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BloodGDX (News & Releases)

User is offline   m210 

  • 529

#871

All textures in Polymost is not 8bit...it's 32bit - red green blue (RGB) + alpha
indexed 8bit data + palette will give RGB...in software renderer textures is always 8bit and you can change palette to make other RGB colors on screen.
In OpenGL 8bit texture loading with current palette and shade = 0, building RGB GLTexture and send it to VRAM, so you can't change palette in runtime.

M210 Projects - My personal site

BuildGDX

This post has been edited by m210: 30 December 2018 - 12:00 PM

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User is online   Phredreeke 

  • 344

#872

Isn't that how Polymost has always worked in BloodGDX, as well as in eduke32 before palette emulation was added?
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User is offline   m210 

  • 529

#873

Yes, exactly

M210 Projects - My personal site

BuildGDX
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User is online   Tekedon 

  • 59

#874

Would just like to point out that this latest version seems smoother than ever :) good work!

I have barely had any hitches or anything like that.

This post has been edited by Tekedon: 30 December 2018 - 02:25 PM

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User is online   Phredreeke 

  • 344

#875

So is RGB Polymost your term for old Polymost without shaders?
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User is offline   m210 

  • 529

#876

View PostPhredreeke, on 30 December 2018 - 04:06 PM, said:

So is RGB Polymost your term for old Polymost without shaders?

Yes. But Im not sure that shaders will be in next release, there is a some troubles, that I need to fix

M210 Projects - My personal site

BuildGDX
1

User is online   Tekedon 

  • 59

#877

BloodGDX has come a long way. Stumbled upon this video on youtube by M210



Must be about the earliest footage of GDX in action.

This post has been edited by Tekedon: 05 January 2019 - 03:02 PM

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User is offline   m210 

  • 529

#878

View PostTekedon, on 05 January 2019 - 02:58 PM, said:

BloodGDX has come a long way. Stumbled upon this video on youtube by M210



Must be about the earliest footage of GDX in action.

Yep...and notice, that earlier version also doesn't support RFF of alpha version, just because my port not based on it.

M210 Projects - My personal site

BuildGDX

This post has been edited by m210: 06 January 2019 - 12:30 AM

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User is offline   asdf33 

  • 5

#879

Thank you so much for making this and RedneckGDX, m210. Playing these games in Dosbox was such a pain. It's absolutely amazing that we can play this in buttery smooth HD resolution now. It feels like a whole new game. An amazing effort to preserve these classics in all their glory.
4

User is offline   Drogoganor 

  • 1

#880

Hi, thanks for your fantastic blood port!

I held a 5 player LAN and while we had fun, the game would go out of sync in co-op or bloodbath + monsters almost instantaneously.

Version was the latest, v0.797

Is this known to be an issue? I'd really love to play through the coop with my friends!
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User is online   thricecursed 

  • 75

#881

I also have a multiplayer issue, Phantom Express will cause the game to crash to desktop. No major syncing issues, but will crash randomly.
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User is offline   Avoozl 

  • 18

#882

I wish there was a way to disable the annoying siren in the The Siege map.
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User is offline   Drogoganor 

  • 1

#883

Just an update on the out of sync issue I had - I played through a campaign cooperatively with one friend and it didn't go out of sync.

I don't suppose you'd be able to add an option to control the respawn rate of items? We found we were running out of ammo a lot. I'd like it if I could set it to instantly respawn so you could just max out your ammo if you stood on an item. That would be ace!

Another thing is that you lose all your items when you go to the next level. I'd love it if it could keep your items from the last map.

Thanks for the great port!
1

User is offline   m210 

  • 529

#884

I released a new version today!

v0.798
* RX 10 (kChannelTriggerTeam) fixed
* Voodoo doll no affect on teammates if friendlyfire is disabled
* Jumping on player's head damage fix
* Fix crashes in some cases when playing demo
* Better precache
* Color correction save fix
* XSector / XWall loadMap busy fix
* Flags count towards the frag limit.
* If frag limit is reached level will end in 2sec
* Multiplayer taunts (Shift+Numbers, Alt+Numbers)
* Stop player jump sound fix
* Multiplayer end level timeout fix
* Borderless mode will enable if windowed desktop resolution is choosed
* Clipboard and numpad keys for typying IP address
* Start multiplayer with changed team fix

M210 Projects - My personal site

BuildGDX
5

User is offline   Skumball 

  • 0

#885

View Postm210®, on 21 January 2019 - 01:06 AM, said:

* Borderless mode will enable if windowed desktop resolution is choosed


Nice! Is there a reason why borderless windowed mode has been removed on non-desktop resolutions? I liked the borderless 1680x1050 res on my 1920x1080 desktop, will it come back? Maybe add a Borderless check box?

This post has been edited by Skumball: 21 January 2019 - 11:25 AM

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User is offline   max_nukem 

  • 17

#886

View Postm210, on 21 January 2019 - 01:06 AM, said:

I released a new version today!



Good job! Thanks!
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User is offline   fgsfds 

  • 191

#887

View PostSkumball, on 21 January 2019 - 11:23 AM, said:

I liked the borderless 1680x1050 res on my 1920x1080 desktop

Why though?
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User is offline   Skumball 

  • 0

#888

View Postfgsfds, on 21 January 2019 - 01:37 PM, said:

Why though?


I like seeing the programs opened in the background so I can jump to them easily and sometimes Mapedit.
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User is offline   m210 

  • 529

#889

View PostSkumball, on 21 January 2019 - 02:02 PM, said:

I like seeing the programs opened in the background so I can jump to them easily and sometimes Mapedit.

Then use windowed mode...it's more convenient, you can move game window, unlike borderless window

M210 Projects - My personal site

BuildGDX

This post has been edited by m210: 21 January 2019 - 07:26 PM

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User is offline   Forge 

  • 8,260

#890

View PostSkumball, on 21 January 2019 - 02:02 PM, said:

I like seeing the programs opened in the background so I can jump to them easily and sometimes Mapedit.

alt+tab is a thing
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User is offline   daMann 

  • 35

#891

Yeah I have GDX and mapedit open simultaneously... First open mapedit and then GDX... I make a change in a map, alt tab to GDX ND text it. The troubleshooting capabilities alone have sped up my mapping like... A large percent, sorry can't quantify it's been 15 years haha 😂
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User is offline   Skumball 

  • 0

#892

View Postm210, on 21 January 2019 - 07:26 PM, said:

Then use windowed mode...it's more convenient, you can move game window, unlike borderless window


I guess it's just personal preference for me. I got used to it as we had borderless up to now. If it's too much trouble then don't worry.
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User is offline   m210 

  • 529

#893

While I working on universal BuildGame constructor, I refactored my audio driver...and now I can switch between openal1.15 and openal 1.18 in game and between basic midi sync and sf2 midi sync.
So, this feature pushed me to release 0.799 version.

I also added latest voxel.zip (don't know, why it's lost in 0.798), fixed screenshot saving for usermaps, highlight desktop resolution and also I changed bloodgdx title in launched (resaved it in indexed png format instead of rgb)

v0.799
1. Screenshot name for usermap fixed
2. New audio driver with switchable openal 1.15.1 / 1.18.1 and midi / soundbank

M210 Projects - My personal site

BuildGDX
2

User is offline   Fantinaikos 

  • 299

#894

Everything works perfectly. The only little annoyance is that for those archives that just contains a user map and the .ini inside it is necessary unpack to making it work, otherwise you got a message about errors in the .ini. You can see this if you try to load to load any level of the BME pack directly from the .zip's http://www.blood.fre...ex.php?file=599
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User is online   NightFright 

  • The Truth is in here
  • 957

#895

I have taken a look at the port again after taking a break, playing the first three Death Wish levels with it. I am very pleased to see (or rather hear) that audio support has improved. Finally my VirtualMIDISynth problems from earlier builds belong to the past - my (virtual) MIDI device is now found and used without any issues! Considering that it's "only" version 0.7xx, everything runs very stable and smoothly already.


This post has been edited by NightFright: 24 January 2019 - 07:50 AM

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User is offline   Nachuro 

  • 2

#896

View PostSkumball, on 23 January 2019 - 09:44 AM, said:

I guess it's just personal preference for me. I got used to it as we had borderless up to now. If it's too much trouble then don't worry.


I'm happy to report that my borderless configuration still works. There's not a clear option for it, but this is what my .ini file's settings look like:

[ScreenSetup]
Fullscreen = 0
ScreenWidth = 1920
ScreenHeight = 1080
Size = 1
Crosshair = 1
VSync = 0
FPSLimit = 0
GLFilterMode = 0
GLAnisotropy = 16
WideScreen = 1
Gamma = 64
Brightness = 64
Contrast = 4096
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User is offline   fgsfds 

  • 191

#897

Borderless still works, but only when you run the game in windowed mode and your desktop resolution. If resolution is different from desktop's, it will run in a window. That's intentional.
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User is offline   Drogoganor 

  • 1

#898

Hello m210, could we please have an option for instant item respawn? A friend and I played cooperatively and we didn't have enough ammo.

Thanks again!
0

User is offline   m210 

  • 529

#899

View PostDrogoganor, on 24 January 2019 - 05:24 PM, said:

Hello m210, could we please have an option for instant item respawn? A friend and I played cooperatively and we didn't have enough ammo.

Thanks again!


Yes, I can make it

Fantinaikos, ok I will check it, but I never got problems with ini file loading

M210 Projects - My personal site

BuildGDX

This post has been edited by m210: 24 January 2019 - 07:22 PM

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User is online   Tekedon 

  • 59

#900

View Postm210®, on 24 January 2019 - 07:20 PM, said:

Yes, I can make it

Fantinaikos, ok I will check it, but I never got problems with ini file loading


I have the same problem, can't load any files from the latest mappack by BME.

http://blood.freemin...ion=maps&id=599

This post has been edited by Tekedon: 29 January 2019 - 01:53 PM

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