BloodTC for eDuke32
#301 Posted 01 February 2011 - 01:50 AM
I'll try to find it
#302 Posted 01 February 2011 - 11:45 AM
empyrock, on Feb 1 2011, 09:42 AM, said:
Ok, I found it.
Put this script at LEBuild folder and enjoy
Last version of LEB you can download here: http://www.lezsite.n...ru/dn3dprog.htm
Attached File(s)
-
BDMap_conv.rar (314bytes)
Number of downloads: 6
This post has been edited by M210: 01 February 2011 - 11:47 AM
#303 Posted 02 February 2011 - 02:46 PM
http://hl-lab.ru/?s=hl-lab&l=rus&t...buffalogunshell
I think I can find more models for my TC
This post has been edited by M210: 02 February 2011 - 02:46 PM
#304 Posted 02 February 2011 - 05:29 PM
#305 Posted 05 February 2011 - 09:07 AM
A little update, without news, just fixed some bugs, restruction con-files and BloodTC can launch without Duke3d.grp now.
Also was added HRP_4 by empyrock
This post has been edited by M210: 05 February 2011 - 11:18 AM
#307 Posted 06 February 2011 - 03:01 AM
#308 Posted 06 February 2011 - 06:36 AM
But Mapster is not showing the HRP textures again. I hope it's an easy fix.
#309 Posted 06 February 2011 - 06:45 AM
mapster32 -game_dir BloodTC -gBloodTC.grp -gBTCSounds.grp -hbloodtc.def
This post has been edited by empyrock: 06 February 2011 - 06:46 AM
#311 Posted 06 February 2011 - 12:15 PM
http://www.mediafire.../?mopifia37tl3k
m_cd.zip - Original CD Audio
m_orchestra.zip - Rearrangements from noderus.de and main menu theme by Neurological
m_roland.zip - Roland SC-55 from here sc55.duke4.net
Just put it into autoload folder.
#312 Posted 08 February 2011 - 08:23 AM
M210, on Feb 6 2011, 06:07 AM, said:
A little update, without news, just fixed some bugs, restruction con-files and BloodTC can launch without Duke3d.grp now.
Also was added HRP_4 by empyrock
I just downloaded this and noticed you left the "textures.cache" and "textures" files inside the BloodTC folder, you should not include these in downloads as it is a waste of space. (7.9 MB)
And can potentially cause graphic problems with people that use a different video card to yours etc.
EDIT: It also helps not to include the .cfg files either as I had to change all the audio and graphic settings to what you had them set at.
This post has been edited by The Commander: 08 February 2011 - 08:27 AM
#314 Posted 11 February 2011 - 01:17 AM
It's a few redraw textures in Photoshop of skyboxes.
http://rghost.ru/4292635
And I downloaded you last HRP-pak, it's a really great work, keep it up! You used models from Trasnfusion?
Thanks for you work
#315 Posted 11 February 2011 - 01:42 AM
#316 Posted 11 February 2011 - 02:30 AM
This post has been edited by M210: 11 February 2011 - 02:30 AM
#317 Posted 25 February 2011 - 12:05 PM
#318 Posted 13 April 2011 - 02:06 PM
And near future, I will making other particles and spark-sprites with my new particle-code
BloodTC_14.04.2011.rar
This post has been edited by M210: 13 April 2011 - 02:11 PM
#319 Posted 15 April 2011 - 01:28 AM
Great mod, i love Blood and it would be great if this mod does actually get finished.
Good job.
#322 Posted 28 April 2011 - 01:33 PM
http://m210.ucoz.ru/...duke32/2-1-0-34
#324 Posted 04 May 2011 - 12:58 AM
And gameplay screen with bots (but bots dont work at latest release of eduke32, I used release of 2009 year)
As you see, I made multiplayer bar with frags of players but without players name, because I cant find this feature
#325 Posted 04 May 2011 - 01:51 AM
Edit: I tried getting into blood a few times, but after all the hassle of dosbox and ending up with the original game with its options, graphics and controls it just didn't really appeal to me. I'm hoping this will be a good substitute.
This post has been edited by Micky C: 04 May 2011 - 01:54 AM
#326 Posted 07 June 2011 - 08:42 AM
I made new system of displaying quotes, trigger system (you can see to work of it on e1m3 e1m4 and trigger maps) and some other effects which I forgot
Visit my sait for download
#327 Posted 07 June 2011 - 12:50 PM
- You did not disable zombies and they move very jerky and behave very much different than in blood.
- The dynamite does not bounce of the walls or slide on the floor.
- Explosions does not move the player like in blood
- Some weapons disappear when you complete a level?
- Bright ugly pixels in your palette.
Probably would be more but I played just a bit. I guess many levels are not possible to complete yet. Other than that you did amaizing job with this.
Waiting for the next version.
#328 Posted 07 June 2011 - 09:38 PM
Spiker, on 07 June 2011 - 12:50 PM, said:
- You did not disable zombies and they move very jerky and behave very much different than in blood.
- The dynamite does not bounce of the walls or slide on the floor.
- Explosions does not move the player like in blood
- Some weapons disappear when you complete a level?
- Bright ugly pixels in your palette.
Probably would be more but I played just a bit. I guess many levels are not possible to complete yet. Other than that you did amaizing job with this.
Waiting for the next version.
- Yes, because going on maps without monsters would be boring And some doors doesn't open until all zombies on room will not be killed
- I plan make it in next release may be
- Yes, I know, because it very very very hard to make and btw I made a system, but it's interfered only and is likely to be outside the map
- I don't noticed that, which weapons are disappeared?
- Bright pixels isn't in my palette, it is in eduke32 And no way to correct it, i think And well, BloodTC works fine only in software render and TROR displaying without glishes
And thanks for you post. You have not written a long of time
This post has been edited by M210: 07 June 2011 - 10:09 PM
#329 Posted 08 June 2011 - 09:53 AM
- wrong name for invisibility pickup, it says reflective shots instead of limited invisibility
- seems like burning never stops until you die? I used god mode but it shouldn't burn without the end anyway, then I turned it off and died.
- when you throw any kind of dynamite the parabola is definately too low, make it fly higher like in the original.
- seems like "stun state" is reversed, monsters should get stunned when you use alt fire and not regular one while using tesla.
You will have really hard time remaking the enemies to feel and look good from what I've seen so far.
Also if you want to make it really close, bear in mind there are different names for secret areas and not just one. Including "super secrets?" which get additional remark in the level summary if you happen to find one. The one which is probably well known is in the last area of E1M1, it's hard to find but you need to jump from the hole in the wall and behind a masked wall there is the secret with hidden plasma.
#330 Posted 08 June 2011 - 11:35 AM
Spiker, on 08 June 2011 - 09:53 AM, said:
Spiker, on 08 June 2011 - 09:53 AM, said:
Yep, I'll fix it later.
Spiker, on 08 June 2011 - 09:53 AM, said:
No, It's can stoped. Perhaps you have been close to radiusexplosion too long.
Look at the code:
ifactor EXPLOSION6 { findnearspritevar APLAYER DIST spriteid ifvarn spriteid -1 { getactor[spriteid].extra extra ifvarg extra 0 { getactorvar[spriteid].flamedamage tmp ifspawnedby SPRAYFLOOR addvar tmp 6 else ifspawnedby FLARE addvar tmp 4 else addvar tmp 2 setactorvar[spriteid].flamedamage tmp } } }
it adds a fire-count every tic, if you stay close to explosions