Awesome new release.


Another thing I noticed, not sure how to explain it exactly but the sounds seem to be played in their original KHz, not forced to for exaple 44100 KHz if you have it forced in setup like in original Blood. Not really a big deal but it results in the sounds with lower KHz like 11050 sounding "crisper" in the original.

Friday, 16 June 2017 20:15

Indeed, I already told m210 this 3 pages back xD

Friday, 16 June 2017 20:52

OpenAL is very buggy for me and I have a low experiens to woriking with it. I'll leave it until better times. Decompilation of Blood is more easier :)))

Sunday, 18 June 2017 05:01

M210, tell me please.
When i can wait for a new version.
I very much want to see her now ... please please please...

Friday, 16 June 2017 12:07

So, I tested a bit a new version. Released now

Friday, 16 June 2017 16:53

Thank you
First impression - I am speechless what I saw now.
I'm playing now
Soon I will tell about my impressions

Saturday, 17 June 2017 02:14



I have run all kinds of tests including removing any overclock on gpu/cpu.

Memtest86 full testing and my memory is not the problem either.

Clean windows 10 64bit install.

All drivers are ofcourse up to date.

And still i got performance issues.

I am at this point certain that it is not my systems fault but BloodGDXs.

My screen is a 60hz tv. i have no problems with any other games i play... and i play loads of games.

Will vsync work with interpolotion in the future?


I am pretty sure that this has to do with some kind of sync issue. 



Best regards!


Friday, 16 June 2017 11:17

I don't how vsync working, therefore I don't...can I fix it

Friday, 16 June 2017 16:53


Is there any way to support these features in the future?

- Bigger textures, pallete swap,  png/tga format support (transparency)

- More sectors / walls / stack sectors / sprites per map

- Dynamic lighting (something like gzdoom, zandronum like)

Keep up the good work!

Thursday, 15 June 2017 20:15


Friday, 16 June 2017 06:40

Can you increase the XSprites on one version and keep the original save compatible on another?


Sort of like how Quake and Doom ports support increased map limits?

Thursday, 15 June 2017 08:51

If I increase xsystem numbers I can't load my saves in original....it's not interesting for me now.Or I can increase it, but in save file write only 2048 for compatible

Thursday, 15 June 2017 16:38

have you fixed these?


ThrowError: NullPointerException: 


ThrowError: NullPointerException: 


Dassert: Out of free XSprites
Full stack trace: java.lang.Thread.getStackTrace(Unknown Source)


Thursday, 15 June 2017 01:11

>>ThrowError: NullPointerException: 

I can't fix this crash, because you didn't say me whats happened   Some such crashes in there I already fixed, but not at all. I think it's wrong syntax or broken user ini-file. I wrote some protect in my port to exclude crashes, but such episodes will not launch. Anyway, you can test it in next version, I made a lot of fixes


>>Dassert: Out of free XSprites 

it's troubles of map and original will crash on such maps too. I just can increase numbers of XSprites (2048 max) but I need have a compatibility with original saves game, therefore I don't do this. Maybe at future, but original saves will not work.

Thursday, 15 June 2017 05:46

I remember the first and second one happening on a one map ini where if you type in "mario 2 1" it will show the first one and if you instead do "mario 2 2" it will show the second one.


Thursday, 15 June 2017 15:29

I tried mario ...it didn't crash now  . therefore,  it's fixed

Thursday, 15 June 2017 16:37

Sadly, the mouse doesn't work at all. Any idea how to fix this? (I checked whether it's set as an input device in the start window, of course...)

Wednesday, 14 June 2017 21:08

Oops, sorry for posting twice...

I meant BloodCM, btw. Didn't mention that. Running on Windows 10.

Wednesday, 14 June 2017 21:10

Just for a refinement: Are you have broken mouse in BloodCM? I'm not supporting BloodCM yet, but I think it's a problem of eDuke32

Thursday, 15 June 2017 05:44

I got this error:

ThrowError: ArrayIndexOutOfBoundsException: -1 



Wednesday, 14 June 2017 13:40

I think I already fix this...but can you give me a link on this map of name of map. I need to check it

Wednesday, 14 June 2017 16:51


map: Cult 4: Manor



Wednesday, 14 June 2017 17:17

Was just wondering, will you in the future add the specialfire modes from 1.21 to Blood GDX? I mean like for the napalm launcher and life leech, and the dual tesla cannons?

Wednesday, 14 June 2017 09:53

Of cource

Wednesday, 14 June 2017 16:52

I saw that you are working on voxels now, does that mean that the problematic walls-below-floors will not be fixed? I mean like when you are standing on the deck of the ship and you look below into the cargo hold (beginning of episode 2, I think the level is called Shipwrecked) the walls are messed up? Great job anyway!

Tuesday, 13 June 2017 14:54

I just making all, what I can...No one build-engine developers can't fix this bug..why are you thinking that I can?

Anyway I planning to fix it...but it may take a half year. Are you really want to wait half-year without other releases of my port?

Tuesday, 13 June 2017 19:50

This bug seems to be fixed in BloodCM if polymer renderer is used instead of polymost. I am not a developer so only a wild guess: Could not similar solution help also with BloodGDX?

Tuesday, 13 June 2017 22:20

Sorry, I did not remember it was a Build problem. Must have played the game without mouselook when I was a kid  and again, great job!

Wednesday, 14 June 2017 07:42

If I play the game with mouselook in DosBOX, cargo hold in Shipwrecked looks OK. Could somebody please explain what this problem is about to laymans?

Wednesday, 14 June 2017 15:10

>>This bug seems to be fixed in BloodCM if polymer

No, it's not an ideal and polymer has a lot of other important bugs, therefore I don't like it. I planning to make my own renderer and then I will fix this bug

Wednesday, 14 June 2017 16:53

Thanks Alexander. So to summarize (hope I get it):
software renderer: ROR ok, but cannot be implemented to BloodGDX because of Libgdx limits, also lack of many advantages of later renderers
polymost renderer: ROR wrong, fix (probably) impossible
polymer renderer: ROR ok, but renderer otherwise not ideal/buggy. Will not be implemented to BloodGDX
So we need to wait now for better new renderer.

Wednesday, 14 June 2017 21:24

correction: polymer renderer: ROR better than with polymost but still not ideal, renderer as a whole not ideal/buggy. Will not be implemented to BloodGDX

Wednesday, 14 June 2017 21:43

Software renderer was written in assembler, I just don't waste my time to decode this language....Java can everything   So, if you want, you can write software renderer for my port own))

 Maybe I can improve a polymost renderer, but while I have crashes in my port, I do not see the point of doing this

Thursday, 15 June 2017 05:56

Well, as not being a programmer, I cannot write it. I only helped with donation plus I'm not too interested in software renderer. For nostalgia purposes I can use DOSBox, but I prefer bugs free playing of Blood with additional features that only modern renderers can provide. I believe that you are on right path and looking forward for more improvements of BloodGDX. Keep up good work. :-)

Thursday, 15 June 2017 08:40
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