BloodTC for eDuke32
#601 Posted 25 October 2012 - 03:23 PM
1. Is the gravity too high? Player should be able to jump to both ledges in the mortuary chapel using the back bench. A jump to those squared columns is hard but doable.
2. Zombie's pain chance is way too high at all difficulties. Extra crispy should have no pain chance for axe zombie.
3. Player's walking speed, civilian's/ zombie's running speed are all equal. Zombies should attack civilians.
4. Blood's auto aim was on the generous side.
#602 Posted 26 October 2012 - 06:55 AM
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Here's the links. Put hrp and one of the music packs in bloodtc\autoload.
Better becareful when you say almost playable on here, people will jump on you for the slightest thing that isn't exactly like it was in the original game .
#603 Posted 27 October 2012 - 12:04 PM
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3. Player's walking speed, civilian's/ zombie's running speed are all equal. Zombies should attack civilians.
ok, thanks for this, I'll fix it.
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I think is better to leave as it is
#604 Posted 01 November 2012 - 02:46 AM
zZaRDoZz, on 25 October 2012 - 03:23 PM, said:
1. Is the gravity too high? Player should be able to jump to both ledges in the mortuary chapel using the back bench. A jump to those squared columns is hard but doable.
2. Zombie's pain chance is way too high at all difficulties. Extra crispy should have no pain chance for axe zombie.
3. Player's walking speed, civilian's/ zombie's running speed are all equal. Zombies should attack civilians.
4. Blood's auto aim was on the generous side.
5. Not sure if it's the true 3d geometry, the coding or a flagging issue but in blood most enemies are deaf to player until sighted. The spawn-out-of-the-ground zombies are a notable exception and a few enemies are flagged to activate upon hearing player. The default behavior is to wake only upon seeing player though.
I'm getting a lot of enemies waking just before I see them.
6. Collision box issues- some enemies are awfully hard to hit, take the rats for example, you can have the cross hair right on them and if the angle is steep enough, still miss them. Are you using sprites attached to md2 models? That can cause problems. Also, the sprites aren't tilting enough on some extreme height differentiated areas, take the opening leading to the ships hold on e2m1, I'm getting shot at from what are essentially lines.
Again, if I've listed known issues please pardon their retelling.
This post has been edited by zZaRDoZz: 01 November 2012 - 08:35 AM
#605 Posted 01 November 2012 - 11:07 AM
zZaRDoZz, on 01 November 2012 - 02:46 AM, said:
6. Also, the sprites aren't tilting enough on some extreme height differentiated areas, take the opening leading to the ships hold on e2m1, I'm getting shot at from what are essentially lines.
That wouldn't happen in the classic renderer. It's a problem that arises when using sprites that don't rotate in the X and Y axes in a "true 3D" perspective. M210 can't really fix that.
#606 Posted 21 November 2012 - 12:34 AM
#607 Posted 21 November 2012 - 12:44 AM
#608 Posted 21 November 2012 - 08:40 AM
#609 Posted 13 February 2013 - 08:50 AM
And a one bad news - after upgrade eduke32 to new revision, bloodtc have been a broken sounds at some places. It's not fixable by me...but I think, a future fix it
As usual, the release is available on my website
This post has been edited by M210: 13 February 2013 - 08:52 AM
#611 Posted 13 February 2013 - 09:44 AM
This post has been edited by M210: 13 February 2013 - 09:47 AM
#612 Posted 26 May 2013 - 11:06 AM
New release will include 2 episodes of original Blood, and beta version of 3 and 4 episode
I rewrote a code of Zombie AI and now I need to write a code of cultists AI, therefore the release will be include improved AI
This post has been edited by M210: 26 May 2013 - 11:14 AM
#613 Posted 26 May 2013 - 11:17 AM
M210, on 13 February 2013 - 09:44 AM, said:
Have a bit of patience. It's some work to write up why the behavior changed unintentionally. Keep in mind though that deleting MUSICANDSFX sprites was never officially documented as a supported effect.
#614 Posted 26 May 2013 - 11:25 AM
#615 Posted 26 May 2013 - 11:43 AM
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May be after complete BloodTC I can do remake of RR, if I will have the time at this point
#616 Posted 26 May 2013 - 11:57 AM
LAW, on 26 May 2013 - 11:25 AM, said:
I'm in the process of tracking down the right people to try and get my hands on the RR source code so I can add support for it to EDuke32. No promises, though.
#617 Posted 26 May 2013 - 01:46 PM
TerminX, on 26 May 2013 - 11:57 AM, said:
Shiiiiiit. Man, if you couldn't obtain the code, you could look at what's left of erampage. I know you probably don't like the project and the author himself, but it would save my ass. I made a few "tweaks" and I am making new fixes (including maps), but it will become obsolete, if someone competent (like you) does it better in the future.
#618 Posted 26 May 2013 - 03:03 PM
TerminX, on 26 May 2013 - 11:57 AM, said:
I can't put what i feel about that in words.... so here is a smiley face.
Also, M210, great job. I have been waiting for this one for a while.
#619 Posted 28 May 2013 - 09:21 PM
This post has been edited by MYHOUSE.MAP: 28 May 2013 - 09:22 PM
#620 Posted 05 June 2013 - 11:30 AM
This post has been edited by M210: 05 June 2013 - 06:39 PM
#622 Posted 05 June 2013 - 12:06 PM
Download: http://www.moddb.com...bloodcm-v062013
This post has been edited by fgsfds: 05 June 2013 - 12:14 PM
#623 Posted 05 June 2013 - 01:40 PM
Just a question, is there a reason for the enemies to be flipped in the x axis?
#624 Posted 05 June 2013 - 06:45 PM
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Yeah, sorry that. Fixed.
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So, seems I can't answer to your question without examples. I'll do it evening
This post has been edited by M210: 05 June 2013 - 06:46 PM
#626 Posted 06 June 2013 - 06:18 AM
#627 Posted 06 June 2013 - 06:34 AM
#628 Posted 06 June 2013 - 06:35 AM
#630 Posted 06 June 2013 - 11:41 AM
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.