BloodTC for eDuke32
#691 Posted 02 September 2013 - 04:22 AM
#692 Posted 02 September 2013 - 06:06 AM
#693 Posted 02 September 2013 - 12:02 PM
Helixhorned, on 02 September 2013 - 06:06 AM, said:
Thank you, that was whai I needed!
#694 Posted 02 September 2013 - 12:08 PM
This post has been edited by Mark.: 02 September 2013 - 12:14 PM
#696 Posted 03 September 2013 - 11:51 AM
Helixhorned, on 02 September 2013 - 06:06 AM, said:
awesome back to normal again!
#697 Posted 03 September 2013 - 08:41 PM
Plagman, on 02 September 2013 - 08:21 PM, said:
Using the Polymost renderer, looking into TROR (for example, a hole)
#698 Posted 14 September 2013 - 04:40 PM
Mark., on 02 September 2013 - 12:08 PM, said:
How's the texturing going? What did you already finish and any chance for a preview?
#699 Posted 14 September 2013 - 05:12 PM
This post has been edited by Mark.: 14 September 2013 - 05:13 PM
#701 Posted 19 October 2013 - 02:46 PM
#703 Posted 22 September 2014 - 09:22 PM
#704 Posted 23 September 2014 - 06:49 AM
Getting episodes 3 and 4 fully playable would be a cool thing to have in the next version, but I can't quite tell how far you are with converting the maps and fixing problems. But it's really well made, and since we still seem to be far away from getting a proper source port for Blood, this is an excellent compromise solution.
A humble suggestion might also be to consolidate the multitude of CONs you use (e.g. separate ones for each weapon and enemy) and put them into the groupfile itself. It won't change anything about the way the mod looks or works, but it just looks more compact that way (and might even load minimally faster if you combine some CONs - like the ones I mentioned above). What needs to be praised is that you got it working without a single warning message even in latest EDuke32 snapshots. My respects for that!
This post has been edited by NightFright: 23 September 2014 - 06:57 AM
#705 Posted 23 September 2014 - 10:43 AM
NightFright, on 23 September 2014 - 06:49 AM, said:
BloodCM supports Polymer, but it was disabled at last release, therefore was bad performance and a lot of crashes. But I want to do my TC more beautifull with polymer lights and maybe I will do it at future
NightFright, on 23 September 2014 - 06:49 AM, said:
At summer we made a new converter based on blud2b, which makes easy to remake original maps, therefore 3 and 4 episodes now have ambients sounds, restored all moving sectors, skills for enemies and DM/single tags for items.
At fully playable 3 and 4 ep we must to add sounds for moving sectors and trigger logics. So, 70% of those episode is done. And with our new converter, episodes of addons can be done faster then other.
NightFright, on 23 September 2014 - 06:49 AM, said:
I think I will do it when I made a full release of BloodCM, it's easier work with unpacked CON files for me.
This post has been edited by M210: 23 September 2014 - 10:47 AM
#706 Posted 23 September 2014 - 11:07 AM
#707 Posted 23 September 2014 - 11:09 AM
NightFright, on 23 September 2014 - 11:07 AM, said:
But if you're playing BloodTC, you're not playing Blood.
Same for eRampage.
#708 Posted 23 September 2014 - 11:23 AM
This post has been edited by NightFright: 23 September 2014 - 11:23 AM
#709 Posted 27 September 2014 - 12:30 PM
M210, on 23 September 2014 - 10:43 AM, said:
At summer we made a new converter based on blud2b, which makes easy to remake original maps, therefore 3 and 4 episodes now have ambients sounds, restored all moving sectors, skills for enemies and DM/single tags for items.
At fully playable 3 and 4 ep we must to add sounds for moving sectors and trigger logics. So, 70% of those episode is done. And with our new converter, episodes of addons can be done faster then other.
I think I will do it when I made a full release of BloodCM, it's easier work with unpacked CON files for me.
Are you going to release the mapping tools and source codes to Bloodcm so that other people can make/convert maps for it?
#710 Posted 28 September 2014 - 02:25 AM
Jim, on 27 September 2014 - 12:30 PM, said:
Yes, it will be release.
Source code you can see on this site
http://sourceforge.n...ci/master/tree/
But Blud2e also not fully converting Blood maps, and it's need to finish maps manually
#712 Posted 02 October 2014 - 11:47 AM
#713 Posted 02 October 2014 - 12:03 PM
#715 Posted 02 October 2014 - 04:23 PM
#716 Posted 02 October 2014 - 10:46 PM
#717 Posted 03 October 2014 - 12:31 AM
#718 Posted 05 October 2014 - 07:04 PM
#719 Posted 05 October 2014 - 07:22 PM
Duke of Hazzard, on 05 October 2014 - 07:04 PM, said:
I have to agree, beside part of the fun of Blood is how hard it is.