I noticed something strange. When you are aiming up or down, the bullets/projectiles aren't going where you aim. I can't explain it, but try to aim up in the sky with a flare gun and see where it goes.

Monday, 26 June 2017 20:03
Austin Adams

I noticed this too yesterday. I recorded a video of it

Tuesday, 27 June 2017 17:03

That's pretty normal with autoaim even if no monster is around as game isn't fully 3D, I could find it in more outdoors of original.

Wednesday, 28 June 2017 08:47

I got a problem on Altar Stone I am playing on Well Done, and Cheogh and gargoyles are flying so high, they are out of level, I can't kill them because of it. That happens always, right after explosions and Cheogh's enter. They fly even higher when I reach secret with akimbo.

Monday, 26 June 2017 16:00

Hey, the Y axis fix is fantastic. Question: could you do the same for the X axis? Because now the X axis has the deadzone thing.

Sunday, 25 June 2017 09:36

I think, I can do something)

Sunday, 25 June 2017 10:03

Alexander, there is quite a hostile environment on Eduke32 forums. Seems to me that some developers prefer quarrels there. If it continues like that, I would recommend considering other hosting choices.

Saturday, 24 June 2017 12:33

Correction: Duke4.net forums.

Saturday, 24 June 2017 12:36

I agree, the eduke32 developers are really defensive and cranky. I think they are mostly jelous of the great job you have done :)

Sunday, 25 June 2017 14:57

Hello man!

I am so thankfull to you for making this port, you are great!
I have a question, would it be possible for you to make Redneck Rampage GDX port? Would it be easy, or like hard like in  Blood case. I don't know if RR source port was released, if not I guess it would same hard like blood or even harder doesn't it? It's a shame that such a great games like RR and Blood don't have a port, like duke nukem 3d or shadow warrior.

Monday, 19 June 2017 19:55

Hi. I also planning start to revers-engeneering of RR at future, when my jBuildEngine will be more stable  RR hasn't srcs, but it based on duke3d srcs, therefore I hope it will be a bit easier to decompiling.

Reverse-engeneering(RE) of RR will have a such process as RE of Blood.

Tuesday, 20 June 2017 05:36

Actually their was a source port made for Redneck called ERampage - http://www.jonhunt.com/redneck/erampage.html

However it's no longer updated.

Tuesday, 20 June 2017 06:06


Thanks man!
It will be so great, RR isn't so much changed from Duke, like Blood or SW, so it will be more easier than Blood, but this is just my assumptions, I am not expert in these things.

Thanks once again for this awsome work, Good luck!

Tuesday, 20 June 2017 20:09

Seconded, reading some of their comments there, it kinda doesn't sound like a friendly environment.

Monday, 26 June 2017 13:23

Guns akimbo stay on when you finish the level.

Monday, 19 June 2017 17:46

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

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

Bug report E1:M6

graphic artefacts:


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

Monday, 19 June 2017 17:09

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

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

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

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



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

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
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