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News & Releases

User is offline   Tea Monster 

  • Polymancer
  • 1,955

#211

MD3 is old and should be taken behind the woodshed with a .45. By all means support it, but please include something more modern.
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User is offline   M210 

  • 415

#212

View PostTea Monster, on 05 September 2017 - 09:30 AM, said:

MD3 is old and should be taken behind the woodshed with a .45. By all means support it, but please include something more modern.

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

0

User is offline   Devon 

  • 11

#213

Awsome news!

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?
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User is offline   M210 

  • 415

#214

View PostDevon, on 05 September 2017 - 11:48 AM, said:

Will the new release have sound in cutscenes?

I think no, if you want to see the new release soon :)
0

User is offline   Phredreeke 

  • 123

#215

IMO, priority should go towards the game itself...

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...
0

User is offline   Phredreeke 

  • 123

#216

The answer to the above is... Yes.



M210, if you want to use this message me and I can upload the video file for you somewhere
2

User is offline   Zaxx 

  • 213

#217

View PostM210, on 05 September 2017 - 06:16 AM, said:

Other test: 97 Barrels and 1 TNTBox
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!
0

User is offline   Tekedon 

  • 25

#218

View PostM210, on 05 September 2017 - 11:59 AM, said:

I think no, if you want to see the new release soon :)


I'd rather have a new release soon :)
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User is offline   Devon 

  • 11

#219

View PostM210, on 05 September 2017 - 11:59 AM, said:

I think no, if you want to see the new release soon :)



Then i really really rather have a release sooner than later =)
0

User is offline   M210 

  • 415

#220

Hi. I made what I want :) Check the new version

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

4

User is offline   Tekedon 

  • 25

#221

View PostM210, on 06 September 2017 - 11:29 PM, said:

Hi. I made what I want :) Check the new version

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! :D 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.
0

User is offline   M210 

  • 415

#222

View PostTekedon, on 06 September 2017 - 11:46 PM, said:

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.

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

0

User is offline   Devon 

  • 11

#223

View PostM210, on 06 September 2017 - 11:29 PM, said:

Hi. I made what I want :) Check the new version

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?
1

User is offline   M210 

  • 415

#224

Thanks :D

View PostDevon, on 07 September 2017 - 12:07 AM, said:

Btw i cant check the cryptic passage art box, where do i put the art files for cryptic to enable the check box?


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

0

User is offline   axl 

  • 121

#225

View PostM210, on 06 September 2017 - 11:29 PM, said:

Hi. I made what I want :) Check the new version


Great ! Couldn't be happier with the fogfix ! Thanks.
0

User is offline   Newken 

  • 12

#226

No more stuttering with extra voxels. Awesome!
0

User is offline   Devon 

  • 11

#227

View PostM210, on 07 September 2017 - 12:13 AM, said:

Thanks :D



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? =)
0

User is offline   Phredreeke 

  • 123

#228

View PostM210, on 07 September 2017 - 12:13 AM, said:

Thanks :D



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.
0

User is offline   M210 

  • 415

#229

I will working with addon's files loading later, I think it will be better, then editing ini-file.

Quote

What about the surface sound fix what does that actually do? =)

It's not played sometimes


This post has been edited by M210: 07 September 2017 - 10:41 AM

0

User is offline   Tekedon 

  • 25

#230

What are you planning to work on next in BloodGDX?
0

User is offline   M210 

  • 415

#231

Find and fix bugs :) I have todo list with about 50 points
And I will continue comparing demos on DOS and GDX.
0

User is offline   Devon 

  • 11

#232

View PostM210, on 08 September 2017 - 10:15 PM, said:

Find and fix bugs :) I have todo list with about 50 points
And I will continue comparing demos on DOS and GDX.


Could you tease me with some points on that list ? =)
0

User is online   Dzierzan 

  • 23

#233

I would be happy seeing Akimbo Sawed-Off bug finally fixed. I know this is an original bug, not GDX. Hell, I even played Blood 0.91 beta to see if it was there too and it appears the bug wasn't fixed back then! It's just like Blood developers never cared to fix this obvious bug.
0

User is offline   J432 

  • 6

#234

I would welcome having in next release converted CD music support and cutscenes sound support. I prefer original midi music score and do not need to watch cutscenes anymore but still the port does not feel complete without all basic game functions supported. From additional functions I would like to see for example controllers support.
0

User is offline   M210 

  • 415

#235

This list wrote pn russian language, and its will be very hard to translate it :) But, it's just a bug list, like a zfighting on nvidia problems
0

User is offline   Ceekur 

  • 0

#236

Out of curiosity, did anyone else ask for Key Turnspeed to be added? I smiled when I finally saw that little addition in .775 :lol:
0

User is offline   Tekedon 

  • 25

#237

View PostDzierzan, on 09 September 2017 - 12:44 AM, said:

I would be happy seeing Akimbo Sawed-Off bug finally fixed. I know this is an original bug, not GDX. Hell, I even played Blood 0.91 beta to see if it was there too and it appears the bug wasn't fixed back then! It's just like Blood developers never cared to fix this obvious bug.


What bug is that? Do you mean the muzzleflash frames flickering back sometimes?
0

User is online   Dzierzan 

  • 23

#238

Quote

What bug is that? Do you mean the muzzleflash frames flickering back sometimes?


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 :(.

Posted Image

Posted Image

This post has been edited by Dzierzan: 09 September 2017 - 07:27 AM

1

User is offline   Phredreeke 

  • 123

#239

I'm pretty sure the upper behaviour is when you right click (fire both guns at once) and the lower is when you left click (fire individually)
0

User is offline   Devon 

  • 11

#240

View PostDzierzan, on 09 September 2017 - 07:19 AM, said:

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 :(.

Posted Image

Posted Image



I always hated this bug.

Care to share the fix? =)
0

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