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BuildGDX (News & Releases)

User is offline   m210® 

#1

Hi! Today I completed my first version of multilauncher - BuildGDX.

I'm planning to include all of my ports in this one. At this time, BuildGDX included TekwarGDX and WitchavenGDX, so I deleted archives with this ports from my site.
RedneckGdx and BloodGdx also will be delete from my site in future and will be include to BuildGdx.
The latest version of BuildGDX you can download here (as usually :))
BuildGDX


v1.00 (16 March 2019)
1. Smacker SMK4 file format support
2. You can choose soundfont (sf2 or dls) in game settings
3. Config file format changed (
4. TekwarGDX v0.950
4-1. Mouse in menu
4-2. Cutscenes have sounds now
4-3. New game loop
4-4. New OpenAL version 1.18.1 with resampler filter
4-5. Libgdx framwork updated to 1.9.8
4-6. Load/Save slots increased to 9999
4-7. Load/Save game delete feature
4-8. Overhead map settings: full only, overlay only, full and overlay
4-9. Damage/Pickup effect tweak
4-10. Pause key stopping music and sounds now
4-11. New screenshots filename
4-12. New gamepad controlles handler by aybe
4-13. New keyboard setup menu, reset to classic keys and default "wsad" keys
5. WitchavenGDX v0.950
5-1. Pause key stopping music and sounds now
5-2. Damage/Pickup effect tweak
5-3. Fps text scale in Interface menu
5-4. Joystick menu position fix
5-5. Cutscenes have sounds now
5-6. Victory screen with sounds now
5-7. Menu has music and sounds
5-8. Add keys on each potions
5-9. HUD and crosshair scale
5-10. Color correction save fix
5-11. Midi music fix

Attached File(s)

  • Attached File  ddd.png (103.11K)
    Number of downloads: 53


This post has been edited by m210®: 16 March 2019 - 09:05 AM

4

User is offline   Kamika007z 

#2

This is awesome! Thank you for all your hard work!!

Can't wait for Blood to be a part of this. :)
0

User is offline   Newken 

#3

Cool! Does it support command line parameters to run a specific game?
0

User is offline   pagb666 

#4

I gave it a quick spin with Witchaven and looks great so far.

The VSync stuttering has improved a lot, it runs a lot better, but still feels stuttery. Disabling VSync and capping the FPS also doesn't feel right. If I limit the game to 60fps, it feels like it's running at 30fps, I have to set it to 120fps to get the game and controls feeling as snappy as 60fps should be.

Also, windowed and fullscreen work fine, however borderless just uses fullscreen. And here is where stuff turns awesome for me, the Borderless Gaming app seems to be working again, and adding WhGDX to the list won't make the launcher borderless taking the whole screen :)

EDIT: There's a bug that is still in. The player takes damage whenever any sprite entity takes a hit from enemy fireballs. I don't know if this is true for other enemy projectiles like the witches. Video proof

This post has been edited by pagb666: 16 March 2019 - 12:01 PM

1

User is offline   Phredreeke 

#5

What does the roadmap for BuildGDX look like? I know you said you'll work on Blood but what comes next?
0

User is offline   fgsfds 

#6

 Newken, on 16 March 2019 - 11:13 AM, said:

Cool! Does it support command line parameters to run a specific game?

Not yet. For now you can put the port into a game folder and uncheck "always show this window at startup. Next time it will go straight to the game.


 Phredreeke, on 16 March 2019 - 11:56 AM, said:

What does the roadmap for BuildGDX look like? I know you said you'll work on Blood but what comes next?

The games that already had standalone releases will be added first obviously. After Blood, it only leaves RR. I would expect Duke next since it was pretty much playable the last time I checked.

This post has been edited by fgsfds: 16 March 2019 - 12:09 PM

1

User is offline   Phredreeke 

#7

Yeah, I figured that'd be the case for adding more games, but I also mean new engine features like software renderer
0

User is offline   m210® 

#8

 Phredreeke, on 16 March 2019 - 02:52 PM, said:

Yeah, I figured that'd be the case for adding more games, but I also mean new engine features like software renderer

Software renderer also will be here. And when I will complete it, I just need to release only one port - BuildGdx, and all of my port will have software renderer. This is the main advantage of my multiport
0

User is offline   m210® 

#9

 pagb666, on 16 March 2019 - 11:31 AM, said:


EDIT: There's a bug that is still in. The player takes damage whenever any sprite entity takes a hit from enemy fireballs. I don't know if this is true for other enemy projectiles like the witches. Video proof

Hm nice bug, I will try to understand, what's happened :)
0

User is offline   Caleb280 

#10

Hi. Great job as usual. But my question is "What about Witchaven 2 support"?
0

User is offline   m210® 

#11

Its need a lot of works, before wh2 will be playable
0

User is offline   NightFright 

  • The Truth is in here

#12

Great! This makes my custom portable version obsolete since we now have an official standalone version that doesn't require Java to be installed! And on top of that all GDX games will be united under one roof. Good job! :)

This post has been edited by NightFright: 18 March 2019 - 12:49 AM

0

User is offline   Phredreeke 

#13

Can you check why the upscale pack in this thread won’t work with this release?
0

User is offline   m210® 

#14

 Phredreeke, on 18 March 2019 - 05:10 AM, said:

Can you check why the upscale pack in this thread won’t work with this release?

Because I forgot to enable def handler in game class :) It's just load and that's all

This post has been edited by m210®: 18 March 2019 - 08:51 AM

1

User is offline   TP555 

#15

Hi

@M210

Works your new Multi Launcher now , too with Reshade v3x or v4x , for Tekwar and WitchavenGDX v0.950 ?

I had much tried , too with the Fixed Opengl32.dll for Java or some older Reshade Versions , but anytimes , TekwarGDX 0.750 won't start or Reshade won't load !

Tested with Fixed OpenGL32.dll for Java from (Photonic) !
0

User is offline   m210® 

#16

I released BuildGDX 1.01 with BloodGDX
v1.01 (29 March 2019)
1. BuildFont draw non-standart symbols crash fix
2. BloodGDX v0.950
2-1. Load zip UserEpisodes in subfolders fix
2-2. SlopeTilt reset after load game fix
2-3. HiRes texture rescaling fix
2-4. Def "mainmenu" music script can use midi
2-5. Custom voxels rotate fix
2-6. Enemies shadow orientation fix
2-7. Palette exception for cultists in color xsectors
2-8. Sprites drawing behind mirror fix
3. WitchavenGDX v0.951
3-1. Def-script loading fix

https://m210.duke4.n...ava/53-buildgdx

This post has been edited by m210®: 29 March 2019 - 08:49 AM

1

User is offline   TP555 

#17

Re

@M210 , why you ignore since a week now , my Question about Reshade and Java ?? ,

and a General Question , why you must use Java , with Normal exe File , does Reschade detected it , and it will works with OpenGL .
0

User is offline   Phredreeke 

#18

The Java question has been asked to death already.
0

User is offline   m210® 

#19

 TP555, on 29 March 2019 - 09:29 AM, said:

my Question about Reshade ?? ,


I don't know what to answer...I'm not use it
0

User is offline   Phredreeke 

#20

Thank you for the Hi res scaling fix and being able to release it so soon. I was going to make a separate version pre-scaled to powers of 2 but thanks to this release such a thing is now redundant :lol:
0

User is offline   skitey 

#21

blood is playable, but why there is no text in the settings menu ingame if i use the highres pack?

This post has been edited by skitey: 30 March 2019 - 10:24 PM

0

User is offline   Jamesfff 

#22

TekWarGDX is playable with this multilauncher, but the default keyboard turn speed is really low, much lower than moving straight forward and backward. Is there any way to change that?
0

User is offline   m210® 

#23

 Jamesfff, on 03 April 2019 - 06:46 PM, said:

TekWarGDX is playable with this multilauncher, but the default keyboard turn speed is really low, much lower than moving straight forward and backward. Is there any way to change that?

No, I just need to increase it.
0

User is offline   Devon 

#24

just dropping by to tell you i cant run with the xbox one controller enabled.

Keyboard works fine with autorun on but i only walk with the joysticks,
0

#25

Great work!

I have some bugs in Tekwar from the 1st level to report. Gibbed enemies seemingly aren't dropping keycards, and the flamethrower is constantly playing it's firing animation.
0

User is offline   Kyanos 

#26

 Devon, on 04 April 2019 - 01:06 PM, said:

just dropping by to tell you i cant run with the xbox one controller enabled.

Keyboard works fine with autorun on but i only walk with the joysticks,


Build and all known ports have always behaved funky with joystick movement. IMO @M210 you should think about possibly forcing joysticks to work exactly the same as button presses.
0

User is offline   Jamesfff 

#27

 m210®, on 03 April 2019 - 07:13 PM, said:

No, I just need to increase it.


Just checked out newest BuildGDX. keyboard turn speed in TekWar is still way to slow.
0

User is offline   Phredreeke 

#28

DukeGDX (didn't test the others yet, but I presume they're the same) has very nice joystick support, provided you edit the turning and look speed in the cfg file (the in-game menu's maximum settings is still much too slow)
0

User is offline   m210® 

#29

 Jamesfff, on 24 April 2019 - 05:32 PM, said:

Just checked out newest BuildGDX. keyboard turn speed in TekWar is still way to slow.

I almost didn't fix bugs in latest ports, I just added dukegdx and rrgdx. So I will fix bugs in the next release
0

User is offline   NightFright 

  • The Truth is in here

#30

Which files from Duke3D and Redneck Rampage do you need to make them work in BuildGDX v1.02? Just the .grp files?
Does the latest build also support the addons (Nuclear Winter, Caribbean, Rides Again, Route 66)?

This post has been edited by NightFright: 30 April 2019 - 03:53 AM

0

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