BloodGDX (News & Releases)
#811 Posted 12 September 2018 - 08:30 AM
This post has been edited by NightFright: 12 September 2018 - 08:30 AM
#812 Posted 14 September 2018 - 10:31 PM
Some Blood's image copied and converted/edited to icons i did for myself, you can use them to customize your folders and or shortcuts:
Blood icons.zip (290.91K)
Number of downloads: 22
please, let me know if doing this i break some rule in some way, i'll provide to remove it asap.
This post has been edited by The Battlelord: 14 September 2018 - 10:34 PM
#815 Posted 06 October 2018 - 03:25 PM
Edit: to answer my own question, some kind of scripting system to change enemy and weapon behaviour, but that's a huge endeavour.
This post has been edited by Phredreeke: 06 October 2018 - 03:33 PM
#816 Posted 06 October 2018 - 09:51 PM
#817 Posted 09 October 2018 - 01:19 PM
Phredreeke, on 06 October 2018 - 03:25 PM, said:
Probably not much, I can imagine only some features that would enhance user friendliness like:
- image support for videos without need to extract them
- native support for DualShock controller (now it works correctly only with wrappers)
- maybe some installer
Plus a webpage with links to the latest versions of enhancement packs would be useful.
This post has been edited by J432: 09 October 2018 - 01:34 PM
#818 Posted 09 October 2018 - 08:21 PM
That's actually the one last thing I wanted to see in particular.
#819 Posted 10 October 2018 - 02:34 AM
#820 Posted 16 October 2018 - 07:02 PM
J432, on 09 October 2018 - 01:19 PM, said:
- image support for videos without need to extract them
- native support for DualShock controller (now it works correctly only with wrappers)
- maybe some installer
Plus a webpage with links to the latest versions of enhancement packs would be useful.
I haven't tried BloodGDX yet. So basically, the core game is more or less fully finished and playable, and there's no point waiting around for the project to be 'completed'?
I've never played through Blood from start to finish, partly due to technical limitations of the original.
#821 Posted 17 October 2018 - 11:41 AM
Micky C, on 16 October 2018 - 07:02 PM, said:
I've never played through Blood from start to finish, partly due to technical limitations of the original.
It is pretty finished yes, some small bugs left maybe but nothing big. Latest release was back in July so not much more happening with it right now.
#822 Posted 20 November 2018 - 12:26 AM
v0.795
1. New libgdx framework (1.9.8) (BuildGDX)
2. Tweaked sprite rendering in polymost (BuildGDX)
3. New OpenAL driver (BuildGDX)
4. New gamepad controlles handler by aybe (BuildGDX)
5. Map CRC32 check
6. ROR Fixes
7. OpenAL resampler options
8. New keyboard setup menu, reset to classic keys and default "wsad" keys
9. Overlay map
10. Start singleplayer game fixed after multiplayer then host disconnected the game
11. CoopView in teammode fixed
12. Can't drop fused TNT/SprayCan after Revive player fix
13. Sound from viewed player fix
14. CrystallBall crash after load user episode fix
15. Vanilla Mode if you want to see old original bugs
16. Encreased savegame file version!
#824 Posted 20 November 2018 - 10:53 PM
v0.796 (21 November 2018)
1. Multiplayer interpolation fix
2. Menu external music fix
3. Fullscreen mouse in menu fix
4. Midi crash fix
5. Weapon sound back to old code
6. Fullscreen reswitch fix
7. Other crash fixes
8. The bottom gap in HUD fixed (BuildGDX)
My site I will update later, but you already can download a new archive
This post has been edited by M210: 20 November 2018 - 10:53 PM
#825 Posted 24 November 2018 - 04:45 AM
#826 Posted 24 November 2018 - 12:46 PM
This post has been edited by TheCultist: 24 November 2018 - 01:52 PM
#827 Posted 24 November 2018 - 12:51 PM
#828 Posted 24 November 2018 - 01:12 PM
#829 Posted 25 November 2018 - 07:16 PM
TheCultist, on 24 November 2018 - 12:46 PM, said:
I added net_bufferjitter command. It's latency in gameticks, you can use it.
#830 Posted 02 December 2018 - 10:53 AM
#831 Posted 02 December 2018 - 11:11 AM
#832 Posted 02 December 2018 - 11:19 AM
#833 Posted 02 December 2018 - 01:52 PM
#834 Posted 02 December 2018 - 07:11 PM
#835 Posted 03 December 2018 - 01:52 AM
Tekedon, on 02 December 2018 - 11:11 AM, said:
Will try it with VSync on. I play with VSync off most of the time as I cannot stand the input lag it creates. Thanks for the tip.
#836 Posted 03 December 2018 - 07:02 AM
#837 Posted 03 December 2018 - 11:24 AM
SonicB00M, on 03 December 2018 - 07:02 AM, said:
That's kinda better, thanks.
By the way @M210 my Logitech G15's volumekeys are registered by the game. Volume Down pauses the game and toggles Autorun (which is set to CapsLock)
#838 Posted 08 December 2018 - 07:01 AM
#839 Posted 14 December 2018 - 10:12 AM
BloodGDX v0.797 (14 December 2018)
1. saveConfig at first launch crash fix (When back to options menu)
2. Sequenser not open crash fix
3. Capslock / Pause key fixed
4. New weapon sounds code (tommygun issue)
5. Fps text scale in Interface menu
6. Turnaround on moving sectors fixed
7. Turnaround in vanilla mode fix
8. Underwater ROR fix and when see to upper ROR from water
9. Crystal ball orientation fix
10. Other crosshair scaling algorithm
11. Autoload and quicksave not visible in savegame menu now
12. Overhead map settings: full only, overlay only, full and overlay
13. Underwater palette after player dead and load last savegame fix
14. Pause key stopping music and sounds now
15. Overheadmap interpolation
16. New screenshots filename
17. Teams friendly fire on/off
18. Choosable teams
19. Placed life leech in multiplayer issue fixed
20. Frag limit for bloodbath and teams.
And WitchavenGDX v0.700 (14 December 2018)
1. Libgdx framwork updated to 1.9.8
2. New OpenAL version 1.18.1 with resampler filter
3. WhGDX is playable now
4. New game loop (for multiplayer in future)
5. New menu
6. Crash fixes
7. AI refactoring
8. Start cutscene support