Blood corner "For Blood 1 & 2 related talk."
#121 Posted 10 April 2016 - 10:56 AM
This post has been edited by MetHy: 10 April 2016 - 10:57 AM
#122 Posted 10 April 2016 - 11:01 AM
MetHy, on 10 April 2016 - 10:56 AM, said:
Was just asking because its source code was never released and its already lost. So all ports base their functionality of reverse engineering of SvStrife. But this became such a staple, that even purist Chocolate Doom and official release Strife: Veteran Edition utilize it.
This post has been edited by t800: 10 April 2016 - 11:02 AM
#123 Posted 10 April 2016 - 11:02 AM
#124 Posted 10 April 2016 - 11:04 AM
Daedolon, on 10 April 2016 - 11:02 AM, said:
This was meant as example of principle, not literaly. Of how sometimes even reverse engineering becomes "officially" recognized part of source port community.
This post has been edited by t800: 10 April 2016 - 11:06 AM
#125 Posted 11 April 2016 - 01:56 PM
Shame about the missed opportunity to call this thread "Blood Coroner"
I still blame all those "abandonware" sites inundating Blood since 2002. I seriously stopped playing it in 1998 and never had an obsession for it.
This post has been edited by leilei: 11 April 2016 - 02:11 PM
#127 Posted 11 April 2016 - 09:07 PM
This post has been edited by leilei: 11 April 2016 - 09:10 PM
#128 Posted 12 April 2016 - 05:50 AM
Obviously this is still a lot of work, and I don't have the time to do it, but maybe this is an approach someone else is willing to consider?
#129 Posted 12 April 2016 - 05:55 AM
#130 Posted 13 April 2016 - 04:18 AM
#131 Posted 13 April 2016 - 04:29 AM
Psycho87, on 12 April 2016 - 05:50 AM, said:
Obviously this is still a lot of work, and I don't have the time to do it, but maybe this is an approach someone else is willing to consider?
That's not a bad idea.
This post has been edited by icecoldduke: 13 April 2016 - 04:41 AM
#132 Posted 13 April 2016 - 07:47 AM
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Which brings me to the question: is it possible, at least theoretically, to write a modified version of DOSBox that would be optimized to run Build engine games at high resolutions?
#133 Posted 13 April 2016 - 08:34 AM
#134 Posted 13 April 2016 - 10:34 AM
MrFlibble, on 13 April 2016 - 07:47 AM, said:
Apparently this does wonders for some people
https://www.gog.com/..._you_know/page1
Didn't change anything for me though. Not that I'd need it because I can play it smoothly in 800*600 anyway, and between that and above hardly makes a difference as far as Build games are concerned.
Also manually setting your CPU cycles (rather than "max=auto") will help. Set it too high though and intro/ending videos may have stuttering sound.
This post has been edited by MetHy: 13 April 2016 - 10:36 AM
#135 Posted 13 April 2016 - 10:40 AM
#136 Posted 13 April 2016 - 10:50 AM
MetHy, on 13 April 2016 - 10:34 AM, said:
https://www.gog.com/..._you_know/page1
Didn't change anything for me though. Not that I'd need it because I can play it smoothly in 800*600 anyway, and between that and above hardly makes a difference as far as Build games are concerned.
The problem with the existing DOSBox builds is that they all aim to properly support as many games as possible. This is, presumably, less effective that targeting specific titles. I've used vanilla 0.72 and SVN Daum 0.71 for a very long time on that old PC, but switching to SVN Daum 0.74 (some build or other from 2011 IIRC) made an impression that it worked slower. Also it seems to me that, on that same old configuration, Thor's Hammer (a game known to have a choppy framerate in DOSBox) ran significantly faster in vanilla 0.72 and SVN Daum 0.71 than in vanilla 0.74. I suspect something in the new version might have degraded compatibility with this particular game.
By which I mean that DOSBox, being open source, may indeed present certain opportunities to make it possible to run individual DOS games such as Build engine titles optimally, but I'd like to know for sure from people with experience in coding and emulation.
#137 Posted 13 April 2016 - 10:53 AM
MetHy, on 13 April 2016 - 10:34 AM, said:
Having 5 stub maps in Blood that I later plan to turn into a full campaign and single stub map in SW, I found the trigger system and editing much easier in Blood, so as long as you have a short checklist next to you when you're getting started. The amount of options might put some people off for mapping for Blood, but in reality the options are there, but they don't really take away from the more simple stuff.
Blood has most of its effects labeled similar to Duke's SEs, so you can't really use that as an excuse not to try out Blood mapping, either. It's just a different beast with more options, but the basics, after you get used to them, are quite simple.
#139 Posted 13 April 2016 - 05:28 PM
#140 Posted 13 April 2016 - 09:23 PM
MrFlibble, on 13 April 2016 - 10:50 AM, said:
Nintendo does that in the VC.
I think it's perfectly possible, but I'm a layman, only judging from what I've seen in the market.
#141 Posted 14 April 2016 - 04:24 AM
Hendricks266, on 13 April 2016 - 03:47 PM, said:
I'm sorry for unwittingly reproducing incorrect information.
Can you tell if it is possible to optimize DOSBox specifically to run Build engine games? I know that Shadow Warrior shareware v1.0 and v1.1 are, or at least have been for a long time, completely unsupported by vanilla DOSBox (but playable in third-party builds like SVN Daum). Does this mean there are programme specifics that need to addressed by DOSBox emulation?
#142 Posted 14 April 2016 - 04:36 AM
DOSBox-X source
https://github.com/j...ell123/dosbox-x
Compiled binaries by EmuCR.com
http://www.emucr.com...&max-results=12
#143 Posted 14 April 2016 - 04:41 AM
Hendricks266, on 13 April 2016 - 03:47 PM, said:
I can't see that misconception going away anytime soon. For those that want to read a good article on how the build renderer works: http://fabiensanglar...e_internals.php I would suggest MrFlibble if you are planning to do dosbox optimization work for Blood VGA, I would suggest reading the article if you haven't already.
This post has been edited by icecoldduke: 14 April 2016 - 04:49 AM
#144 Posted 14 April 2016 - 04:55 AM
supergoofy, on 14 April 2016 - 04:36 AM, said:
DOSBox-X source
https://github.com/j...ell123/dosbox-x
Compiled binaries by EmuCR.com
http://www.emucr.com...&max-results=12
I didn't realise that DOSBox-X is being updated. I have an old build from somewhere around 2010. Does it yield better performance results than SVN Daum?
This post has been edited by MrFlibble: 14 April 2016 - 04:55 AM
#145 Posted 14 April 2016 - 05:15 AM
#146 Posted 14 April 2016 - 06:18 AM
MrFlibble, on 14 April 2016 - 04:24 AM, said:
I don't know any specifics that would let me answer this one way or the other.
MrFlibble, on 14 April 2016 - 04:24 AM, said:
------------------------------------------------------------------------ r3868 | ripsaw8080 | 2014-06-19 13:51:42 -0500 (Thu, 19 Jun 2014) | 1 line Illegal memory reads have all bits set. Fixes early (and buggy) shareware versions of Shadow Warrior. ------------------------------------------------------------------------
#147 Posted 14 April 2016 - 06:33 AM
Lunick, on 14 April 2016 - 05:15 AM, said:
That's what I'm talking about. It seems that while the majority of DOS games run well with almost any build, there are certain cases that somehow have issues, and performance may vary unpredictably between builds. I'm not even sure how each individual host machine factors into this (save for computing power, obviously).
icecoldduke, on 14 April 2016 - 04:41 AM, said:
Just to avoid any misunderstandings, I don't even remotely have the skills necessary to do something like that. I'm asking questions simply because this kind of project seems like a good idea to me, and perhaps could result in a viable solution in the absence of source ports of the game.
#148 Posted 14 April 2016 - 06:36 AM
MrFlibble, on 14 April 2016 - 06:33 AM, said:
Unless you are willing to do it yourself it won't get done .
#149 Posted 14 April 2016 - 08:36 AM
Lunick, on 14 April 2016 - 05:15 AM, said:
I assume you tested the x86 binary, but which binary have you tested? from 2016.04.11 ?
Which output method did you use ? for me opengl is the one that works faster.
Note: I don't know if the x64 binary has dynarec
This post has been edited by supergoofy: 14 April 2016 - 08:38 AM
#150 Posted 14 April 2016 - 10:30 AM
deuxsonic, on 09 April 2016 - 11:44 PM, said:
I have a hard time viewing the Saturn version of Duke3D as a "port" because it is genuinely not the same game. It's a different engine and the whole game had to be remade and the end result only vaguely resembles the game it is purported to be. Same thing for the Saturn version of Quake where sprites were used in places where meshes were in the real Quake. They share music and textures, some raw materials, but the maps and practically everything else had to be redone. That's more remake than port. I think Slavedriver was an actual 3D engine, thinking of some of the map layouts for the console versions of Powerslave.
Hendricks266, on 10 April 2016 - 07:29 AM, said:
I actually stumbled on Kaiser on a forum and asked him about that
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This one is slightly more up to date.
His screenshot :
and mine from Blood for comparison sake, though of course his stuff is WIP.
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Anything regarding to player weapon swaying and object momentum speeds (such as how far you throw dynamite, or how much an explosion knocks you back) is entirely empirical, though I do rely on the assembly as a guide.
AI behavior is 100% identical and taken directly from the disassembly. Though I do add a bit more to it so it can be easily customized by modders. The only thing I am concerned about is how the enemy aims at the player. Build engine games uses a fixed-point slope value while Kex uses atan2/angle pitch to determine the aim.... which results in the AI being a tad more accurate even while the player crouching. I have some ideas to emulate the fixed point slope behavior though.
Everything else (renderer, collision, resource management, etc) is done from scratch.
Surprisingly enough, the 'cansee' function from Build is actually bugged and explains why some explosions do no damage to objects, even when its right next to it. Since Kex has its own way of handling this, explosions will now be guaranteed to damage whatever that is within its blast radius.
I don't intend on alienating BloodCM (a favorite of mine btw) or BloodXL. I am just simply offering another way to enjoy Blood without needing DosBox. In fact my original intention was to show off a more GPL-friendly engine that can run a Build game. I choosed Blood because it's actually the most organized of the Build games (3D Realms' code looks like fucking chicken scratch).
However, its simply up to the user's preference. BloodEX will have the capabilities to support Blood mods though.
So yeah, basically anything regarding hitscan and projectile is redone from scratch either by looking at the code he's dig up or by "empirical" feeling.
I honestly don't believe you can nail Blood that way. You may get something that looks like it with a lot of work.
There are more screenshots if anyone cares.
This post has been edited by MetHy: 14 April 2016 - 10:36 AM