BloodTC for eDuke32
#121 Posted 26 December 2009 - 06:20 AM
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!
#122 Posted 30 January 2010 - 11:55 AM
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
#123 Posted 02 February 2010 - 01:51 AM
At last mouth I do nothing and made a evilhand-enemy only. But I have renewed the works and soon there will be news
#124 Posted 15 February 2010 - 07:35 PM
Lantern Jaw, on Jan 30 2010, 11:55 AM, said:
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:
#125 Posted 15 February 2010 - 07:36 PM
#126 Posted 24 February 2010 - 03:32 AM
Plagman, on Feb 16 2010, 03:36 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
#127 Posted 17 October 2010 - 03:11 AM
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
#128 Posted 17 October 2010 - 10:43 AM
Lantern Jaw, on Feb 24 2010, 04:32 AM, said:
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).
#129 Posted 17 October 2010 - 11:18 PM
M210, on Oct 17 2010, 09:11 PM, said:
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
#130 Posted 18 October 2010 - 06:29 AM
This post has been edited by M210: 18 October 2010 - 06:30 AM
#131 Posted 18 October 2010 - 07:23 AM
#132 Posted 18 October 2010 - 07:56 AM
M210, on Oct 18 2010, 02:29 PM, said:
It's still illegal
#133 Posted 18 October 2010 - 08:58 AM
#135 Posted 18 October 2010 - 04:49 PM
#136 Posted 21 November 2010 - 01:34 AM
This post has been edited by NightFright: 21 November 2010 - 01:35 AM
#137 Posted 21 November 2010 - 06:27 AM
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
#138 Posted 21 November 2010 - 06:46 AM
NightFright, on Nov 21 2010, 02:34 AM, said:
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.
#139 Posted 22 November 2010 - 01:01 AM
#140 Posted 30 November 2010 - 02:21 PM
Look at this) http://www.youtube.c...h?v=dntmkkvydqY
#143 Posted 01 December 2010 - 12:47 AM
#144 Posted 01 December 2010 - 11:54 AM
#145 Posted 01 December 2010 - 01:27 PM
And may be con-coders
Btw, I rewrite my new AI of cultist, that is better?
http://www.youtube.c...h?v=zG65WInXJCE
#146 Posted 02 December 2010 - 09:26 AM
http://www.megaupload.com/?d=DDBQTET5
#147 Posted 02 December 2010 - 09:59 AM
And my dream - to see model of pitchfork in my BloodTC xD
#148 Posted 08 December 2010 - 01:30 AM
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
#149 Posted 08 December 2010 - 02:27 AM
M210, on Dec 8 2010, 07:30 PM, said:
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
#150 Posted 08 December 2010 - 04:17 PM
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