BloodTC for eDuke32
#91 Posted 11 September 2009 - 11:53 AM
I checked it now and I have got all weapons with dynamite/remote control after give all cheat
#92 Posted 11 September 2009 - 10:56 PM
yes, you're right. "stuff" cheat works, "weapons" however not that much. isn't the dynamite stuff considered to be a weapon?
#93 Posted 12 September 2009 - 12:18 AM
I think I know why. I have the same limitation while making Duke 64 mod.
The game actually doesn't have an "EVENT_CHEATWEAPONS", so you cannot detect when dnstuff was tipped, otherwise there is when it comes to items...
The game actually doesn't have an "EVENT_CHEATWEAPONS", so you cannot detect when dnstuff was tipped, otherwise there is when it comes to items...
#94 Posted 12 September 2009 - 02:17 AM
This post has been edited by M210: 12 September 2009 - 02:18 AM
#95 Posted 12 September 2009 - 09:04 AM
Just I added a new my video, which shown new lock-key system and 2 new items (reflective shoots and invisibility)
http://www.youtube.c...h?v=OljcK2P6xm0
So, for release I need to done three of 1 episode maps
http://www.youtube.c...h?v=OljcK2P6xm0
So, for release I need to done three of 1 episode maps
#96 Posted 12 September 2009 - 09:23 AM
That's pretty good actually. A few notes, if memory serves me correctly;
- Reflective Shots doesn't work on melee attacks, radius explosions or tesla attacks.
- Zombies don't always go to their "fall down" state when get hit.
- Zombies move faster than that.
But, everything looks great.
- Reflective Shots doesn't work on melee attacks, radius explosions or tesla attacks.
- Zombies don't always go to their "fall down" state when get hit.
- Zombies move faster than that.
But, everything looks great.
#97 Posted 12 September 2009 - 09:29 AM
I need - I need - I ne - I need a key I need a k - I need a - I need a key
Tag that sound as a Duke voice and/or use soundonce so he won't talk over himself.
Tag that sound as a Duke voice and/or use soundonce so he won't talk over himself.
#99 Posted 20 September 2009 - 11:08 AM
I made a new BLWEAP_1.01
Changes:
- changes animation of an akimbo shotgun altfire
- alt-napalm projectile approached to the original Blood
- player haven't hurt when respawned immediatly after dying because of fire
- new voodoo-doll animation and programming
- tesla alt-fire have a few changes
You may download a new version of BLWEAP_1.01 at this link BLWEAP Mod
Changes:
- changes animation of an akimbo shotgun altfire
- alt-napalm projectile approached to the original Blood
- player haven't hurt when respawned immediatly after dying because of fire
- new voodoo-doll animation and programming
- tesla alt-fire have a few changes
You may download a new version of BLWEAP_1.01 at this link BLWEAP Mod
This post has been edited by M210: 20 September 2009 - 11:10 AM
#100 Posted 20 September 2009 - 06:03 PM
DerickVonD, on Aug 18 2009, 06:18 AM, said:
I meant it was a downgrade, because in Blood you have stacks(upper and lower stack), in Duke you don't.
The latest builds of eduke32 contain ROR support equal to what Blood has in both Software mode and Polymost.
#101 Posted 20 September 2009 - 10:37 PM
I don't think so...ROR have a lot of bugs yet (eDuke32 r1498)
#102 Posted 29 September 2009 - 01:47 PM
XThX2, on Sep 12 2009, 12:23 PM, said:
That's pretty good actually. A few notes, if memory serves me correctly;
- Reflective Shots doesn't work on melee attacks, radius explosions or tesla attacks.
- Zombies don't always go to their "fall down" state when get hit.
- Zombies move faster than that.
But, everything looks great.
- Reflective Shots doesn't work on melee attacks, radius explosions or tesla attacks.
- Zombies don't always go to their "fall down" state when get hit.
- Zombies move faster than that.
But, everything looks great.
Reflective shots does work with the Zombie's melee attacks. But, it doesn't always look like it because they don't usually fall down until they die.
#104 Posted 03 October 2009 - 01:20 AM
I've tested it. It's better but needs some more tiring comparison to the original game. I think the primary fire of shotgun is a bit too slow (I may be wrong though) and the explosion blast should make player move.
#105 Posted 03 October 2009 - 01:32 AM
Spiker, on Oct 3 2009, 01:20 PM, said:
and the explosion blast should make player move.
Exactly, you right I'll try to make it
#106 Posted 09 October 2009 - 12:06 AM
hows the progress going ?
im so exited about this i gotta know whats going on!
im so exited about this i gotta know whats going on!
#107 Posted 09 October 2009 - 12:24 AM
I'm want to release BloodTC when I complete 4 maps of first episode. Now e1m1 is completed, e1m2 and e1m3 is almost completed. Also I want to do some effects of weapons and include polymer support and I want to release next BLweap build when I added polymer lights effects to my weapons.:)
This post has been edited by M210: 09 October 2009 - 12:38 AM
#108 Posted 10 October 2009 - 04:41 AM
M210, on Oct 9 2009, 12:24 AM, said:
I'm want to release BloodTC when I complete 4 maps of first episode. Now e1m1 is completed, e1m2 and e1m3 is almost completed. Also I want to do some effects of weapons and include polymer support and I want to release next BLweap build when I added polymer lights effects to my weapons.
that sounds wonderful just so wonderful!
<3<3
#109 Posted 25 October 2009 - 06:27 AM
Give us a progress update. Where are you at with the mod now. I'm looking forward to this mod more then anything else.
#110 Posted 25 October 2009 - 07:41 AM
Well, for release I want to make 3-4 maps of first episode. E1m1 map is done and e1m2 e1m3 is 50% done. I'm working on animation of player and player voices now, after this I'll finish monsters and make a release
#111 Posted 25 October 2009 - 07:41 AM
Well, for release I want to make 3-4 maps of first episode. E1m1 map is done and e1m2 e1m3 is 50% done. I'm working on animation of player and player voices now, after this I'll finish monsters and make a release
#112 Posted 25 October 2009 - 10:08 AM
Are you going to eventually release the levels that were in the expansion packs? I never got to play those levels and would like to play them.
#113 Posted 25 October 2009 - 11:12 AM
what is expansion packs? If you mean a Plasma pak, I'll release these levels as soon as levels from original Blood will be ready
#115 Posted 13 November 2009 - 02:53 AM
Franpa, on Nov 13 2009, 06:34 PM, said:
I think he know what is "expansion pack".
http://en.wikipedia.org/wiki/Blood_%28vide...Expansion_packs
Blood's Expansion Packs are Plasma Pak and Cryptic Passage.
#116 Posted 13 November 2009 - 07:02 PM
Please remake all the expansions. I never played episode 5 either.
#117 Posted 16 November 2009 - 12:42 PM
Yeap, I want to add Plasma Pak maps and may be Cryptic Passage maps.
It depends on quantity of mapmakers which remaking maps for BloodTC.
At present I have a personal problems therefore I mean I will renew my BloodTC works on next week
It depends on quantity of mapmakers which remaking maps for BloodTC.
At present I have a personal problems therefore I mean I will renew my BloodTC works on next week
#118 Posted 16 November 2009 - 02:49 PM
M210, on Nov 16 2009, 03:42 PM, said:
Yeap, I want to add Plasma Pak maps and may be Cryptic Passage maps.
It depends on quantity of mapmakers which remaking maps for BloodTC.
At present I have a personal problems therefore I mean I will renew my BloodTC works on next week
It depends on quantity of mapmakers which remaking maps for BloodTC.
At present I have a personal problems therefore I mean I will renew my BloodTC works on next week
Well I hope all is well. Take your time. What's important is the mod is done right, not done fast.
#119 Posted 17 December 2009 - 08:17 PM
Here is the fixed EDUKE.con for Blood Weapons mod 1.02
BLWEAP_fix.zip
http://www.sendspace.com/file/3m6x6m
This fixes all errors with new eduke32 builds
Here is the original EDUKE.con for you to compare:
EDUKE.rar
http://www.sendspace.com/file/ze9i2j
Don't do a text compare. Do a binary compare. The text is the same. The only thing that is changed is the space characters (now they are ANSI/ASCII).
For more info read my post in page: http://forums.duke4....pic=775&st=1080
BLWEAP_fix.zip
http://www.sendspace.com/file/3m6x6m
This fixes all errors with new eduke32 builds
Here is the original EDUKE.con for you to compare:
EDUKE.rar
http://www.sendspace.com/file/ze9i2j
Don't do a text compare. Do a binary compare. The text is the same. The only thing that is changed is the space characters (now they are ANSI/ASCII).
For more info read my post in page: http://forums.duke4....pic=775&st=1080
#120 Posted 20 December 2009 - 04:20 AM
I just released my new BLWEAP. It have 1.10 version now and have fixed voodoo doll weapon!
Now BLWEAP is support new polymer build since r1545
Changes:
- Fixed underwater TNT pickup
- Added spark from explosions
- Fixed size of tesla-bones
- Added animation of burning at HUD
- Added new projectiles of shotgun
- Change Duke sprite to Caleb sprite
- Added new inventory as Blood with duke items and two new items
- Fixed voodoo doll weapon and added voodoo altfire
- Fully polymer support
- Flare altfire changed
- Hellstaff altfire is complete
- Some other fixes
New version of BLWEAP is here m210.ucoz.ru
Now BLWEAP is support new polymer build since r1545
Changes:
- Fixed underwater TNT pickup
- Added spark from explosions
- Fixed size of tesla-bones
- Added animation of burning at HUD
- Added new projectiles of shotgun
- Change Duke sprite to Caleb sprite
- Added new inventory as Blood with duke items and two new items
- Fixed voodoo doll weapon and added voodoo altfire
- Fully polymer support
- Flare altfire changed
- Hellstaff altfire is complete
- Some other fixes
New version of BLWEAP is here m210.ucoz.ru
This post has been edited by M210: 20 December 2009 - 04:30 AM