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BloodGDX (News & Releases)

User is offline   M210 

  • 466

#541

Yes. I have a news :) I completed syncing a very-very long demo file with alll typos of enemies :) I working on this demo at full last week and finally it's working correctly :)
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

3

User is offline   axl 

  • 134

#542

That's one hell of an achievement ! Well done !
0

User is offline   Tekedon 

  • 46

#543

View PostM210, on 10 April 2018 - 10:23 AM, said:

Yes. I have a news :) I completed syncing a very-very long demo file with alll typos of enemies :) I working on this demo at full last week and finally it's working correctly :)
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! B)
0

User is offline   Jim 

  • 26

#544

custom diffculty is great, please keep it and fix the bugs
0

User is offline   Bruno Mattei 

  • -73

#545

All I'd like is a mod where Akimbo is an item you can equip and use whenever you want to.
0

User is offline   Devon 

  • 11

#546

View PostM210, on 10 April 2018 - 10:23 AM, said:

Yes. I have a news :) I completed syncing a very-very long demo file with alll typos of enemies :) I working on this demo at full last week and finally it's working correctly :)
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?
0

User is offline   M210 

  • 466

#547

View PostDevon, on 14 April 2018 - 01:32 AM, said:

As usual you do amazing work!

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
0

User is offline   Devon 

  • 11

#548

View PostM210, on 14 April 2018 - 10:53 PM, said:

At the next release. But you need to configure buttons and it's not working in menu yet


Nice!
0

User is offline   Devon 

  • 11

#549

View PostM210, on 14 April 2018 - 10:53 PM, said:

At the next release. But you need to configure buttons and it's not working in menu yet


oh btw, when might we see this next release?

Im very excited =)
0

User is offline   supergoofy 

  • 51

#550

Whenever is ready, I would say. :D I prefer we get a stable, more compatible release, than a quick and dirty release.

This seems to me a major release, so maybe the version could be bumped to 0.800.
0

User is offline   Devon 

  • 11

#551

View Postsupergoofy, on 18 April 2018 - 12:33 AM, said:

Whenever is ready, I would say. :D I prefer we get a stable, more compatible release, than a quick and dirty release.

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 =)
0

User is offline   Tekedon 

  • 46

#552

I am willing to wait forever until M210 deems this done. I 'm looking most forward to multiplayer support now. (I know that'll be one of the last things added). But I would be so satisfied if he could get this working with Hamachi or Meltdown.

This post has been edited by Tekedon: 18 April 2018 - 01:09 PM

0

User is offline   M210 

  • 466

#553

View PostDevon, on 18 April 2018 - 12:16 AM, said:

oh btw, when might we see this next release?

Im very excited =)

Maybe at this month :)
0

User is offline   SPILL 

  • 17

#554

At last! Here it is

https://youtu.be/h9_4D6bV7sk


DOWNLOAD:
http://www.blood.fre...ion=maps&id=592

This post has been edited by SPILL: 18 April 2018 - 11:42 PM

0

User is offline   SPILL 

  • 17

#555

At last! Here it is



DOWNLOAD:
http://www.blood.fre...ion=maps&id=592
0

User is offline   Bruno Mattei 

  • -73

#556

Nice!
0

User is online   daMann 

  • 24

#557

Awesome. Look forward to playing. The more Blood maps and TCs spilled the better especially when they are good ;P
0

User is offline   fgsfds 

  • 180

#558

You should've posted it in this thread https://forums.duke4...5-blood-corner/
Can we keep this one BGDX-related?

This post has been edited by fgsfds: 19 April 2018 - 05:39 AM

0

User is offline   Manhs 

  • 13

#559

I have an idea, what about a feature who add a timer for every map? Just to know how much times We needed to finish a map, it could be cool for people who want speedrun on BloodGDX ^^
I'm always curious about how much times I spend in a map ^^
0

User is offline   fgsfds 

  • 180

#560

Demos from all 4 original episodes are now working flawlessly in BGDX.
Haven't made demos for Post Mortem, but they will probably work too.
This is a huge milestone for BGDX.

Attached File  Capture.PNG (6.83K)
Number of downloads: 20
2

User is offline   Manhs 

  • 13

#561

View Postfgsfds, on 22 April 2018 - 03:42 AM, said:

Demos from all 4 original episodes are now working flawlessly in BGDX.
Haven't made demos for Post Mortem, but they will probably work too.
This is a huge milestone for BGDX.

Attachment 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

0

User is offline   fgsfds 

  • 180

#562

View PostManhs, on 22 April 2018 - 05:04 AM, said:

I'm not sure to understand the stuff of demo thing, is it about "IA and code like the original game"? :)


Exactly. Demos recorded in original game playing correctly in BGDX means that the game mechanics in BGDX are 100% accurate to the original game.
0

User is offline   Tekedon 

  • 46

#563

View Postfgsfds, on 22 April 2018 - 03:42 AM, said:

Demos from all 4 original episodes are now working flawlessly in BGDX.
Haven't made demos for Post Mortem, but they will probably work too.
This is a huge milestone for BGDX.

Attachment 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. :lol:
0

User is offline   Bruno Mattei 

  • -73

#564

I've been looking through the forum again and I can't find it. How do you get cutscenes working?
0

User is offline   Phredreeke 

  • 214

#565

I believe you got to extract the folder Movies from the file game.gog (it's a disk image which the accompanying dosbox install mounts when you launch the game)

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.
0

User is offline   fgsfds 

  • 180

#566

View PostTekedon, on 22 April 2018 - 11:37 AM, said:

Or a betatester or a friend?

Both.Posted Image

View PostBruno Mattei, on 22 April 2018 - 02:54 PM, said:

I've been looking through the forum again and I can't find it. How do you get cutscenes working?

https://forums.duke4...steam-versions/
It's also in the readme.
0

User is offline   fgsfds 

  • 180

#567

List of things that were fixed in GDX compared to 1.21:

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 Posted Image
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
1

User is offline   Dzierzan 

  • 25

#568

Quote

13. Fixed Bone Eel freezing after receiving damage


I was never sure whether it was a bug or a feature. So it was a bug after all, heh?

Quote

19. Bone Eels now miss less often when attacking player


Yeah, in DOS they are kinda weak and pathetic.
0

User is online   daMann 

  • 24

#569

So this is stuff in upcoming release?

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!
0

User is offline   fgsfds 

  • 180

#570

View PostDzierzan, on 26 April 2018 - 12:32 PM, said:

I was never sure whether it was a bug or a feature. So it was a bug after all, heh?

I don't see any reason why this would be a feature.


View PostdaMann, on 26 April 2018 - 12:51 PM, said:

So this is stuff in upcoming release?

Most of these fixes are already in 0.789. 0.790 will have different changelog.



0

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