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BloodTC for eDuke32

#121

A few nitpicks that I can spot..

The Tommy Gun seems to fire too fast.
Conversely, the sawed-off shotgun seems to fire a bit slower (in either mode I think).
The Tesla Gun definitely fires too fast, but EHEHEHE it's fun~
I think the Flare Gun's projectile, when it sticks onto an enemy, can be offset incorrectly at times.
The bundle of dynamite system is sure different from Blood's, I'll give you that - considering you don't have the actual source, getting closer to it's physics might be trickier. I think an unusual change with it is that you have to press fire again (after lighting the bundle's fuse) to start the throwing sequence. I think it throws either stronger or lesser than in the game.

But otherwise, fairly faithful weapons, I must admit!
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#122

Hey,

Just curious about something.
The Original Blood had sprites that were "billboarded" to the X and Y axis, meaning that they pivot towards the viewer whatever angle they are viewed from. Whilst Duke Nukem 3D including ports JFduke and Eduke32 has sprites that are only locked to the X axis, this has the effect of making them look paper thin when viewed from above or below. So my question is, have you found a way of making sprites in the BloodTC have an X,Y "billboard" like the original?

Thanks ;)
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User is offline   m210® 

#123

Hm, no, I don't know how to do this. There man be you ask the eduke32 programmers?
At last mouth I do nothing and made a evilhand-enemy only. But I have renewed the works and soon there will be news ;)
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User is offline   Yura 

#124

View PostLantern Jaw, on Jan 30 2010, 11:55 AM, said:

Hey,

Just curious about something.
The Original Blood had sprites that were "billboarded" to the X and Y axis, meaning that they pivot towards the viewer whatever angle they are viewed from. Whilst Duke Nukem 3D including ports JFduke and Eduke32 has sprites that are only locked to the X axis, this has the effect of making them look paper thin when viewed from above or below. So my question is, have you found a way of making sprites in the BloodTC have an X,Y "billboard" like the original?

Thanks <_<


use softwar renderer: Posted Image
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User is offline   Plagman 

  • Former VP of Media Operations

#125

When running Polymer mode, you can also use the r_pr_billboardingmode cvar to do what you want.
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#126

View PostPlagman, on Feb 16 2010, 03:36 AM, said:

When running Polymer mode, you can also use the r_pr_billboardingmode cvar to do what you want.


Firstly thanks for responding to my question.

Secondly, not sure why billboarding mode would be an issue if sprites have been replaced with 3D Models ...so I don't get why r_pr_billboardingmode only applies to Polymer mode. Prior to asking the above question I had already tried changing the r_pr_billboardingmode at both "1" and "0" in the binds.cfg file started the game in polymer (having installed the high-res pack) and then switched in the in-game options to sprites each time and it had no effect on sprite billboarding whatsoever.

This is why I was concerned about the Blood sprites not looking as they did originally because I could see no way of changing them.

Thanks <_<
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User is offline   m210® 

#127

Hi, guys! I haven't any time for keep my BloodTC project. Also my project is stoped because I haven't assistants for map and CON-code. I hope I can continue TC later and now I upload all of my works at my sait...we name it an alpha the project version of BloodTC, and may be some people will want to help me )

You can download alpha version at BloodTC page from "Files category" of my sait (http://m210.ucoz.ru/) or here - BloodTC_alpha.rar (43.77mb) 17 oct 2010
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User is offline   Plagman 

  • Former VP of Media Operations

#128

View PostLantern Jaw, on Feb 24 2010, 04:32 AM, said:

Firstly thanks for responding to my question.

Secondly, not sure why billboarding mode would be an issue if sprites have been replaced with 3D Models ...so I don't get why r_pr_billboardingmode only applies to Polymer mode. Prior to asking the above question I had already tried changing the r_pr_billboardingmode at both "1" and "0" in the binds.cfg file started the game in polymer (having installed the high-res pack) and then switched in the in-game options to sprites each time and it had no effect on sprite billboarding whatsoever.

This is why I was concerned about the Blood sprites not looking as they did originally because I could see no way of changing them.

Thanks :(


It obviously doesn't apply to 3D models, just sprites. It's Polymer-specific because only this renderer handles changing the sprite billboarding mode (the pr_ part of the cvar kind of reflects that).
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User is offline   Lunick 

#129

View PostM210, on Oct 17 2010, 09:11 PM, said:

Hi, guys! I haven't any time for keep my BloodTC project. Also my project is stoped because I haven't assistants for map and CON-code. I hope I can continue TC later and now I upload all of my works at my sait...we name it an alpha the project version of BloodTC, and may be some people will want to help me )

You can download alpha version at BloodTC page from "Files category" of my sait (http://m210.ucoz.ru/) or here - BloodTC_alpha.rar (43.77mb) 17 oct 2010


Please remove the duke3d.grp file from the download :(
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User is offline   m210® 

#130

I added this file that be less questions for launch BloodTC, and I haven't any time to do with it now

This post has been edited by M210: 18 October 2010 - 06:30 AM

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User is offline   microjunk 

#131

I am really not that good at programming, but if you need someone to beta test I can do that.....Great job so far in my opinion, being that there is no source code for you to work with.
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#132

View PostM210, on Oct 18 2010, 02:29 PM, said:

I added this file that be less questions for launch BloodTC, and I haven't any time to do with it now


It's still illegal
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User is offline   microjunk 

#133

was just wondering, why it doesnt load any of the mods or other maps for Blood, just the ones in your archive? otherwise great job
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User is offline   Jimmy 

  • Let's go Brandon!

#134

You must be joking. This is a mod for eDuke32, not a port.
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User is offline   microjunk 

#135

nah...wasn't joking just misunderstood. I thought this was totally a port, the maps dont open to well with mapster, nor does it like to integrate well with the latest version of eduke. So my mistake, still great job though....
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User is offline   NightFright 

  • The Truth is in here

#136

Any news about this project lately? I am asking because I am just playing "One Unit - Whole Blood" via DosBox. As awesome as the game itself still is, it's limited to 1280x1024 (apparently, DB can't handle any higher), scalers don't really work, no texture filtering etc and controlling the whole thing (menus, ingame) could be better, too. I'd really like to see a port or mod, regardless what, for this game since it's really great.

This post has been edited by NightFright: 21 November 2010 - 01:35 AM

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User is offline   Mark 

#137

Not much news but...

Just for fun,I started making and installing about 35 highres textures in the game this weekend with more on the way. I mentioned in a post yesterday in the "what are you doing now" thread.

This post has been edited by Marked: 21 November 2010 - 06:28 AM

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User is offline   CruX 

#138

View PostNightFright, on Nov 21 2010, 02:34 AM, said:

Any news about this project lately?


It's on a temporary or maybe even permanent hiatus. M120's done enough work to get it pretty close to the actual game, so someone could actually take what he's gotten and at least make a TC out of it, maybe like what was being done with that mod Cradle to the Grave, but that remains to be seen.
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User is offline   NightFright 

  • The Truth is in here

#139

I guessed something like that. Somehow, Blood seems to be cursed, no one gets a project related to it properly finished. A port would be better since you could just use the original game data, no need to recreate any levels on your own. Anyway, since no one has provided the source code still, that's unlikely to happen. Needless to say, it's a real shame since the game would totally deserve it!
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User is offline   m210® 

#140

I'm continue work under my BloodTC, and now I trying to make AI for BloodTC enemies like original Blood and made a little video with part of Cultist AI.
Look at this) http://www.youtube.c...h?v=dntmkkvydqY
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User is offline   zykov eddy 

#141

Pretty basic, I'd say.
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User is offline   m210® 

#142

Almost yes, but duke haven't it's effect)
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User is offline   m210® 

#143

I tried to take a step aside if cultist something blocks the review, but and couldn't make it. it was necessary to use standard AI :blink:
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User is offline   darkcaleb 

#144

M210 if i may ask but what is that you need help with, i mean with the blood tc
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User is offline   m210® 

#145

I need help with reconstruction of converted maps, I need a mappers :blink:
And may be con-coders

Btw, I rewrite my new AI of cultist, that is better?
http://www.youtube.c...h?v=zG65WInXJCE
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User is offline   fgsfds 

#146

There is hi-res menu fonts, help screens and other stuff. If someone interested. Also includes ttf fonts and PSDs.

http://www.megaupload.com/?d=DDBQTET5
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User is offline   m210® 

#147

oh, thanks :rolleyes: Do you continue retexturing?
And my dream - to see model of pitchfork in my BloodTC xD
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User is offline   m210® 

#148

http://m210.duke4.ne...odTC_Alpha2.rar

It's not a release, but it's have more complete enemies (FatRat, Evilhand, Zombie and Cultist)
Test it please. Maps with this enemies you can find at BLMaps folder
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User is offline   Lunick 

#149

View PostM210, on Dec 8 2010, 07:30 PM, said:

http://m210.duke4.ne...odTC_Alpha2.rar

It's not a release, but it's have more complete enemies (FatRat, Evilhand, Zombie and Cultist)
Test it please. Maps with this enemies you can find at BLMaps folder


k, ill have a look for you :rolleyes:
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User is offline   Mark 

#150

I just downloaded the updated version and will try it out.

I have made and added a whole bunch of textures during the last few weeks. But because of how you have the folders and files set up I can only see the new textures in the game. They do not show up in Mapster and I haven't figured out the problem yet. I have also been adding Polymer lights to the level. I also noticed that some objects already have lighting coded into them. Cool.

EDIT: I just played a little bit of the first level. Looks good. I will play more tonight and give a better review. I really like the new fonts. The music sounded better too. Did you change something?

EDIT AGAIN: 2 problems so far in the first level. After I grab the key in the cemetary, the doors to the funeral home do not open. And my changes to video settings are not being saved. They default back to 640 x 480. Both of these were working fine in the previous version.

EDIT YET AGAIN: I had to turn back on the regular Eduke startup window to set the video resolution and to check the Polymer box. Now it runs as it should. You should turn it back on by default so others do not have this same problem.

This post has been edited by Marked: 08 December 2010 - 05:50 PM

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