[RELEASE] NBlood - Blood port based on EDuke32
#61 Posted 13 February 2019 - 06:51 PM
The current polymost code uses a shader to get accurate colors rather than a bunch of incorrect and costly texture conversions. The downside is that it doesn't currently support filtering.
#62 Posted 13 February 2019 - 06:51 PM
Overall this is a very solid first release, during my - adimittedly limited - playtime I only found one bug (BloodGDX had this too: sometimes burning enemies just run around in flames forever)... and well, that weird frametime jitter I'm having with all EDuke32 based games is there, I hope TerminX and the guys will find a solution for that eventually.
Also: before jumping in I played instagib in Quake for 3 hours straight and that may be a factor in my negativity but man, I really hope that aiming will be improved because it feels filtered, "consoley" and sluggish even with filtering turned off.
This post has been edited by Zaxx: 13 February 2019 - 06:52 PM
#63 Posted 13 February 2019 - 06:54 PM
Zaxx, on 13 February 2019 - 06:51 PM, said:
Overall this is a very solid first release, during my - adimittedly limited - playtime I only found one bug (BloodGDX had this too: sometimes burning enemies just run around in flames forever)... and well, that weird frametime jitter I'm having with all EDuke32 based games is there, I hope TerminX and the guys will find a solution for that eventually.
Also: before jumping in I played instagib in Quake for 3 hours straight and that may be a factor in my negativity but man, I really hope that aiming will be improved because it feels filtered, "consoley" and sluggish even with filtering turned off.
Mblackwell, on 12 February 2019 - 02:59 PM, said:
#64 Posted 13 February 2019 - 07:26 PM
I'm using a sensitivity that is considered rather high in most cases (around 20 cm / 360 degrees) so my swipes are fast and short but somehow here (and generally in EDuke32) they feel slower, like if the game had some negative mouse accel going around.
This post has been edited by Zaxx: 13 February 2019 - 07:27 PM
#65 Posted 13 February 2019 - 08:12 PM
This post has been edited by Mark: 13 February 2019 - 08:13 PM
#66 Posted 13 February 2019 - 08:25 PM
This post has been edited by Zaxx: 13 February 2019 - 08:27 PM
#67 Posted 13 February 2019 - 08:35 PM
#68 Posted 13 February 2019 - 08:56 PM
Mark, on 13 February 2019 - 08:35 PM, said:
My guess is 800 then, usually mice you can't set the DPI on come with 800. How much is the distance you have to move your mouse for a horizontal 360 degree turn?
#69 Posted 13 February 2019 - 09:10 PM
Mblackwell, on 13 February 2019 - 06:51 PM, said:
I know it isn't, i'm just reporting an interface bug here. The renderer does show a difference with it on/off with filtering off, but doesn't allow the toggling with the filter off. I'm assuming it was intended to be forced on with the filtering off for easy configuration's sake
(not that I would turn palette emulation off, i'd think i'd only want that off in the unlikely case of running this port on some 2003 gen hardware, and i'm content enough with an actual software renderer)
This post has been edited by leilei: 13 February 2019 - 09:28 PM
#70 Posted 14 February 2019 - 02:15 AM
#71 Posted 14 February 2019 - 04:02 AM
Also, vanilla Blood in OUWB has a bug preventing spawn more than 3 Priests/Beasts at once regardless of difficulty even on Extra Crispy or if mapper set it at 4 although it doesn't occurs for all people. Similar weird thing happens for final map of Post Mortem but here exit might lower even if only one Beast is killed, that might be related to difficulty bug how they were numbered/tagged.
This post has been edited by HenitoKisou: 14 February 2019 - 04:11 AM
#72 Posted 14 February 2019 - 04:50 AM
#73 Posted 14 February 2019 - 05:00 AM
Manhs, on 14 February 2019 - 04:50 AM, said:
Not really, there are 2 on both Well Done and Extra Crispy every time and annoying because of that - not enough ammo to kill both. Similar thing is with E2M8 with 2 Mother Spiders but they are easier. Not sure about Cerberus though... must replay it again. Then again original game caused various phenomena like teleporting people to secret level from EP1 instead of EP2 Thin Ice, unlimited air under water or unlimited Vodoo Doll when hud is flickering etc.
This post has been edited by HenitoKisou: 14 February 2019 - 05:10 AM
#74 Posted 14 February 2019 - 05:10 AM
BLOOD E1M7 dosbox - Well Done (not my video)
https://youtu.be/ieGjCMvzKSg
You get 2 boss yes but only on Extra Crispy (except for Tchernobog).
You can check by using cheat on the dosbox version to go on the last maps but i'm sure it's 1 boss for well done.
This post has been edited by Manhs: 14 February 2019 - 05:11 AM
#75 Posted 14 February 2019 - 05:22 AM
Manhs, on 14 February 2019 - 05:10 AM, said:
BLOOD E1M7 dosbox - Well Done (not my video)
https://youtu.be/ieGjCMvzKSg
You get 2 boss yes but only on Extra Crispy (except for Tchernobog).
You can check by using cheat on the dosbox version to go on the last maps but i'm sure it's 1 boss for well done.
Nope it did it for me double every time and I playing Well Done mostly if not all the time so you telling it's a bug then? nice. Most of cheats on my GOG version of OUWB 1.21 doesn't work so no mario or calgon for you, only whole playthrough. ;p
This post has been edited by HenitoKisou: 14 February 2019 - 05:31 AM
#76 Posted 14 February 2019 - 06:47 AM
Zaxx, on 13 February 2019 - 08:56 PM, said:
About 6 inches. I set it so I get a 90 degree turn with a flick of the wrist.
#77 Posted 14 February 2019 - 07:19 AM
http://www.e-blue.jp...ekm801bkus.html
Although mouse filtering feels awful like drunkplay.
#78 Posted 14 February 2019 - 08:32 AM
HenitoKisou, on 14 February 2019 - 07:19 AM, said:
Even when you turn it off somewhy.
#79 Posted 14 February 2019 - 09:21 AM
Zaxx, on 14 February 2019 - 08:32 AM, said:
Playing in 640x480 witthout bmouse (sensitivity 131072) or with bmouse (sensitivity 32768), machine=vesa_nolfb provides similar "floaty" experience so I'm used to it.
#80 Posted 14 February 2019 - 11:33 AM
Could you make a dummy dosbox.exe that starts nBlood.exe without passing the -conf parameter to it?
This allows the game to be started through Steam without generating an invalid parameter error.
#81 Posted 14 February 2019 - 12:27 PM
#82 Posted 14 February 2019 - 01:15 PM
Hendricks266, on 14 February 2019 - 12:27 PM, said:
That would be awesome.
#83 Posted 14 February 2019 - 01:18 PM
Hendricks266, on 14 February 2019 - 12:27 PM, said:
Since nblood now exists, will NukeYKT's work be incorporated into Eduke32 or will it remain its own separate release the way it is now?
This post has been edited by Master O: 14 February 2019 - 01:18 PM
#84 Posted 14 February 2019 - 06:50 PM
Zaxx, on 13 February 2019 - 08:25 PM, said:
Yes around 800, with absolutely no acceleration (completely disabled at the OS level and the hardware level). I use a G402. I keep it at the default setting for most things and then shift up or down as necessary. Honestly moving a bit less than 2.5 inches is enough to go from one edge to the other of my screen on the X axis so I don't need usually feel the need for faster.
Since you are double the speed try halving the setting on the sensitivity and using the y axis I specified.
#85 Posted 14 February 2019 - 11:14 PM
Seeing all these great ports and IM makes me sad that I can't enjoy them though as that stupid frame time jitter is annoying the hell out of me. Any progress in that regard? Any additional information you guys might need?
This post has been edited by Zaxx: 14 February 2019 - 11:14 PM
#86 Posted 15 February 2019 - 06:20 AM
It compiled and runs great on linux (Solus). I'm astonished at how fast the game opens.. it is literally instant, great work on this.
I agree with others about the mouse look, it feels weird. I think the camera is tracking a world space plane that's always perpendicular to flat ground, it doesn't account for up and down pitch as the character's "head" angles up and down, so it's compressing the movement near the edges of the cone of vision.
#87 Posted 15 February 2019 - 09:46 AM
I have some suggestions:
- Optionally darken the viewport when the menu is up (font is hard to read without darkening)
- Maybe a separate graphic for the menu mouse cursor? Currently it uses the in-game crosshair, it's a little confusing
- Ability to launch Cryptic Passage from the startup launcher (I currently get my game data from GOG.com)
This post has been edited by Nash: 15 February 2019 - 09:52 AM
#88 Posted 16 February 2019 - 07:10 AM
I suggest including it in the rotation at all times.
This post has been edited by Doom64hunter: 16 February 2019 - 07:11 AM
#89 Posted 16 February 2019 - 07:25 AM
Doom64hunter, on 16 February 2019 - 07:10 AM, said:
Why? Trading HP for ammo is a game mechanic. It's up to the player to see if it's worth it to trade some HP; and in some cases when used as a turret, it definitely is worth it.
#90 Posted 16 February 2019 - 08:20 AM
My system is thus, and I am running from a 2TB HD, same drive I run Eduke32 from.
Intel Core i7 4790k @ 4.4ghz
ASUS Z-97 Pro
16 GB Corsair Dominator DDR3 1600 9-9-9-27
MSI GTX 1080ti 11GB
Corsair HX750i
Samsung 850 500GB SSD
13TB HD Storage
Corsair 450D
Razer Deathadder Elite
Razer Blackwidow Ultimate
Razer Kraken 7.1 V2
DELL UP2716D (primary monitor)
Samsung S24C750 (2nd monitor)
:edit:
Game versions are retail CD versions, I have just about every release and then all act similarly.
This post has been edited by RoyBatty: 16 February 2019 - 08:23 AM