
Bugs & Problems
#603 Posted 27 April 2018 - 12:58 PM
Mr. Death, on 10 March 2018 - 09:19 PM, said:
This is still an issue in 0.790.
#605 Posted 27 April 2018 - 06:46 PM

#606 Posted 27 April 2018 - 06:54 PM
Bruno Mattei, on 27 April 2018 - 06:46 PM, said:
I've got a feeling that one will continue to be in the game for a long time yet. It used to cause issues in the original DOS version.
#607 Posted 27 April 2018 - 07:00 PM
#608 Posted 27 April 2018 - 08:22 PM
It might just be me, but the changes to smooth X and Y axes feel a little off. If there was a change from how things were done prior to 0.790, I'd like the option to switch back and forth between the two.
This post has been edited by Nachuro: 27 April 2018 - 08:22 PM
#609 Posted 27 April 2018 - 10:33 PM
Nachuro, on 27 April 2018 - 08:22 PM, said:
What exactly is wrong with it?
#610 Posted 27 April 2018 - 11:17 PM
fgsfds, on 27 April 2018 - 10:33 PM, said:
It feels heavier and less precise than it used to. Finer mouse movements feel slower and artificially smoothed out, rather than matching my input perfectly.
It may just be in my head, but I swear it feels different. My mouse's sensitivity is very high, so that could be affecting things.
#611 Posted 28 April 2018 - 05:20 AM
M210 - are you ok with me including v0.789 with the background upscale pack v2?
#612 Posted 28 April 2018 - 05:45 AM
Phredreeke, on 28 April 2018 - 05:20 AM, said:
M210 - are you ok with me including v0.789 with the background upscale pack v2?
So, people wanted to fix texture offsets on some levels, and they got it

I will see, what can I do
I tested it only on skybox (maybe 2x, I forgot)
This post has been edited by M210: 28 April 2018 - 05:48 AM
#613 Posted 28 April 2018 - 06:00 AM

It will probably work if scaled to 4x instead. but that would make an already bloated graphics pack even bigger

Would including v0789 with it (the 3x scaled version) be ok though?
#614 Posted 28 April 2018 - 06:46 AM
Phredreeke, on 28 April 2018 - 06:00 AM, said:
Would including v0789 with it (the 3x scaled version) be ok though?
I think no, it just need to fix texture coordinates
This post has been edited by M210: 28 April 2018 - 06:46 AM
#615 Posted 28 April 2018 - 08:32 AM
#616 Posted 28 April 2018 - 10:24 AM
from the look of it, sprites are ok, and textures applied on top of another texture, it's just textured walls/floors/ceilings that break.
This post has been edited by Phredreeke: 28 April 2018 - 10:25 AM
#617 Posted 28 April 2018 - 11:22 AM
Bruno Mattei, on 27 April 2018 - 06:46 PM, said:
And it will remain unless ROR is fixed in Polymost or better rendered is made.
Tiddalick, on 27 April 2018 - 06:54 PM, said:
DOS version had a different problem. Due to the flawed sorting algorithm, two synced sectors like these could easily go out of sync. This one is fixed in BGDX.

Number of downloads: 23
#618 Posted 28 April 2018 - 11:25 AM
Edit:
Less ram seems that it fixed the bug??????????????????
This post has been edited by supergoofy: 28 April 2018 - 11:47 AM
#620 Posted 28 April 2018 - 12:16 PM
I have unpacked them to blood folder.
The folder includes the 4 demos that included in Blood + the demos pack from fgsfds
BloodGDX starts to play the 1st official demo that is included in Blood then the 2nd, 3rd, 4th and then the demos by fgsfds
2. it depends on how much ram you will give it. For example if you use -Xmx1024m it will crash after 1st demo. If you give less, for example -Xmx500m, it will play more demos before it crashes.
If you give it even less for example -Xmx400m, it will play even more demos before the crash.
Obviously there is a minimum ram limit, else it will not load the game.
Crazy bug???
3. autoload folder includes Phredreeke's background, skyboxes, graphics, also the voxels and a music pack (from a topic in the forum).
This post has been edited by supergoofy: 28 April 2018 - 12:30 PM
#621 Posted 28 April 2018 - 01:07 PM
#622 Posted 28 April 2018 - 01:19 PM
[edit]
removed zip files from autoload, unpacked them, but this didn't fix the problem.
This post has been edited by supergoofy: 28 April 2018 - 01:36 PM
#623 Posted 28 April 2018 - 05:29 PM
Edit: However, if I run v0789 I have no crashing.
This post has been edited by Phredreeke: 28 April 2018 - 05:51 PM
#624 Posted 28 April 2018 - 09:24 PM
#625 Posted 28 April 2018 - 09:46 PM
supergoofy, on 28 April 2018 - 09:24 PM, said:
There is no crash messages? Are you tried to launch it in console? Console 100% will show some messages. Btw, default heapsize is 256mb
#627 Posted 28 April 2018 - 11:50 PM
This post has been edited by J432: 29 April 2018 - 12:17 AM
#628 Posted 29 April 2018 - 07:26 AM
I tried 64bit jportable and it now works, I let it play demos for over 30min.
This post has been edited by supergoofy: 29 April 2018 - 08:19 AM
#629 Posted 29 April 2018 - 11:05 AM
In task manager the Java Platform SE binary (javaw.exe) occupied more than 4GB of RAM. And it was still increasing. I have 16GB of RAM, so it doesn't crash yet (1h and 20min and it still plays the demos).
Maybe there is a bug in preload textures feature (memory leak?).
This post has been edited by supergoofy: 29 April 2018 - 11:10 AM
#630 Posted 30 April 2018 - 06:46 AM
I have to following problems at the moment:
1. My computer slows down to a crawl and becomes extremely choppy when I launch BGDX (after the launcher), after the game finished booting everything is back to normal. I've been messing around with the settings and it seems that this only happens when I have fullscreen enabled in the launcher. When I launch in Windowed mode everything works as expected. I just figured out that enabling the Borderless option still gives me exactly what I want so I can ignore this issue but I wanted to let you know anyway.
I've tried updating my drivers and I've tried both 32-bit and 64-bit but none of that fixed the issue. I'm currently on Windows 10 Pro build 1709, I have 2 monitors (1920x1080p60 and 1920x1080p120) and I'm using an AMD HD 7950 with the latest Radeon Adrenalin drivers (version 18.3.4)
2. Caleb is EXTREMELY LOUD compared to all my other sound and lowering the volume does not seem to impact this at all, the ambient sound also seems to be kinda loud.
3. The sound when you dive into water and the sound when you get out are both very odd, I'm either missing the diving/emerging sounds or they play at a very fast rate but it does not seem to be intended behaviour.
I've tried all the different MIDI settings but they don't make a difference for points 2 and 3 (didn't expect them to but I wanted to make sure anyway). I'm actually kinda curious about what the differences are between the available MIDI settings, I can't really hear a difference. Are there benefits to run one over the others?
This post has been edited by JimmehCake: 30 April 2018 - 06:47 AM