
What do you think about BloodGDX ?
#91 Posted 27 June 2017 - 11:23 AM
This post has been edited by Dzierzan: 27 June 2017 - 11:24 AM
#92 Posted 28 June 2017 - 04:05 AM
icecoldduke, on 25 June 2017 - 07:30 AM, said:

I already got rid of the Java in his port. Now it's gone from my hard drive

TerminX, on 25 June 2017 - 02:59 PM, said:
If it was as little as $1 million, wouldn't Devolver have bought it? I recall them saying it was way more expensive than they anticipated.
#93 Posted 28 June 2017 - 04:35 AM
Micky C, on 28 June 2017 - 04:05 AM, said:
Maybe that was too much for them? One million is 10 employees for a year or 5 employees for 2 years. Its possible they thought they wouldnt move enough units to justify the bullshit asking price.
#94 Posted 28 June 2017 - 01:21 PM
Tekedon, on 26 June 2017 - 12:25 AM, said:
If you throw enough money at Hollywood, they'll sell. After all, WB is still a corporation and a corporation's existence is to make money hand over fist.
I don't understand the pessimism. WB has obviously made it clear they won't sell the IP unless an exorbitant amount of money is paid to them. At this point, it's been 20 years. Blood fans should find a way to raise the money and get it over with.
This post has been edited by Master O: 28 June 2017 - 01:22 PM
#96 Posted 28 June 2017 - 04:01 PM
#97 Posted 28 June 2017 - 04:55 PM
Jimmy, on 28 June 2017 - 04:01 PM, said:
I think something happened 20 years ago that cause some hard feelings around the blood IP. I think this alone is driving up the IP; I can't imagine what benefit Blood has to a investment portfolio at this point. I think its more of "I have it and you don't. if you want it its going to cost you a fuck ton of money" sort of a thing.
This post has been edited by icecoldduke: 28 June 2017 - 05:00 PM
#98 Posted 29 June 2017 - 01:30 AM
Dont really have any issues at all with it as of 768/769 release, before that i had some kind of performance problem i could not pinpoint.. the game would stutter alot. But now it is buttery smooth 99% of the time.
I already Donated and will do so again soon.
what is this i see about another coder and and improved renderer?
#99 Posted 02 July 2017 - 03:29 PM
Lunick, on 28 June 2017 - 03:58 PM, said:

Ultimately, you won't know that unless you try.
#100 Posted 02 July 2017 - 03:37 PM
Master O, on 02 July 2017 - 03:29 PM, said:
Go ahead and start a kickstarter then Master Optimistic.
#101 Posted 02 July 2017 - 04:56 PM
Not like if they seem to care I mean

This post has been edited by Manhs: 02 July 2017 - 04:57 PM
#102 Posted 03 July 2017 - 02:33 AM
Devon, on 29 June 2017 - 01:30 AM, said:
Thanks for all

Another coder working on refactoring code of polymost, nothing interesting yet.
#103 Posted 03 July 2017 - 04:59 AM
Manhs, on 02 July 2017 - 04:56 PM, said:
Not like if they seem to care I mean

Jace did tease something on twitter a year ago, but only one can speculate as it could mean nothing... https://twitter.com/...611945292222464
This post has been edited by Phantasm: 03 July 2017 - 05:01 AM
#104 Posted 03 July 2017 - 05:26 AM
Phantasm, on 03 July 2017 - 04:59 AM, said:
Not a bad thing on Jace, but every now and then he teases with some Blood related stuff... and eventually nothing comes out of it. I think he wants to do something but realizes his hands are tied.
#105 Posted 03 July 2017 - 06:17 AM
M210, on 03 July 2017 - 02:33 AM, said:
Why? Your better off doing what I did and write something from scratch. Polymost was a great proof of concept from Ken, but as a renderer that can scale to higher end graphics, its not great. What I did with PolymerNG was use Polymost as a occlusion detection system. I used Polymost to basically figure out what's visible and what's not, and give that info to PolymerNG. Past that, there isn't much more that can be done with it.
This post has been edited by icecoldduke: 03 July 2017 - 06:21 AM
#106 Posted 03 July 2017 - 07:39 AM
#107 Posted 03 July 2017 - 08:40 AM
M210, on 03 July 2017 - 07:39 AM, said:
Yes, polymost has low hardware demands so it still can be helpful in some cases. Will he try to fix ROR glitch too?
This post has been edited by J432: 03 July 2017 - 08:42 AM
#108 Posted 03 July 2017 - 09:28 AM
Quote
No yet, just refactoring
#109 Posted 03 July 2017 - 09:54 AM
M210, on 03 July 2017 - 07:39 AM, said:
No its not. There are huge gaps between draw submissions. I found in some places, during a frame, where 40% of the GPU is being starved for work, while Polymost figures out what to draw next. That is not good on any PC, especially lower end PC's.
This post has been edited by icecoldduke: 03 July 2017 - 09:55 AM
#110 Posted 03 July 2017 - 10:04 AM
J432, on 03 July 2017 - 08:40 AM, said:
M210 should be focused on fixing ror, as it's critical to gameplay.
#111 Posted 03 July 2017 - 02:57 PM
icecoldduke, on 03 July 2017 - 10:04 AM, said:
Hey icecodeduke, you said something about being able to work on PolymerNG again? is it back in development? I ask because I am interested in a renderer that supports both ROR and texture filtering
#112 Posted 03 July 2017 - 04:16 PM
Jim, on 03 July 2017 - 02:57 PM, said:
Enter this in the console: r_pr_artmapping 0
#113 Posted 03 July 2017 - 04:53 PM
Jim, on 03 July 2017 - 02:57 PM, said:
Yes.
#114 Posted 03 July 2017 - 06:48 PM
Hendricks266, on 03 July 2017 - 04:16 PM, said:
Thanks, but the mod I want to play is the AMC TC, which doesn't run well with polymer, thats why I am waiting for PolymerNG
#115 Posted 19 July 2017 - 05:36 PM
icecoldduke, on 20 June 2017 - 04:33 PM, said:

It's pointless to worry about legal issues, WB Games does not give a crap about stuff like this. You can download mods for Arkham Asylum and Arkham Origins that unlocks the PS3 exclusive DLCs AND the DLC that you could actually buy on Steam... they know about it, they don't care about it because only an insignificant portion of the player base will use such a thing. On the other hand Atari is a shadow of its former self and BloodGDX will help sell more copies of the game so it would be pointless to shoot down a project like this.
If Jace Hall actually managed to make a deal with WB on re-releasing the game that could change things but so far we have nothing pointing in that direction and actually the game can be in the same kind of legal limbo that affects No One Lives Forever too (someone might be able to buy or license the rights from WB in order to make a new game but the original certainly belongs to Atari too and that could very well stop any remastering attempt). For the time being Blood can be considered abandonware (a category that doesn't exist in the legal sense but sure as hell is a thing from a practical perspective) just like NOLF in this sense. At least Atari can sell it.
That being said M210 should keep a low profile: don't go open source, don't make a standalone version out of it, avoid the use of copyrighted material and if you're using the leaked code don't ever admit it, they can't prove it anyway without the source.
Personally I'm just happy this exists: BloodCM was a tremendous effort but it seems like EDuke32 just can't do Blood properly so it never really felt like the original game. BloodGDX? This IS the original game even if it is based on an outdated 1.0 version and I love the high fps, the widescreen support and the new options and features. Keep it up!
This post has been edited by Zaxx: 19 July 2017 - 05:47 PM
#116 Posted 19 July 2017 - 06:12 PM
Zaxx, on 19 July 2017 - 05:36 PM, said:
I thought the same thing at one point in my life and it bit me in the ass.
Zaxx, on 19 July 2017 - 05:36 PM, said:
You are very wrong.
This post has been edited by icecoldduke: 19 July 2017 - 06:17 PM
#117 Posted 19 July 2017 - 06:55 PM
Zaxx, on 19 July 2017 - 05:36 PM, said:
Any reverse-engineered code is copyrighted. So are any widescreen versions of tiles, etc.
Zaxx, on 19 July 2017 - 05:36 PM, said:
He already did.
Zaxx, on 19 July 2017 - 05:36 PM, said:
TX and I already confirmed for ourselves that M210 is using our engine and the alpha source by checking the symbol names in versions before they were obfuscated.
#118 Posted 20 July 2017 - 03:15 AM
Hendricks266, on 19 July 2017 - 06:55 PM, said:
Sure but reverse-engineering is generally legal and I doubt that Blood has an EULA that specifically or indirectly states that you can't reverse engineer the code. As for widescreen tiles and the like: I think that as long as you're modifying original assets that are included with the original game (and of course you need the original game to run BloodGDX) it's no problem.
Quote
That's what I call camaraderie.

#119 Posted 20 July 2017 - 03:53 AM
Zaxx, on 20 July 2017 - 03:15 AM, said:
It says exactly this.
Quote
reverse engineer, disassemble or otherwise reproduce the Software except
as expressly allowed by us.
#120 Posted 20 July 2017 - 04:18 AM
fgsfds, on 20 July 2017 - 03:53 AM, said:
That's from the GOG version, BloodGDX is not based on that one. M210 basically needs two things:
- an original 1.0 copy (we don't know if he has one)
- the EULA that came with the original 1.0 version to not say a thing about reverse engineering (I've not seen that one so I don't know what it says)
This post has been edited by Zaxx: 20 July 2017 - 04:26 AM