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Blood corner  "For Blood 1 & 2 related talk."

User is online   Lunick 

#781

View PostZaxx, on 09 May 2019 - 04:21 PM, said:

Edit: There's this too:




He seems to be misinformed (as usual) and seems to think that Night Dive used the original source code which isn't remotely true. I think the video that Newken posted shows off most of the problems this version currently has. Also small things like this too https://twitter.com/...647410846044160
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User is offline   Zaxx 

  • Banned

#782

Yeah, he doesn't seem to even know about the existence of NBlood which is not surprising because BloodGDX was the "OMG a source port exists now" moment that got huge media coverage but still.

As for the specific issue you mentioned: that's a really weird one because as far as I know what you see in BloodEX is the original sprite (you can find it in the original game, the colored glow will be there) but the original game displays that sprite in black and white.

There are more serious stuff though, for example the new voxels they have look amazing but all the voxels look a bit squished (very noticable on grave stones and barrels), fanatics (the black robed cultists) are trying to throw dynamite sometimes (they do the animation but no dynamite comes out), there are broken and missing cheat codes etc. So while I think this is a pretty awesome release in terms of the engine quality and the general feature set, overall there are a ton of minor and more serious bugs they have to fix when it comes to the actual gameplay accuracy and whatnot.

It's early days for BloodEX, they know about the issues and they will be fixed but yeah, as of know I don't recommend playing it if you want a flawless experience.

This post has been edited by Zaxx: 09 May 2019 - 05:42 PM

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User is offline   Aristotle Gumball 

  • banned!

#783

This is what my friend got:



You can see at 0:50 what DirectX mode looks like for him. I don't even know what to say honestly. It apparently crashed after he clicked apply the second time.

This post has been edited by thricecursed: 09 May 2019 - 11:32 PM

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User is offline   Zaxx 

  • Banned

#784

I've yet to try DX11 but Vulkan runs amazingly well for me so chances are that's the API most people should use.

This post has been edited by Zaxx: 10 May 2019 - 12:24 AM

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User is offline   Aristotle Gumball 

  • banned!

#785

That option crashed the game also. DirectX runs fine, just with garbled colors.
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User is offline   Zaxx 

  • Banned

#786

Performance doesn't seem fine on the video so it could be some weird compatibility problem for an older machine. I've seen lots of people reporting the fucked up graphics in DX11 though.
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User is offline   Aristotle Gumball 

  • banned!

#787

When I said it ran fine, I meant framerate wise as well. Weak graphics card, but otherwise new computer. I mean, it runs Nblood and GDX fine according to him. The latter I've seen for myself.
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User is offline   Zaxx 

  • Banned

#788

Does he have the newest drivers? I know that it's a trivial question but the devs said that they only tested the game on the latest GPU drivers and if your friend has an old GPU it can happen that he's using some old driver.
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User is offline   Aristotle Gumball 

  • banned!

#789

Latest drivers. I'm glad I didn't go in blind, gonna wait till they patch the game. Not a fan of some of the other changes either.
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User is offline   Sledgehammer 

  • Once you start doubting, there's no end to it

#790

The last time I updated my drivers was in 2017 or even earlier. Have no problem with DX11 so far and I have pretty old GPU. Now Vulkan is a different story.
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User is offline   Phredreeke 

#791

Is there a need for a Vulkan renderer when the DX11 one gives FPS in the thousands? (other than for a future Linux port that is)

This post has been edited by Phredreeke: 10 May 2019 - 03:08 AM

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User is offline   Sledgehammer 

  • Once you start doubting, there's no end to it

#792

For the people who experience issues with DX11 I guess.
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User is offline   Sanek 

#793

No WindowsXP support...they actually cut a half of their audience. <_<

As I understand by the reviews, it's worse than BloodGDX. But I think I'm going to buy it eventually, because of the multiplayer. Idk about you folks, but the idea of a stable having a stable online session for Build game in 2019 sounds very exciting! Maybe I'll even make a map for it or two, if I'll enjoy it.
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User is offline   Zaxx 

  • Banned

#794

View PostPhredreeke, on 10 May 2019 - 02:53 AM, said:

Is there a need for a Vulkan renderer when the DX11 one gives FPS in the thousands? (other than for a future Linux port that is)

Ideally Vulkan is more future proof, works on Linux and has better driver support from both main GPU manufacturers.
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User is online   Lunick 

#795

View PostSanek, on 10 May 2019 - 03:37 AM, said:

No WindowsXP support...they actually cut a half of their audience. <_<


Gonna need some statistics to back up that absurd claim
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#796

I've identified (or found a picture of, at least) the same 1994 Red Ranger action figure that was used as the base for the Cultist and Axe Zombie models.

Posted Image
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#797

Holy cow. I had that toy.
1

User is offline   Dzierzan 

#798

I am working on Cultists with the actual proper weapons. Here are some GIFs:

Posted Image

Posted Image

Posted Image

Yes, I am aware of not proper hand when holding Sawed-off or Tesla gun. However I am not that good or motived either to also change the hand. Tommy cultist is my latest work. Basically I just use voxels of weapons, export them as obj format, load in Photoshop. Downscale them there and make a proper position for every Cultist sprite. Then add a lot of minimal manual work to make it looking correctly (like changing position of hands if needed).
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User is offline   Radar 

  • King of SOVL

#799

Very nice and much needed!
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User is offline   Dzierzan 

#800

A little update:

Posted Image
9

User is offline   TerminX 

  • el fundador

  #801

Super cool, man.
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User is offline   Zaxx 

  • Banned

#802

Tommy Gun shooting body vibration intensifies!

This post has been edited by Zaxx: 24 May 2019 - 09:25 PM

1

User is offline   Malgon 

#803

Just started playing through Cryptic Passage and Post Mortem for the first time. Haven't played in Blood in quite a few years and never on Extra Crispy difficulty, but I managed to complete Cryptic Passage by taking it really slowly. It's actually not that hard really if you carefully kite enemies out one by one and manage the fights on your own terms, rather than just running and gunning like you would on lower difficulties. Took me about 10 hours to get through and on quite a few levels I finished with max health and armour. Currently on the third level of Post Mortem and finding it more manageable as my understanding of the enemy behaviours and what weapons to use has grown. Been using NBlood and it seems to work fairly well, although I've had a few crashes, so I'll have to check the other thread to see if anyone else has had the same issue. All in all I've been quite enjoying the playthrough of these, especially after not playing Blood for so long.
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User is offline   mwnn 

#804

Those gifs of the cultists firing the actual weaponry look fantastic.
I typically play games of this era without changing much; I don't mind the odd technical improvement i.e. GZdoom over chocolate doom or Quakespasm over Darkplaces.
I'd happily use that though - fits right in.
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User is offline   Dzierzan 

#805

I finished adding sawed-off for all cultist sprites, even for jumping or beast frames. Next stop would be doing the same for both Tommy gun and Tesla Gun. In the meanwhile, I've been also making some additional death animations:

Posted Image Posted Image Posted Image Posted Image

I also intend to make a voodoo death for Cultist.
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User is offline   Avoozl 

#806

View PostDzierzan, on 24 May 2019 - 01:59 PM, said:

Posted Image
Perhaps you could make the muzzle flash on the tesla cultist more electric like or at least blue in colour.
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User is offline   Dzierzan 

#807

It was a mockup, I intend to make a different muzzle flash. I might try blue, but I need to be careful as I wanna have custom art still be compatible with PAL swaps.
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User is offline   MetHy 

#808

I like those edits! I'd play with that.

This post has been edited by MetHy: 12 June 2019 - 05:54 AM

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User is offline   Anacronox 

#809

Does blood support animated voxels? Decided to play the original under dosbox for a change & tried to insert the voxel pack' stuff into game using standard blood tools like barf/artedit & it mostly worked.. except for switches & animated objects like candles, power cables etc. Animations just wont kick in.
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User is offline   Hendricks266 

  • Weaponized Autism

  #810

The original game did not apply ART animations to voxels.
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