BloodGDX v0.761 (22.05.2017)



1. can't detect some user-ini files fix

2. actDistanceDamage( crash fixed

3. viewProcessSprites( crash fixed

4. InitMirrors( crash fixed

5. added more information for h == null throw error (unknown error yet)

6. added nore information for drawalls( crash (unknown error yet)

7. dosetaspect( crash fixed, max screen resolution is 4096x3072 now 

8. AL10.nalGetError() should be fixed

BloodGDX - first release v0.75 (19.05.2017)



Well, I made a first release of it. It can be called as beta, therefore app may can crashes. If you get a crash, see the log file (bloodgdx.log) or launch jar file in console mode: java -jar bloogdx.jar

Download the release you can here: BloodGDX

I hope you will enjoy it :) And now I can working a bit slowly :))

gdxBlood port status (10.04.2017)



Hi all! Well, I completed AI part of my port. The next step - tests, fix a bugs and writing sound system. When I complete it- I will release my port :) That's all at this time.

I made a video with some AI demonstrations: Have a nice day :)

BloodGDX - almost done (07.05.2017)



Hi there :) At first, I'm a bit rename my port, it's will be called BloodGDX now.

My port is almost done, there is some problems with priority of sounds, and some bugs.So, I will make a first release very soon. 

BloodGDX - almost done video

gdxBlood - my progress (5.03.2017)



Show video here: gdxBlood #7

There is almost done, but for first release I need to make:

- complete statistics screen

- make AI of enemies

- reading config file

- keyboard and mouse buttons setup

- third person view

- make damage for player

- make load save (perhabs its will be very hard)

- add some func buttons

- fix some bugs

- write a sound system

Some things are really can takes a long time, such as - reverse engeenering of AI and Sound System...About Sound System I mean a part of xsystem of course. Load/save feature also can takes a long of time, because C++ and Java have different memory structure and I will think how to make compatibility of memory adresses. Other things not take a lot of time, but it still need a time for write this :) When I testing cryptic passage episode, I got game freezing at two places, therefore I need fix such bugs before release. Spraycan alt-fire burn of everything including sprites type 400 and invisible original spaycan burn of everything too, but without visual effects (fire effect), therefore I need to find different between original reversed code and my code. After first release I can start to fix graphics bugs, rewrite renderer and writing models/voxels and hires textures support

gdxBlood, sounds (24.04.2017)



I start to reverse-engeneering a Blood sound system and made a some success for desktop version of gdxBlood.

I already decompiled sndStartSample, sfxCreate3DSound, sfxStart3DSound, sfxKill3DSound, sfxUpdate3DSounds and sfxProcess. There is very same as in alpha version of blood. Also I noticed, that those methods using FX-MAN library and it was help me with decompilation. 

At this time my port already can read SFX and RAW data from SOUNDS.RFF and playing it in one sound channel without locate position.

Continue my working :)

gdxBlood works on VIA C7-M CPU (19.02.2017)



I tried launch my port on Gigabyte U60:

CPU: VIA C7-M 1,2Ghz

RAM: 768MB DDR2-533

Video: S3G UniChrome Pro II IGP (64MB)

There is framerate between 30-80fps (120fps max). 30fps when ROR is drawing. Btw, such framerate has eduke32. So, Java and C++ have same performance in case with my port :) Preview picture has a link.

Also I would test my port on Sony Vaio PCG-C1VPK (CPU TM5600 and Video ATI Rage Mobility-M1 (8MB)) but today I noticed dead backlight on screen :( It's need to repair it now



[GDX Ports] 




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BloodGDX Release v0.794
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