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BuildGDX (News & Releases)
#31 Posted 30 April 2019 - 03:45 AM
To play Rides Again you have to set game folder to the AGAIN subfolder since it is not an expansion but it's own game
I believe CD music support is the same as it always been in RedneckGDX, in other words you need to add the tracks as .OGG files. Fgsfds put out packs with those already converted
As for the Duke addons, they will work if you load the GRP files as user mods. HOWEVER, you will need to choose yes when asked whether you want to extract internal CON files or Caribbean and Nuclear Winter won't work (however Duke it out in DC works fine without doing so, presumably because there are no new enemy types)
Ironically, this will break addons in eduke32 if you let it autodetect folder.
#32 Posted 30 April 2019 - 04:22 AM
This post has been edited by NightFright: 30 April 2019 - 04:34 AM
#33 Posted 30 April 2019 - 06:08 AM
![<_<](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
![Posted Image](https://i.imgur.com/PGzXnPb.jpg)
(sorry I couldn't resist making this!)
#34 Posted 30 April 2019 - 06:18 AM
Well, maybe BuildGDX can get an update to make this easier. You rename the tracks for RA to from track02.ogg, track03.ogg etc. to rides02.ogg, rides03.ogg (...) and they are automatically recognized and used in RA instead of the RR tracks?
#35 Posted 30 April 2019 - 08:31 AM
#37 Posted 12 May 2019 - 08:17 AM
#38 Posted 13 May 2019 - 11:14 PM
seems some blood tiles are disabled for highres replacing.
i tried these few:
//Help-screens texture 2570 { pal 0 { file "menu/tile2570.png" } } texture 2571 { pal 0 { file "menu/tile2571.png" } } //Blood-Title texture 2046 { pal 0 { file "menu/tile2046.png" } } //Blood-Title (with Plasma) texture 2518 { pal 0 { file "menu/tile2518.png" } }
Attached File(s)
-
menu.zip (5.39MB)
Number of downloads: 9
#39 Posted 14 May 2019 - 10:13 PM
skitey, on 13 May 2019 - 11:14 PM, said:
seems some blood tiles are disabled for highres replacing.
i tried these few:
Those work for me, except Blood-Title (with Plasma), because BloodGDX doesn't use it this tile.
This post has been edited by m210®: 14 May 2019 - 10:13 PM
#40 Posted 15 May 2019 - 02:48 PM
m210®, on 14 May 2019 - 10:13 PM, said:
tried with a new autoload folder...
helpscreens working, but i got a black background title.
i had to disable truecolor textures -> now the lowres background title shows up
re-enable truecolor textures -> highres background title is shown.
had to make this on every start.
#41 Posted 17 May 2019 - 12:54 AM
skitey, on 15 May 2019 - 02:48 PM, said:
I fixed that bug.
Hi all! I released BuildGdx v1.03. There are fixed a lot of crashes in BloodGdx, DukeGdx and RedneckGdx. Enjoy.
v1.03 (17 May 2019)
1. Gamepad sensitivity increased
2. Fps limit increased
3. Gamepad menu keys tweak
4. Updatable file browser
5. Config's file settings sorted
6. Hires textures load fix
7. BloodGdx v0.952
7.1. Custom difficulty fix
7.2. Gamepad running fix
7.3. CrouchMode tweak
7.4. Akimbo powerup will save in next level when vanilla mode in enabled
7.5. CrystallBall in addons crash fix
7.6. Crash fixes
8. DukeGdx and RedneckGdx v1.01
8.1.Invert mouse fix
8.2.CONfile extract requiring is disabled
8.3.Addon like game.con save fix
8.4.Crash fixes
9. TekwarGdx v0.951
9.1. Turn speed fix
#42 Posted 17 May 2019 - 09:41 AM
#43 Posted 17 May 2019 - 10:34 AM
#45 Posted 17 May 2019 - 11:21 PM
Skumball, on 17 May 2019 - 09:41 AM, said:
I didn't start porting SW. I included button in launcher just for show my plans on future
#46 Posted 18 May 2019 - 01:41 AM
Bloodgdx right now runs flawless and smooth.
Thank you.
#47 Posted 18 May 2019 - 01:44 AM
#48 Posted 18 May 2019 - 03:05 AM
Tekedon, on 18 May 2019 - 01:44 AM, said:
Will that make the GDX colours look like the original? I'm not sure if it's a stylistic choice but in GDX the dirt floor at the start of the game is more of a pale brown rather than the reddish brown in the original.
This post has been edited by Skumball: 18 May 2019 - 03:06 AM
#49 Posted 18 May 2019 - 03:39 AM
Polymost without palette emulation uses multiplication instead (something GPUs are very good at)
Here's the shadetable for PLU 0 (extracted by Fox) next to an estimation I made of how it looks using multiplicative shading.
![Attached File](https://forums.duke4.net/public/style_extra/mime_types/quicktime.gif)
Number of downloads: 30
#50 Posted 24 May 2019 - 12:40 PM
Just for my own curiosity
regards
#51 Posted 07 July 2019 - 08:48 AM
m210®, on 17 May 2019 - 12:54 AM, said:
Hi all! I released BuildGdx v1.03. There are fixed a lot of crashes in BloodGdx, DukeGdx and RedneckGdx. Enjoy.
v1.03 (17 May 2019)
1. Gamepad sensitivity increased
2. Fps limit increased
3. Gamepad menu keys tweak
4. Updatable file browser
5. Config's file settings sorted
6. Hires textures load fix
7. BloodGdx v0.952
7.1. Custom difficulty fix
7.2. Gamepad running fix
7.3. CrouchMode tweak
7.4. Akimbo powerup will save in next level when vanilla mode in enabled
7.5. CrystallBall in addons crash fix
7.6. Crash fixes
8. DukeGdx and RedneckGdx v1.01
8.1.Invert mouse fix
8.2.CONfile extract requiring is disabled
8.3.Addon like game.con save fix
8.4.Crash fixes
9. TekwarGdx v0.951
9.1. Turn speed fix
Everything's working great. I just noticed problems with sound loops on DukeGDX (there's a huge gap between loops where the sounds should instantly play again).
#52 Posted 12 July 2019 - 01:13 AM
![Posted Image](https://i110.fastpic.ru/thumb/2019/0712/5b/_66a2b34547ae0a7d850ccc2101439f5b.jpeg)
![Posted Image](https://i110.fastpic.ru/thumb/2019/0712/45/_b0525ecbc9c9e70d857f68d28f0bd445.jpeg)
Please tell me, what is the tile number of this texture and where is the high quality image on the network? My search returned no results.
#53 Posted 19 July 2019 - 12:26 PM
#54 Posted 10 September 2019 - 07:18 AM
This post has been edited by Tekedon: 10 September 2019 - 07:21 AM
#55 Posted 13 September 2019 - 01:08 AM
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
1. SEQ tiles support has been increased to 32767 tiles
2. The latest queue's event after load game fix
3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
4. CrouchToggle button tweak
5. ROR sound distortion fix
6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
1. DukeGdx can play original demos now
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
22. RedneckGdx:
1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
4. RRRA intro movie is almost supporting
5. Console text scale support
6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now
#56 Posted 16 September 2019 - 10:59 PM
Unfortunately, in this version, the gamma/brightness/contrast settings no longer work. They cannot be changed.
Also, none of the mods in any of my Build games' autoload folders are loaded. I have them in e.g. C:\Program Files (x86)\GOG Galaxy\Games\Redneck Rampage\autoload, and BuildGDX 1.04 doesn't apply any of them.
m210®, on 13 September 2019 - 01:08 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
1. SEQ tiles support has been increased to 32767 tiles
2. The latest queue's event after load game fix
3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
4. CrouchToggle button tweak
5. ROR sound distortion fix
6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
1. DukeGdx can play original demos now
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
22. RedneckGdx:
1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
4. RRRA intro movie is almost supporting
5. Console text scale support
6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now
#57 Posted 17 September 2019 - 11:35 AM
m210®, on 13 September 2019 - 01:08 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
1. SEQ tiles support has been increased to 32767 tiles
2. The latest queue's event after load game fix
3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
4. CrouchToggle button tweak
5. ROR sound distortion fix
6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
1. DukeGdx can play original demos now
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
22. RedneckGdx:
1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
2. CrouchToggle button tweak
3. Cutscenes skip message's font tweak
4. RRRA intro movie is almost supporting
5. Console text scale support
6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now
Nice work! Thanks!
#58 Posted 17 September 2019 - 02:00 PM
Mr. Matt Eastwood, on 16 September 2019 - 10:59 PM, said:
Autoload works differently now. BGDX looks for <gamename>gdx.def instead of <archivename>.def. For RR you'll need rrgdx.def inside of a zip.
#59 Posted 17 September 2019 - 02:21 PM
#60 Posted 12 December 2019 - 10:28 PM
v1.05 (13 December 2019)
1. Powerslave/Exhumed game
2. Polymost floor background fix
3. Sprite's texture loading algorithm has been changed
4. Other BuildGDX minor changes