An eDuke32 Blood TC "For fucks sake lets get it together"
#1 Posted 08 April 2010 - 08:43 PM
No original content, no duplication of effort, just a single TC which aims to recreate Blood as accurately as possible using eDuke32.
A large amount of Blood reverse engineering has already been done but the majority of this information isn't openly available. Perhaps a wiki that contains detailed technical information may help there. It would be a start at least.
There are some implementation issues that are still up for debate. I thought I may address them so they can be discussed.
Fork eDuke32 or TC?
Forking would be a bad idea. eDuke32 has almost everything that is needed feature-wise and it's well understood by the community. Forking it would make it difficult for the projects to share with each other. If there are features that are needed at the source code level, it be best to implement them generically.
Map Format?
An old abandoned project called ReBUILD reverse engineered the Advanced Build map format that Blood uses and created a converter to vanilla Build. This is still only halfway there, ideally it would convert all the Blood special types to it's eDuke32 equivalents. Rebuilding everything from scratch is a waste of time and prevents the use of usermaps. If someone is willing to implement an on-the-fly converter into eduke32 that would be ideal.
Data Files?
Monolith doesn't seem to care about people distributing Blood game data.
I wanna make a new episode and add new enemies and weapons and stuff!
This is a waste of time. The primary aim of the project should be to emulate Blood as accurately as possible.
3D Acceleration?
If it works well with Polymost/Polymer all the better, but even then I think the 8bit renderer should be the target. Basically, if you're running the game at 320x200 it should be nigh-indistinguishable with the original.
Closed or open?
Open. Best if anyone with any knowledge or skill is able to contribute.
I'm sure there are enough people out there to make this happen!
EDIT: Apparently Matt Saettler (one of Blood's programmers) is willing to answer questions about certain aspects of how Blood works. If there is anything that is too difficult to find out through reverse-engineering then he is a useful source of information.
This post has been edited by SwissCm: 08 April 2010 - 08:48 PM
#2 Posted 08 April 2010 - 09:51 PM
#3 Posted 08 April 2010 - 10:10 PM
M210, on Apr 9 2010, 03:51 PM, said:
What is the issue currently? Collision/transfer between sectors and other non-rendering related stuff can still be worked on.
This post has been edited by SwissCm: 08 April 2010 - 10:12 PM
#4 Posted 08 April 2010 - 10:29 PM
#5 Posted 08 April 2010 - 11:13 PM
Spiker, on Apr 9 2010, 04:29 PM, said:
The idea is for the project to be completely open, almost all the other projects have been closed. I'd like for the developers of the other Blood TCs to help out or at least provide as much information as they can.
#6 Posted 08 April 2010 - 11:42 PM
#7 Posted 09 April 2010 - 12:57 AM
then there is the issues of using all the original ART which iam not sure could be used, otherwise they would have to "HRP'ed"
#8 Posted 09 April 2010 - 01:11 AM
Spiker, on Apr 9 2010, 03:42 PM, said:
Yeah the Blood community has had some nasties lately just look at the Hypertension crew and the debacle they caused. >_>
Anyway, I think a proper Blood TC for EDuke32 that gets finished will be cool. There just hasn't been a good track record. You could do without RoR for a while just look at the ZBlood TC for ZDoom, it does quite a lot with ZDoom which doesn't support RoR.
This post has been edited by Jinroh: 09 April 2010 - 01:12 AM
#9 Posted 09 April 2010 - 06:14 AM
#10 Posted 09 April 2010 - 09:06 AM
SwissCm, on Apr 9 2010, 09:10 AM, said:
I am afraid that I can't explain a problem in English, therefore I will shortly make a video about ROR problem.
#11 Posted 09 April 2010 - 09:10 AM
http://www.youtube.c...h?v=6VLAOdWt578
this is my ROR via con codes. eDuke32 also have that problems as at video
This post has been edited by M210: 09 April 2010 - 09:13 AM
#13 Posted 10 April 2010 - 07:39 PM
winblood alpha 2 with polymost
Never tried cDuke so I have no idea if it performs the ROR that it claims
cDuke
RTCM has some tools and faqs
RTCM
I'm sure you know about all this, but I figured I'd try to toss out some resource links anyway.
#14 Posted 10 April 2010 - 08:11 PM
Forge, on Apr 11 2010, 11:39 AM, said:
winblood alpha 2 with polymost
Even with following the instruction I could not ever get that to work. >_>
#15 Posted 10 April 2010 - 10:35 PM
Mblackwell, on Apr 11 2010, 05:03 AM, said:
I'am used EVENT_ANIMATESPRITE and when the ROR sprite is drawn on the screen, it becomes invisible. I'am used "sizeat 1 0" for this
#16 Posted 10 April 2010 - 11:29 PM
http://www.youtube.c...h?v=gUc87y3yylU
#17 Posted 11 April 2010 - 05:25 AM
M210, on Apr 11 2010, 01:35 AM, said:
Erm, no I meant literally how are you calculating the viewpoint? What's your math?
#18 Posted 11 April 2010 - 08:11 AM
#19 Posted 11 April 2010 - 09:17 AM
Mblackwell, on Apr 11 2010, 04:25 PM, said:
oh, I'm understand now.
Look for this code:
// Set Player camera variables setvarvar x camerax setvarvar y cameray setvarvar z cameraz setvarvar h camerahoriz setvarvar a cameraang //get a coordinates of first ROR actor (Upper level) getactor[IDSaved2].x x2 getactor[IDSaved2].y y2 getactor[IDSaved2].z z2 getactor[IDSaved2].sectnum sectnum1 //get a coodrinates of drawn ROR actor (Downer level) getactor[IDSaved].x x3 getactor[IDSaved].y y3 getactor[IDSaved].z z3 subvarvar x2 x3 subvarvar y2 y3 subvarvar z2 z3 //the difference of coordinates added to coordinates of the player [cameracoord] addvarvar x x2 addvarvar y y2 addvarvar z z2 addvar z 3072 showview x y z a h sectnum1 0 0 319 199
#20 Posted 11 April 2010 - 09:20 AM
TX, on Apr 11 2010, 07:11 PM, said:
I will try to make video with bugs on a example map ror.map (water.map)
#21 Posted 11 April 2010 - 10:07 AM
#22 Posted 11 April 2010 - 10:31 AM
#23 Posted 11 April 2010 - 10:40 AM
Rusty Nails, on Apr 11 2010, 11:31 AM, said:
The source code for Blood was never released, so the only way we can play it is through DOSBox. It works, but, the mouse aiming in Blood is crap imo and I would much rather play it on EDuke32. Also, once we have it on EDuke32, it can be modded.
#25 Posted 11 April 2010 - 01:03 PM
Jinroh, on Apr 10 2010, 10:11 PM, said:
I put that up so it could be looked at, anything worth keeping can be used, toss out the rest. Possibly better than starting from scratch.
#27 Posted 11 April 2010 - 06:21 PM
If I were starting this project myself, the first thing i would worry is about how to convert blood maps to eduke32 maps.
EDIT: I really would like to map for Blood if it were easy as it is for Duke.
This post has been edited by Gambini: 11 April 2010 - 06:21 PM
#28 Posted 12 April 2010 - 12:35 AM
#29 Posted 12 April 2010 - 07:00 PM
#30 Posted 15 April 2010 - 09:35 AM
DeeperThought, on Apr 12 2010, 04:40 AM, said:
Also not everyone has a decent CPU for the DOSBox demands. I would assume Monolith don't care about people spreading the game data files etc. at the moment because of the very fact that there is no project/port of the game near completion. I wouldn't put it past them to issue a Cease and Desist order as the project nears completion just like Square Enix did for that fan made mod of one of there games.