Blood corner "For Blood 1 & 2 related talk."
#511 Posted 30 October 2018 - 12:06 PM
https://twitter.com/svkaiser
I think that pretty much confirms that it's going to be Blood EX, Kaiser's Blood "source port" for the Kex Engine. He showed a bit of it last year:
So the purists out there who'd like to see an actual sourc port for the game will be let down I guess. The way I see it Kex is a great engine with a lot of flexibility so accuracy is absolutely possible and if you look at the video you can notice that stuff like the colors are right (something that's BloodGDX is not capable to recreate just yet).
#512 Posted 30 October 2018 - 12:23 PM
#513 Posted 30 October 2018 - 12:29 PM
#514 Posted 30 October 2018 - 12:37 PM
HulkNukem, on 30 October 2018 - 12:23 PM, said:
Yeah, that's a downer for sure but if it's a good version of the game overall then I think it will be a temporary downer. Keep in mind that Kex is more advanced than any Build source port so far (though I'm sure EDuke32 will change that in time thanks to Ion Maiden) and Nightdive likes to remaster old stuff so I'm sure this is going to be a graphically remastered version and not just your run of the mill port like Duke Megaton and SW Redux were. Now if they do that right and they have working multiplayer out of the box done through Steam then this will be a winner. It will be a nice clean DirectX 11 remaster, basically "Duke World Tour but done right" and that's awesome.
And of course Kex has Steam workshop support and easy moddability so modding won't be a problem even if compatibility with existing stuff won't be a thing. If I were them I'd sure as shit make Death Wish into an official expansion though.
This post has been edited by Zaxx: 30 October 2018 - 12:38 PM
#515 Posted 30 October 2018 - 02:27 PM
Zaxx, on 30 October 2018 - 12:06 PM, said:
https://twitter.com/svkaiser
I think that pretty much confirms that it's going to be Blood EX, Kaiser's Blood "source port" for the Kex Engine. He showed a bit of it last year:
So the purists out there who'd like to see an actual sourc port for the game will be let down I guess. The way I see it Kex is a great engine with a lot of flexibility so accuracy is absolutely possible and if you look at the video you can notice that stuff like the colors are right (something that's BloodGDX is not capable to recreate just yet).
As long as the original single player campaigns play accurately, I don't think even purists would have that much of a problem. Ideally though, having the Blood source code finally open sourced would solve a lot of problems from a technical point of view.
#516 Posted 30 October 2018 - 02:36 PM
Master O, on 30 October 2018 - 02:27 PM, said:
Yes, arguably having the source itself released would worth more than a remaster.
#517 Posted 30 October 2018 - 04:56 PM
Zaxx, on 30 October 2018 - 02:36 PM, said:
If SVKaiser is using the Kex engine, doesn't that also mean he'd also have successfully reverse-engineered Blood?
#518 Posted 30 October 2018 - 05:05 PM
#519 Posted 30 October 2018 - 05:14 PM
SonicB00M, on 30 October 2018 - 05:05 PM, said:
That's the interesting part: if Nightdive got its hands on the IP then they should have the source code. Theoretically if Kaiser worked from the source then he could port all the game logic to the Kex Engine just fine, right (as far as I know he designed Kex for that kind of stuff)? And if he did that then old level packs should work, right?
I have no idea what I'm talking about to be honest.
This post has been edited by Zaxx: 30 October 2018 - 05:16 PM
#520 Posted 30 October 2018 - 05:19 PM
Edit: Here's an article on it:
https://www.pcgamer....al-mod-support/
They say mods made for the original game work on this thing.
This post has been edited by Zaxx: 30 October 2018 - 05:23 PM
#521 Posted 30 October 2018 - 06:10 PM
Zaxx, on 30 October 2018 - 05:19 PM, said:
Edit: Here's an article on it:
https://www.pcgamer....al-mod-support/
They say mods made for the original game work on this thing.
System Shock's source code (MAC Edition) is freely available:
https://github.com/N...tudios/shockmac
It was released a couple years ago, iirc.
This post has been edited by Master O: 30 October 2018 - 06:10 PM
#522 Posted 30 October 2018 - 06:18 PM
Master O, on 30 October 2018 - 06:10 PM, said:
https://github.com/N...tudios/shockmac
It was released a couple years ago, iirc.
Aaand your point is...?
#523 Posted 30 October 2018 - 06:27 PM
Zaxx, on 30 October 2018 - 06:18 PM, said:
Oh, I thought you didn't know it was released. I misinterpreted your statement about the System Shock port.
#524 Posted 30 October 2018 - 08:01 PM
Master O, on 30 October 2018 - 06:27 PM, said:
Oh, ok. Here I was thinking I missed something (and I sure did btw.).
#525 Posted 31 October 2018 - 02:15 AM
#526 Posted 31 October 2018 - 02:30 AM
#527 Posted 31 October 2018 - 02:50 AM
#528 Posted 31 October 2018 - 10:21 AM
TerminX, on 31 October 2018 - 02:30 AM, said:
Come on, that may be true in some cases but it sure isn't when it comes to Nightdive: they got the IP but when it came to licensing Build they were like "oh shit, this is too much for us, this 20 year old cutting edge technology is too expensive to license"? I don't think it's about licensing fees but simply about development costs: when you have an engine that was literally made for porting other games to it and it's already running on all platforms I don't think you'll spend money on Build and start from scratch.
And really Nightdive is yet to fuck up one of these remasters so when it comes to complaining I'll just wait for the moment when I see what they're doing and notice something that's wrong.
This post has been edited by Zaxx: 31 October 2018 - 10:22 AM
#530 Posted 31 October 2018 - 10:57 AM
Daedolon, on 31 October 2018 - 10:48 AM, said:
Never played it. What was wrong with it?
#532 Posted 31 October 2018 - 11:08 AM
#533 Posted 31 October 2018 - 11:27 AM
NightFright, on 31 October 2018 - 11:08 AM, said:
Pardon my french, but to lable something as "trash" before a product is even released is quite ignorant. At the moment we don't know anything about this "blood remaster" (if it is even that). All we have is a video of an alpha version of Blood ex (which is almost 1 year old...).
I also don't understand the criticism regarding Night Dive Studios and more specifically Kaiser. I own the original versions of Doom 64, Powerslave, Turok 1 and 2 on their respective consoles and I find that the remasters for these games are of an incredible high quality.
I do agree with you on the fact that if one day EDuke32 will handle all build games, that would be far superior. But this will probably take several years. The source code for Shadow Warrior has been available since 2003 and is not yet supported by EDuke32. If Night Dive Studios have indeed secured the rights for Blood, this is awesome news. Not only would that mean that we probably get a great remaster, there is also hope that they will someday release the source code for Blood...
#534 Posted 31 October 2018 - 11:39 AM
#535 Posted 31 October 2018 - 11:47 AM
Phredreeke, on 31 October 2018 - 11:39 AM, said:
Chocolate Strife to be exact. From the Wiki:
In early 2010, James Haley and Samuel Villarreal (Kaiser) began an intensive reverse engineering project targeting the Rogue Entertainment game Strife: Quest for the Sigil, for which the source code has been lost. Working from the Doom and Heretic code and analyzing the game's internal logic with professional reverse engineering tools, a painstaking effort was made to reproduce the entire code base as accurately as possible. This development was done in a revision control branch called strife-branch, branched from and developed in parallel with raven-branch. Two beta releases were made from this branch during its development.
https://doomwiki.org...ate_Doom#Strife
This post has been edited by Zaxx: 31 October 2018 - 11:48 AM
#536 Posted 31 October 2018 - 11:51 AM
Phredreeke, on 31 October 2018 - 11:39 AM, said:
More or less. There where others helped him, like Quasar. Basically, it is based on Chocolate Strife, which is based on Chocolate Strife and svStrife, an older reverse engineered port by done by Kaiser, and his Kex Engine.
#537 Posted 31 October 2018 - 12:00 PM
cybdmn, on 31 October 2018 - 11:51 AM, said:
Veteran Edition is not Kex though and even when it comes to svStrife the Wiki states it's based on PrBoom:
https://doom.fandom.com/wiki/SvStrife
But of course Kex itself is based on the Doom engine so I guess there is a connection somewhere.
#538 Posted 31 October 2018 - 12:10 PM
axl, on 31 October 2018 - 11:27 AM, said:
That's more like 2 years. What I posted is not the original video but a later Youtube-upload, the original is in some old Twitter reply from Kaiser. He posted the first screenshots from Blood EX in 2016.
Quote
Yeah, that's why I don't get this instant hate either. I know the original game like the back of my hand, it's my absolutel favourite Build title. That also means that I'll never "lose" the original game and the care of the community is there too so BloodGDX and eventually EDuke32 will be there for an accurate experience if Blood EX is not that.
So to me the important thing is that finally something is happening with the franchise and whatever official stuff comes next I'll support it because it's not the Build engine that I love but the games made for it. I couldn't care less about what engine the game is running on as long as it plays and feels like Blood (which it will because even if you analyze the shit out of the pre-alpha video that looks and feels like Blood).
And really it's just weird to see that some of the people who are complaining for the lack of Build and accuracy are people who supported BloodCM, an EDuke32 Frankenstein monster that was inaccurate as fuck (sorry, M210 ). Now even if Blood EX will have minor accuracy issues it won't be like BloodCM.
This post has been edited by Zaxx: 31 October 2018 - 12:23 PM
#539 Posted 31 October 2018 - 12:11 PM
Zaxx, on 31 October 2018 - 12:00 PM, said:
https://doom.fandom.com/wiki/SvStrife
But of course Kex itself is based on the Doom engine so I guess there is a connection somewhere.
Uh, please use the right Doom Wiki, the informations there are much more precise.
https://doomwiki.org...Veteran_Edition
And of cousre they used Kex, for example for the enhanced lighting.
#540 Posted 31 October 2018 - 12:30 PM
cybdmn, on 31 October 2018 - 12:11 PM, said:
https://doomwiki.org...Veteran_Edition
And of cousre they used Kex, for example for the enhanced lighting.
As I've said I'm sure there is a connection but Veteran Edition is not listed as a Kex Engine game. Even the page you linked only says that a lot of the rendering is based on Kex 2 which is like "sure, still not a Kex Engine game".
This post has been edited by Zaxx: 31 October 2018 - 12:30 PM