Blood: Fresh Supply
#1 Posted 09 May 2019 - 12:47 PM
#2 Posted 09 May 2019 - 11:18 PM
Death WIsh addon crashes before it starts, API switch changing doesn't work without Ctrl+Alt+Del, OpenGL gave me 10fps xD while Direct3D works better, but it's always locked at 60fps.
Blood's tiles in the air, wrong dynamite's explosion sprites, There is doesn't support original movie format, it uses own format (ogv), I guess DW is launching without movies, because of different format.
I need more time to play before I can give a more fully answer
This post has been edited by m210®: 09 May 2019 - 11:21 PM
#3 Posted 09 May 2019 - 11:44 PM
#4 Posted 10 May 2019 - 12:07 AM
I didn't hate it though.
Real 3D aiming is inaccurate but arguably feels better compared to vanilla. 60FPS lock is an unfair criticism, because there are dedicated settings in the menu for that.
That said, at the moment, there is no real reason to pick it over GDX except for...
(this is where I betray the casual noob in me)
...cheevos!
#5 Posted 10 May 2019 - 12:34 AM
Ishmaeel, on 10 May 2019 - 12:07 AM, said:
Do you really think that I didn't see the option, which is located the line below in the menu?
#6 Posted 10 May 2019 - 04:34 AM
m210®, on 10 May 2019 - 12:34 AM, said:
Well, didn't mean to sound adversarial, it's just that the settings didn't seem to not work for me, because my game was not locked at 60FPS -- I was able to make use of the said option.
I also didn't memorize the menu layout so I didn't realize the two options are next to each other while typing that. So it wasn't meant as an insult at your attention either.
Anyway, sorry if it came across as dickish, and I'd like to take this opportunity to say that GDX is currently my favorite project in the whole wide world and I really appreciate the work that went into it. Thanks.
#7 Posted 10 May 2019 - 05:46 AM
m210®, on 09 May 2019 - 11:18 PM, said:
Yes I noticed this and a few other things, like Cryptic Passage requiring a restart whereas GDX handles it directly from the episode selector. I do like the port and I noticed one improvement; the transition from lower to upper stack is seamless. Try it by jumping in and out of the coffin at the very start. I don't know whether the KEX engine is true 3D or they did some programming magic to make this look good, but I am very impressed by that.
This post has been edited by Skumball: 10 May 2019 - 05:48 AM
#8 Posted 10 May 2019 - 11:25 AM
#9 Posted 10 May 2019 - 02:05 PM
Personally I will definitely stick to BloodGDX. The game runs smooth, configuration is easy, mod support is excellent and hard to beat... for me that's how Blood should be played on modern systems these days.
#10 Posted 10 May 2019 - 02:36 PM
NightFright, on 10 May 2019 - 02:05 PM, said:
if they put in this kind of effort for DF though...
#11 Posted 10 May 2019 - 02:56 PM
This post has been edited by Sledgehammer: 10 May 2019 - 02:57 PM
#12 Posted 10 May 2019 - 06:51 PM
Sledgehammer, on 10 May 2019 - 02:56 PM, said:
I wouldn't use the word rushed because BloodEX was clearly in development for a long-long time but it seriously lacks polish. Seems like a classic case of "we didn't have money for proper QA so the players will beta test" honestly.
#13 Posted 10 May 2019 - 07:56 PM
#14 Posted 10 May 2019 - 11:37 PM
The main things I expect from a DF port are actually modest: Highres support, some optional eye candy effects like brightmaps or bloom and - quite important - a save/quicksave option. Those levels were so huge, you can't force players these days to play through a whole level in one session before your game is saved. I know it increased the challenge and suspense, but it also made it feel like a chore to some degree.
I wished Dark XL had not been abandoned, it was on a good path. However, if the choice is between a half-finished port with lots of bling-bling and a finished one that covers just the bare necessities... Guess I'd still go for the latter.
This post has been edited by NightFright: 10 May 2019 - 11:38 PM
#15 Posted 10 May 2019 - 11:37 PM
I'm surprised that no one has done anything with it - unless I'm mistaken and it's incomplete or something...
https://github.com/v...on/theoperative
https://github.com/w...lives-forever-2
I'd like to see Dark Forces get some attention too. DarkXL stalled/died.
I believe there was/is some kind of effort centralized around here but based off an older version:
https://github.com/Mindwerks/XLEngine
https://travis-ci.or...dwerks/XLEngine
https://forum.openmw....php?f=4&t=5073
This post has been edited by mwnn: 10 May 2019 - 11:38 PM
#16 Posted 11 May 2019 - 01:40 AM
#18 Posted 11 May 2019 - 02:36 AM
Avoozl, on 11 May 2019 - 01:40 AM, said:
Do we know if Jace Hall has the full final source code or just access to the Alpha like other people?
#19 Posted 11 May 2019 - 04:12 AM
Skumball, on 11 May 2019 - 02:36 AM, said:
Claimed to have the full source, but I guess he did not get the rights from Atari/WB. Atleast Blood is finally getting some kind of attention.
#21 Posted 11 May 2019 - 05:12 AM
This post has been edited by J432: 11 May 2019 - 05:30 AM
#24 Posted 11 May 2019 - 07:14 AM
mwnn, on 10 May 2019 - 11:37 PM, said:
I believe there was/is some kind of effort centralized around here but based off an older version:
https://github.com/Mindwerks/XLEngine
https://travis-ci.or...dwerks/XLEngine
https://forum.openmw....php?f=4&t=5073
I seem to recall the creator polling the community at some point where they'd like a DOOM port thrown in along with Dark Forces, Outlaws, Blood, Daggerfall and whatever else he was set on doing at that point. Daggerfall alone would've been a monumental undertaking for a single-dev project, but with everything else happening simultaneously... Let's just say it didn't come off as a huge surprise when Lucius disappeared.
Sad to see the pretty much complete lack of criticism (by which I don't mean negativity) in the context of Fresh Supply. Can't see the publisher spending a dime to develop it much further if this keeps up.
Fantinaikos, on 11 May 2019 - 04:53 AM, said:
Gggmanlives dropped the ball on this one - it seems not as surprising as it might've been otherwise (Ubisoft-funded trips, Anthem drama etc), but then again I doubt Night Dive has the muscle to 'ensure' positive coverage, or that Atari cares enough to do likewise. Which is probably worse, because that'd mean he's legitimately unqualified. Waiting on Civvie to do it right.
All that said, it is a testament to the community that the open source ports are so much better. More so than a knock against Night Dive's developer. Not an easy task to reverse engineer anything, but perhaps profit isn't always quite as good a motivator. So that's not bad.
#25 Posted 11 May 2019 - 07:37 AM
This post has been edited by Avoozl: 11 May 2019 - 07:37 AM
#26 Posted 11 May 2019 - 08:08 AM
PRO
- Runs smooth
- The new voxels look great
- Ambient occlusion looks fresh
- Multiplayer
CONTRA
- Gameplay is all over the place... there are many inaccuracies
- No widescreen HUD
- No kill count or secret count
- ... it's just not Blood...
Conclusion: this is more like a "revision" or "remake" of Blood. No reason to prefer this above BloodGDX or NBlood... Also seems to be the general idea at the Altar of Stone Forums : https://www.altarofs...ic.php?f=7&t=68
This post has been edited by axl: 11 May 2019 - 08:09 AM
#27 Posted 11 May 2019 - 09:02 AM
He pretty much thinks it's shit. Not just because of the graphical glitches, but everything seems to be very slightly off, sort of like BloodCM. You can see how the dynamite doesn't blow up in your hands anymore.
#28 Posted 11 May 2019 - 09:35 AM
For me, DX11 renderer worked flawlessly but Vulkan screwed up with all kinds of glitches. It's obvious that these issues are due to insufficient testing with various video cards/drivers and the devs should be able to fix them if they receive constructive criticism. Yeah, the product does not deserve unconditional and unbounded praise, but it's not pure shit either.
In other news, switching to borderless mode seems to have solved some of the graphical issues for me. Y'all might want to give it a try.
Also, I just tested it, and the dynamite did blow up in my hands. I wasn't able to trigger that bug. FWIW.
This post has been edited by Ishmaeel: 11 May 2019 - 09:37 AM
#29 Posted 11 May 2019 - 09:40 AM
This post has been edited by Radar: 11 May 2019 - 09:41 AM