BloodGDX (News & Releases)
#211 Posted 05 September 2017 - 09:30 AM
#212 Posted 05 September 2017 - 09:49 AM
Tea Monster, on 05 September 2017 - 09:30 AM, said:
Ok, do you know some modern model format with by frame animation?
This post has been edited by M210: 05 September 2017 - 09:51 AM
#213 Posted 05 September 2017 - 11:48 AM
That voxel renderer is so cool!
And more mouse buttons is very nice.. maybe now i can finally change inventory with the mouse.
Will the new release have sound in cutscenes?
#214 Posted 05 September 2017 - 11:59 AM
Devon, on 05 September 2017 - 11:48 AM, said:
I think no, if you want to see the new release soon
#215 Posted 05 September 2017 - 02:01 PM
I wonder if I could run the game's cutscenes through Waifu2X though, I know someone did that with the original Tomb Raider's cutscenes...
#216 Posted 05 September 2017 - 04:23 PM
M210, if you want to use this message me and I can upload the video file for you somewhere
#217 Posted 05 September 2017 - 05:19 PM
M210, on 05 September 2017 - 06:16 AM, said:
1 - old voxels renderer (14fps)
2 - without voxels (216fps)
3 - new voxels renderer (122fps)
Unfortunately, without voxels it's still faster
I'm tested it on Celeron J1900 and Intel HD Graphics
Btw, MD2/MD3 models is completed now and also can rendering with VAO
Wow, that's a really lovely performance gain, just what I wanted so I could use the voxel pack without an increase in stuttering. Great job!
#218 Posted 05 September 2017 - 09:32 PM
M210, on 05 September 2017 - 11:59 AM, said:
I'd rather have a new release soon
#219 Posted 05 September 2017 - 10:36 PM
M210, on 05 September 2017 - 11:59 AM, said:
Then i really really rather have a release sooner than later =)
#220 Posted 06 September 2017 - 11:29 PM
BloodGDX 0.775
Changelog:
1. Dublicate buttons check in keyboard setup
2. Hires texture not found crash fix
3. Mouse buttons setup in "configure setup" now (Support 10 mouse buttons now)
4. New fog calculation
5. Screenshot and log file saving in user folder now
6. Holsted weapon change fix
7. Fixed savegame name after save
8. Dynamic fire updating in ROR fix
9. Beast health fix
10. Cultist search radius fix
11. Cultist shotgun callback changed (demo sync)
12. Cultist duck fix
13. Innocent health fix
14. actGenerateThinkFX zcoord fix
15. dudeInfo data plasmapak change
16. Zombie overhead chance fix
17. Autoaim to things fix
18. Added Cryptic Passage checkbox
19. MD2 models support
20. MD3 models support
21. HUD models drawing support
22. (Sound) some SFX files not found fix
23. Voxels VAO rendering
24. Better aim for projectiles
25. Fixed aim on slope surfaces
26. Wrong savefile version protection
27. Surface sound fix
This post has been edited by M210: 06 September 2017 - 11:29 PM
#221 Posted 06 September 2017 - 11:46 PM
M210, on 06 September 2017 - 11:29 PM, said:
BloodGDX 0.775
Changelog:
1. Dublicate buttons check in keyboard setup
2. Hires texture not found crash fix
3. Mouse buttons setup in "configure setup" now (Support 10 mouse buttons now)
4. New fog calculation
5. Screenshot and log file saving in user folder now
6. Holsted weapon change fix
7. Fixed savegame name after save
8. Dynamic fire updating in ROR fix
9. Beast health fix
10. Cultist search radius fix
11. Cultist shotgun callback changed (demo sync)
12. Cultist duck fix
13. Innocent health fix
14. actGenerateThinkFX zcoord fix
15. dudeInfo data plasmapak change
16. Zombie overhead chance fix
17. Autoaim to things fix
18. Added Cryptic Passage checkbox
19. MD2 models support
20. MD3 models support
21. HUD models drawing support
22. (Sound) some SFX files not found fix
23. Voxels VAO rendering
24. Better aim for projectiles
25. Fixed aim on slope surfaces
26. Wrong savefile version protection
27. Surface sound fix
Wow! First Weapon Mod 3.0 and now this! Great work, fog level is perfect now! Allthough I can't get the "additions" (voxels or new skyboxes) to read in this version. I have put the files in the Blood folder but it still doesn't work, nothing changes.
#222 Posted 07 September 2017 - 12:07 AM
Tekedon, on 06 September 2017 - 11:46 PM, said:
Bloodgdx don't searching voxels.def and texture.def, it's searching bloodgdx.def file now.
You can place bloodgdx.def in blood folder (I placed this file in archive (addition folder))
This file has include comand for load voxels and textures
include voxel.def include texture.def
#223 Posted 07 September 2017 - 12:07 AM
M210, on 06 September 2017 - 11:29 PM, said:
BloodGDX 0.775
Changelog:
1. Dublicate buttons check in keyboard setup
2. Hires texture not found crash fix
3. Mouse buttons setup in "configure setup" now (Support 10 mouse buttons now)
4. New fog calculation
5. Screenshot and log file saving in user folder now
6. Holsted weapon change fix
7. Fixed savegame name after save
8. Dynamic fire updating in ROR fix
9. Beast health fix
10. Cultist search radius fix
11. Cultist shotgun callback changed (demo sync)
12. Cultist duck fix
13. Innocent health fix
14. actGenerateThinkFX zcoord fix
15. dudeInfo data plasmapak change
16. Zombie overhead chance fix
17. Autoaim to things fix
18. Added Cryptic Passage checkbox
19. MD2 models support
20. MD3 models support
21. HUD models drawing support
22. (Sound) some SFX files not found fix
23. Voxels VAO rendering
24. Better aim for projectiles
25. Fixed aim on slope surfaces
26. Wrong savefile version protection
27. Surface sound fix
Damn!!
Finally i can use the mouse to change inventory =D
And the game runs like a dream now with the voxels! i have massive speed increase!
Fog is awsome aswell!
Incoming donation.
Btw i cant check the cryptic passage art box, where do i put the art files for cryptic to enable the check box?
#224 Posted 07 September 2017 - 12:13 AM
Devon, on 07 September 2017 - 12:07 AM, said:
It's a temporarily checkbox, therefore you need to have original CPART07.AR_ and CPART15.AR_ for make it working
This post has been edited by M210: 07 September 2017 - 12:14 AM
#225 Posted 07 September 2017 - 12:46 AM
M210, on 06 September 2017 - 11:29 PM, said:
Great ! Couldn't be happier with the fogfix ! Thanks.
#227 Posted 07 September 2017 - 09:23 AM
M210, on 07 September 2017 - 12:13 AM, said:
It's a temporarily checkbox, therefore you need to have original CPART07.AR_ and CPART15.AR_ for make it working
oh yeah ofcourse... silly me.
What about the surface sound fix what does that actually do? =)
#228 Posted 07 September 2017 - 09:45 AM
M210, on 07 September 2017 - 12:13 AM, said:
It's a temporarily checkbox, therefore you need to have original CPART07.AR_ and CPART15.AR_ for make it working
What if you could define ART files in BLOOD.INI for each episode? Thinking if you could make one INI file that includes Cryptic Passage along with the rest of the game's episodes.
#229 Posted 07 September 2017 - 10:40 AM
Quote
It's not played sometimes
This post has been edited by M210: 07 September 2017 - 10:41 AM
#231 Posted 08 September 2017 - 10:15 PM
And I will continue comparing demos on DOS and GDX.
#232 Posted 08 September 2017 - 11:41 PM
M210, on 08 September 2017 - 10:15 PM, said:
And I will continue comparing demos on DOS and GDX.
Could you tease me with some points on that list ? =)
#233 Posted 09 September 2017 - 12:44 AM
#234 Posted 09 September 2017 - 01:12 AM
#235 Posted 09 September 2017 - 01:12 AM
#236 Posted 09 September 2017 - 02:54 AM
#237 Posted 09 September 2017 - 06:41 AM
Dzierzan, on 09 September 2017 - 12:44 AM, said:
What bug is that? Do you mean the muzzleflash frames flickering back sometimes?
#238 Posted 09 September 2017 - 07:19 AM
Quote
When an animation of firing ends, whether it's regular or alt fire for akimbo Sawed-Off, the animation ends with random frame.
Here are GIFs straight from QAVEDITOR, that's how the animation should look like. As you can see there's no random frame at the end of animation. Don't mind not perfect loop .
This post has been edited by Dzierzan: 09 September 2017 - 07:27 AM
#239 Posted 09 September 2017 - 09:38 AM
#240 Posted 09 September 2017 - 11:22 PM
Dzierzan, on 09 September 2017 - 07:19 AM, said:
Here are GIFs straight from QAVEDITOR, that's how the animation should look like. As you can see there's no random frame at the end of animation. Don't mind not perfect loop .
I always hated this bug.
Care to share the fix? =)