Is the level exit for "Hung Lo's Fortress" in Twin dragon bugged? I used it, it takes me back to the main menu.
BuildGDX (News & Releases)
#121 Posted 20 June 2020 - 02:01 PM
#122 Posted 21 June 2020 - 11:38 AM
I'll check it later. What about the "Wanton Destruction"?
This post has been edited by m210®: 21 June 2020 - 11:38 AM
#123 Posted 24 June 2020 - 09:45 AM
v1.13 (24 June 2020)
BuildGDX:
Parsing files with { and } in filename fixed
Incompatible save will now load a map from the save file
BloodGDX:
HUD scale added
Beasts sounds fixed
Extra option for tilefromtexture token fixed
Powerup timer now resets when powerup is picked up again
DukeGDX:
Legacy DukeTalk precache fixed
If addon has a custom intro cutscene, it will be played at episode start
Cooperative checkhitsprite with friendlyfire fixed
Fireflies spawning in dukematch fixed
Weapons can now be switched before being fully raised
PowerslaveGDX:
Powerup timer indicator added
Improved aiming
RedneckGDX:
8 Track player added
Shuffle music option added
Dead cows blocking shots fixed
Weapons can now be switched before being fully raised
WangGDX:
If addon has a custom intro cutscene, it will be played at episode start
Double UZI holster crash fixed
DoSkullBeginDeath and DoBettyBeginDeath crash fixed
(WT) Sumo boss not spawning on Skyscraper level fixed
(WT) Floor aligned pickups fixed
BuildGDX:
Parsing files with { and } in filename fixed
Incompatible save will now load a map from the save file
BloodGDX:
HUD scale added
Beasts sounds fixed
Extra option for tilefromtexture token fixed
Powerup timer now resets when powerup is picked up again
DukeGDX:
Legacy DukeTalk precache fixed
If addon has a custom intro cutscene, it will be played at episode start
Cooperative checkhitsprite with friendlyfire fixed
Fireflies spawning in dukematch fixed
Weapons can now be switched before being fully raised
PowerslaveGDX:
Powerup timer indicator added
Improved aiming
RedneckGDX:
8 Track player added
Shuffle music option added
Dead cows blocking shots fixed
Weapons can now be switched before being fully raised
WangGDX:
If addon has a custom intro cutscene, it will be played at episode start
Double UZI holster crash fixed
DoSkullBeginDeath and DoBettyBeginDeath crash fixed
(WT) Sumo boss not spawning on Skyscraper level fixed
(WT) Floor aligned pickups fixed
#124 Posted 30 June 2020 - 08:41 AM
I made an account here just to say how much i thank you for making build gdx
#125 Posted 13 July 2020 - 09:31 AM
Thank you for this marvelous aplication.
as possible you support Cybermage game in the future? )i think is Buid...
BuildGDX is CONFORT ingame.
Thanks!!
as possible you support Cybermage game in the future? )i think is Buid...
BuildGDX is CONFORT ingame.
Thanks!!
#127 Posted 26 July 2020 - 05:29 AM
v1.14 (26 July 2020)
BuildGDX:
Palette emulation feature
Software renderer mouse buttons 4-5 fixed
Glow textures fixed
BloodGDX:
Statistics in the overheadmap has been moved down like in 3dview
Resetting inventory bug fixed
Multiply "nocapinmyass" fixed
Version v0.99 protect (BloodGDX doesn't support it)
Demofiles with wrong version don't show in a user content
Keys don't disappear after death in multiplayer
DukeGDX:
Underwater texturetint
DevComments fixed
WangGDX:
Crash fixes
Intro sound doesn't stop after skipping
TekwarGDX:
Flamethrower idle animation disabled
Next/prev weapon feature
WitchavenGDX:
Decorations and item sprites shade fixed
BuildGDX:
Palette emulation feature
Software renderer mouse buttons 4-5 fixed
Glow textures fixed
BloodGDX:
Statistics in the overheadmap has been moved down like in 3dview
Resetting inventory bug fixed
Multiply "nocapinmyass" fixed
Version v0.99 protect (BloodGDX doesn't support it)
Demofiles with wrong version don't show in a user content
Keys don't disappear after death in multiplayer
DukeGDX:
Underwater texturetint
DevComments fixed
WangGDX:
Crash fixes
Intro sound doesn't stop after skipping
TekwarGDX:
Flamethrower idle animation disabled
Next/prev weapon feature
WitchavenGDX:
Decorations and item sprites shade fixed
#128 Posted 26 July 2020 - 06:24 AM
#129 Posted 26 July 2020 - 10:36 AM
Thanks for the updates, Alex!
This post has been edited by max_nukem: 26 July 2020 - 10:47 AM
#130 Posted 27 July 2020 - 03:22 PM
Quote
Keys don't disappear after death in multiplayer
Yessssss
This post has been edited by Drogoganor: 27 July 2020 - 03:23 PM
#131 Posted 26 May 2021 - 08:13 PM
Apologies if this has been answered before, but I am unable to get my voxels.zip file to load on this version. It works fine on BloodGDX v0.799 but not on BuildGDX v1.15.
Any help would be greatly appreciated.
Thank you.
Any help would be greatly appreciated.
Thank you.
#133 Posted 29 May 2021 - 09:24 PM
Phredreeke, on 26 May 2021 - 10:41 PM, said:
The main def file needs to be named bloodgdx.def
Thanks Phredreeke, I'm using the newest voxel pack 0.94 and it has that within the zip file but still no go. It doesn't seem to load it.
Not sure if it matters, but I'm running this on a Mac and the option is checked off to load from "autoload" folder.
Thank you in advance for any additional guidance you can offer.
#134 Posted 12 April 2022 - 10:09 AM
Phredreeke, on 26 May 2021 - 10:41 PM, said:
The main def file needs to be named bloodgdx.def
Quick update:
I was able to resolve it. Looks like the pack I was using was corrupt or something... I re-downloaded the latest one (0.95) from the GitHub repository (https://github.com/fgsfds/) and all is well.
Thanks again!
This post has been edited by Kamika007z: 12 April 2022 - 10:13 AM
#135 Posted 23 August 2024 - 11:12 AM
Hi! I think I should post new release here too, because I didn't release BuildGDX long-long time and maybe someone still read this forum instead of discord
This release doen't contain all what I wanted to change in the port. I don't have time as in earlier, I hope I'll make it in the future.
Perhaps, I forgot something in the changelog, but here is common changes:
BuildGDX:
* Libgdx 1.12.0
* Java code increased to version 8 (JRE 8 requered)
* Raw Mouse Input
* New Controller input logic
* DragnDrop map files feature
* Massive code cleanup and refactorring (still WIP)
* new sound manager
* new audio OpenAL driver 1.23
* new console
* new input processor
* new file handler system (should be faster)
* new renderer changer
* new config file version
* Savegame version was increased (doesn't comfortable with old BuildGDX)
* new sprite list system (supports infinity sprites, but games still don't )
* Autoversion updater
* Infinity XSPRITES for BloodGDX (betatest )
* New experimental game loop timer (GDX / Legacy)
Legacy - is an old timer like in BuildGDX v1.16
GDX - VSync should be working without stutters now (but the timer has problems in Shadow Warrior)
This release doen't contain all what I wanted to change in the port. I don't have time as in earlier, I hope I'll make it in the future.
Perhaps, I forgot something in the changelog, but here is common changes:
BuildGDX:
* Libgdx 1.12.0
* Java code increased to version 8 (JRE 8 requered)
* Raw Mouse Input
* New Controller input logic
* DragnDrop map files feature
* Massive code cleanup and refactorring (still WIP)
* new sound manager
* new audio OpenAL driver 1.23
* new console
* new input processor
* new file handler system (should be faster)
* new renderer changer
* new config file version
* Savegame version was increased (doesn't comfortable with old BuildGDX)
* new sprite list system (supports infinity sprites, but games still don't )
* Autoversion updater
* Infinity XSPRITES for BloodGDX (betatest )
* New experimental game loop timer (GDX / Legacy)
Legacy - is an old timer like in BuildGDX v1.16
GDX - VSync should be working without stutters now (but the timer has problems in Shadow Warrior)