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BloodTC for eDuke32

User is offline   m210® 

#241

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.c...u/2/QHxNTboVdj8

View PostCaptain Awesome, on Dec 29 2010, 04:26 AM, said:

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

I think you can answer on this question youself :rolleyes:

This post has been edited by M210: 29 December 2010 - 01:19 AM

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User is offline   fgsfds 

#242

-

This post has been edited by empyrock: 14 January 2011 - 02:59 PM

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User is offline   Micky C 

  • Honored Donor

#243

Lol it seems absolutely nobody knows how to use the SE ROR system. There's absolutely no documentation and any inquiry results in "just look at the ROR example map." This is useless as there are countless variables involved in positions, heights and tags so I can fully understand why the blood TC team felt the need to code their own system.

This post has been edited by Micky C: 29 December 2010 - 04:19 AM

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User is offline   Besli 

#244

View PostRoot 9, on Dec 28 2010, 08:38 AM, said:

I downloaded your scan and made this:
Posted Image


Yeah, that looks very good now! :rolleyes:
Great work Root 9!

This post has been edited by Besli: 29 December 2010 - 07:27 AM

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User is offline   Root 9 

#245

View PostBesli, on Dec 29 2010, 04:25 PM, said:

Yeah, that looks very good now! :lol:
Great work Root 9!


Thank YOU for the scan :rolleyes:
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User is offline   DavoX 

  • Honored Donor

#246

View PostMicky C, on Dec 29 2010, 09:18 AM, said:

Lol it seems absolutely nobody knows how to use the SE ROR system. There's absolutely no documentation and any inquiry results in "just look at the ROR example map." This is useless as there are countless variables involved in positions, heights and tags so I can fully understand why the blood TC team felt the need to code their own system.


So, what's the proper way to make it?
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User is offline   m210® 

#247

I think it's not helped :rolleyes:
That ROR works with SE40-45, and set angle to 512, and it's all.
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User is offline   Jimmy 

  • Let's go Brandon!

#248

It also doesn't work very well because the sector 'lips' don't line up in reality.
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User is offline   Mark 

#249

Hey M210, when you get a chance, check your messages. I left a PM about sending a zip file with a bunch of HRP textures for your TC.

This post has been edited by Marked: 29 December 2010 - 05:31 PM

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User is offline   m210® 

#250

I got it:) That's really good textures, thanks :rolleyes:
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User is offline   Gambini 

#251

Sorry for this. But the last thing this TC needs is a HRP.
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User is offline   Mark 

#252

I'm sure you will be able to run this with or without the HRP. At least you can right now.
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User is offline   Tea Monster 

  • Polymancer

#253

Go Marked, Empyroc and Root 9 and Besli! Blood needs some TLC after all this time.

This post has been edited by Tea Monster: 31 December 2010 - 02:05 AM

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#254

View PostGambini, on Dec 30 2010, 04:29 PM, said:

Sorry for this. But the last thing this TC needs is a HRP.


I agree completely. Obviously, any kind of help to the mod is a good thing, but the real focus should remain having a playable Blood approximatin for Eduke. Too bad I'm still not able to code, I'll gladly help.

This post has been edited by Headless_Horseman: 31 December 2010 - 05:31 AM

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User is offline   Root 9 

#255

View PostGambini, on Dec 31 2010, 01:29 AM, said:

Sorry for this. But the last thing this TC needs is a HRP.

YES IT DOES! :P

But yeah, first things first... We need to have a playable BloodTC first.. :P

This post has been edited by Root 9: 02 January 2011 - 05:30 AM

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#256

I agree with Gambini. You should first focus on retexturing the converted maps with the original 8-bit graphics. Later on you can make an add-on HRP pack with the ogg music and such.
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User is offline   Besli 

#257

Maybe we should focus all about Blood/BLoodTC to the transfusion-game.com Forum?
Roma-Loom, a nice guy who helped in the Duke Community erlier, is now working on recreating Blood textures.

Like said the Transfusion Port was focused in the Multiplayer part (instead of the singleplayer) of Blood.
But there was some great people working on nice models/textures that wasn't ever released.
Maybe we could get to se people to release them, if we had good working port. :P
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User is offline   fgsfds 

#258

Quote

Roma-Loom, a nice guy who helped in the Duke Community erlier, is now working on recreating Blood textures.

He worked on it about 3 years ago. And he alreagy gave me all his textures (not too much).
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User is offline   m210® 

#259

View PostBesli, on Jan 2 2011, 05:45 PM, said:

Maybe we should focus all about Blood/BLoodTC to the transfusion-game.com Forum?

http://forums.transf...opic.php?t=1714 :P
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User is offline   Tea Monster 

  • Polymancer

#260

Well, one thing, they actually seem to encourage their texture artists and modellers.
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User is offline   m210® 

#261

New alpha release from 13 Jan 2011 is available :P
Modified executable (ROR support)
and made some AI enemies

This post has been edited by M210: 13 January 2011 - 11:43 AM

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User is offline   Lunick 

#262

View PostM210, on Jan 14 2011, 05:42 AM, said:

New alpha release from 13 Jan 2011 is available :P
Modified executable (ROR support)
and made some AI enemies


So where can we download?
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User is offline   LeoD 

  • Duke4.net topic/3513

#263

Follow the link in his sig.
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User is offline   fgsfds 

#264

https://sourceforge....jects/bloodhrp/
Updated hrp with new textures.
M210, please, delete your current hrp folder, it's full of unused junk.
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User is offline   m210® 

#265

View PostLunick, on Jan 14 2011, 01:27 AM, said:

So where can we download?

from here :P
Remember this link :P

View Postempyrock, on Jan 14 2011, 01:40 AM, said:

Updated hrp with new textures.
M210, please, delete your current hrp folder, it's full of unused junk.

Ok, I did it :P Good work with HRP, the difference is appreciable at once :D
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User is offline   LeoD 

  • Duke4.net topic/3513

#266

View PostM210, on Jan 13 2011, 08:42 PM, said:

Modified executable (ROR support)

The excutable has messed up my overall screen brightness/gamma :P . Any idea how to return to the original settings?
EDIT: solved by reboot
Plus, I had some crashes that might indicate that the fix from svn1737 has not been applied to your sources yet.

This post has been edited by LeoD: 09 July 2012 - 02:26 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#267

Cool stuff. Can you post the source for the modified EDuke32? I'm wondering what you had to change that wasn't doable through CON code.
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User is offline   Mark 

#268

I noticed that the shade value needs to be lowered in the def files for some of the new textures. Mostly the signs. They are too bright.

And a problem that was fixed earlier is back. The keys are not working for me in the first level again.
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User is offline   Gambini 

#269

Error(s) found in "eduke.con" do you want to use internal defaults?

fixed

This post has been edited by Gambini: 13 January 2011 - 06:57 PM

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User is offline   m210® 

#270

View PostMarked, on Jan 14 2011, 03:35 AM, said:

And a problem that was fixed earlier is back. The keys are not working for me in the first level again.

It's a strange, it's work for me, I'm recently check it.

View PostPlagman, on Jan 14 2011, 02:31 AM, said:

Cool stuff. Can you post the source for the modified EDuke32? I'm wondering what you had to change that wasn't doable through CON code.

Source codes are located at the second programmer, I'll talk to him about it :P
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