[RELEASE] NBlood - Blood port based on EDuke32
#361 Posted 18 October 2020 - 07:38 PM
This post has been edited by Mark: 18 October 2020 - 07:39 PM
#362 Posted 18 October 2020 - 07:51 PM
Edit: Sorry meant texture filtering.
This post has been edited by jkas789: 18 October 2020 - 07:52 PM
#363 Posted 18 October 2020 - 08:32 PM
This post has been edited by Jimmy: 18 October 2020 - 08:37 PM
#364 Posted 18 October 2020 - 10:25 PM
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.
#365 Posted 19 October 2020 - 07:32 AM
jkas789, on 18 October 2020 - 07:51 PM, said:
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.
#366 Posted 19 October 2020 - 02:08 PM
#367 Posted 19 October 2020 - 06:26 PM
#368 Posted 19 October 2020 - 09:28 PM
#369 Posted 20 October 2020 - 12:47 AM
Jimmy, on 19 October 2020 - 09:28 PM, said:
official 3dfx patches for Build games exist. now what.
#370 Posted 20 October 2020 - 02:08 AM
#371 Posted 20 October 2020 - 02:58 AM
anyway, I do agree that whoever is the (main) dev has the final word, so I'm ok with the explanation given on the previous page.
This post has been edited by v47: 20 October 2020 - 02:59 AM
#372 Posted 20 October 2020 - 05:44 AM
Jimmy, on 18 October 2020 - 10:35 AM, said:
Yet another astute observation from Captain Obvious.
But seriously, it sucks to have a needed feature taken away from the modders whose projects need filtering. Not just as a personal preference but to make viewing ingame tolerable and as the author intended.
This post has been edited by Mark: 20 October 2020 - 05:54 AM
#373 Posted 20 October 2020 - 11:27 AM
As for 3DFX patches, yes, those do quite a bit but like it was said, they were largely extras and never went out of beta.
As much as the lack of filtering may suck, so does poor performance, which is something where EDuk32 has improved considerably during the past 2-3 years.
And just to be clear (I don't think there was any misunderstanding anyway), I am not an EDuke32 dev so I'm just basing on what I know.
#375 Posted 20 October 2020 - 12:48 PM
HRP people will probably be better served by Raze, assuming Graf succeeds in reBUILDing the engine
#376 Posted 20 October 2020 - 10:26 PM
On another note. Does anyone here knows how to run custom episodes like French Supply and Pulp Fiction with NBlood? The only one I have been able to run so far has been Death Wish.
#377 Posted 21 October 2020 - 06:18 AM
This post has been edited by Mark: 21 October 2020 - 06:19 AM
#378 Posted 21 October 2020 - 11:21 AM
This post has been edited by Lazy Dog: 21 October 2020 - 11:22 AM
#380 Posted 12 December 2020 - 03:53 PM
#381 Posted 18 December 2020 - 08:04 AM
This post has been edited by Mark: 18 December 2020 - 08:05 AM
#382 Posted 24 December 2020 - 01:22 AM
Mark, on 18 December 2020 - 08:04 AM, said:
Now try it with Phredreeke's upscaled textures.
#383 Posted 24 March 2021 - 12:24 PM
This post has been edited by Bark Doogle: 24 March 2021 - 12:25 PM
#384 Posted 10 May 2021 - 04:11 AM
Bark Doogle, on 24 March 2021 - 12:24 PM, said:
Well, report those issues at https://github.com/n...t/NBlood/issues
#385 Posted 22 May 2021 - 09:13 PM
Hendricks266, on 20 January 2021 - 09:29 PM, said:
r_useindexedcolortextures 0
r_texfilter 5
r_anisotropy 4
Can the above changes by Hendricks266 be implemented in to Nblood, so that Texture filtering works? Some people do like to play with texture filtering.
#386 Posted 06 August 2021 - 01:27 PM
I've just pushed an update to NBlood that changes from using file 'settings.cfg' to 'nblood_cvars.cfg'
This is to keep things consistent with how the other ports (VoidSW, PCExhumed etc) do things.
If you need to retain your settings from this file, just rename your existing settings.cfg to nblood_cvars.cfg
If you're running NBlood for the first time, don't worry about it, everything will be created automatically as required
#387 Posted 10 November 2022 - 12:21 AM
Anyway, I found out a different way to load addons and I wondered if this is the "official" way or not. So instead of dropping the ini file of the mod into the same folder as blood.ini and/or cryptic.ini, I made a subdir with the mod name, put its ini and zipped contents into it, renamed the ini to blood.ini and selected the folder in the launcher. This seems to work.
Example for "Death Wish":
1) Create a subdir in your NBlood folder called "deathwish" (or whatever you prefer instead)
2) Copy Death Wish files to the "deathwish" dir: dw.ini and all files with the following endings: .smk .wav .map
3) Rename dw.ini to blood.ini (important!)
4) Optionally you can zip the smk/wav/map files together (not including the ini). Filename doesn't matter (e.g. deathwish.zip)
5) Launch NBlood and select "deathwish" as "Custom game content directory" from the dropdown menu, with Blood selected as main game (in case you also have Cryptic Passage showing up in the launcher)
#389 Posted 10 November 2022 - 05:40 AM
Have those occasional crashes reported earlier ("Assertion failed") been fixed in the meantime? There were quite a few in the last two years, gave me the impression that there were stability issues somewhat. BuildGDX never crashed on me at all, actually.
This post has been edited by NightFright: 10 November 2022 - 05:49 AM
#390 Posted 10 November 2022 - 07:38 PM
NightFright, on 10 November 2022 - 12:21 AM, said:
Anyway, I found out a different way to load addons and I wondered if this is the "official" way or not. So instead of dropping the ini file of the mod into the same folder as blood.ini and/or cryptic.ini, I made a subdir with the mod name, put its ini and zipped contents into it, renamed the ini to blood.ini and selected the folder in the launcher. This seems to work.
Example for "Death Wish":
1) Create a subdir in your NBlood folder called "deathwish" (or whatever you prefer instead)
2) Copy Death Wish files to the "deathwish" dir: dw.ini and all files with the following endings: .smk .wav .map
3) Rename dw.ini to blood.ini (important!)
4) Optionally you can zip the smk/wav/map files together (not including the ini). Filename doesn't matter (e.g. deathwish.zip)
5) Launch NBlood and select "deathwish" as "Custom game content directory" from the dropdown menu, with Blood selected as main game (in case you also have Cryptic Passage showing up in the launcher)
Lol yeah that has been the go too my friend . You can also tun NBlood + addons from steam as well. Just target the executable and then add
-usecwd -ini XX.ini
in this case being
-usecwd -ini dw.ini
So you end up with the properties window of your steam window looking like this:
Screenshot_20221110_203130.png (110.17K)
Number of downloads: 13
You can also do this from a shortcut on the desktop adding -usecwd -ini XX.ini as a command.
Or you know, on terminal.
This days I like using Steam to organize my game library though, what with being on Linux and shit.
It's a pretty neat way to launch the game, I have a lot of different "mod load orders" that I can choose at will. Specially on Linux where the drop down window for custom folders doesn't work and there is no fix in sight for the future. Gamers are oppressed but truly linux gamers are way down the total pole
This post has been edited by jkas789: 10 November 2022 - 07:38 PM