Blood corner "For Blood 1 & 2 related talk."
#421 Posted 01 December 2017 - 12:54 AM
https://twitter.com/...462443475173376
#422 Posted 01 December 2017 - 04:36 AM
Zaxx, on 01 December 2017 - 12:54 AM, said:
https://twitter.com/...462443475173376
So it's NOT dead cool. I wonder how long this'll take though.
#423 Posted 01 December 2017 - 05:24 AM
Sixty Four, on 17 November 2017 - 09:10 PM, said:
https://duke64nukem....inside-sectors/
https://www.youtube....h?v=a_eTSzK6W88
High Treason, on 18 November 2017 - 05:33 PM, said:
https://www.youtube....h?v=bLhWbOOc17Q
One has to wonder why DOSBox captures invariably look shit. Either way, both methods are valid, yours has the advantage of keeping the outer textures whereas mine sometimes loses them as you're inheriting the properties of the formerly white wall, so it's faster if you only want to keep the inner geometry. Also, after filling in the first quadrilateral shaped red area on the left, you could just draw over the inverted-C-shaped piece in one go or even Alt-S it to save time and walls, might be useful if you're close to the limit and don't have enough left to create the other walls temporarily.
These days you can do it in mapster instantly. For several years now if you dump a sector in another sector (and it isn't touching any pre-existing walls) then it'll ask if you'd like to paste it, to which you simply press "Y" for yes and it does all the work for you. Sure, this way doesn't copy the outer textures, however if you draw a sector around your sector of interest before doing this process, then the outer sectors will be copied.
IIRC this might have been one of the features I requested and Helix implemented back when he was active.
#424 Posted 01 December 2017 - 09:26 AM
Tekedon, on 01 December 2017 - 04:36 AM, said:
Well, that's anyone's guess, after 1 and a half years of nothing I was sure as shit it's dead.
#425 Posted 08 December 2017 - 09:27 AM
Zaxx, on 01 December 2017 - 12:54 AM, said:
https://twitter.com/...462443475173376
Aha nice find. Let's hope he'll eventually works things out and that the source code will be released as well (although that's unlikely since jace never really made any intentions in the past to do so).
#426 Posted 08 December 2017 - 04:43 PM
Oh well, at least we're in a better state than with Rise of the Triad, a game which did have its source code released.
#427 Posted 14 December 2017 - 08:44 PM
Phredreeke, on 08 December 2017 - 04:43 PM, said:
Oh well, at least we're in a better state than with Rise of the Triad, a game which did have its source code released.
ROTT is weird. I never understood how that game is supposed to have a fanbase, I mean there are a few good ideas in there (dual wielding pistols, the stupid weapons and power ups, enemies begging for their lives) but the game itself is just not very good. The gameplay quickly becomes uninteresting (the jokes don't last that long), the level design is terrible to the point where it becomes tiresome, the actual gameplay mechanics are nothing special and the weird platforming is annoying as hell. It's just not a game that is worth revisiting.
The remake was pretty good though, at least when it didn't run like shit and when there was no platforming.
This post has been edited by Zaxx: 14 December 2017 - 08:47 PM
#428 Posted 15 December 2017 - 06:32 AM
Zaxx, on 14 December 2017 - 08:44 PM, said:
The remake was pretty good though, at least when it didn't run like shit and when there was no platforming.
I actually like the original but not the remake, shitty checkpoint locations and buggy savegame system ruined the whole game for me, never completed the game even once and I even want to refund but impossible(refund didn't exist on 2013 and already played > 2 hours...), but the remake isn't that bad, just...I would like play the original instead. I guess everyone has their own taste, isn't it?
This post has been edited by Player Lin: 15 December 2017 - 06:32 AM
#429 Posted 15 December 2017 - 06:50 AM
It has some nice changes throughout, mostly fixes and re-balancing but there also some other bigger changes. It also adds 2 new secret maps, each coming with its own new transition map once you beat it that brings you back where you'd left off had you not gone through the secret map.
The 2 new secret maps though are some of Bloatoid's older standalone maps so they're nothing new. The new transition maps are cool though.
#430 Posted 15 December 2017 - 09:43 PM
Zaxx, on 01 December 2017 - 09:26 AM, said:
When you're dealing with a giant corporation like Warner Brothers, anything bureaucratic goes slowly. I suppose lawyers really do ruin everything they touch.
This post has been edited by Master O: 15 December 2017 - 09:43 PM
#431 Posted 05 January 2018 - 04:56 AM
My previous experience with 3dfx had been limited to Shadow Warrior, which lead me to assume that a 3dfx version is nothing more than a historical curiosity of no practical value. However, recently I got Tomb Raider from GOG.com and realised that a 3dfx version of a DOS game has at least the following potential advantages:
1. By passing the rendering to the host machine's video card, it takes off quite some strain from DOSBox emulation. I have tried running TR in the latest build of DOSBox SVN Daum at 640x480 with both the 3dfx version via built-in Glide emulation and software mode version with CPU cycles limited to 77000 (which according to the DOSBox Wiki is an approximation of a Pentium 100). While the 3dfx version has no obvious speed issues, in software mode the game lags noticeably.
2. Both DOSBox SVN Daum's built-in Glide dll and nGlide can render the screen at any desired resolution subject only to limitations from the host video card.
Since Blood is a resource-heavy game, I was thinking that perhaps the 3dfx version could help solve at least some of the speed issues. Of course, the drawback is that voxels will not work, and there may be some other issues.
Here are the patches (no shareware patch sadly):
#432 Posted 05 January 2018 - 05:06 PM
MrFlibble, on 05 January 2018 - 04:56 AM, said:
If I remember correctly 3dfx support for Blood was never really finished so honestly I think you'll just waste your time with it. Why not use BloodGDX instead?
#433 Posted 05 January 2018 - 11:54 PM
MrFlibble, on 05 January 2018 - 04:56 AM, said:
I remember it being quite buggy (parallaxed skies all messed up and all). I also remember being amazed because it had texture filtering and back then, we thought it made the game look better. Nowadays I find texture filtering in these old games ugly as hell
#434 Posted 07 January 2018 - 10:01 AM
This post has been edited by leilei: 07 January 2018 - 10:11 AM
#435 Posted 07 January 2018 - 11:08 AM
#436 Posted 08 January 2018 - 08:40 AM
Daedolon, on 07 January 2018 - 11:08 AM, said:
Haha, that cover is awesome in a very, very bad way. :DD
This post has been edited by Zaxx: 08 January 2018 - 08:41 AM
#437 Posted 08 January 2018 - 09:51 AM
Daedolon, on 07 January 2018 - 11:08 AM, said:
This cover is basically this trope in graphic form.
http://tvtropes.org/...AgeOfComicBooks
#438 Posted 16 January 2018 - 03:39 AM
#439 Posted 18 February 2018 - 09:00 AM
#441 Posted 24 February 2018 - 06:28 AM
Zaxx, on 01 December 2017 - 09:26 AM, said:
Yeah, Jace has said several times that the process would be incredibly slow.
He's made the same comments about how work is progressing on continuing the Condemned series.
He won't say that it's dead, or work has stopped. He just replies that it's moving very slow.
#442 Posted 09 March 2018 - 02:30 PM
#443 Posted 14 March 2018 - 08:05 AM
https://twitter.com/...296053490409472
Fuck...
This post has been edited by Zaxx: 14 March 2018 - 08:05 AM
#444 Posted 14 March 2018 - 08:13 AM
#445 Posted 14 March 2018 - 08:25 AM
#446 Posted 14 March 2018 - 08:46 AM
#447 Posted 14 March 2018 - 09:18 AM
Zaxx, on 14 March 2018 - 08:05 AM, said:
https://twitter.com/...296053490409472
Fuck...
Damn... another great game stuck in limbo... If I'm not mistaken WB was also (co-)responsable for stopping the re-release of the No One Lives Forever games by Night Dive Studios...
Sad indeed.
#448 Posted 14 March 2018 - 09:50 AM
NightFright, on 14 March 2018 - 08:25 AM, said:
The point is that any IP a company owns makes that company more valuable so selling Blood to someone would not be worth it for WB even if they think that the IP itself is worthless and they don't want to do anything with it. A strong company doesn't sell IPs.
There are two things I don't understand:
1. Why don't they just license it instead of selling it. For example if I remember correctly 3D Realms still owns the Shadow Warrior IP, they just licensed it to Devolver so Devolver could continue the franchise.
2. It would make sense for WB to do something with Blood. The old school FPS is popular now, WB has no currently running FPS franchises and they own a lot of properties that could help in bringing back Blood. We're talking about a company that owns stuff like Mortal Kombat, the Nightmare on Elm Street and the Friday 13th IPs (they even have newer stuff like The Conjuring and It), Caleb would surely have a place in there somewhere. For example they announce a Blood reboot that is positioned as an action-horror FPS that salutes the horror genre, it features Freddy Krueger and Jason Voorhees prominently and for some crosspromotion they put Caleb in Mortal Kombat. I'm sure it would be successful and even remastering the original game with a new source port would not be expensive for a company like WB.
This post has been edited by Zaxx: 14 March 2018 - 09:52 AM
#449 Posted 14 March 2018 - 05:41 PM
#450 Posted 14 March 2018 - 11:48 PM
leilei, on 14 March 2018 - 05:41 PM, said:
Conclusions? When it comes to Blood you can't jump to conclusions, you're left in a constant state of "hey, maybe something's happening but maybe nothing at all is happening". Personally I stopped believing that anything good would come out of this years ago because the way I see it WB doesn't care at all while Jace doesn't care enough. This story was over when Devolver said that they tried but WB's price was too high.