BloodGDX (News & Releases)
#901 Posted 09 February 2019 - 11:10 PM
#904 Posted 25 February 2019 - 07:14 PM
Tekedon, on 25 February 2019 - 10:58 AM, said:
Maybe, but not for bloodgdx at first.
Im testing my new game pattern on Tekwar
#905 Posted 27 February 2019 - 08:38 AM
m210®, on 25 February 2019 - 07:14 PM, said:
What's a 'game pattern', please?
BTW BloodGDX is fantastic, thanks so much for your hard work on it.
#906 Posted 27 February 2019 - 07:14 PM
Kerr Avon, on 27 February 2019 - 08:38 AM, said:
BTW BloodGDX is fantastic, thanks so much for your hard work on it.
Something like universal game with same code, that have in all build engine games like game cycle, menus, screens etc.
With this pattern I can make multilauncher. (one launcher with all my ports)
This post has been edited by m210®: 27 February 2019 - 07:17 PM
#908 Posted 01 March 2019 - 05:33 AM
m210®, on 09 May 2018 - 12:49 AM, said:
While it wouldn't on paper alleviate the licensing concerns over one megalauncher, it would IMO do so in spirit.
#909 Posted 01 March 2019 - 07:00 AM
m210®, on 25 February 2019 - 07:14 PM, said:
Im testing my new game pattern on Tekwar
Tekwar is an atrociously bad game. Why on earth would you waste your time making a port for it?
#910 Posted 01 March 2019 - 07:04 AM
2. there is no other port of the game
#911 Posted 01 March 2019 - 09:03 AM
Master O, on 01 March 2019 - 07:00 AM, said:
I kinda agree. A port for Shadow Warrior would be much more useful than that of Tekwar. Of course it is ultimately m210's decision.
#912 Posted 03 March 2019 - 12:03 AM
Phredreeke, on 01 March 2019 - 05:33 AM, said:
Yes, as soon as I complete my pattern and when I replace Libsmacker library from Bloodgdx or rewrite it to my implementation
Master O, on 01 March 2019 - 07:00 AM, said:
Because it's a oldest my port and it's a good chance to test my pattern.
#913 Posted 03 March 2019 - 12:09 AM
This post has been edited by supergoofy: 03 March 2019 - 12:13 AM
#915 Posted 12 March 2019 - 07:11 PM
#917 Posted 13 March 2019 - 09:52 AM
Phredreeke, on 13 March 2019 - 09:42 AM, said:
Yes, it will, but not in first release
WH2 working on something like prerelease version of build engine...with maps v7, but using old tables.dat. And tiles numbers not compatible with WH1, so I need to make a other game HUD and animation...maybe something more
#918 Posted 25 March 2019 - 03:58 PM
#919 Posted 27 March 2019 - 09:18 AM
m210®, on 13 March 2019 - 09:52 AM, said:
WH2 working on something like prerelease version of build engine...with maps v7, but using old tables.dat. And tiles numbers not compatible with WH1, so I need to make a other game HUD and animation...maybe something more
You are so awsome!
Also thank you so very much for making walking/strafing speed options in wichaven.
Now the game plays so much better.
Great to see these old forgotten games playable again.
#920 Posted 29 March 2019 - 08:44 AM
BuildGDX v1.01 released today!
v1.01 (29 March 2019)
1. BuildFont draw non-standart symbols crash fix
2. BloodGDX v0.950
2-1. Load zip UserEpisodes in subfolders fix
2-2. SlopeTilt reset after load game fix
2-3. HiRes texture rescaling fix
2-4. Def "mainmenu" music script can use midi
2-5. Custom voxels rotate fix
2-6. Enemies shadow orientation fix
2-7. Palette exception for cultists in color xsectors
2-8. Sprites drawing behind mirror fix
3. WitchavenGDX v0.951
3-1. Def-script loading fix
https://m210.duke4.n...ava/53-buildgdx
This post has been edited by m210®: 29 March 2019 - 08:49 AM
#921 Posted 29 March 2019 - 12:25 PM
m210®, on 29 March 2019 - 08:44 AM, said:
BuildGDX v1.01 released today!
v1.01 (29 March 2019)
1. BuildFont draw non-standart symbols crash fix
2. BloodGDX v0.950
2-1. Load zip UserEpisodes in subfolders fix
2-2. SlopeTilt reset after load game fix
2-3. HiRes texture rescaling fix
2-4. Def "mainmenu" music script can use midi
2-5. Custom voxels rotate fix
2-6. Enemies shadow orientation fix
2-7. Palette exception for cultists in color xsectors
2-8. Sprites drawing behind mirror fix
3. WitchavenGDX v0.951
3-1. Def-script loading fix
https://m210.duke4.n...ava/53-buildgdx
Thank you! This is lovely!
#922 Posted 29 March 2019 - 02:36 PM
m210®, on 29 March 2019 - 08:44 AM, said:
BuildGDX v1.01 released today!
Thanks Alex!
#923 Posted 30 March 2019 - 06:52 AM
I did a fresh install of BuildGDX but I' running into some issues....
a) Using BuildGDX.exe leads to a long waiting time (10s) till the frontend shows up, while BuildGDX.jar gives me the frontend immediately
the blood resources are not found, not in the main folder or in C:\Users\0815Jack\M210Projects\BloodGDX
Can anyone help?
#924 Posted 30 March 2019 - 09:42 AM
Be sure, that you have blood.rff, sounds rff, blood.ini, tables.dat, surfaces.dat and tilesXXX.art in blood folder that you choosed as resources in launcher
#925 Posted 30 March 2019 - 11:14 AM
m210®, on 30 March 2019 - 09:42 AM, said:
Be sure, that you have blood.rff, sounds rff, blood.ini, tables.dat, surfaces.dat and tilesXXX.art in blood folder that you choosed as resources in launcher
That was my very first guess. I have created a sub-folder called blood, put all files in it and tried selected this folder, but the resources are not found
b1.PNG (62.46K)
Number of downloads: 14
b2.PNG (18.46K)
Number of downloads: 13
#927 Posted 30 March 2019 - 11:34 AM
fgsfds, on 30 March 2019 - 11:15 AM, said:
yeah....that was the culprit...... thx
#928 Posted 18 September 2019 - 01:59 PM
Attached File(s)
-
handcursor.zip (12.3K)
Number of downloads: 9 -
cursor-nesticle.zip (683bytes)
Number of downloads: 8
#929 Posted 18 September 2019 - 09:57 PM
This post has been edited by Jim: 18 September 2019 - 10:03 PM