BloodGDX (News & Releases)
#541 Posted 10 April 2018 - 10:23 AM
I fixed Beast, POD and BoneEEL enemy AI and made "compatibility mode" for demos (all bugs of original game will working in bloodgdx while playing demo) but not in a game
I still have some unsynced cases, but it's will fix at near future. Btw, at the next release you will can record your own demos in original Blood and try to play it in BloodGDX. If demo unsynced, you can send me it for fix.
And I made a video with my Mega Epic AI test For make it, I hacked blood.exe for god mode and inlimited ammos.
This video has an incorrect size (39min instead of 20min) Youtube already working on fix this issue
https://youtu.be/-yh-HBNz_0s
This post has been edited by M210: 10 April 2018 - 10:24 AM
#543 Posted 11 April 2018 - 10:42 AM
M210, on 10 April 2018 - 10:23 AM, said:
I fixed Beast, POD and BoneEEL enemy AI and made "compatibility mode" for demos (all bugs of original game will working in bloodgdx while playing demo) but not in a game
I still have some unsynced cases, but it's will fix at near future. Btw, at the next release you will can record your own demos in original Blood and try to play it in BloodGDX. If demo unsynced, you can send me it for fix.
And I made a video with my Mega Epic AI test For make it, I hacked blood.exe for god mode and inlimited ammos.
This video has an incorrect size (39min instead of 20min) Youtube already working on fix this issue
https://youtu.be/-yh-HBNz_0s
Loss for words. Incredible work!
#545 Posted 12 April 2018 - 09:31 PM
#546 Posted 14 April 2018 - 01:32 AM
M210, on 10 April 2018 - 10:23 AM, said:
I fixed Beast, POD and BoneEEL enemy AI and made "compatibility mode" for demos (all bugs of original game will working in bloodgdx while playing demo) but not in a game
I still have some unsynced cases, but it's will fix at near future. Btw, at the next release you will can record your own demos in original Blood and try to play it in BloodGDX. If demo unsynced, you can send me it for fix.
And I made a video with my Mega Epic AI test For make it, I hacked blood.exe for god mode and inlimited ammos.
This video has an incorrect size (39min instead of 20min) Youtube already working on fix this issue
https://youtu.be/-yh-HBNz_0s
As usual you do amazing work!
Thank you once again =)
Btw any idea when/if we might get xbox one controller support?
#547 Posted 14 April 2018 - 10:53 PM
Devon, on 14 April 2018 - 01:32 AM, said:
Thank you once again =)
Btw any idea when/if we might get xbox one controller support?
At the next release. But you need to configure buttons and it's not working in menu yet
#548 Posted 15 April 2018 - 03:56 AM
M210, on 14 April 2018 - 10:53 PM, said:
Nice!
#549 Posted 18 April 2018 - 12:16 AM
M210, on 14 April 2018 - 10:53 PM, said:
oh btw, when might we see this next release?
Im very excited =)
#550 Posted 18 April 2018 - 12:33 AM
This seems to me a major release, so maybe the version could be bumped to 0.800.
#551 Posted 18 April 2018 - 09:57 AM
supergoofy, on 18 April 2018 - 12:33 AM, said:
This seems to me a major release, so maybe the version could be bumped to 0.800.
I dont mind waiting really, just want info cause im so curious what he is up too =)
#552 Posted 18 April 2018 - 01:08 PM
This post has been edited by Tekedon: 18 April 2018 - 01:09 PM
#553 Posted 18 April 2018 - 07:19 PM
Devon, on 18 April 2018 - 12:16 AM, said:
Im very excited =)
Maybe at this month
#554 Posted 18 April 2018 - 11:41 PM
This post has been edited by SPILL: 18 April 2018 - 11:42 PM
#555 Posted 18 April 2018 - 11:43 PM
#557 Posted 19 April 2018 - 05:36 AM
#558 Posted 19 April 2018 - 05:38 AM
Can we keep this one BGDX-related?
This post has been edited by fgsfds: 19 April 2018 - 05:39 AM
#559 Posted 20 April 2018 - 06:21 AM
I'm always curious about how much times I spend in a map ^^
#560 Posted 22 April 2018 - 03:42 AM
Haven't made demos for Post Mortem, but they will probably work too.
This is a huge milestone for BGDX.
Capture.PNG (6.83K)
Number of downloads: 21
#561 Posted 22 April 2018 - 05:04 AM
fgsfds, on 22 April 2018 - 03:42 AM, said:
Haven't made demos for Post Mortem, but they will probably work too.
This is a huge milestone for BGDX.
Capture.PNG
I'm not sure to understand the stuff of demo thing, is it about "IA and code like the original game"?
edit: A guy explained me, it's ok!
This post has been edited by Manhs: 22 April 2018 - 05:39 AM
#562 Posted 22 April 2018 - 05:39 AM
Manhs, on 22 April 2018 - 05:04 AM, said:
Exactly. Demos recorded in original game playing correctly in BGDX means that the game mechanics in BGDX are 100% accurate to the original game.
#563 Posted 22 April 2018 - 11:37 AM
fgsfds, on 22 April 2018 - 03:42 AM, said:
Haven't made demos for Post Mortem, but they will probably work too.
This is a huge milestone for BGDX.
Capture.PNG
Very cool info! Are you related to Alex? Or a betatester or a friend? Just wondering out of curiosity since you have access to fresh info.
#564 Posted 22 April 2018 - 02:54 PM
#565 Posted 23 April 2018 - 11:20 AM
I've played around with upscaling the FMVs and generally trying to make them look nicer. If M210 adds playback support of a modern video format I could possible even make the enhanced videos play in BloodGDX.
#566 Posted 23 April 2018 - 11:23 AM
Tekedon, on 22 April 2018 - 11:37 AM, said:
Both.
Bruno Mattei, on 22 April 2018 - 02:54 PM, said:
https://forums.duke4...steam-versions/
It's also in the readme.
#567 Posted 26 April 2018 - 10:27 AM
1. Fixed fire cannons animation starting with the wrong tile
2. Fixed invisible voxel bottles
3. Dynamite now exploding instead of bouncing when thrown on enemies' heads
4. Weapons don't randomly do electrical damage anymore
5. Flame Guy fixed
6. Fixed double ammo drop from fallen enemies
7. Proximity flag now resets after enemy's death (some corspes don't disappear and zombies don't spawn Gargoyles' gibs anymore)
8. Improved hitscan for projectiles
9. Fixed flat enemies sprites (E2M4 for example), sprite_offset doesn't apply to enemies anymore
10. Fixed burning Civilian's speed (they now move while burning)
11. Fixed Spray Can raising animation
12. Cultists can now be killed underwater with the Flare Gun
13. Fixed Bone Eel freezing after receiving damage
14. Fixed Beast freezeing underwater after attacking
15. Beast can now damage player underwater
16. Gill Beasts now have correct idle animation underwater
17. Shial now hangs from the ceiling instead of dropping to the ground upside down on level start18. Fixed wrong animation playing while akimbo is active but you only have weapon in one hand
19. Bone Eels now miss less often when attacking player
20. Gargoyles and Ghosts now locate player better when player is below them
21. Fixed Cultists getting stuck in attack animation while crouching
22. Better blood splatters spawn, won't hang in the air so often
23. Fixed player clipping (can't clip though doors anymore)
24. Hand can now be shaken off on Extra Crispy
25. Fixed raising animation playing for non-akimbo weapons after akimbo depleted
26. Better crosshair, bullets and projectiles now shoot where crosshair points
27. Can't switch weapons while they are in non-idle animation anymore
#568 Posted 26 April 2018 - 12:32 PM
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I was never sure whether it was a bug or a feature. So it was a bug after all, heh?
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Yeah, in DOS they are kinda weak and pathetic.
#569 Posted 26 April 2018 - 12:51 PM
You know who else stinks? The bats. If you've seen my vid for our map project of the level I'm working on that pays homage to the Birds, I have like 50 of them and they barely hurt you.
You can step on and climb them in GDX, and in Dosbox you can't... I'll send a comparison in m210....
It does play better in GDX as it can't handle 50 to 75 birds sounds a lot better!
#570 Posted 26 April 2018 - 01:28 PM
Dzierzan, on 26 April 2018 - 12:32 PM, said:
I don't see any reason why this would be a feature.
daMann, on 26 April 2018 - 12:51 PM, said:
Most of these fixes are already in 0.789. 0.790 will have different changelog.