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[RELEASE] NBlood - Blood port based on EDuke32

User is offline   Phredreeke 

#331

If that's the case I guess the map from the SW RFF could be extracted and used instead?
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User is offline   Phredreeke 

#332

alright, I decided to try extracting the map file. as it happens, the maps from the shareware version are incompatible with NBlood
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User is offline   MrFlibble 

#333

View PostPhredreeke, on 16 July 2020 - 04:45 AM, said:

alright, I decided to try extracting the map file. as it happens, the maps from the shareware version are incompatible with NBlood

I believe this is what the error message I posted above meant.

View PostMrFlibble, on 30 May 2020 - 08:08 AM, said:

I just tested the current build with the shareware version, renamed SHARE000.ART to TILES000.ART and got the functional main menu, but trying to start the game kicked me out/crashed nBlood. the log says:

Quote

Map file is wrong versionWrote nblood.cfg
Wrote settings.cfg


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User is offline   Lobo4 

#334

It seems to me that a preliminary compatibility with (all) shareware versions would be welcome.

Let's remember that shareware versions have served as a technology/testing/sales showcase, they are the most played in their time, so we should not forget them :)
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User is offline   Lobo4 

#335

Still about the shareware version of Blood :

blood0.99sw
blood1.0sw
blood1.01sw (3D audio)
blood1.02sw (3D audio)
blood1.10sw (3D audio)
blood1.11sw (3D audio)

the messages in the tunnel (e1m2) are clearly visible for all.

The 3D audio rendering option is very convincing (total immersion...) you can test by yourself (otherwise yt), which is not the case (for the moment) with NBlood.

Version 0.99 does not contain the same messages in the game, the demo passages illustrate a hidden level of the scenario.

The ART data are not divided in the sw versions but I hope that we will see these versions compatible with NBlood (please :) )

This post has been edited by Lobo4: 30 July 2020 - 07:53 AM

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User is offline   MrFlibble 

#336

View PostLobo4, on 30 July 2020 - 07:50 AM, said:

The ART data are not divided in the sw versions but I hope that we will see these versions compatible with NBlood (please :) )

From my tests of the different NBlodd releases, it seems that currently it can load the data from the shareware ART file, because the main menu is fully functional (unlike earlier builds). Apparently, the issue lies in the incompatible map format.

I'm glad I'm not the only person asking for shareware compatibility, but as Hendricks266 mentioned somewhere above, adding this support is complicated because of the lack of source code, so it might not be the first priority for the devs ATM. The map format differences only complicate this further.

Perhaps someone with appropriate knowledge and in possession of the full game could document how exactly the map formats differ between the shareware/registered versions?
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User is offline   Lobo4 

#337

View PostMrFlibble, on 31 July 2020 - 05:53 AM, said:

The map format differences only complicate this further.


Start from scratch because of a change of container it's heavy, but I hope that there are necessarily recurrences that do not change (or not at all) which should greatly facilitate the loading of a map (simply by adjusting a line number...).

I can also say anything and at this time it would be really interesting if someone involved in NBlood take some time to explain us in-depth :)
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#338

Using latest build in the repository:
1. The frame pacing issue in Ion Fury and Duke3D with periodic stutter that has been fixed in said games has not yet been ported to NBlood
2. There is no quicksave/quickload key binding
3. Is there a way to get the episode movies playing?
4. The FOV + background repeat tiling issue fix from IF/D3D is not yet ported to NBlood

This post has been edited by Searinox Navras: 15 August 2020 - 09:29 AM

1

User is offline   v47 

#339

so.. what's the latest version of NBlood that supports texture filtering and can I download it somewhere?
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#340

View Postv47, on 17 October 2020 - 10:17 AM, said:

so.. what's the latest version of NBlood that supports texture filtering and can I download it somewhere?

You can download the latest version and the old ones from Here (idk about the texture filtering).

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User is offline   v47 

#341

yep, been there, even the oldest one (r11957) doesn't have it anymore. welp, 1.01 it is, for the time being.
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User is online   jkas789 

#342

Why is there a trend of people liking texture filtering lately?
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User is offline   v47 

#343

I assure you I've been liking it since 1996, and enabling it in 3D games wherever possible. pixels should stay where they belong, NES/SNES jrpgs and such.

also the no aniso/texture shimmer when not filtered, urgh.

This post has been edited by v47: 18 October 2020 - 12:36 AM

1

User is offline   Player Lin 

#344

Well I think if "3D game" is model-based, I think many people would agreed "texture filtering is must thing."
But when it's sprite-based, many people just hate that shit and want to get rid of that.

I know some people prefer texture filtering for everything, I'm fine if someone want that, my bottom line is : Give me the damn option to turn it on or off.

(Recent EDuke32 based ports do not have the option anymore, due some problems haven't solved yet, not sure about details of that...)

This post has been edited by Player Lin: 18 October 2020 - 12:47 AM

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User is offline   v47 

#345

agreed - don't care much about palette precision or whatever the problem was, an on/off option for those who want filtered (and are ok with the issues filtering may cause) would be great.

almost forgot, the no-filtering builds don't load my custom skyboxes anymore, no more png support?

This post has been edited by v47: 18 October 2020 - 12:58 AM

1

User is offline   oasiz 

  • Dr. Effector

#346

The issue is a bit more complex than that since all textures are loaded in to an atlas, the underlying logic on how textures are loaded was thus changed. Filtering as it existed was incompatible with this.
This was done to improve VRAM usage and performance on lower end systems with integrated graphics.
But it also means that it's a bit more than adding an option in a menu.

Hopefully some day a proper solution gets done.
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User is offline   v47 

#347

I see. ah well, can't have it all, I suppose.
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User is online   jkas789 

#348

Fair enough.
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User is offline   Mark 

#349

In one of my projects with high res content and Polymer the texture shimmering or sparkling, whatever you want to call it, is so pronounced without filtering that I consider it a game breaker and I will have to once again include an older version when released. Unfortunately this scenario seems to be a trend for me because of either AI, rendering, framerate or other misc changes as Eduke32 progresses.

As a workaround I tried to enable filtering thru the Nvidia control panel but it didn't work.

This post has been edited by Mark: 18 October 2020 - 04:54 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#350

Making the game look accurate is much more important than being able to make the game ugly.
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User is offline   v47 

#351

beauty is in the eye of the beholder - some people can't stand the pixels, some love them (there actually are people who have written custom code just to emulate the software renderer in NewDark Thief Gold. not something I would use, but I have zero issues with them playing the game this way). can't say I would recommend sacrificing one group just to make the other happier, but it's not like I have any say in this.
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User is offline   Jimmy 

  • Let's go Brandon!

#352

It's literally how the game is supposed to look. Nothing is being sacrificed. Smear your screen in vaseline or something.
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User is offline   Mark 

#353

I'm making a wild guess but I think 95 percent of the Duke3D players were very happy and content without palette emulation for years. If you showed pics side by side with and without it I wouldn't be able to tell which one was more faithful to original. Nor would I care. They both looked fine. Same thing goes for a few other changes throughout the years.

This post has been edited by Mark: 18 October 2020 - 07:39 PM

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User is online   jkas789 

#354

Naaa. I first was a Doom player and texture filtering is also a hot topic over there. It doesn't help that by default GZdoom has it activated because Graff.


Edit: Sorry meant texture filtering.

This post has been edited by jkas789: 18 October 2020 - 07:52 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#355

Actually there were quite a few years where the brightness was so fucked up in both JFDuke and EDuke32 that I was still playing the DOS version. Many of the usermaps from that time period look terrible now because mappers were lighting their maps accordingly.

This post has been edited by Jimmy: 18 October 2020 - 08:37 PM

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User is offline   oasiz 

  • Dr. Effector

#356

What is key here are priorities.
Priority in this case was to get the shading and palette working as intended, along with performance boosts to older laptop chips.

The old emulation was an ugly hack that did a duplicate in VRAM for every texture that had a palette swap applied.
This could accumulate to hundreds of duplicates very easily (i.e. imagine red lights), which is terrible when using GL on chips that share video memory.

I don't think filtering is off the table, it's just that there are so few render programmers who can work on the engine.
3

User is offline   Player Lin 

#357

View Postjkas789, on 18 October 2020 - 07:51 PM, said:

Naaa. I first was a Doom player and texture filtering is also a hot topic over there. It doesn't help that by default GZdoom has it activated because Graff.


Edit: Sorry meant texture filtering.


Hot topic or not, again, put a option and let people decide then I think it's fine enough, everything else like arguing and flaming just pointless to me, whatever reasons you have.

But yeah, right now EDuke32 just lose the option because technical problems...just hope it'll get solved one day. :(
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User is offline   v47 

#358

they've just explained it can't be done right now. so lets just be patient and hope it can be fixed in the future.
1

User is offline   Jim 

#359

Regarding Texture filtering, it has nothing to do with Pretty or ugly, its dependent on what game the person started with. I prefer texture filtering because I started with Glquake, but I prefer pixels on older games such as Metal Slug and X-com. Since everybody started somewhere different, the choice should definitely be given to the player.
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User is offline   Jimmy 

  • Let's go Brandon!

#360

Sure, it's a great option. But providing the original intended experience should never be de-prioritized so a few people can play the game in a way that was never an option in the first place. Arguing that palette emulation should be removed and "doesn't make a difference" is maximum cope.
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