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[RELEASE] NBlood - Blood port based on EDuke32

User is offline   Mark 

#361

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 offline   jkas789 

#362

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!

#363

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 online   oasiz 

  • Dr. Effector

#364

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.
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User is offline   Player Lin 

#365

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 

#366

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 

#367

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!

#368

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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User is offline   v47 

#369

View PostJimmy, on 19 October 2020 - 09:28 PM, said:

original intended experience

official 3dfx patches for Build games exist. now what.
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User is offline   Phredreeke 

#370

Those patches were done by 3DFX themselves rather than the developers and are of dubious value (for example there's no voxel rendering)
2

User is offline   v47 

#371

all I'm saying here is that "intended experience" may not be as clearly cut as one might think - for example, I highly doubt the original devs were like "pixels are the real deal, lets find an engine that does pixels real good, and make a pixel game full of pixels. also, DOS forever ololololol". the "guys, we need some engine that would power our game, what can we afford with our budget? Build? ah well, it'll have to do, I suppose" scenario is much more likely. so it's quite possible they intended the game to look better, but they ended up with something else because of budget limitations. what would be the "proper" intended experience here? is it what they originally had in mind, or what they've ended up with eventually?

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

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User is offline   Mark 

#372

View PostJimmy, on 18 October 2020 - 10:35 AM, said:

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

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

-1

User is online   oasiz 

  • Dr. Effector

#373

I guess the important point is that filtering IS on the table but there is just no one to do it and "reverting" or having options is not a simple technical matter.

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.
1

User is offline   Jimmy 

  • Let's go Brandon!

#374

Yawn. Same old tired arguments from texture filtering plebs.
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User is offline   Phredreeke 

#375

Unpopular opinion incoming!

HRP people will probably be better served by Raze, assuming Graf succeeds in reBUILDing the engine
5

User is offline   jkas789 

#376

I don't know Phredreeke, the new project looks IMO much better and consistent than the HRP.

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.
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User is offline   Mark 

#377

It might be too early to tell about consistency. After a few hundred more textures have been done by different people and different upscale models we will know.

This post has been edited by Mark: 21 October 2020 - 06:19 AM

1

#378

got this when loading a save in Death Wish e3m7, Last Rites. Loading that specific save always brings the same error.

https://i.imgur.com/X6rScrI.png

This post has been edited by Lazy Dog: 21 October 2020 - 11:22 AM

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User is online   Trebor_UK 

#379

Do Cutscenes work in NBlood yet?
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User is offline   Phredreeke 

#380

Cutscenes have always worked in NBlood, you just have to extract the movies directory from game.gog
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User is offline   Mark 

#381

I'm not sure if its the latest versions or not, but I started playing Cryptic Passage for the first time and with a voxel pack in NBlood. Wow, this is fun stuff. I'm impressed. Great job everyone.

This post has been edited by Mark: 18 December 2020 - 08:05 AM

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User is offline   jkas789 

#382

View PostMark, on 18 December 2020 - 08:04 AM, said:

I'm not sure if its the latest versions or not, but I started playing Cryptic Passage for the first time and with a voxel pack in NBlood. Wow, this is fun stuff. I'm impressed. Great job everyone.


Now try it with Phredreeke's upscaled textures. ;)
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#383

NBlood is a really good reverse-engineered port but I've noticed some bugs. For some reason, the flames that attack you while you're on the moving cart in E1M6 don't do any damage whatsoever. And when I faced Cheogh at the end of episode 1, he kept aiming his blue eye lasers directly at the ground, making them entirely ineffective. And there was one time when an enemy dropped a key that was already in my inventory.

This post has been edited by Bark Doogle: 24 March 2021 - 12:25 PM

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User is offline   Master O 

#384

View PostBark Doogle, on 24 March 2021 - 12:24 PM, said:

NBlood is a really good reverse-engineered port but I've noticed some bugs. For some reason, the flames that attack you while you're on the moving cart in E1M6 don't do any damage whatsoever. And when I faced Cheogh at the end of episode 1, he kept aiming his blue eye lasers directly at the ground, making them entirely ineffective. And there was one time when an enemy dropped a key that was already in my inventory.


Well, report those issues at https://github.com/n...t/NBlood/issues
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User is offline   Jim 

#385

View PostHendricks266, on 20 January 2021 - 09:29 PM, said:

I pushed a change that re-enables the texture filtering cvar. You should ship an autoexec.cfg with your mod that sets:

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.
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#386

Hi,

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 :)
1

User is online   NightFright 

  • The Truth is in here

#387

Wow, over a year without a post here. What gives?

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)
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User is offline   Phredreeke 

#388

people been using that method since NBlood came out :P
1

User is online   NightFright 

  • The Truth is in here

#389

Well, I tried rather with dropping the ini (without renaming) in the same folder as the official ones all the time until now. However, that doesn't seem to work so well any more by now, for whatever reason.
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

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User is offline   jkas789 

#390

View PostNightFright, on 10 November 2022 - 12:21 AM, said:

Wow, over a year without a post here. What gives?

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 :P. 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:

Attached File  Screenshot_20221110_203130.png (110.17K)
Number of downloads: 12


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

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