jablon1000

Bug report: sometimes problems with aiming when enemy is above or below us (shooting in walls, floors etc) autoaim off. Original blood seems had that same problem sometimes.

Suggestion: make email for bug reporting, it should be easier to report bugs with screenshots.

Monday, 19 June 2017 17:14
m210

My email wrote in readme file, but if you want to see a regular ROR bug, don't do this, I tired to see on it

Akimbo pickup will stay on the next level in orginal too.

Monday, 19 June 2017 19:03
jablon1000

Bug report E1:M6

graphic artefacts:

https://ibb.co/dempOQ
https://ibb.co/nBNJHk

my resolution is 1280x720, appears in full screen and window too. 

Monday, 19 June 2017 17:09
GWCNS

Hi!
Awesome work with the voxels
but I encountered a bug regardless remapping jump and crouch buttons
normally jump also act as swim up and crouch as swim down,
and it doesn't happens in 0.768 as the swim up and swim down are hardcoded to "A" and "Z".
To swim up or down using remapped buttons you need to spam them repeatable just to move a few units

Monday, 19 June 2017 14:09
GWCNS

Ok this is weird
turns out something is wrong with the the way the controls are handled, as remapping jump to Z works like a charm remapping crouch to V also work ok, but remapping Crouch to C act as momentary switch and mapping Jump to Space also work as a momentary swich

Monday, 19 June 2017 14:23
GWCNS

Ok sorry for bothering you but I found what I did wrong
when something is mapped as other button it doesn't hold that action.
What I mean is I forgot that Space by default act as "Open" and when Space was bound to Jump and Open at the same time it made the "Jump Action" but tick later it proceed to do the "Open Action" forgetting about the "Jump Action"
Sorry My mistake

Monday, 19 June 2017 14:36
m210

Ok, yes...my app can't handle two same buttons on different controls. I will try fix it later

Monday, 19 June 2017 19:05
Devon

Hi!

 

Awsome release with voxels and cutscenes!

Also the game seems to run alot better now on my rig.

I dont know what you did but almost all stutter is gone now.

Thank you so very much!

 

Features i would love.

Room over Room fix.

widescreen 16:9 support (no more stretching)

Field of view settings.

Surround 5.1.

change audio khz setting 44 too 96khz maybe.

Dynamic lightning (must be able to turn on/off)

Slope sliding stutter fix.

 

I will donate money to you today for your amazing contributions!

 

P.S we need a forum instead of this message board.

I would gladly donate to make it so.

 

Best regards!

Monday, 19 June 2017 10:50
m210

Thanks for all  And a little quaestion:

>> Slope sliding stutter fix.

What are you mean?

>>Surround 5.1.

OpenAL already support it, but has a some bugs. I will fix it after my app will stable.

Monday, 19 June 2017 19:08
Darkthus

Bug: In E2M5 when I killed the butcher zombie at the fire key room, he dropped another fire key.

Sunday, 18 June 2017 20:16
Tekedon

Also a bug in the original  nothing can be done about that.

Sunday, 18 June 2017 20:25
q

I guess it can. Look at ScummVM which is similar project for old games as BloodGDX and where lots of original bugs were fixed. There could be optional mode for purist with original bugs preserved although none such mode is present in ScummVM and there are not many complains.

Monday, 19 June 2017 06:38
m210

There is a bug (that I never seen) of a map file...I can fix original bug, but I can fix code bugs only, not in resources, because you will have your own map with your own bugs on it  

So, maybe I will make maphack file for minimize such problems

Monday, 19 June 2017 19:10
Devon

Whenever you go from flat surface to slope the camera changes position and in between the transition of normal flat to slope it gets a little camera stutter.

Im 99% sure this is a build engine thing, is it possible to get rid of it?

 

P.s i forgot to type in something when i donated yesterday, but it is from a Robert T anyway =)

 

 

Best regards.

Tuesday, 20 June 2017 08:02
James Flasch

Is the bug that causes the HOM effect in room-over-room areas going to be fixed?

Sunday, 18 June 2017 20:07
K-Bone

I do believe he's mentioned something about working on a new renderer which could fix the HOM Room over Room issue along with some other graphical issues that have popped up.

Sunday, 18 June 2017 22:53
Tekedon

Few bugs:

- When making the screensize smaller there is a hall of mirrors effect like the flesh texture is missing.

- Like someone else mentioned, something is up with the palette of the voxels after you've been swimming in water

- In my candlelight map the voxelchest against the wall at the beginning is floating in the air

- pitchbend of the sounds is a bit extreme sometimes

 

Suggestions:

- Can you somehow fix the broken bosses? Like the first boss that can't get to you while crouching, he just keeps flapping around.

Same goes for Cerberus, at the boss level he just walks in circles in the lava, he does not do this in v 1.0 of blood. He also can't shoot you while crouched, he just shoots over you.

Sunday, 18 June 2017 11:27
m210

Thanks for your report again   Can you give my a link on candlelight map. I will see what can I do

Btw, some bugs I already fixed

Monday, 19 June 2017 19:15
Tekedon

Sure  http://blood.freeminded.de/index.php?section=maps&id=572

Monday, 19 June 2017 19:33
RageBlood

here's this crash error but in video form to better understand the cause https://www.youtube.com/watch?v=L9FMhxy5MyM

Sunday, 18 June 2017 08:32
m210

You already told about it crash ...so I fixed it today

Monday, 19 June 2017 19:16
jakub

Thanks for your work on this project. I used to be a huge fan of blood in the 90s, but forcing the game to run properly on today's computers is a major hassle. Not to mention I'm not so much into pixelated textures. I've had enough of those back in the 90s. So your engine is a real godsend.

I was following your BloodCM project, i tried it and liked it but BloodGDX is much much better. I almost forgot how unforgiving the original game was. BloodCM is ok, however to easy. Even on higher difficulty level. BloodGDX is just brutal... plain and simple. BloodCM could be played Rambo-style. BloodGDX requires more subtle approach.

I have no bug to report besides the notorious room-over-room glitch here and there. Just one question - is ti possible to change FOV somehow? Having the 4:3 image stretched over the 10:16 screen in not ideal. Not a gamebreaker, but still...

 

Good luck with the future releases.

 

Jakub

 

 

Sunday, 18 June 2017 08:14
Tiddalick

Excellent work on BloodGDX so far!

Really glad that your continuing to work on this project.

I note that it says cut scenes are now supported (without sound). I can't seem to get them to work though. They are present in the same directory as BloodGDX and they seem to be correctly referenced in the Blood.ini. Is there something I need to do to enable these?

Sunday, 18 June 2017 06:45
threadbare

Same here. The two cutscenes after launching the game play just fine, but after that, none play for me. Any suggestions?

Sunday, 18 June 2017 07:50
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BloodGDX[v0.774]

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BloodCM Status

BloodCM with Plasma Pack episode
              
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BloodGDX Release v0.774
BloodGDX.zip
Blood Crossmatching
BloodCM_v12.2016.zip
 

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