BloodTC for eDuke32
#721 Posted 11 October 2014 - 03:27 AM
This post has been edited by sirlemonhead: 11 October 2014 - 03:27 AM
#723 Posted 30 November 2014 - 06:43 PM
#724 Posted 30 November 2014 - 07:47 PM
Micky C, on 30 November 2014 - 06:43 PM, said:
The premise of REing a game to a new engine is fundamentally flawed. I have a better idea but it's low priority right now.
#725 Posted 28 August 2015 - 01:52 AM
BloodCM v08.2015
#726 Posted 28 August 2015 - 04:13 AM
#728 Posted 05 September 2015 - 06:05 AM
HRP for BloodCM
Looks great! Thanks for M210 and all of the Community.
This post has been edited by sergey808a: 05 September 2015 - 06:10 AM
#729 Posted 05 September 2015 - 12:18 PM
EDIT: I noticed some textures that were in the older HRP are not in the new one.( 5909 and 5910 ) My eduke log shows 5573 is missing. Also a couple of the dead body models did not show up in the game but did not generate an error message so I assume they didn't get def'ed in yet. The sitting and wall hanging ones. The bottle models seem a little too big. If you want, I will check more and make a list of the missing stuff.
EDIT again. I'm having a blast playing this. Thanks again.
This post has been edited by Mark.: 05 September 2015 - 01:48 PM
#730 Posted 07 September 2015 - 02:50 AM
Here are few pictures I have found on the net to illustrate what I mean:
Josef Váchal - Kyklop
Josef Váchal - Old magician
Michael Volgemut - Dance Macabre
GRIMB krazy painting:
Life to lifeless
Rose
Memento Mori
Mixed nuts
This post has been edited by J432: 07 September 2015 - 04:08 AM
#731 Posted 07 September 2015 - 09:16 AM
#732 Posted 13 September 2015 - 07:22 PM
#733 Posted 01 November 2015 - 10:34 PM
https://desustorage....ast/50/2717480/
#734 Posted 02 November 2015 - 07:33 AM
Looks great .
This post has been edited by Trooper Dan: 02 November 2015 - 12:25 PM
Reason for edit: increasing forum readability
#735 Posted 02 November 2015 - 11:52 AM
#736 Posted 09 February 2016 - 04:35 AM
This post has been edited by M210: 09 February 2016 - 04:36 AM
#737 Posted 10 February 2016 - 12:27 PM
M210, on 09 February 2016 - 04:35 AM, said:
Cool! Thank you!
#738 Posted 11 March 2016 - 11:12 PM
My question, how do you skip levels in this? (edit: woops nevermind, dnscotty103 etc works)
Also curious if skill settings were implemented accurately? I looked at the maps in mapster and it didn't list the number of enemies per skillevel, I guess because they aren't Duke 3D enemies.
This post has been edited by PsychoGoatee: 11 March 2016 - 11:22 PM
#739 Posted 20 March 2016 - 10:22 PM
PsychoGoatee, on 11 March 2016 - 11:12 PM, said:
I never skipped levels. Just using usermap or test map in mapster32.
Skills settings was converted from original maps.
#740 Posted 21 March 2016 - 12:30 PM
M210, on 20 March 2016 - 10:22 PM, said:
Skills settings was converted from original maps.
What I meant was I was looking for how to skip around through the levels, but I figured it out. And thanks by the way
This post has been edited by PsychoGoatee: 21 March 2016 - 12:31 PM
#741 Posted 11 July 2016 - 12:47 PM
#742 Posted 05 October 2016 - 08:26 AM
This post has been edited by M210: 05 October 2016 - 08:26 AM
#743 Posted 05 October 2016 - 12:33 PM
M210, on 05 October 2016 - 08:26 AM, said:
Hi, I am constantly watching the news about your project. Thank you that you continue to work on BloodCM, we are waiting new release!
#745 Posted 25 December 2016 - 08:02 AM
The second news which I want to say - I started write the Blood port, which I called gdxBloodCM. My progress with Blood port you can see here:
.
Animation of weapon and Zombie enemy are playing from SEQ and QAV files. So, At this time my port can read RFF files (all versions except alpha version), SEQ files, QAV files, PLU files and standart build files. After read map file, my port spawns player sprite with addition extra information.
That's all, and Happy New Year, guys
This post has been edited by M210: 25 December 2016 - 08:02 AM
#746 Posted 25 December 2016 - 08:44 AM
BTW you should also update your link for Nuclear Showdown on your site cuz it still 1.1.
https://forums.duke4...r-showdown-v21/
http://www.moddb.com...-showdown-redux
#747 Posted 25 December 2016 - 09:15 AM
Quote
ok, thanks
#749 Posted 26 December 2016 - 03:42 PM
M210, on 25 December 2016 - 08:02 AM, said:
At last, new version!!!
Thanks M210!!!
Great work!!!
flanker, on 25 December 2016 - 10:30 AM, said:
Cool i like new textures and models.
Thanks flanker!!!
This post has been edited by max_nukem: 26 December 2016 - 03:45 PM