds of pce/nblood/rednukem
Plan is to automate these later on and have more frequent ones available.
These are all based on latest source code available from git.
NOTE: These are unofficial builds, while some light testing has been done, it's not fully clear on what might be broken compared to official binaries. Consider these experimental!
I did run through E1M1 on blood and it was smooth as hell, but still no guarantees
PCE = Recent Exhumed port
NBLOOD = Blood port
REDNUKEM = Redneck rampage AND Duke3D (Complete with original clipping and even plays the demos!)
#257 Posted 05 December 2019 - 11:15 PM
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#258 Posted 06 December 2019 - 04:38 AM
#260 Posted 06 December 2019 - 05:12 AM
Phredreeke, on 06 December 2019 - 04:50 AM, said:
Does that mean RR and Blood are playable within the same .exe ?
#261 Posted 06 December 2019 - 06:32 AM
It is unlikely that this would be supported in the future either since while there is a lot of codebase overlap, there are also a lot of conflicts.
#262 Posted 06 December 2019 - 07:28 AM
This post has been edited by Tekedon: 06 December 2019 - 07:29 AM
#263 Posted 06 December 2019 - 07:38 AM
I've suggested this to a few folks with little success, but I feel compelled to share it because it solved my own hitching problem that blocked me from using new builds for about a year.
#264 Posted 06 December 2019 - 07:40 AM
Does that happen in both renderers or just one of them?
Are you using MIDI or CD audio? If MIDI are you using OPL3 emulator or system MIDI?
#265 Posted 06 December 2019 - 07:47 AM
Phredreeke, on 06 December 2019 - 07:40 AM, said:
Does that happen in both renderers or just one of them?
Are you using MIDI or CD audio? If MIDI are you using OPL3 emulator or system MIDI?
Just tested, happens in latest eduke32 aswell, the one released 2019-12-04, after about 5 minutes of play. Mode is polymost, happens both with system midi and OPL. Only difference in Eduke32 the music does not sustain notes.
My system is:
Asus N551jk
CPU: I7 4710HQ
GPU: Geforce GTX 850M 2gb DDR3
RAM: 8 GB DDR3
WIn 10 Home
#266 Posted 06 December 2019 - 07:53 AM
Tekedon, on 06 December 2019 - 07:47 AM, said:
Do you have Megaton Edition? Because then eduke32 would use the included SC-55 recordings rather than MIDI which would explain the difference.
Did you test Classic to see if it happens there as well?
#267 Posted 06 December 2019 - 08:24 AM
Phredreeke, on 06 December 2019 - 07:53 AM, said:
Did you test Classic to see if it happens there as well?
I'm using the original GRP from the Atomic Edition. Classic mode seems fine both in NBlood and Eduke32, so seems like it's related to polymost. Like I told Nuke.YKT, I don't know much about
programming but it almost seems like somekind of memory leak, when this happens my harddrive goes crazy and some service (can't recall the name right now, might have been DCOM) related to memory handling is working
it's ass off when checking task manager.
#268 Posted 06 December 2019 - 08:29 AM
#269 Posted 06 December 2019 - 10:49 AM
Phredreeke, on 06 December 2019 - 08:29 AM, said:
So far I've narrowed it down to 8229 where the freezing start. Allthough in 8134 I have some other stuttering problems but no freezes. So I would say 8229 is where the problem started for me.
*Edit, yeah 8133 works fine too. So definatly 8229, and also the strange stuttering in 8134.
This post has been edited by Tekedon: 06 December 2019 - 10:57 AM
#270 Posted 06 December 2019 - 11:08 AM
Here's the posts we made in the Ion Fury topic: https://forums.duke4.../page__st__3720
And here's Lazy Dog's bug report that nobody ever responded to: https://forums.duke4...c-frame-pacing/