This is great. Is it just me or there is no sound in the video?
BloodTC for eDuke32
#781 Posted 07 February 2017 - 06:44 AM
#782 Posted 07 February 2017 - 06:48 AM
Im not working on sounds yet. This video(and port) without sounds
#783 Posted 05 March 2017 - 09:01 AM
Hi guys! Do you want to see my latest progress?
At the end you can see classic polymost renderer bug in ROR...I don't know, is this fixable....i hope yes...
I found interesting thing - show2dsector is "see" a lower(or upper) ROR sector, but it's just don't drawing.This gives hope for the fix this bug
At the end you can see classic polymost renderer bug in ROR...I don't know, is this fixable....i hope yes...
I found interesting thing - show2dsector is "see" a lower(or upper) ROR sector, but it's just don't drawing.This gives hope for the fix this bug
This post has been edited by M210: 05 March 2017 - 09:02 AM
#784 Posted 05 March 2017 - 09:49 AM
Technical question: Wich Opengl and/or SDL version is used?
Will be also implemented a "software mode" to avoid compatibility issues?
Will be also implemented a "software mode" to avoid compatibility issues?
#785 Posted 05 March 2017 - 11:10 AM
Nice work !
Really liking the effort you've put on this to get it as close as possible.
As a side note, I saw that you did some work on GTA2, really hoping a proper port / small mods on that game. A very fun game but I think the controls can make it quite flawed at times. I hope you complete that some day in the future also
Really liking the effort you've put on this to get it as close as possible.
As a side note, I saw that you did some work on GTA2, really hoping a proper port / small mods on that game. A very fun game but I think the controls can make it quite flawed at times. I hope you complete that some day in the future also
#787 Posted 05 March 2017 - 12:08 PM
Fantinaikos, on 05 March 2017 - 09:49 AM, said:
Technical question: Wich Opengl and/or SDL version is used?
Will be also implemented a "software mode" to avoid compatibility issues?
Will be also implemented a "software mode" to avoid compatibility issues?
There is a Java, therefore I don't using SDL. For renderer I using OpenGLES 1.1. At future I planning to rewrite renderer to GL2.0 and maybe GL2.0 will takes me fix a ROR bug.
Software renderer I don't planning.
#788 Posted 05 March 2017 - 12:09 PM
oasiz, on 05 March 2017 - 11:10 AM, said:
As a side note, I saw that you did some work on GTA2, really hoping a proper port / small mods on that game.
I also want to make port for this, but Its very hard to start reverse engeenering it o_O Therefore I temporary stop it
#789 Posted 05 March 2017 - 08:22 PM
Looking really great!
I would have never thought of BLOOD as a Java version.
I would have never thought of BLOOD as a Java version.
#790 Posted 12 April 2017 - 01:31 PM
New video showing AI
This post has been edited by Jim: 12 April 2017 - 01:34 PM
#791 Posted 07 June 2017 - 08:46 AM
Hi.
I guess it will be way, waaaay too late to ask for such a thing, but I wonder if BloodCM will support not only the official, but also the user-made content that was made for Blood. M210 did a fantastic job with his port, but I just don't have that much of an interest for original levels, I would like to play some user maps that was mode for that game over the years. I guess you have to edit these user maps, which will spoil all the fun you could have. Or not?
I guess it will be way, waaaay too late to ask for such a thing, but I wonder if BloodCM will support not only the official, but also the user-made content that was made for Blood. M210 did a fantastic job with his port, but I just don't have that much of an interest for original levels, I would like to play some user maps that was mode for that game over the years. I guess you have to edit these user maps, which will spoil all the fun you could have. Or not?
#792 Posted 11 June 2017 - 06:28 AM
Of cource, eDuke32 doesn't support Blood's map, therefore forget about BloodCM and use BloodGDX port
#793 Posted 11 June 2017 - 06:38 AM
#795 Posted 17 June 2017 - 06:32 PM
There is still a bug in the engine as regards "true 3D" areas, shown in the attached screenshot. Is it going to be fixed?
#796 Posted 18 June 2017 - 12:25 AM
Jamesfff, on 17 June 2017 - 06:32 PM, said:
There is still a bug in the engine as regards "true 3D" areas, shown in the attached screenshot. Is it going to be fixed?
Use software or polymer mode. It's unlikely that CM will be updated since there is BloodGDX now.