Discription and FAQ (27.04.2017)
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BloodGDX - is more perspecive project then BloodCM. I started reverse-engeneering of original blood.exe, because I successfuly found main BuildEngine methods such as rotatesprite, drawsprites, drawrooms etc. In this way, I had got 50% of Blood source code and 20% of methods I found in alpha version source code (some methods are without changes). Also alpha source code helpt me with figuration of my decompiled code. My Blood port is based on Java's libgdx framework and can reading all of original Blood maps and original Blood resources and playing as original Blood at this time(perhaps there is have a difference between Blood v1.21 and my port, because I working on decompilation of v1.00 (v1.00 is more readable after reverse-engeneering than v1.21) After my first release of BloodGDX I can start to fix graphics bugs, rewrite renderer and writing models/voxels and hires textures support.
FAQ:
Q:Are you planning to make the multiplayer part of the game? A: I planning it, but I haven't expirience with multiplayer programming. Its not easy, but maybe I can make it too Q:Will we be able to play gdxblood in higher widescreen resolutions like 720p or 1080p? A: Any window-application support any video resolution, of cource, my port isn't an exception. My port support all of video resolutions, but it still looks like 320x200, because its just scretched out. Q:Do we get to choose between software/openGL/direct3d? A: Libgdx support only OpenGL, therefore - no. But maybe I will make new renderer at future, and it will possible to switch between OpenGL1.0 and OpenGL2.0 Q:Are you planning to implement some additional useful stuff in the options like frame rate limit, v-sync, texture filtering mode etc? (or some fun stuff like random enemy death sound pitch) A: v-sync is broking interpolation, therefore I don't know about it...port seems worse with v-sync and has a lot of lags. Fps limit also support by libgdx. Maybe v-sync will working good concurrently with fps limit. Texture filter I already made as you can see in my video #7. Q:Is there a way for us peons to donate to the cause? A: I have donate button in my site (m210.duke4.net) there is a paypal button in the lower right corner of the site (under random screenshots) Q:Will it be standalone ? A: It will be standalone...you will just copy a jar file in Blood folder and launch it) Q:Is there going to have any Dynamic Light, like in Eduke32 ? A: I hope I can do it, when rewrote a renderer to OpenGL2.0 Q:Will this have the music and cutscenes in it A: Yes. But cutscenes(and maybe music) will be not in first release Q:Will this let you play mods like Death Wish and Bloody Pulp Fiction? A: Yes, my port is a almost 100% copy of original Blood and my port can all what original Blood can. Q:Will include voxel and polygon 3D models? A: Yes, but later. My based target - decopilaton of original Blood and I don't want to be distracted on hires features, other "beautifullis" or renderer bugs. I will make it after first release. Q:What about enemies AI? You made it just by watching their behaviour or you decomposed game files somehow? A: AI as in original, because it is original reverse-engeneered code)...Alpha src just helps me issue my code and helpt to found such methods in decompiled exe file. Basic of my port is Blood v.1.00 and at last time I compare my code with code of v1.21 and make amedments (corrections)if this necessary Q:Will this run on a low end PC with say a 1.6ghz CPU? A: Yes. it works on via-c7m (pentium3?) There is framerate between 30-80fps (120fps max). 30fps when ROR is drawing. Btw, such framerate has eduke32 Q:Will there be an option to turn auto aim on/off? A: Yes, I made it as option Q:Would this support the CD music? A:I don't found instruments in Java for play music from CD, therefore port will support mp3/ogg and midi music only |



