[RELEASE] NBlood - Blood port based on EDuke32
#32 Posted 12 February 2019 - 02:59 PM
Maybe post some more information about your system?
For me as far as mouse control I have filtering on but what I did was scale the y axis down to about 0.3, and then increase sensitivity to around 12.5 and everything matched and acted how I expected.
#33 Posted 12 February 2019 - 03:03 PM
If the ROR is flawless in this, does that mean there’s scope to improve TROR in polymost? It’d be great to have that renderer on par with classic in that regard.
#34 Posted 12 February 2019 - 03:32 PM
#35 Posted 12 February 2019 - 03:42 PM
Phredreeke, on 12 February 2019 - 03:32 PM, said:
If anyone plans a new mapedit, be sure to add limitless ROR, so no more distortion after the 6th or 7th upper/lower stacks
#36 Posted 12 February 2019 - 04:05 PM
Phredreeke, on 12 February 2019 - 03:32 PM, said:
I’m not sure what the internal differences are, but polymost isn’t perfect even for the simplest of cases that could easily be handled by regular ROR. I would have thought the main difference would have been how it’s implemented in the map itself, and that’s already handled correctly, it’s just the visual aspect holding it back. I know that TROR also has some fancier code to attempt to compensate for convex portals by (I think) automatically splitting up the portals into individual concave portals, but that shouldn’t effect the simple cases not working.
#37 Posted 12 February 2019 - 05:09 PM
A long time ago I recorded 5 demo files on DOSBox Blood 1.21 to test GDX's accuracy. No desync was experienced there. However I tried to play these same demos with NBlood and unfortunately encountered desync (not just mechanical gameplay, the ammo drops were different, too).
E3M1 desync: https://webmshare.com/6Z59D
Original demo playing on Blood 1.21: https://webmshare.com/WyRJ8
I understand the port is brand new and much is to be improved but I'm still curious if improving the gameplay accuracy much further is a high priority. Thanks.
This post has been edited by malvado: 12 February 2019 - 05:21 PM
#38 Posted 12 February 2019 - 05:31 PM
NukeYKT, on 12 February 2019 - 09:16 AM, said:
After months of hard working NBlood is finally ready to be released.
NBlood is a Blood port based on EDuke32.
Some features i'd like to highlight:
-High accuracy. NBlood can play 1.21 internal demos accurately
-Multiplayer(not quite stable atm)
-Software & OpenGL(polymost) renderers are available
-CD audio, accurate FM OPL3(SB/AdLib) emulation
-DEF/HRP support
Download
Source code
Keep up the good work. F--- Warner Brothers and anyone else there who kept the source code away from the Blood community!
This post has been edited by Master O: 12 February 2019 - 05:36 PM
#39 Posted 12 February 2019 - 05:36 PM
I think, it needs just a bit faster mouselook speed in the options (even at the max, it's a bit slow for me)
Not sure if im wrong, but i feel like the framerate drop a little bit sometimes?
I shared your project in some fb groups and to some friends/contacts
First thing i watched when i played it was the color of the paint on the left when we start the first map, red/orange color ^^
Good job again! Good luck for the next updates and stuff
#40 Posted 12 February 2019 - 05:48 PM
#41 Posted 12 February 2019 - 06:04 PM
Master O, on 12 February 2019 - 05:48 PM, said:
Yes, put the ogg files in the nblood folder, and activate the options for CD music, it should work ^^
#42 Posted 12 February 2019 - 09:20 PM
#43 Posted 12 February 2019 - 10:05 PM
#44 Posted 12 February 2019 - 11:12 PM
#45 Posted 13 February 2019 - 12:08 AM
#46 Posted 13 February 2019 - 12:38 AM
Nevermind, I'm an idiot -- didn't realize it's a limited time powerup.
This post has been edited by Trooper Dan: 13 February 2019 - 01:58 AM
#47 Posted 13 February 2019 - 03:42 AM
Manhs, on 13 February 2019 - 12:08 AM, said:
Even in original game if you jump very quicly with a lot time in air you won't die immediately although health will drain very fast, else there would be no way to reach certain secret. Although here, hp drains a lot slower than original, you can jump around almost whole train.
I found that flare gun is more accurate than original, almost pixel perfect and it hits even if enemy is around the edge or only pixel stands out... or that autoaim is almost aimbot accurate.
Saves aren't compatible with original game, but if you manage to do that try make correct solution to preserve autoaim because for ex. in Bloodgdx even though saves are compatible but autoaim enabled in save from port will be permanently disabled in save played in original dos executable and to fix this, death and restart is needed.
It feels like you can breathe underwater longer or screen doesn't fade to black that quickly or that dark.
On a side note it feels like playing shareware all over again, even if I didn't tried kill non wounded enemies with doors they do squish bats very quickly.
This post has been edited by HenitoKisou: 13 February 2019 - 03:48 AM
#48 Posted 13 February 2019 - 03:45 AM
This post has been edited by Oppressor: 13 February 2019 - 04:16 AM
#49 Posted 13 February 2019 - 05:21 AM
#50 Posted 13 February 2019 - 05:54 AM
Manhs, on 13 February 2019 - 12:08 AM, said:
Oppressor, on 13 February 2019 - 03:45 AM, said:
I think both of these use the same effect.
In DOSBox, each frame of touching the floor on the train level does ~19 damage on skill 0, ~27 damage on skill 1, ~33 damage on skill 2, ~40 damage on skill 3 and ~48 damage on skill 4 and above. (with small deviation of +/- 1 damage)
In NBlood, each frame only deals roughly 1 damage on skill 0, up to 3 damage on skill 4. This may just be a small mistake in the damage calculation for this particular effect.
(I tested this by using jump buffering, i.e. holding the jump button while in the air. I'm not sure if this equals exactly to one frame of touching the ground)
This post has been edited by Doom64hunter: 13 February 2019 - 05:57 AM
#51 Posted 13 February 2019 - 05:58 AM
Doom64hunter, on 13 February 2019 - 05:54 AM, said:
In DOSBox, each frame of touching the floor does ~19 damage on skill 0, ~27 damage on skill 1, ~33 damage on skill 2, ~40 damage on skill 3 and ~48 damage on skill 4 and above.
In NBlood, each frame only deals roughly 1 damage on skill 0, up to 3 damage on skill 4. This may just be a small mistake in the damage calculation for this particular effect.
I've already fixed this bug. I've misread damage floor code disassembly two times. In released NBlood version it does 16x less damage than supposed to
#52 Posted 13 February 2019 - 07:34 AM
#53 Posted 13 February 2019 - 07:39 AM
malvado, on 12 February 2019 - 05:09 PM, said:
A long time ago I recorded 5 demo files on DOSBox Blood 1.21 to test GDX's accuracy. No desync was experienced there. However I tried to play these same demos with NBlood and unfortunately encountered desync (not just mechanical gameplay, the ammo drops were different, too).
E3M1 desync: https://webmshare.com/6Z59D
Original demo playing on Blood 1.21: https://webmshare.com/WyRJ8
I understand the port is brand new and much is to be improved but I'm still curious if improving the gameplay accuracy much further is a high priority. Thanks.
Please send me your demo file. I'll fix it
#54 Posted 13 February 2019 - 10:07 AM
#55 Posted 13 February 2019 - 12:26 PM
One bug I've noticed, you can't cancel a chat message by hitting escape.
Phredreeke, on 12 February 2019 - 12:32 PM, said:
Could you repackage the keyless file you made for GDX to work for NBlood please =)
#56 Posted 13 February 2019 - 02:26 PM
#57 Posted 13 February 2019 - 03:19 PM
NukeYKT, on 12 February 2019 - 09:16 AM, said:
After months of hard working NBlood is finally ready to be released.
NBlood is a Blood port based on EDuke32.
Some features i'd like to highlight:
-High accuracy. NBlood can play 1.21 internal demos accurately
-Multiplayer(not quite stable atm)
-Software & OpenGL(polymost) renderers are available
-CD audio, accurate FM OPL3(SB/AdLib) emulation
-DEF/HRP support
Download
Source code
Regarding CD Audio support, can you make it so that the audio files are in a distinct folder? Currently, having them strewn about all over the root directory for nblood is a little cluttered and disorganized. Something like "bloodmusic" or "cdmusic" as a folder name.
Quakespasm has a music folder for its CD Audio (for Quake 1), as does yamagi-quake2 (for Quake 2), etc...
This post has been edited by Master O: 13 February 2019 - 03:21 PM
#58 Posted 13 February 2019 - 03:36 PM
Master O, on 13 February 2019 - 03:19 PM, said:
Quakespasm has a music folder for its CD Audio (for Quake 1), as does yamagi-quake2 (for Quake 2), etc...
It's that way because it's how GOG packages the audio. Take it up with them.
This post has been edited by Striker: 13 February 2019 - 03:36 PM
#60 Posted 13 February 2019 - 06:43 PM
Also "palette emulation" gets grayed out when filter is off on polymost. You have to turn filter back on to alter that.
RoyBatty, on 12 February 2019 - 02:13 PM, said:
Did you try 48000hz? Some onboard sound deals with 44khz badly as they're 48khz native at least, and 44khz native by default hasn't been for a very long time (pre-AC'97).
This post has been edited by leilei: 13 February 2019 - 06:45 PM