BuildGDX v1.08 (1.04.2020)

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Highlights:

Witchaven II support

Duke 20th Anniversary World Tour full support

 

1. BuildGDX:
  FOV isn't resetting to 90 if it's bigger than 130

2. BloodGDX:
  Powerup timer
  Typing font has been changed to look like as in the original game

3. WHGDX:
  Polymost renderer bright tweak
  Spells that you don't have, won't show in HUD
  Added player's inertia
  Activated rings and powerups are showing in HUD
  AI flee movement improved

4. DukeGDX:
  Gamepad aiming speed increased
  Random weapon switching fixed
  Improved the official addons searching algorithm
  Software gamma resetting fixed

5. TekwarGDX:
  Cue CDTracks support (ogg music)
  Cutscenes skipping fix
  Added menu mouse cursor size
  Button-searching algorithm improved (easier to push buttons)

6. RedneckGDX:
  RRRA / RR Psychoskill fix (respawn monsters and vermins left: N\A)
  Moonshine icon disappears after using if nothing in inventory
  Gamepad aiming speed increased
  RRRA Statistics screen fix
  Software gamma resetting fixed

7. PowerslaveGDX:
  Gamepad aiming speed increased
  Free grenade overflow fix
  ThrowGrenade fix option
  Wasp sound option
  Weapon powerup flickering normalize
  Rats avoid water, spiders don't drown

8. LSPGDX:
  MusicType isn't resetting to midi
  clipmove(Engine.java:2607) crash fixed
  Fixed the crash when you open a loadgame menu in software render. (Software.qinterpolatedown16short(Software.java:3466))
  Exits on the map will show if it's enabled in the menu (green sectors). The right (map+1) exit will be flickering
  Gamepad inversion, move speed fix
  Projectiles spam is switchable

   

BuildGDX v1.07 (21.02.2020)

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1. Legend of the Seven Paladins support


2. BuildGDX
    1. Main window frame rearchitecture (to support Android, Lwjgl2, Lwjgl3)
    2. Software renderer drawalls (Software.java:904) fixed
    3. New file handling code
    4. MenuFileBrowser improved


3. PowerslaveGDX
    1. Official demo support
    2. Subtitles toggle
    3. User addons support (in a folder or zip archive)
    4. Enemy roar sound frequency increased
    5. The map will be shown before starting the first level
    6. Skipping intro will skip to Skullhead instead of the main menu
    7. Publisher logo changed to PIE
    8. Shadows type toggle (circular/projected)


4. RedneckGDX
    1. Ending cutscenes background color fixed
    2. Statistics text scale fixed
    3. External and midi music options have been removed
    4. Alcohol green indicator fixed
    5. RR66 addon episodes selection fixed


5. DukeGDX
    1. Official addons submenu in the episode selection menu

   

PowerslaveGDX is in developing now (25.10.2019)

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I'm working on this project since 13 September 2019 and now I can show something :) At the moment, there are bugs with sector lights, spider animation, weapon aiming...maybe something else. I have written all of the game code except sound code, enemy code, palette code. My port also doesn't have a menu and change level code, so I still have to make a lot :)

 

You can see it here: https://youtu.be/2tIHNVY1EGM

BuildGDX v1.06 (20.12.2019)

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1. BuildGDX
  1. Software renderer crashes fix
  2. ViewToTile optimization
  3. FOV increased to 140
  4. (5:4) resolutions support
  5. loadPic crash fix


2. PowerslaveGDX
  1. FuncPlayer "ERROR in Ken's linked list!" fix
  2. FuncScorp crashes fix
  3.GrabMap pickup fix
  4. Added subtitles in intro movie
  5. Grenade bugs fix


3. BloodGDX
  1. ROR distortion sound fix
  2. actDamageSprite lifeleech fix
  3. Auto-aim to spiders
  4. Crashes fix


4. RedneckGDX
  1. Losing weapons when going from Sunny Shores to Gamblin Boat is fixed

5. WitchavenGDX
  1. Enemy self-damage doesn't affect player's health

   

BuildGDX v1.04 (13.09.2019)

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v1.04 (13 September 2019)
1. BuildGdx has been updated to Libgdx 1.9.10
2. Software renderer
3. New renderer settings, switchable renderers
4. Sounds update thread tweaked (fixed Duke's and RR's sound looping issue)
5. Resolution empty list when the game starts without launcher fix
6. New filecache system (not affecting the games)
7. New precache loading screen
8. Defscript tilefromtexture
9. The launcher is forcing portable mode if the "portable" file found
10. Loading config file at Linux has been fixed
11. Game thread timer fix (game speed is stable now)
12. JInput library is using now for a gamepad support
13. Polymost sprite depth tweak (an issue at the RRRA E1M1)
14. Mipmaps doesn't load with nearest filters now
15. Menu_cancel joy's key can close the menu now
16. Config file has own version, older configs will be renamed to .bak
17. New internal resources format (Widescreen tiles, mouse cursor, etc.)
18. HRP md3 models loading fix
19. Autoload is looking for gamename.def files instead of zipname.def
20. BloodGdx:
  1. SEQ tiles support has been increased to 32767 tiles
  2. The latest queue's event after load game fix
  3. Cutscenes searching algorithm tweak - it supports absolute file paths now.
  4. CrouchToggle button tweak
  5. ROR sound distortion fix
  6. The player can pick up weapons and items with infinite ammo cheat
7. Some crash fixes and NoOne's code
21. DukeGdx:
  1. DukeGdx can play original demos now
  2. CrouchToggle button tweak
  3. Cutscenes skip message's font tweak
22. RedneckGdx:
  1. Gamblin' Boat's (RRRA E2M2) button issue has been fixed
  2. CrouchToggle button tweak
  3. Cutscenes skip message's font tweak
  4. RRRA intro movie is almost supporting
  5. Console text scale support
  6. Motorcycle and boat the look around feature has been returned
23. TekwarGdx: You can skip the intro cutscenes now

BuildGDX v1.05 (13.12.2019)

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1. Powerslave/Exhumed support
2. Polymost floor background fix
3. Sprite's texture loading algorithm has been changed
4. Other minor BuildGDX changes

Build ART Files Editor v2.0 (05.07.2019)

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I have released the new version of my BAFed.

The new BAFed has written almost from zero, so I can't tell exactly about changes. But here are some of them:

1. The interface has been changed and now it is supporting ART files of Blood.
2. Since v2.0 you can choose a few tiles by mouse and export it to a folder. In the import window, you can choose a few files by mouse with pushed a Ctrl-button.
3. ART files saving feature have been rewritten, therefore ART files of Blood are also supporting now and it's not changing start tile of ART depended on a filename.
4. BAFed is supporting voxel.dat and surface.dat files of Blood.
5. BAFed is supporting the clipboard. You can copy any picture to the clipboard and paste it in BAFed and vice versa - you can copy a chosen tile to the clipboard and paste it in any graphical editor.
6. Animated tiles are highlighting in the tile list.
7. You can fast switch between ART files by "File" menu from an ART list.
8. Quantity of included palettes has been increased.
9. Resizeable thumbnails in the tile list.
10. Thumbnails autozoom feature
11. Tile crc32 info (for def-scripts)
12. Tile palette converting feature has been deleted.
13. *.ini script file import feature has been deleted.

 

BuildEngineGDX

Description and FAQ 

 
BuildGDX Release v1.17 (with JRE)
Windows 64bit only
buildgdx_with_jre.zip
BuildGDX Release v1.17
buildgdx.zip
BAFEd v2.20
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about BuildGDX and BAFed
 

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