BloodGDX (News & Releases)
#511 Posted 20 March 2018 - 04:08 PM
Also, when it comes to Witchhaven or Tekwar, please don't go for an accurate recreation, those games are fucked up, noone wants those bugs
#512 Posted 20 March 2018 - 04:18 PM
VGA, on 20 March 2018 - 04:08 PM, said:
Also, when it comes to Witchhaven or Tekwar, please don't go for an accurate recreation, those games are fucked up, noone wants those bugs
He could focus on the simple task by now, I don't see M210 doing personal fixes to Tekwar since it doesn't have major bugs and it's fully playable like Witchaven, the difference is that witchaven bugs Affects a lot in the core gameplay (Combat, Platforming, Sound ambience problems and music loop glitches too! And there's is some fatal crashes in the GDX port!) , Tekwar is really easy to pass through! and almost no one cares about Tekwar!, Witchaven already has a patch by Ettingrinder, which is a pretty good patch overall! I hope that M210 Includes EGWhaven Patches for this port, cause it would fix a lot!
This post has been edited by TheXna: 20 March 2018 - 04:19 PM
#513 Posted 20 March 2018 - 09:48 PM
However this particular cutscene is a AVI file type. I'm not sure if this can be supported.
#514 Posted 21 March 2018 - 03:16 AM
VGA, on 20 March 2018 - 04:08 PM, said:
No, I never posted my works, because it will take a lot of memory, and this material will useful only for pragrammers whos know an assembler.
I'm not using Dosbox debugger, it's useless app at all.
SPILL, on 20 March 2018 - 09:48 PM, said:
What format has this credits? QAV or SMK? There isn't easier to make it as cutscene before monolith credits?
If this is a QAV format, I can make an option in INI-file
This post has been edited by M210: 21 March 2018 - 03:19 AM
#515 Posted 21 March 2018 - 05:43 AM
I synced blood02.dem file, it working without problem now
Btw, breakable wall had more one problem and on the last screenshot you can see, that it's not a same too.
So, it took almost one day to make this demo playing correctly. Comparing and reverse-engeenering is a very slow job.
#516 Posted 21 March 2018 - 06:32 AM
M210, on 21 March 2018 - 03:16 AM, said:
If this is a QAV format, I can make an option in INI-file
No unfortunately it is an AVI file type.
#517 Posted 21 March 2018 - 06:50 AM
SPILL, on 21 March 2018 - 06:32 AM, said:
I'm not sure, can I make avi support. And btw avi has a lot of codecs and each modder will use "own lovely codec", which I think bloodgdx will not support And as I think avi is a commercial format, there is hard to find library foe support it
This post has been edited by M210: 21 March 2018 - 06:50 AM
#518 Posted 21 March 2018 - 06:53 AM
#519 Posted 21 March 2018 - 07:11 AM
http://conversionai....ssed-movie-file
#520 Posted 21 March 2018 - 07:23 AM
But maybe M210 could make it work anyway as long as it's smk.
This post has been edited by Tekedon: 21 March 2018 - 07:24 AM
#521 Posted 21 March 2018 - 07:51 AM
Tekedon, on 21 March 2018 - 07:23 AM, said:
But maybe M210 could make it work anyway as long as it's smk.
My smk library should work with any formats (there is two versions and 4 video codecs as I remember)
This post has been edited by M210: 21 March 2018 - 07:52 AM
#522 Posted 21 March 2018 - 08:06 AM
Found on the Transfusion Blood forum, coincidentally.
http://forums.transf...wtopic.php?t=42
This post has been edited by Fantinaikos: 21 March 2018 - 08:09 AM
#523 Posted 22 March 2018 - 04:07 AM
This demo also can't playing correctly without copy sorted array of rx-tx system from dosbox, because qsort algorithm has differents from Java's sort.
#524 Posted 22 March 2018 - 11:01 AM
#525 Posted 22 March 2018 - 07:15 PM
This post has been edited by M210: 22 March 2018 - 07:15 PM
#526 Posted 25 March 2018 - 11:57 AM
This post has been edited by M210: 25 March 2018 - 11:58 AM
#527 Posted 25 March 2018 - 02:10 PM
M210, on 25 March 2018 - 11:57 AM, said:
Good stuff as always M210! Keep it up!
#528 Posted 25 March 2018 - 02:39 PM
#529 Posted 25 March 2018 - 04:08 PM
Phredreeke, on 25 March 2018 - 02:39 PM, said:
I'm curious about this too. What good demo playback will do when it comes to the port overall apart from the obvious nostalgia factor of "yay, demo playback"?
This post has been edited by Zaxx: 25 March 2018 - 04:09 PM
#530 Posted 25 March 2018 - 05:00 PM
M210, on 22 March 2018 - 04:07 AM, said:
This demo also can't playing correctly without copy sorted array of rx-tx system from dosbox, because qsort algorithm has differents from Java's sort.
These demo videos give a good idea of how the colours are not quite right compared to the DOS version, is that being worked on?
#531 Posted 25 March 2018 - 07:20 PM
Phredreeke, on 25 March 2018 - 02:39 PM, said:
Of cource This is a my main target to get it works.
#532 Posted 25 March 2018 - 09:12 PM
Phredreeke, on 25 March 2018 - 02:39 PM, said:
Zaxx, on 25 March 2018 - 04:08 PM, said:
If you know how demos work in build engine, it becomes obvious that when BGDX is able to flawlessly play any demo from 1.21, it will be safe to say that it's 99% accurate to the original game it terms of gameplay and AI. So making demos play correctly is a huge deal.
Lunick, on 25 March 2018 - 05:00 PM, said:
It still uses opengl shading instead of shade tables, so the differences are expected. "Palette emulation" from eduke could solve the problem.
This post has been edited by fgsfds: 25 March 2018 - 09:16 PM
#533 Posted 26 March 2018 - 03:31 AM
#534 Posted 26 March 2018 - 03:53 AM
This post has been edited by fgsfds: 26 March 2018 - 04:07 AM
#535 Posted 26 March 2018 - 04:26 AM
In BloodGDX (current) and Blood 1.12 once you activate all the switches and the floors collapse in E3M7 he will run around in circles for a while.
In BloodCM and Blood 1.00 he will run towards you as soon as you approach him. This behaviour makes a lot more sense to me
#536 Posted 28 March 2018 - 06:00 AM
Phredreeke, on 26 March 2018 - 04:26 AM, said:
I can't answer on your time at this time.
I synced a long demo file with e1m2 map today. So, at future BloodGDX will 100% as original
#538 Posted 28 March 2018 - 03:32 PM
Phredreeke, on 26 March 2018 - 04:26 AM, said:
In BloodGDX (current) and Blood 1.12 once you activate all the switches and the floors collapse in E3M7 he will run around in circles for a while.
In BloodCM and Blood 1.00 he will run towards you as soon as you approach him. This behaviour makes a lot more sense to me
So a general toggle (perhaps a new menu option for each monster) with "retail AI" and "adjusted AI"? That could be a decent idea, and a compromise between original dev work, and subjective AI improvements. In the final release of Blood 1.21, I've experienced Cerberus doing the same thing in his pit. Even if it makes more sense to change his AI (or rather, remove this quirk), we probably should reach retail accuracy first.