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BloodTC for eDuke32

User is offline   Root 9 

#211

Yeah I think the music from that site sounds much richer than the original midi's ripped from the GRP file
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#212

I always prefered the MIDI's rendered from an AdLib/SoundBlaster card, but I think you should use the CD-Audio as they will have the best quality and are what the composer had in mind, after some time I (or someone else) could record the MIDI tracks on other hardware and make them an option for the TC anyway.
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User is offline   Jimmy 

  • Let's go Brandon!

#213

View Postempyrock, on Dec 14 2010, 05:41 AM, said:

I think not. Because it's too dark, it lost too much detail, plus scan artifacts, so even the upscaled version looks much better.
http://screenshotcom...omparison/11574
I think it's not worth it.


It is worth it, that is a very bad scan, however. Think of the Duke3D title screen in the HRP, that is a scan.
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#214

Yeah, well, like I said, my scanner is about 20 years old :rolleyes:
I've never scanned in color before.
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User is offline   Root 9 

#215

View PostHigh Treason, on Dec 14 2010, 10:08 PM, said:

Yeah, well, like I said, my scanner is about 20 years old :rolleyes:
I've never scanned in color before.


Yeah that scan on top of my version of the splash screen = http://forums2.duke4...tyle_emoticons/default/yuck.gif
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User is offline   fgsfds 

#216

M210, where are you? We missed you.
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User is offline   lawl 

#217

View Postempyrock, on Dec 21 2010, 02:40 PM, said:

M210, where are you? We missed you.



yes. =/
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User is offline   m210® 

#218

i'm here http://forums2.duke4...tyle_emoticons/default/smile.gif
and I'm think, I will can continue work on TC after holidays and educational session :rolleyes:
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User is offline   Besli 

#219

Okay, here is a link to a scan of my Blood Box: (32.2MB)
http://www.megaupload.com/?d=DJ3WEXFN
http://www.megafileupload.com/en/file/2923...t-Scan-rar.html


I tried to improve it myself (to use it as a Titlepic),
and here is what I ended up with: (13.14MB)
http://www.megaupload.com/?d=RJLCT0RC
http://www.megafileupload.com/en/file/2923...tlepic-rar.html

@Root 9: Your remake of the Titlepic is really good!
I only think the Gargoyle could need a bit more work.

This post has been edited by Besli: 25 December 2010 - 08:05 PM

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User is offline   NightFright 

  • The Truth is in here

#220

Maybe things will get done faster than you think, luciusdxl from the DarkXL project (port for Dark Forces) has announced to enhance his port so that it fully supports Blood --> See here!
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User is online   Lunick 

#221

View PostNightFright, on Dec 27 2010, 05:59 AM, said:

Maybe things will get done faster than you think, luciusdxl from the DarkXL project (port for Dark Forces) has announced to enhance his port so that it fully supports Blood --> See here!


Nice find there. And that engine is going to support Outlaws in the future :rolleyes:
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User is offline   Jimmy 

  • Let's go Brandon!

#222

Very strange. Neither Outlaws nor Dark Forces is based upon Build.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#223

I guess he figured nobody else is attempting it so he might as well give it a shot.
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User is offline   Besli 

#224

The point was that the DarkXL Project (a port for Dark Forces) has announced to enhance his port so that it fully supports Blood!
And not if Blood and Outlaws/Dark Forces are using the same Engine. :rolleyes:
http://en.wikipedia....997_video_game)

Here is another hires scan of a European Blood Box:
http://files.deathma...oxart/Blood-EU/

And also a good Windows Theme with hires Wallpaper:
http://files.deathma...blood_theme.zip

This post has been edited by Besli: 26 December 2010 - 10:21 PM

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User is offline   Scott_AW 

#225

View PostCaptain Awesome, on Dec 26 2010, 04:16 PM, said:

Very strange. Neither Outlaws nor Dark Forces is based upon Build.


I remember making maps in Dark Forces, they had similar tricks with rooms. Of course it did have 3d model support so I guess ploymost/polymere helps bridge that gap.

Now I want to play that game again...

This post has been edited by Scott_AW: 26 December 2010 - 10:36 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#226

Polymost and polymer have nothing to do with DarkXL.
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User is offline   Scott_AW 

#227

View PostMusicallyInspired, on Dec 27 2010, 08:00 AM, said:

Polymost and polymer have nothing to do with DarkXL.


So what is it using?
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User is offline   NightFright 

  • The Truth is in here

#228

I guess you would have to ask Lucius himself about that. The Jedi engine from DF/Outlaws has nothing to do with the Build engine, I have absolutely no idea how he was able to pull it off, even more so considering the Blood source code has never been released (completely). Anyway, if it works and looks as well as the current alpha (soon beta) version of the Dark Forces port, this will probably be a historic moment for Blood fans.
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User is offline   XThX2 

#229

View PostNightFright, on Dec 27 2010, 01:12 PM, said:

I guess you would have to ask Lucius himself about that. The Jedi engine from DF/Outlaws has nothing to do with the Build engine, I have absolutely no idea how he was able to pull it off, even more so considering the Blood source code has never been released (completely). Anyway, if it works and looks as well as the current alpha (soon beta) version of the Dark Forces port, this will probably be a historic moment for Blood fans.

Not to mention the guy will have it done all by himself, not even using a similar engine. I would really like to see that guy pull it off.
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User is offline   Root 9 

#230

View PostBesli, on Dec 26 2010, 04:41 AM, said:

Okay, here is a link to a scan of my Blood Box: (32.2MB)
http://www.megaupload.com/?d=DJ3WEXFN
http://www.megafileupload.com/en/file/2923...t-Scan-rar.html


I tried to improve it myself (to use it as a Titlepic),
and here is what I ended up with: (13.14MB)
http://www.megaupload.com/?d=RJLCT0RC
http://www.megafileupload.com/en/file/2923...tlepic-rar.html

@Root 9: Your remake of the Titlepic is really good!
I only think the Gargoyle could need a bit more work.


I downloaded your scan and made this:
Posted Image
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User is offline   m210® 

#231

Oh yes, it's beautiful and colourful picture, good work :lol:
Today I recorded video of new ROR in my BloodTC.
It have some lags, but it's working :rolleyes: Thank for SzilАrd BirС, whos writed this ROR code!

http://www.youtube.c...h?v=F_orrwmGN30
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User is offline   fgsfds 

#232

Great. Is it works with original eduke, or you modified it? Can you upload this map?
Besli and Root 9, very nice. Thanks.
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User is offline   m210® 

#233

It's not original eDuke32 any more :rolleyes:
SzilАrd BirС modified source code of Eduke32, and continue modifing it

This post has been edited by M210: 28 December 2010 - 09:28 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#234

Why doesn't he collaborate with the EDuke32 team?
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User is offline   m210® 

#235

I don't know, he sad, he will message to TX when complete ROR
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User is offline   Plagman 

  • Former VP of Media Operations

#236

Why exactly did you need to change the EDuke32 source? It already supports ROR through SEs, and if that particular case doesn't suit your needs (which I wouldn't understand, since it was designed after Blood's way) it's trivial to implement other schemes with CON code.
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User is offline   luciusDXL 

#237

Hello, I'm lucius from the DarkXL Project. I thought I'd drop in, after seeing the positive - and confused - responses to my recent announcement. I lurk on these forums, though I finally decided to register - I am also a Duke Nukem 3D fan. I am not however, in any way, affiliated with any of the Build engine based projects such as EDuke32.

So the first thing to mention is that the DarkXL engine has no relation to Build, Polymost or Polymer. The way the Blood support works is that the Blood data is loaded and then the data is converted to internal DarkXL structures. Dark Forces and Outlaws do not use "load in place" file formats, nor formats that can be used directly for rendering. This means that this conversion on load always happens anyway, so added support for Blood structures wasn't really that difficult. In addition the engine supports (or will support for Outlaws) many of the same features as Build, including RoR, deep water, slopes, voxel objects - though implemented differently (but since I'm converting the data anyway, this doesn't really matter). It supports things that Build doesn't as well, such as dual adjoins (makes 3D bridges made out of sectors easy, or stairs where you can walk on top or go underneath, etc.) - and those features will be available to modders as well. Even without any engine modifications (other then loading and converting the data of course) I can already load every level in the vanilla game and run around them. They don't render completely correctly yet and aren't interactive (i.e. things like doors don't work yet), but it's not too far off.

None of this really effects the Blood TC though. Your goal seems to be to make a TC for Duke Nukem for Blood. You may make changes to the layouts, create custom textures and other things.

The DarkXL support is meant to be a replacement for the original executable and engine. That means that it reads the original data, will support the vanilla game and support Blood mods and expansion packs. I'll make modding easier, but I won't be making any artistic or level design changes myself.

I hope that clarifies things a bit. :rolleyes:

This post has been edited by luciusDXL: 28 December 2010 - 01:09 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#238

Your main problem is going to all of the X-sector metadata that they added to the BUILD map format without documenting it and that controls all the interactive elements in a Blood map. sirlemonhead is currently doing the same thing as you, except starting from a BUILD base except of the Dark Forces engine, but it's more or less the same progress right now. Maybe you guys should talk.
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User is offline   Jimmy 

  • Let's go Brandon!

#239

I would imagine that converting maps is rather easy, what are you gonna do about enemies, weapons, and other internal workings?
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User is offline   m210® 

#240

Maybe I do not know something , but ROR from eDuke32 works only on the map water.map (ROR.map) and even after a slight modification of this map, ROR will not work correctly, so we need to write it from scratch.


http://www.youtube.com/user/AxeleratorM210...u/2/QHxNTboVdj8
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