BloodGDX v0.793 (12.07.2018)

null

 

1. Сlassic multiplayer
2. File path fix should working on Linux now
3. Some cases dynamic fire fix
4. AI flee damage sectors
5. Check for updates checkbox
6. NoEnemies console command
7. Palette and sound reverb fix after load game with enabled reflectiveShots or divingSuit
8. New drunk effect
9. Keyboard setup delete buttonfunc crash fix when nothing choosed
10. Broken smk file crash fix (will not load)
11. (Sound) FindChannel() can't find free channel fix
12. BloodGDX should work on JRE9 and JRE10 now

BloodGDX v0.792 (23.05.2018)

null

 

1. Unknown callback fix if you try to load original savegame
2. fNodeCount < kPQueueSize crash protect: you can't drop more then "kPQueueSize/2" (512) remoteTNT's
3. Check write files permissions fix
4. Underwater burning cultist crash fix
5. ROR sprites rendering fix
6. Fix load episodes without title in ini-file
7. PathSector stop sound fix
8. BloodGDX will more stable on maps with spritesnum ~3500 (almost maxsprites = 4096) sprites

Duke4.net subforum (20.06.2017)

null

 

Hi! I registered a subforum on duke4.net for general discussion or bug reports. It will be for more convenient now :) 

I made a forum link in the main menu of my site.

WitchavenGDX Test beta (v0.500) (16.03.2018)

null

 

Changelog:

Hi! I released a beta test of my Witchaven port. Port still haven't normal menu and settings, but in config file you can setup all what you want. (Config file will available after first start of the port) 

BloodCM - it's a mod for eDuke32, don't forget it (8.01.2017)

null

 

Hi all! I recomend to use eDuke32 r5597, you can download it here: Dukeworld.duke4.net

Newer versions of eDuke32 have a lot of bugs and problems as no midi music

And all graphics bugs are you seen, it's a problem of eDuke32. I never fix it and I can't, because Im not an eDuke32 developer.

TekwarGDX v0.750 (16.02.2018)

null

 

Changelog:

1. HMP Music support
2. Hires textures/Models support
3. Console
4. Interpolation
5. Cutscenes (without sounds yet)
6. Menu rebuilded
7. New load/save file format with screenshots
8. HUD scaling
9. Saving weapons after change map
10. New game fix
11. Quick load/save game

BloodCM 12.2016 released! (25.12.2016)

null

 

Well, I think I fixed a lot of bugs and now I can make a release. Check it :) So, I don't planning to make the Crypic Passage episode, because I started write the Blood port, which I called gdxBloodCM. My progress with Blood port you can see here: https://www.youtube.com/watch?v=gVJBI377HTs . Animation of weapon and Zombie enemy are playing from SEQ and QAV files. So, At this time my port can read RFF files (all versions except alpha version), SEQ files, QAV files, PLU files and standart build files. After read map file, my port spawns player sprite with addition extra information. 

That's all, and Happy New Year, guys :) 

BuildEngineGDX

Description and FAQ 

 
BuildGDX Release v1.16 (with JRE)
Windows 64bit only
buildgdx_with_jre.zip
BuildGDX Release v1.16
buildgdx.zip
BAFEd v2.20
Our Discord server
about BuildGDX and BAFed
 

Donate

International:

 

 

For Russians 

 

 

 

 

We have 12 guests and no members online