![](https://forums.duke4.net/public/style_images/cgs/_custom/switch.png)
BloodTC for eDuke32
#751 Posted 01 January 2017 - 10:11 AM
#752 Posted 01 January 2017 - 03:31 PM
M210, on 01 January 2017 - 10:11 AM, said:
Why Java?
This post has been edited by icecoldduke: 01 January 2017 - 03:31 PM
#753 Posted 01 January 2017 - 04:05 PM
icecoldduke, on 01 January 2017 - 03:31 PM, said:
Because God is dead and Sun Microsystens killed him
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#754 Posted 01 January 2017 - 11:10 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Java saves me a lot of time, therefore I made Tekwar port for one month .In the case of C ++, I will spend a month on compilation
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Anyway, when I done my port, maybe I rewrite it on c++, it will be not difficult
Btw, each of eDuke32 build I spent about 3 hours on compilation, because it always anything wrong, it always has an errors I need to fix it....How much I spend time with Java compilation? 1sec for for one launch program....it's a main cause
This post has been edited by M210: 01 January 2017 - 11:21 PM
#755 Posted 01 January 2017 - 11:40 PM
This post has been edited by TheZombieKiller: 01 January 2017 - 11:42 PM
#756 Posted 02 January 2017 - 02:41 PM
M210, on 01 January 2017 - 11:10 PM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Java saves me a lot of time, therefore I made Tekwar port for one month .In the case of C ++, I will spend a month on compilation
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Anyway, when I done my port, maybe I rewrite it on c++, it will be not difficult
Btw, each of eDuke32 build I spent about 3 hours on compilation, because it always anything wrong, it always has an errors I need to fix it....How much I spend time with Java compilation? 1sec for for one launch program....it's a main cause
I really like the idea of having build on a non native language, I just personally won't be using your work due to the security issues that seem to always plague the java runtime. I hope you would consider switching to mono .NET.
#757 Posted 02 January 2017 - 11:38 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
This post has been edited by M210: 02 January 2017 - 11:40 PM
#758 Posted 04 January 2017 - 01:35 PM
M210, on 02 January 2017 - 11:38 PM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Only watched this because of that guy from Lilyhammer.
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#760 Posted 05 January 2017 - 06:41 AM
- in vanilla Blood, blowing up enemies triggers Caleb to choose from a variety of screams/shouts. in BloodCM i counted one 'hehehe'.
- zombies never enter suspended animation phase (when exposed to a non-lethal attack) and then ninja jump-back up to the player.
- 3-4 hits of pitchfork instakills zombies.
- if a cultist accidentally hits a zombie and then the zombie starts attacking the aforementioned cultist in return, the cultist will never fight back the attacking zombie. the player will be ignored until their fight is over (due to the death of that cultist).
- green cultists (with the dynamite) won't attack the player if they stand on a higher ground relative to the player - ok this might be a broad generalization of one special case on level 1 of Post Mortem: rooftop greenies will ignore the player entirely as you walk around below them.
- no auto aim. (i like auto aim shut up).
- some corpses won't be gibbed on explosion - or not always.
- explosives' area of effect are sometimes.. funny.
sorry if you find my suggestion of releasing the source files intrusive or something, it's just that i'm having a real bad case of proper_port of_blood-thirst, and i do think a lot of the community devs would benefit from it (who knows, maybe even Kaiser could use it), and eventually, the universe.
![:lol:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
This post has been edited by evil_presley: 07 January 2017 - 01:08 PM
#761 Posted 07 January 2017 - 01:38 PM
M210, on 01 January 2017 - 11:10 PM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Java saves me a lot of time, therefore I made Tekwar port for one month .In the case of C ++, I will spend a month on compilation
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Anyway, when I done my port, maybe I rewrite it on c++, it will be not difficult
Btw, each of eDuke32 build I spent about 3 hours on compilation, because it always anything wrong, it always has an errors I need to fix it....How much I spend time with Java compilation? 1sec for for one launch program....it's a main cause
EDuke32 should only take less than 30 seconds to compile, not 3 hours. Don't know what kind of slow-ass system you are running on, or what broken pile of ass you're using to compile it. EDuke32 itself is also cross-platform in it's entirety.
This post has been edited by Striker: 07 January 2017 - 01:42 PM
#762 Posted 07 January 2017 - 01:57 PM
evil_presley, on 05 January 2017 - 06:41 AM, said:
- zombies never enter suspended animation phase (when exposed to a non-lethal attack) and then ninja jump-back up to the player.
You sure about this? I just had a quick go and they seem to fall and then get up after hit by distant dynamite explosion. Maybe not all attacks make them go like this?
#763 Posted 07 January 2017 - 02:10 PM
Striker, on 07 January 2017 - 01:38 PM, said:
Yeah. Protip: make RELEASE=0 -j
*Build without compiler optimizations, which take the majority of any compile time.
*Parallelizes the build process in the number of CPU threads you have.
#764 Posted 07 January 2017 - 05:27 PM
CryptKiller, on 07 January 2017 - 01:57 PM, said:
i never saw them do that.
This post has been edited by evil_presley: 07 January 2017 - 05:27 PM
#765 Posted 08 January 2017 - 01:20 AM
evil_presley, on 07 January 2017 - 05:27 PM, said:
I think what he means; the zombies on easier difficulty, if e.g. hit by a pitch fork, would fall over, and then get back up after a few seconds if not dead. The chance decreases with higher difficulties. In BloodTC however, this behavior isn't present at all though.
#766 Posted 08 January 2017 - 01:24 PM
Hendricks266, on 07 January 2017 - 02:10 PM, said:
*Build without compiler optimizations, which take the majority of any compile time.
*Parallelizes the build process in the number of CPU threads you have.
I don't remember if you guys are using precompiled headers or not. That would cutdown even the debug compile times by a decent amount. Althrough I don't remember the build times being that bad.
#767 Posted 09 January 2017 - 08:43 AM
Almost playable at all
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#768 Posted 10 January 2017 - 12:14 AM
M210, on 09 January 2017 - 08:43 AM, said:
Almost playable at all
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Great Job! Waiting this port!
#769 Posted 10 January 2017 - 10:32 AM
M210, on 09 January 2017 - 08:43 AM, said:
Almost playable at all
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Damn impressive. I do feel BloodCM isn't quite accurate enough to replace Blood entirely (so I still use dosbox to play it), but I really appreciate you and other guys who continue to work on creating ports for such an old game without the help of a source code. Blood (along with the nolf series) is, in my opinion, one of the finest games ever made and it's a DAMN shame that there isn't an amazing port as eduke32 or Zdoom or Quakespasm, ... to support it.
I'm sure there will be a day that all people will be able to play Blood in all its glory... whether it would be on the XL Engine, BloodCM, BloodEX or whatever...
This post has been edited by axl: 10 January 2017 - 10:34 AM
#772 Posted 26 January 2017 - 10:17 PM
#774 Posted 04 February 2017 - 09:00 PM
axl, on 10 January 2017 - 10:32 AM, said:
I'm sure there will be a day that all people will be able to play Blood in all its glory... whether it would be on the XL Engine, BloodCM, BloodEX or whatever...
Maybe if someone could get Jace to finally come to his senses and get the source code released, all of these recreations of Blood would be unnecessary.
Think of all the FPSes with their sources codes released for years:
Doom 1, 2, TNT/Plutonia, Heretic, Hexen (If Strife's is ever found, I'm sure it'll join that list too)
Duke Nukem 3D and Shadow Warrior
Serious Sam: First and Second Encounter
Then there's all of these games (FPSes and non-FPSes alike):
https://en.wikipedia...sed_source_code
#775 Posted 05 February 2017 - 12:15 AM
Master O, on 04 February 2017 - 09:00 PM, said:
Think of all the FPSes with their sources codes released for years:
Doom 1, 2, TNT/Plutonia, Heretic, Hexen (If Strife's is ever found, I'm sure it'll join that list too)
Duke Nukem 3D and Shadow Warrior
Serious Sam: First and Second Encounter
Then there's all of these games (FPSes and non-FPSes alike):
https://en.wikipedia...sed_source_code
I believe Strife can work with ZDoom so technically you don't really need a source code ... Besides there's an editor, I forgot the name, who had released in 2014 a "Veteran Edition" so I'm pretty sure we'll have to wait another 15 years before the source code gets released >_>
#777 Posted 05 February 2017 - 05:37 AM
CryptKiller, on 05 February 2017 - 05:22 AM, said:
You're probably right, in the link to the wiki article they say that the original source code of Strife was lost and so when they wanted to make the Veteran re-release they made a new one based-off a Doom port.
So that means the source code was released in a way ? Too bad they didn't do the same for other games as somebody said earlier >_>
#778 Posted 05 February 2017 - 06:59 AM
TheDragonLiner, on 05 February 2017 - 12:15 AM, said:
TheDragonLiner, on 05 February 2017 - 05:37 AM, said:
So that means the source code was released in a way ? Too bad they didn't do the same for other games as somebody said earlier >_>
ZDooM's Strife supports was still based on Kaiser's SvStrife port...you can say all DooM ports was supported Strife was from reverse-engineered work from Kaiser.
SVE source code, released right after SVE released(or they'll broke the GPL license since they did commercial release), you don't needed to wait 15 years.
![:P](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
I'm surprised still someone think something like that...and not check doomwiki.org for more DooM-based-games-related details...
Unless you mean official one...since that just not "official source code release" since official one already lost. (Or you mean Blood's one...but that's other problem.)
And Kaiser's work became the only "available" source code release. If you're mean the original Strife's one then sadly, still no one found it, just like Blood and RR.
![;)](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
[/offtopic]
This post has been edited by Player Lin: 05 February 2017 - 07:02 AM
#779 Posted 05 February 2017 - 09:31 AM
"And Kaiser's work became the only "available" source code release. If you're mean the original Strife's one then sadly, still no one found it, just like Blood and RR.
![:P](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
I'm no expert on this, but the Blood source code isn't lost... Both Matt Saettler and Jace Hall have access to the code, but aren't in the position to release it. http://blood-wiki.or...Source_Campaign
This post has been edited by axl: 05 February 2017 - 09:32 AM
#780 Posted 07 February 2017 - 01:43 AM
![:P](https://forums.duke4.net/public/style_emoticons/default/smile.gif)