BloodGDX (News & Releases)
#481 Posted 16 February 2018 - 02:08 AM
NIce for the auto-save
This post has been edited by Manhs: 16 February 2018 - 02:08 AM
#482 Posted 16 February 2018 - 02:09 PM
M210, on 16 February 2018 - 12:13 AM, said:
Thanks for the long-awaited release of the new version!
#483 Posted 18 February 2018 - 01:04 AM
#484 Posted 18 February 2018 - 01:56 AM
#485 Posted 18 February 2018 - 01:58 AM
Zaxx, on 18 February 2018 - 01:56 AM, said:
Also said that Blood uses GRP files
#486 Posted 18 February 2018 - 02:23 AM
Lunick, on 18 February 2018 - 01:58 AM, said:
Yeah but that doesn't really matter from the user perspective, what bothers me overall is that I like GGGmanlives because he's usually pretty thorough while here BloodGDX got the short end of the stick because some facts and extra features regarding it weren't mentioned. For example:
- The fact that it's not a finished project and that chances are eventually it will be accurate to the original game.
- Custom difficulty selection, that's a huge plus in my book.
- How easily BGDX handles user content even at this state.
- Easy to use mods that improve the original experience like the 3D skyboxes, the voxel pack etc.
Guess he put together the video quickly and the focus was more on doing quick comparisons of the various "source ports".
#487 Posted 18 February 2018 - 02:29 AM
#488 Posted 18 February 2018 - 12:02 PM
Anyway, still nice that it got some media coverage !
#489 Posted 18 February 2018 - 11:28 PM
1. Starburst flares bug fix
2. Savegame files from original game don't crash the game now (Application exception in gameloop(): sun.nio.ch.FileChannelImpl.position)
3. ChokeHand blind effect tweak
4. RFF files load resource fix
5. Wrong SMK file (For example, try to load MAP file) crash fix
6. Load user map with def-file and without Title crash fix
#491 Posted 19 February 2018 - 12:15 AM
Manhs, on 18 February 2018 - 11:44 PM, said:
Because between releases is 3 days I a bit late with true hot release
#492 Posted 19 February 2018 - 12:24 AM
M210, on 19 February 2018 - 12:15 AM, said:
Id Software released a hotfix for Quake Champions one and a half month after the patch it was made for dropped so 3 days is pretty much a hotfix in my book. :DD
#493 Posted 20 February 2018 - 05:44 AM
Attached File(s)
-
??????????.png (216.96K)
Number of downloads: 35
#494 Posted 25 February 2018 - 11:14 AM
M210, on 20 February 2018 - 05:44 AM, said:
Personal spasibo for that!
#495 Posted 26 February 2018 - 06:11 AM
v0.789
1. RFF/GRP can load from zip archives now (but not recommended, requires a lot of memory)
2. Auto total secrets counter option
3. MultiIni archives support
4. Infinity cheat new game fix
5. Added console key in controls setup
6. Used other ByteArrayInputStream for music (some people haven't music?)
7. Mouse in menu
8. Option for disable X or Y axis in advance axis setup menu
9. Some MidiDevice name encode fix
10. Fixed caleb rendering on minimap in 1280x1024 resolution
11. Texture non-powered of two loader
12. New savegame file format with version check
13. Minor crash fixes
#496 Posted 09 March 2018 - 05:35 PM
Zaxx, on 18 February 2018 - 01:56 AM, said:
Alright finally can post on forums! Only to say...they doesn't play for me either
I bought the game on steam thinking that it's Shadow Warrior Redux type of deal and was shocked it's just original running on dosbox. While trying to set it up I went to check his video about Blood hoping he maybe gonna give some pointers and found this video about source mods.
So instead I just I gave up on setting it up and went full in with BloodGDX, well and as he said, cutscenes does not work. Had to watch them on youtube.
Sooo what's the deal? I would defi argue that it's not his fault saying they don't work since they really don't seem to work at least for me and him. But it does for rest of you here? What are we doing wrong? I mean it does not really matter at this point but I'm curious.
edit: should also point out that cutscenes in Deathwish plays no problem, Monolith logo cutscene also works BUT no sound
Otherwise BloodGDX is frigin godsend! This is what I thought I'm buying, Blood that works well on modern systems with good framerate, resolution and classic controls...only to find out that nothing like that was ever officially done since it's Monolith and so is stuck in that weird legal limbo as rest of their pre-FEAR games.
So god bless M210 for this!
This post has been edited by SENTIONAUTS: 09 March 2018 - 05:46 PM
#497 Posted 09 March 2018 - 11:18 PM
SENTIONAUTS, on 09 March 2018 - 05:35 PM, said:
Did you make this?
Quote
-------------------------------------
How to add cutscenes to the GOG and Steam versions:
-------------------------------------
— Download and install IZArc2Go: http://www.izarc.org/downloads
(you can also use your favorite CD images manager like Daemon Tools)
— In the game folder, find game.gog file and rename it to game.bin.
— Open game.bin in IZArc.
— Extract "movie" folder into the game folder.
This post has been edited by M210: 09 March 2018 - 11:18 PM
#498 Posted 09 March 2018 - 11:20 PM
SENTIONAUTS, on 09 March 2018 - 05:35 PM, said:
Have you unpacked the custscenes first? If not, check the readme on how to do that.
#499 Posted 10 March 2018 - 01:34 AM
Extracted the movie folder into blood folder and cutscenes work now, sound included. I say this calls for another playthrough on harder difficulty!
Thanks for being patient with me, well and thanks again for BloodGDX!
In that case GGgmanlives indeed should had looked into it some more before writing it off. But damn I should had too...instead going here for asnwer to something that is in damn readme file .
This post has been edited by SENTIONAUTS: 10 March 2018 - 01:53 AM
#502 Posted 19 March 2018 - 10:16 PM
There is 3 demos more need to make synced.
#503 Posted 20 March 2018 - 02:44 AM
M210, on 19 March 2018 - 10:16 PM, said:
There is 3 demos more need to make synced.
The video doesn't seem to work here, but it does on your channel! Great job! Oh btw, Are you going to include EGWhaven patches in your WitchavenGDX Port?
#504 Posted 20 March 2018 - 03:20 AM
M210, on 19 March 2018 - 10:16 PM, said:
There is 3 demos more need to make synced.
Great work! Just out of interest, what is in the other demos that might make them unsynced? Is it due to the AI of some other enemies or stuff like that?
#505 Posted 20 March 2018 - 05:14 AM
#506 Posted 20 March 2018 - 05:22 AM
https://youtu.be/a68mTDL79l0
I made new video with BLOOD001.DEM
Quote
I noticed that algorithm of sorting in original game and Java's sorting are differents. So, you will never seen those demos playing correctly in BloodGDX I copied sorted array from original game and pasted it in BloodGDX, and after that this demo playing correctly...but I did it for test only.
So, demos may unsync from anyway: differents in AI methods, spawn spark not in same coordinates, differents in sparks velocity and etc...
#507 Posted 20 March 2018 - 05:23 AM
Tekedon, on 20 March 2018 - 05:14 AM, said:
I forgot where in code I fixed it...so no
This post has been edited by M210: 20 March 2018 - 05:24 AM
#508 Posted 20 March 2018 - 05:46 AM
Look at the screenshots....pictures looks like same, but bseed variables are different (it's a engine's variable for Random method) And you can see, that direction of blood trail of zombie head at right of the screen also different.
So, I will see, when and where I had this unsync
EDIT:
Ok, I found it: there is a differents in breakable glasswall. Different coordinates in spawn sparks
EDIT2:
I found my typo:
before fix it was
if ( floorz < nextfloorz )
fz = nextfloorz;
after fix:
if ( floorz >= nextfloorz )
fz = nextfloorz;
Now this tick working as in original,and I fixed this unsync bseed is same now and I can go to the next ticks
Attached File(s)
-
unsync.png (291.03K)
Number of downloads: 19 -
unsync2.png (303.69K)
Number of downloads: 17 -
sync3.png (304.31K)
Number of downloads: 16 -
sync4.png (367.95K)
Number of downloads: 15
This post has been edited by M210: 20 March 2018 - 06:21 AM
#510 Posted 20 March 2018 - 06:45 AM
VGA, on 20 March 2018 - 06:23 AM, said:
Yeah, but reversed code helps me with it