Blood: Fresh Supply
#91 Posted 15 May 2019 - 04:31 PM
This post has been edited by Sledgehammer: 15 May 2019 - 04:35 PM
#92 Posted 15 May 2019 - 04:47 PM
This post has been edited by Zaxx: 15 May 2019 - 04:49 PM
#93 Posted 15 May 2019 - 04:51 PM
#94 Posted 15 May 2019 - 07:53 PM
VGA, on 14 May 2019 - 04:59 PM, said:
They fixed the tesla and the spray can, too, apparently. The voxels, too. I will start a playthrough of E1 on this version and I will disable the game's Steam auto update until I finish it lol Don't want any incompatible saves tyvm.
Well, I started a playthrough but it only took a minute for me to realise I couldn't break the glass and jump in while standing on the chainfence where you get the flare gun. Also, why is the character wobbly when standing on the fence? And a ton of blood flats/splats were floating after I blew up the zombies in that courtyard. It's goddamn flat ground!
LOL
Waiting for another patch now.
This post has been edited by VGA: 15 May 2019 - 07:54 PM
#95 Posted 15 May 2019 - 11:17 PM
#96 Posted 16 May 2019 - 01:42 AM
thricecursed, on 15 May 2019 - 11:17 PM, said:
True.
It's cool because there is a lot of new players but a lot of them doesnt care about the game design of BLOOD (reason why the jump was less high, jump boot too, damage stuff and all) and bash the fans who are too much "purist" for them.
I was all ok for BloodGDX because i supposed it could be our only port for BLOOD and it was the first one so i was pretty much indulgent with it
But seeing a 3th port being the official and so much bugged with modified physic "for the fun to change stuff" disappointed me a lot....
They can fix stuff but not sure if i will have the same feeling as NBlood who is like 99% of the original game (not sure what are the last bugs and problems) and still like hd with options and good stuff.
I didnt really care about NBlood, with Blood remastered, i supposed it could be too many ports but now, NBlood is my fav as a ""purist"" of single player Blood
Blood EX can fix thing but i don't care so much about the multiplayer, servers system is cool but i want keep a part of the feeling from the DOS build version (which i hope this one will be still updated again a little...)
I buy Blood EX on gog and steam to support it (most of the reason why i bought it) , i hope more stuff can happen but when i see "steamspy" (yeah not accurate but not so bad for it i guess), i don't feel like much more can happen "officialy"....i expected more views and sales after 1 week.
#97 Posted 16 May 2019 - 02:59 AM
thricecursed, on 15 May 2019 - 11:17 PM, said:
Eh, honestly FS is so cheap that I don't think they are defending it because of the money they spent on it. If the game is giving you no graphical glitches and no performance bugs it's running smooth AF and if you're a new player you won't notice the stuff that's off compared to the original.
#98 Posted 16 May 2019 - 03:44 AM
thricecursed, on 15 May 2019 - 11:17 PM, said:
If anything this should be exactly opposite.
#99 Posted 16 May 2019 - 04:12 AM
This post has been edited by Radar: 16 May 2019 - 04:14 AM
#100 Posted 16 May 2019 - 06:03 AM
Sledgehammer, on 16 May 2019 - 03:44 AM, said:
Yeah, if people were rational it would.
#101 Posted 16 May 2019 - 09:19 AM
#102 Posted 16 May 2019 - 10:33 AM
Tekedon, on 16 May 2019 - 09:19 AM, said:
I think not every instance of breaking glass is broken. I haven't heard anything about the new patc, I think even the beta is not updated yet.
#104 Posted 16 May 2019 - 08:06 PM
Tekedon, on 16 May 2019 - 09:19 AM, said:
Yes, they hot fixed the window breaking bug.
I played a couple of maps, it's good to reliably hit enemies and have a smooth framerate. With a few updates this will be the definitive Blood version moving forwards
#105 Posted 16 May 2019 - 08:56 PM
VGA, on 16 May 2019 - 08:06 PM, said:
I don't know. In my opinion, FS will never be the definitive version of Blood... just because it's not running on the Build engine. Call me crazy of a purist, but I want my Build engine games running on the Build engine.
FS probably would have been the definitive version if it were released 2 years ago before BloodGDX and NBlood. However, at the moment, I don't see any reason to prefer this over the existing fan ports (well maybe except for the multiplayer).
It's great to have some new attention towards Blood, but my money is on NBlood. Especially since I heard it will get regulary updates alongside EDuke32.
#106 Posted 16 May 2019 - 09:17 PM
#107 Posted 17 May 2019 - 12:43 AM
#108 Posted 17 May 2019 - 03:17 PM
NBlood is a faithful port but I tried it for half an hour and encountered problems hitting enemies with flares through RoR borders/barriers. Standard Build engine fuckery. On the first map I couldn't hit the cultists below in the last area, in the second map I couldn't hit the enemies below while standing on the wagon. I've seen these same problems in BloodGDX, in which I finished all 4 episodes and most of Cryptic Passage. Oh, and BloodGDX has RoR gfx glitches that I don't think have been fixed. And I can't count the times I couldn't set a barrel on fire even though it was hit by a flare. Shenanigans related to stacked sectors again, or however it's called.
So let's give some time to Blood FS and see what its "final form" will be, then we can compare.
This post has been edited by VGA: 17 May 2019 - 03:19 PM
#109 Posted 17 May 2019 - 04:24 PM
VGA, on 17 May 2019 - 03:17 PM, said:
Yes, that original Build engine stuff is why I'm sorta-kinda happy that there is a project going on that aims to recreate Blood under a different engine. It's risky business and I'm sure it's gonna take some time until we can say that FS is an updated version of Blood instead of just being different but man it was so good to test out all ROR and height difference stuff and see that shit that never worked in the original game now just works. And the thing is that Blood is hard enough that these small things can matter in some situations, sometimes that dynamite that didn't hit because of Build's shortcomings is important.
This post has been edited by Zaxx: 17 May 2019 - 04:25 PM
#110 Posted 17 May 2019 - 04:46 PM
#111 Posted 17 May 2019 - 06:25 PM
VGA, on 17 May 2019 - 03:17 PM, said:
#112 Posted 17 May 2019 - 07:44 PM
Blood Fresh Supply has still yet a lot of problems now :/
Personaly i don't care a lot about multiplayer, i prefer if the sp is like the original for the most
If they want remaster it, like removing killing door, exploit of crouching and stone gargoyle ect.. they should make it possible with an option, i think
This post has been edited by Manhs: 17 May 2019 - 09:53 PM
#113 Posted 18 May 2019 - 04:57 PM
That said FS will be interesting when it's more polished, but it will never replace something on the real engine. The KEX engine is far too floaty and weird with movement.
#115 Posted 18 May 2019 - 05:31 PM
#116 Posted 18 May 2019 - 05:39 PM
You could create a bazillion situations in your own custom map where there is a discrepancy between DOS version and Blood FS.
#117 Posted 18 May 2019 - 06:02 PM
Avoozl, on 17 May 2019 - 12:43 AM, said:
It sounds like you're sticking with it simply because it came first, which isn't the best argument to have.
A lot of people would prefer NBlood simply because it's an executable file that you can download and run out of the box. Zero dependencies.
#118 Posted 18 May 2019 - 06:42 PM
Micky C, on 18 May 2019 - 06:02 PM, said:
This post has been edited by Avoozl: 18 May 2019 - 06:57 PM
#120 Posted 18 May 2019 - 09:53 PM
According to discord, here's a list of changes:
* Cultists now play gib SEQ based on type
* Cultists and Earth/Axe Zombies now ignores damaged based sectors (fixes AI issue in DWE1M1)
* Proximity range for prox mines is now correct
* Fix issue with gib objects and other types from spawning two of the same item
* Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked
* Minor bug fix with the CanSee function. Fixes an issue in DWE3M2
* Art tile animation is now randomized for oscil. Type anims
* Fix mouse not working on main menu after loading lower saves
* Audio velocity option is now saved to config
* Player no longer falls while dead in water
* Can no longer toggle chasecam while in menu
* Map markers now show with an exclusive cheat (new cheat code: OAKISLAND)
* Can now switch weapons during any point of the gun's state that isn't lowering or holstering
* Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members
* Fix hitscan wall detection and wall UV mapping
This post has been edited by axl: 18 May 2019 - 09:56 PM