BloodTC for eDuke32
#631 Posted 06 June 2013 - 12:44 PM
#632 Posted 06 June 2013 - 01:12 PM
#633 Posted 06 June 2013 - 01:16 PM
- It seems that most of straight ROR areas render as HOM to me. Is ROR not implemented properly yet, or is it something on my end? Transparent water areas work fine, no problems on E1M1 for example.
- Is the mod made for the 32-bit mode, or the launcher defaults 32-bit mode for eyecandy? Software mode is unplayable to me, seems there are sudden lag spikes - pretty severe, sometimes the game slows to a crawl, sometimes it even stops refreshing totally (the sound works fine). Seems to happen on screen flashes (item pickups, damage etc.), not sure about any other cases.
- Software mode again - display bugs. Seems that random message characters and hud numbers shift around, parts of the gun are offset (napalm launcher's glowing bits for example)
- Is it just me, or the axe zombie seems to be too small scale wise?
- I've managed to "clone" the life-leech-staff "turret-sentry" once - I've placed it on the ground, and pushed it with shotgun fire. After one of the shots, another turret recoiled off in another direction.
- I'm not sure, but I think you couldn't damage the fallen (but not fully dead) axe zombie corpses in the original Blood
- Do you plan on adding (if it's possible at all!) non linear speed to moving stuff like doors? It seemed to me that most of the doors in Blood accelerate when opened and go to a smooth stop - while a distinct feature, I think it's one of those that make Blood "feel different" from other build titles.
- Crawling cultist don't work, I guess they're just not implemented yet
Nothing else to say, it's really spot on, I especially LOVE the physics which are recreated pretty excellent! Only thing that exposes it as a Duke mod are the menus, underwater sound behavior and that the player view/camera behaves a little bit differently (Guess there's nothing to do about that). Either way, couldn't resist playing some the levels and it really feels like home.
Question for Eduke developers: is it possible to implement the engine-generated effect texture? The one used for furnace flames in Blood and water in Lameduke?
#634 Posted 06 June 2013 - 03:31 PM
#635 Posted 06 June 2013 - 03:36 PM
#636 Posted 06 June 2013 - 03:39 PM
#637 Posted 06 June 2013 - 04:13 PM
EDIT: Been playing and it's great so far. One question, why do all of your weapons dissapear if you die and then type dnkroz?
This post has been edited by DavoX: 06 June 2013 - 04:20 PM
#638 Posted 06 June 2013 - 07:59 PM
It seems that most of straight ROR areas render as HOM to me. Is ROR not implemented properly yet, or is it something on my end? Transparent water areas work fine, no problems on E1M1 for example.
I've noticed about ror-glitches in polymost, but there's no need to use it anymore. Never saw any major glitches in software and polymer.
Is the mod made for the 32-bit mode, or the launcher defaults 32-bit mode for eyecandy? Software mode is unplayable to me, seems there are sudden lag spikes - pretty severe, sometimes the game slows to a crawl, sometimes it even stops refreshing totally (the sound works fine). Seems to happen on screen flashes (item pickups, damage etc.), not sure about any other cases.
Originally, it was made for software. Since new shade table was implemented in polymer, it's pretty good too. I have some small fps drop when picking up items or underwater, but not that much. I'll check this out.
Software mode again - display bugs. Seems that random message characters and hud numbers shift around, parts of the gun are offset (napalm launcher's glowing bits for example)
It was reported several times, but not me or m210 could reproduce it. I thought it was fixed.
I'm not sure, but I think you couldn't damage the fallen (but not fully dead) axe zombie corpses in the original Blood
In CM you can't either. But unlike original Blood, fallen Zombie reacts on shoots.
Do you plan on adding (if it's possible at all!) non linear speed to moving stuff like doors? It seemed to me that most of the doors in Blood accelerate when opened and go to a smooth stop - while a distinct feature, I think it's one of those that make Blood "feel different" from other build titles.
Always loved how elevator works in blood, slowing down until it stops. If it's possible, it will be added.
This post has been edited by fgsfds: 06 June 2013 - 08:03 PM
#639 Posted 06 June 2013 - 08:12 PM
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After player die, I set variables of dynamits. But other weapons remains the player.
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Look at picture at attached. There are tiles of Zombie from original Blood and Liztroop from Duke3D.
As you can see, Zombie turn face to right and Liztroop turn face to left, therefore If using tiles without flipped in the x axis, zombie in eduke32 will move "backwards"
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I had some problems when I set display resolution in game and continue playing without restart eduke32
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I would like to do this, but I haven't a suitable formula for this. May be I need help with this tweak.
This post has been edited by M210: 06 June 2013 - 08:15 PM
#640 Posted 06 June 2013 - 08:21 PM
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It works, but with a probability of 50 when hit to cultist
#641 Posted 06 June 2013 - 08:32 PM
M210, on 06 June 2013 - 08:12 PM, said:
As you can see, Zombie turn face to right and Liztroop turn face to left, therefore If using tiles without flipped in the x axis, zombie in eduke32 will move "backwards"
Interesting. Since Blood is a Build game, I believe that function should be extended for Eduke32. It could work with a value of -5 in the action command 4th value.
#643 Posted 06 June 2013 - 10:45 PM
#644 Posted 07 June 2013 - 01:02 AM
This post has been edited by Diaz: 07 June 2013 - 01:03 AM
#645 Posted 07 June 2013 - 02:41 AM
fgsfds, on 06 June 2013 - 11:41 AM, said:
Tetsuo, on 06 June 2013 - 11:04 AM, said:
You can install the latest compiled eduke32 build from here http://www.spam-filt...eduke32_on_os_x and you should be able to run any eduke32 mods. Not sure where you should put bloodtc folder on osx.
Yes, and as Mateos suggested, a sensible way to install mods on Unix-like OSes is to keep each in a separate directory. As described on rhonie's page, the -usecwd command line arg can be used for that (unlike rhonie, I wouldn't pass "-j$HOME/Library/Application Support/EDuke32/").
So, what I usually do is to unpack each mod in a separate directory, create a symlink to DUKE3D.GRP if necessary, copy eduke32.cfg and settings.cfg and create a bash script that runs EDuke32 with the command line arguments suggested by the mod authors, plus -usecwd.
DavoX, on 06 June 2013 - 04:13 PM, said:
It's listed on the wiki.
M210, on 06 June 2013 - 08:12 PM, said:
Fox, on 06 June 2013 - 08:32 PM, said:
It is now possible to pass -5 or -7 as viewtype values to an action definition.
#646 Posted 07 June 2013 - 03:59 AM
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"action AZOMBIEWALK1 0 4 -5 1 10" for flipped animation?
I can't use blood arts without flipped yet, because animation become broken after this
Oh, I understood now. It works with action AZOMBIEWALK1 20 4 -5 1 10
Helixhorned, Thanks to you. Now I can remake all of enemies animation without jerks from broken offset's!
This post has been edited by M210: 07 June 2013 - 04:07 AM
#647 Posted 07 June 2013 - 04:11 AM
BTW, I can´t open the link in your signature, because my Avast antivirus scanner blocks this site because of an infected Javascript file.
#648 Posted 07 June 2013 - 04:14 AM
#649 Posted 07 June 2013 - 04:16 AM
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I thinks because ucoz.ru host is sucks. I plan to make a new site on duke4.net without advertisement at future
This post has been edited by M210: 07 June 2013 - 04:16 AM
#651 Posted 07 June 2013 - 04:38 AM
M210, on 07 June 2013 - 04:14 AM, said:
In classic mode when polymer uses the shade tables, regular texture filtering causes very ugly colours to appear, so first plagman has to figure out how to stop those colours from appearing before it can be re-enabled (or else there'll be dozens of noobs coming to the forums to complain about it in new threads).
#652 Posted 07 June 2013 - 04:45 AM
#653 Posted 07 June 2013 - 05:12 AM
#654 Posted 07 June 2013 - 06:07 AM
Diaz, on 07 June 2013 - 05:12 AM, said:
No, that's unintentional and should not be relied on. If I'm not mistaken, animated actions and multiple-angle-view sprites are mutually exclusive. So, you're just mentioning it as a curiosity, not a bug report, right?
#655 Posted 07 June 2013 - 06:11 AM
This post has been edited by Diaz: 07 June 2013 - 06:11 AM
#656 Posted 07 June 2013 - 06:14 AM
M210, on 07 June 2013 - 04:16 AM, said:
That's very welcome because the hosting at Duke4.net is infinitely better than any of the ad-ridden, so-called "free" hosting sites.
#657 Posted 07 June 2013 - 06:28 AM
Diaz, on 07 June 2013 - 06:11 AM, said:
Oh, I see now, it's a bug! Should be fixed in r3863. Could you report success/failure when it builds? Thx.
#658 Posted 07 June 2013 - 06:54 AM
#659 Posted 11 June 2013 - 07:17 AM
1) Bazooka (or how is named) damage is all wrong with Gargoyles, they requires like 5 shots, while they go down with only 4 sawed-off shots.
2) Fuse for dynamite altfire is just too long.
#660 Posted 14 June 2013 - 04:25 AM
I'll be glad to see comments about it. Enjoy
Headless_Horseman_Rebirth , Thanks for you post. It will be fix
This post has been edited by M210: 14 June 2013 - 09:45 AM