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BloodGDX (News & Releases)

User is offline   Tiddalick 

  • 5

#751

Including this as this is a new page:

View PostM210, on 27 July 2018 - 08:15 PM, said:

Don't panic, but I can't tell anymore now.
Everything will be good, but wait about month (or 2 months)
Just don't post anything on forums or public stuff


Edited to:

View PostM210, on 27 July 2018 - 08:15 PM, said:

Don't panic, but I can't tell anymore now, but wait about month (or 2 months)
Just don't post anything on forums or public stuff


That sounds quite Mysterious.
Really glad to hear that everything will be good.
I guess this means that there will be some sort of announcement? Hopefully one that dosn't discount all your work into this project.

I saw in the other parts of the forum that perhaps NOLF (No One Lives Forever) might be back on track for release through Nightdive, as Blood is another Monolith property then perhaps it is also involved?

I guess we will all need to simply wait and see.....

Though its a little concerning that you removed the "everything will be good" line in your edited comment.

This post has been edited by Tiddalick: 27 July 2018 - 08:34 PM

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User is offline   Jim 

  • 24

#752

so can somebody please upload 0.794? missed out on that version
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User is offline   Romulus 

  • 50

#753

Pure speculation: it probably isn't bad news and I am guessing that M210's hard work is going to pay off as this source port is going to get some official recognition from Monolith or whoever owns the rights. (I think WB holds the rights to the IP?)

This post has been edited by Romulus: 27 July 2018 - 09:02 PM

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User is offline   Tiddalick 

  • 5

#754

View PostJim, on 27 July 2018 - 08:47 PM, said:

so can somebody please upload 0.794? missed out on that version


Sent you a PM
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User is offline   malvado 

  • 6

#755

View PostTiddalick, on 27 July 2018 - 08:32 PM, said:


I saw in the other parts of the forum that perhaps NOLF (No One Lives Forever) might be back on track for release through Nightdive, as Blood is another Monolith property then perhaps it is also involved?



I really hope that's not the reason. Kaiser's "port" is a recreation rather than a reverse engineer like BloodGDX is. I don't care if he makes it, but not at the expense of BloodGDX. It would be really lame if they release that project and call it a Blood remaster while also shutting down BloodGDX in the process. But yeah, this is pure speculation and finger pointing is currently baseless and uncalled for.

It's fucking ridiculous that this ancient cult game is still being suppressed this hard for no reason. The source code should have been released more than a decade ago like all the other major FPS's of the time but nope. They then also have to go the extra mile and shit on the small community of fans keeping the game alive. You'd think this was a major cash cow franchise rather than a dead IP the way Atari (or whoever the IP holder is) clutches onto it and shuts down any attempt at goodwill the game receives.

I hope I'm overreacting and that in the end we actually receive positive news. Like you said though, the fact that "everything will be fine" was edited out is disconcerting.
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User is offline   malvado 

  • 6

#756

View PostRomulus, on 27 July 2018 - 08:53 PM, said:

Pure speculation: it probably isn't bad news and I am guessing that M210's hard work is going to pay off as this source port is going to get some official recognition from Monolith or whoever owns the rights. (I think WB holds the rights to the IP?)

That would be great and the best case scenario for this situation. I really hope this happens; we'll just have to wait and see.
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User is offline   SPILL 

  • 17

#757

I believe Warn Bro owns the intellectual property and Atari owns publishing rights. So you would almost need cooperation between the two for any new material. Unless the rights have been sold and we are simply unaware at the moment.
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User is online   Zaxx 

  • 287

#758

View PostTiddalick, on 27 July 2018 - 08:53 PM, said:

Sent you a PM

If it's not a biggie I'd like to ask for that kind of PM too. :)
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User is online   Zaxx 

  • 287

#759

View Postmalvado, on 27 July 2018 - 09:45 PM, said:

I really hope that's not the reason. Kaiser's "port" is a recreation rather than a reverse engineer like BloodGDX is. I don't care if he makes it, but not at the expense of BloodGDX. It would be really lame if they release that project and call it a Blood remaster while also shutting down BloodGDX in the process. But yeah, this is pure speculation and finger pointing is currently baseless and uncalled for.

Look, we all saw how accurate BGDX is and that it has mod support and while we don't know much about BloodEX it's safe to assume that BGDX is in a more advanced state. If BGDX was removed because something's in the works it very well may be that it will be used as a basis for that.
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User is offline   SonicB00M 

  • 16

#760

I dont think that BloodEX is being currently worked on and is intended by Nightdive to be replacing BloodGDX. The developer of EX himself publicly said that EX is obsolete at this time because of the state GDX is in.

My theory: A third party got in touch with M210 so they can repackage his work and make an official release. Otherwise he wouldn't say 'don't worry' and 'wait a month or two'
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User is offline   M210 

  • 458

#761

Ok, it was an experiment. So, links was restored.
But I haven't somethink new with bloodgdx.There is still v0.794
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User is offline   Dzierzan 

  • 25

#762

Heh, what a troll. You made everyone concerned :D
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User is offline   Tiddalick 

  • 5

#763

View PostM210, on 28 July 2018 - 06:04 AM, said:

Ok, it was an experiment. So, links was restored.
But I haven't somethink new with bloodgdx.There is still v0.794



So...No announcement is coming in the next few months?
Seems like an odd experiment.

Maybe something is still happening, but it dosn't need the links to be taken down? Or the links were taken down too soon.
Guess we won't know if or what anything is actually coming until it does...
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User is offline   Tekedon 

  • 44

#764

View PostTiddalick, on 28 July 2018 - 07:34 AM, said:

So...No announcement is coming in the next few months?


Phew :D Wondering this too though. Maybe Jace Hall has something to do with this.
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User is offline   Newken 

  • 14

#765

The Bloodbath continues! :P
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User is offline   Romulus 

  • 50

#766

This feels like one of those social experiment gone wrong videos on YouTube. Only this one didn't go wrong. :P

This post has been edited by Romulus: 28 July 2018 - 09:09 AM

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User is online   Zaxx 

  • 287

#767

Well, guess we've been had. :D
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User is offline   Tekedon 

  • 44

#768

View PostZaxx, on 28 July 2018 - 10:28 AM, said:

Well, guess we've been had. :D


That panic. I almost got depressed :P GDX is the best thing that has ever happened to Blood.
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User is offline   M210 

  • 458

#769

View PostTiddalick, on 28 July 2018 - 07:34 AM, said:

So...No announcement is coming in the next few months?

No, I will release a new version as early as I can. I'm didn't made anything interesting for release yet.
1

User is offline   Tekedon 

  • 44

#770

Any news on this? How are things going?
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User is offline   M210 

  • 458

#771

Im working on DukeGDX now and completed it yesterday. But I don't know, may I release it before RedneckGDX port. I will start working on RRgdx tommorow.

Also I learn my app to use SF2 banks for playing MIDIs. The next Bloodgdx will have this feature
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User is offline   Devon 

  • 11

#772

View PostM210, on 25 August 2018 - 11:50 PM, said:

Im working on DukeGDX now and completed it yesterday. But I don't know, may I release it before RedneckGDX port. I will start working on RRgdx tommorow.

Also I learn my app to use SF2 banks for playing MIDIs. The next Bloodgdx will have this feature



If there is something we really need it is Shadow warrior port from you.


All other ports of SW stutter and dont run smooth.

I have no idea what you are doing in your ports that nobody else has done before but it is working cause the interpolotion you made is amazing,
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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,098

  #773

View PostDevon, on 27 August 2018 - 02:01 AM, said:

I have no idea what you are doing in your ports that nobody else has done before

Use EDuke32's engine?
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User is offline   M210 

  • 458

#774

View PostHendricks266, on 27 August 2018 - 09:29 AM, said:

Use EDuke32's engine?

I'm not planning to use Eduke32 engine.
Btw, what are you mean about eduke32's engine? Eduke's con-scripts?

My target in duke3d porting is just for debug. It will be easier to port RR when I will be sure, that duke's code working fine.

Quote

working cause the interpolotion you made is amazing,

It's just a Ken's interpolation code, nothing new. As I know, eduke32 handling this alghorithm too, but this algorithm working not good with vsync, so I want to rewrite game cycle...I still don't know what result I will reach


This post has been edited by M210: 27 August 2018 - 10:28 AM

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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,098

  #775

View PostM210, on 27 August 2018 - 10:24 AM, said:

I'm not planning to use Eduke32 engine.

Your Engine.java says

// This file has been modified from Ken Silverman's original release
// by Jonathon Fowler (jf@jonof.id.au)
// by the EDuke32 team (development@voidpoint.com)
// by Alexander Makarov-[M210] (m210-2007@mail.ru)


Am I drawing the wrong conclusion?
1

User is offline   M210 

  • 458

#776

View PostHendricks266, on 27 August 2018 - 10:29 AM, said:

Am I drawing the wrong conclusion?


Since what time Ken's build engine calliing eduke32 engine? :)

I completed refactor and analyze my code of Engine.java today...look:

public int getpalookup(int davis, int dashade) //jfBuild
	public int animateoffs(short tilenum, int nInfo) { //jfBuild + gdxBuild
	public void initksqrt() { //jfBuild
	public void calcbritable() { //jfBuild
	public void loadtables() throws Exception { //jfBuild + gdxBuild
	public void initfastcolorlookup(int rscale, int gscale, int bscale) { //jfBuild
	public void loadpalette() throws Exception //jfBuild + gdxBuild
	public byte getclosestcol(int r, int g, int B) { //jfBuild
	public int insertspritesect(int sectnum) //jfBuild
	public short insertspritestat(int newstatnum) //jfBuild
	public int insertsprite(int sectnum, int statnum) //jfBuild
	public int deletesprite(int spritenum) //jfBuild
	public short changespritesect(int spritenum, int newsectnum) //jfBuild
	public short changespritestat(int spritenum, int newstatnum) //jfBuild
	public short deletespritesect(int spritenum) //jfBuild
	public short deletespritestat (int spritenum) //jfBuild
	public boolean lintersect(int x1, int y1, int z1, int x2, int y2, int z2, int x3, //jfBuild	
	public boolean rintersect(int x1, int y1, int z1, int vx, int vy, int vz, int x3, //jfBuild
	public void keepaway(int x, int y, int w) { //jfBuild
	public int raytrace(int x3, int y3, int x4, int y4) { //jfBuild
	public void InitArrays() //gdxBuild
	public Engine(Message message, BAudio audio, boolean releasedEngine) throws Exception { //gdxBuild
	public void uninit() //gdxBuild
	public void initspritelists() //jfBuild
	public int drawrooms(float daposx, float daposy, float daposz, float daang, float dahoriz, int dacursectnum) { //eDuke32 visibility set	
	public void drawmasks() { //gdxBuild
		render.drawmasks();
	}
	public void drawmapview(int dax, int day, int zoome, int ang) { //gdxBuild
		render.drawmapview(dax, day, zoome, ang);
	}
	public void drawoverheadmap(int cposx, int cposy, int czoom, short cang) { //gdxBuild
		render.drawoverheadmap(cposx, cposy, czoom, cang);
	}
	public int loadboard(String filename, int[] daposx, int[] daposy, int[] daposz, //jfBuild + gdxBuild
	public int loadoldboard(int fil, int[] daposx, int[] daposy, int[] daposz, //gdxBuild
	public boolean setgamemode(int davidoption, int daxdim, int daydim) { //jfBuild + gdxBuild
	public void inittimer(int tickspersecond) { //jfBuild
	public void sampletimer() { //jfBuild
	public long getticks() { //gdxBuild
	public void registerFade(String fadename, FadeEffect effect) { //gdxBuild
	public void updateFade(String fadename, int intensive) //gdxBuild
	public void showfade() { //gdxBuild
		render.palfade(fades);
	}
	
	public void loadpic(String filename) //gdxBuild
	public void setpicsiz(int tilenum) //jfBuild
	public int loadpics(String filename) { //jfBuild
	public byte[] loadtile(int tilenume) { //jfBuild
	public byte[] allocatepermanenttile(int tilenume, int xsiz, int ysiz) { //jfBuild
	public int clipinsidebox(int x, int y, short wallnum, int walldist) { //jfBuild
	public int clipinsideboxline(int x, int y, int x1, int y1, int x2, int y2, int walldist) { //jfBuild
	public int inside(int x, int y, short sectnum) { //jfBuild
	public short getangle(int xvect, int yvect) { //jfBuild + gdxBuild
	public int ksqrt(int a) { //jfBuild + gdxBuild
	public short setsprite(int spritenum, int newx, int newy, int newz) //jfBuild
	public int nextsectorneighborz(int sectnum, int thez, int topbottom, int direction) { //jfBuild
	public int cansee(int x1, int y1, int z1, short sect1, int x2, int y2, int z2, short sect2) { //eduke32 sectbitmap
	public int hitscan(int xs, int ys, int zs, short sectnum, int vx, int vy, int vz, //jfBuild
	public void nextpage() { //gdxBuild
		Console.draw();
		render.nextpage();
		audio.update();
	}
	public int neartag(int xs, int ys, int zs, short sectnum, short ange, Neartag near, int neartagrange, int tagsearch) { //jfBuild
	public long qdist(long dx, long dy) { //gdxBuild
	public void dragpoint(int pointhighlight, int dax, int day) { //jfBuild
	public int lastwall(int point) { //jfBuild
	public void addclipline(int dax1, int day1, int dax2, int day2, int daoval) { //jfBuild
	public int clipmove(int x, int y, int z, int sectnum, //jfBuild
	public int pushmove(int x, int y, int z, int sectnum, //jfBuild
	public short updatesector(int x, int y, int sectnum) { //jfBuild
	public short updatesectorz(int x, int y, int z, short sectnum) { //jfBuild
	public void rotatepoint(int xpivot, int ypivot, int x, int y, short daang) { //jfBuild
	public void srand(int seed) //gdxBuild
	public int getrand() //gdxBuild
	public int krand() { //jfBuild
	public int rand() //gdxBuild
	public void getzrange(int x, int y, int z, short sectnum, //jfBuild
	public void setaspect_new() { //eduke32 aspect
	public void setview(int x1, int y1, int x2, int y2) { //jfBuild
	public void setaspect(int daxrange, int daaspect) { //jfBuild

	public void rotatesprite(int sx, int sy, int z, int a, int picnum, //gdxBuild
			int dashade, int dapalnum, int dastat,
			int cx1, int cy1, int cx2, int cy2) {
		render.rotatesprite(sx, sy, z, a, picnum, dashade, dapalnum, dastat, cx1, cy1, cx2, cy2);
	}

	public void makepalookup(int palnum, byte[] remapbuf, int r, int g, int b, int dastat)  //jfBuild

	public void setbrightness(int dabrightness, byte[] dapal, int flags) { //jfBuild
	public void setpalettefade(int r, int g, int b, int offset) { //jfBuild
	public void clearview(int dacol) { //gdxBuild
		render.clearview(dacol);
	}
	public void setviewtotile(int tilenume, int xsiz, int ysiz) //jfBuild
	public void setviewback() //jfBuild
	public void preparemirror(int dax, int day, int daz, float daang, float dahoriz, int dawall, int dasector) { //jfBuild
	public int sectorofwall(short theline) { //jfBuild
	public int getceilzofslope(short sectnum, int dax, int day) { //jfBuild
	public int getflorzofslope(short sectnum, int dax, int day) { //jfBuild
	public void getzsofslope(short sectnum, int dax, int day) { //jfBuild
	public void alignceilslope(short dasect, int x, int y, int z) { //jfBuild
	public void alignflorslope(short dasect, int x, int y, int z) { //jfBuild
	public int loopnumofsector(short sectnum, short wallnum) { //jfBuild
	public void setfirstwall(short sectnum, short newfirstwall) { //jfBuild
	public void printext256(int xpos, int ypos, int col, int backcol, char[] name, int fontsize) { //gdxBuild
		render.printext(xpos, ypos, col, backcol, name, fontsize);
	}
	public void printchar256(int xpos, int ypos, int col, int backcol, char ch, int fontsize) { //gdxBuild
		render.printchar(xpos, ypos, col, backcol, ch, fontsize);
	}
	public String screencapture(String fn) { //jfBuild + gdxBuild
	public byte[] screencapture(int width, int heigth) { //gdxBuild
	public byte[] getframe(int width, int heigth) { //gdxBuild
	public void savetexture(byte[] pixels, int tw, int th, int w, int h, int num) { //gdxBuild
	public int setrendermode(Renderer render) { //gdxBuild
	public Renderer getrender() //gdxBuild
	public void invalidatetile(int tilenume, int pal, int how) { //jfBuild
	public void copytilepiece(int tilenume1, int sx1, int sy1, int xsiz, int ysiz, //jfBuild
	public void setgotpic(int tilenume) //jfBuild
	public boolean showMessage(String header, String text, boolean send) //gdxBuild
	public static KeyInput getInput() //gdxBuild
	public void handleevents() //gdxBuild
	public void initkeys() //gdxBuild

    public void printfps() //eduke32

    public BAudio getAudio() //gdxBuild


I compared my code with jfbuild and eduke32's engine.c, but a lot of main engine's methods not from jfduke or eduke - it's from original build by Ken

So, as you can see, I'm using only minor fixes from eduke32 code, like eduke32 using my some fixes.

public void printfps() //eduke32
public void setaspect_new() { //eduke32 aspect
public int drawrooms() { //eDuke32 visibility set
public int cansee() { //eduke32 sectbitmap

drawrooms using a few eduke's variables for polymost shades and fog
printfps - is a code from zdoom
setaspect - widescreen support
cansee - minor optimization?

And as we talking about interpolation, should I say, that this eduke32's fixes don't affect to smoothfactor of interpolation?


This post has been edited by M210: 27 August 2018 - 11:30 PM

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User is online   Zaxx 

  • 287

#777

View PostM210, on 27 August 2018 - 10:24 AM, said:

It's just a Ken's interpolation code, nothing new. As I know, eduke32 handling this alghorithm too, but this algorithm working not good with vsync, so I want to rewrite game cycle...

THANK YOU! :D Btw. this does not only affect vsync, screen tearing is a lot more agressive than it should be too because of it.

This post has been edited by Zaxx: 28 August 2018 - 05:46 AM

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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,098

  #778

View PostM210, on 27 August 2018 - 11:29 PM, said:

Since what time Ken's build engine calliing eduke32 engine? :)

I only said "EDuke32's engine".

View PostM210, on 27 August 2018 - 11:29 PM, said:

And as we talking about interpolation, should I say, that this eduke32's fixes don't affect to smoothfactor of interpolation?

If Devon is talking about Ken's interpolation, then it's not anything special to the GDX ports.
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User is offline   Devon 

  • 11

#779

View PostHendricks266, on 28 August 2018 - 08:36 AM, said:

I only said "EDuke32's engine".


If Devon is talking about Ken's interpolation, then it's not anything special to the GDX ports.



I dont know alot about these things really.

But when i compare shadow warrior (pick a port) with Bloodgdx in windowed fullscreen it is night and day between them.

Bloodgdx runs smooth as butter but sw stutters and seems to have some kind of frame skip or something idk... cant solve it though.
tried everything from capping fps too limiting cpu cores but nah nothing works on sw.
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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 6,098

  #780

It sounds like you have vsync enabled. Disable it from inside the game and instead enable it from your graphics driver's control panel.
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