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File: 18 KB, 291x350, Blood_logo.jpg [View same] [iqdb] [saucenao] [google] [report]
2717480 No.2717480 [Reply] [Original] [archived.moe]

>I live again

So Blood CM got an update with the chapters 1-3 now fully playable.

Feels good to play in HD, even if I suck balls at build engine games now apparently.

>> No.2717492

Are the Plasma Pak levels any good? I still haven't played those

>> No.2717495

good good.

I heard there were issues compared with the originals though?

>> No.2717587

Oh hell yeah, I didn't even know this existed. Time to do another run of the game.

>> No.2717606

>>2717480
its back bby

>> No.2717942

>>2717480
neat

>> No.2717996

How did the area over area effects translate? They should be improved, right? eDuke32 uses runtime stacking, which is way better than the portal and silent teleport effect from original Blood.

>> No.2718015

Fucking wicked. It looks and feels identical.

>> No.2718342

>>2717996
yeah, its substantially better.

the burning effect is slightly broken though

>> No.2718346

>>2717480
>I'd rather play a Russiand knock-off with innacurate gameplay over the original game.

I hope you are enjoying your Polystations, too.

Seriously you guys have no excuse. I can play Blood in 800*600 with constant 60FPS. With bmouse, mouse aiming is perfect, too.
In the Build engine, there is literaly no difference between 800*600 and higher resolutions. The only thing this thing offers is widescreen support, but I certainly wouldn't sell my soul to the devil and sacrifice gameplay accuracy for that.

>> No.2718351

>>2718346
>gameplay accuracy
in what way does it differ autist-san?

>> No.2718379

>>2718346
I actually agree with this, sprite based games benefit very little from higher resolution.

>> No.2718389

>>2718379
build isnt fully sprite based though

>> No.2718391

>>2718351
Weapon and enemy behaviour.

>>2718389
Voxels aren't different in higher resolutions either though.

>> No.2720550

>>2717480
>Blood CM

What?

>> No.2721909
File: 71 KB, 740x533, BloodCM.jpg [View same] [iqdb] [saucenao] [google] [report]
2721909

I'm only gonna post this once because I'm sick of arguing with clueless idiots that clearly know nothing about Blood. It's just not worth it because if you can't see something so obviously off there's no help for you. There's literally no point in arguing with an idiot.

BloodCM is NOT Blood. It's BloodCM. It's NOT a source port. It's a piece of shit, "made in Taiwan" cheap imitation from some Russian Bootlegger. The gameplay mechanics are completely off (read: inferior) from enemy behaviour, to damage modeling, gunplay, movement, physics and dynamite mechanics and there are a plethora of other obvious as fuck inaccuracies that any true fan of Blood would immediately notice. Hell it even looks and sounds shittier with its poorer animations which lack certain frames and that weird sound Cultists make when they're on fire.

If you like that pile of shit that's fine I guess, but don't think you're playing Blood. You're playing a piece of shit imitation i.e. some retard's interpretation of the game rather than what the actual game is. As it currently stands, Blood has no source port as its source code was never released and it probably never will.

If you can't handle Blood's vanilla mouse aim go get yourself B-Mouse and enjoy the real game for what it is because it is head above shoulders superior to that travesty. Idiots are now gonna talk shit like they know what they're talking about. I'm not gonna bother because arguing about this nonsense with idiots is fucking old and is utterly pointless as I said earlier.

>> No.2722369
File: 393 KB, 1100x727, phantasm reggie shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]
2722369

Fuck me mang, I wish there was some legit open source thing to run Blood like eDuke. Not some imitation of Blood, but the real thing. I have the original Blood in my steam collection and it's fucking impossible and hard as fuck, mostly because of the controls.
>git gud
Yeah yeah yeah, I played lots of FPS games back in the days and I had no problem with playing Douk 3D on dosbox, so "gitting gud" is not the solution here. Shadow Warrior redux and Douk 3D: Megaton play excellently with good responsive mouse control and high resolution.

I heard about XLengine supporting Blood, but that thing was canceled/put on hold the last time I heard.

>> No.2722380

>>2721909
tl;dr
>Itt:Asspain in the first degree.

Like holy shit I literally stopped reading like half-way I actually can't stand the asspain being displayed here this is fucking amazing.

>> No.2722382

>>2722369
You can change the controls to your likings and use bMouse to improve mouse aiming.

XLengine Blood is like BloodCM, it's a recreation. Blood has got TONS of recreation projects for some reasons.
Obviously it's a given that if BloodCM, using Build, is shit; none of the others are going to be any better. Most of them were never finished anyway.

>> No.2722412
File: 28 KB, 500x367, 1434393357334.jpg [View same] [iqdb] [saucenao] [google] [report]
2722412

>>2722369
>Steam

>> No.2723128

>>2721909
you forgot your Doom babies meme

>> No.2723147

I would still rather play vanilla blood

>> No.2723995
File: 2.86 MB, 640x480, get off my train.webm [View same] [iqdb] [saucenao] [google] [report]
2723995

BloodCM =/= Blood

>> No.2724009
File: 696 KB, 1600x1200, doombutt.png [View same] [iqdb] [saucenao] [google] [report]
2724009

>>2721909

and I thought I was autistic. This is a whole nother level

>> No.2724187

>>2724009
I'm not the kind of person who'd go autistic over "how it's intended to be played", but he's totally right.

Playing BloodCM is like playing the Saturn version of Duke Nukem 3D. It's a cool recreation and everything with a couple of graphical "updates", but all the behaviours are off, in an inferior kind of way.

I find it amazing that a board with so many people that are so high up on "authenticity" and "playing how the devs intended" (CTRs, no emulation, etc) but at the same time see people accept to play bootleg tier ports.
It reminds me of PALfags who'd rather pay and play the "real" shitty 50hz port of a Jap/US game rather than emulating the original 60hz version.

>> No.2724194

>>2718346
>With bmouse

There's no reason to do that.

>> No.2724215

>>2724187
>I certainly wouldn't sell my soul to the devil and sacrifice gameplay accuracy
>I'm not autistic about accuracy

Sure you aren't.

>> No.2724234

>>2724215
Hey I have an idea, let's play Doom but instead of Doom we'll just play Doom with all the weapons and enemies going all wonky.

What do you mean you don't wanna? You goddamn autist.

>> No.2724654

Does the CM allow to change FOV?
I get really sick playing Build engine games because of small field of view.

>> No.2724728

>>2717492
E1 >= E5 (Plasma Pak) > E2 > E4 > E3

Yeah Plasma Pak is great.

>> No.2724734

>>2724728
>Yeah Plasma Pak is great.
*at least if you're in it for the gameplay. PP is all about gameplay and is the least atmospheric of the episodes.

>> No.2726293

>>2722369
what is gog.com?

>> No.2726314

>>2722369
>Shadow Warrior redux and Douk 3D: Megaton play excellently with good responsive mouse control and high resolution.
And joy support too. Left analog.(move) right(crosshair), R1(shoot). Works perfectaly

>> No.2726829

General blood question: What am I supposed to do once these hellhounds light me up? Can I put out the fire or do I just stand there burning?

>> No.2726951

How can you use Bmouse with the Gog version? The setup.exe won't open on windows 7 64-bit, and I don't know how to get bmouse running.

>> No.2726963

>>2726829
If there's no water in the level... yeah, just burn

>> No.2727019

>>2726951
Go to whereever it is installed (e.g. C:\GOG Games\One Unit Whole Blood\). Check to see if BLOOD.EXE is in this folder, to ensure you have the right one.

Copy BMOUSE.EXE into this folder.

Edit dosboxBlood_single.conf using a text editor. Change the line that says "blood.exe" to "bmouse.exe launch BLOOD.EXE"
Save it.
There you go.

>> No.2727035

>>2727019
You are amazing!
would you just help me this little bit, I have a somewhat different installation
It runs Blood via a shorcut, and the path is
"C:\Igre\2015\Blood\DOSBox\dosbox.exe -noconsole -c "mount C C:\Igre\2015\Blood" -c "C:" -c "BLOOD.EXE" -c "exit""

How do I edit this to enable bmouse?

>> No.2727038

>>2727035
>-c "BLOOD.EXE"
That's a bizarre setup, but change the part in quotes to what he put in quotes

>> No.2727039

>>2727035
Essentially the same way.

Just change "BLOOD.EXE" to "BMOUSE.EXE LAUNCH BLOOD.EXE"

>> No.2727045

>>2727039
>>2727038
It works but I don't notice any change with the aiming :(

>> No.2727048

>>2727045
I play it the normal way and the aiming seems fine to me. If you get it near the target shots go to seeker mode anyway.

>> No.2727050

>>2727045
Since you are going that shortcut route, you can make a shortcut to the setup program with
"C:\Igre\2015\Blood\DOSBox\dosbox.exe -noconsole -c "mount C C:\Igre\2015\Blood" -c "C:" -c "SETUP.EXE" -c "exit""

You can Controller Setup->Setup Advanced Control Options->Advanced Mouse Setup, and change the Mouse X Axis Scale and Mouse Y Axis Scale to your preference. Personally, I have both set to 1.20.

>> No.2727062

>>2727050
Thank you

>> No.2727154

>>2726829
The length of time you burn for is dependent of how much of their fire hits you. If you get a good solid blast of it, you're pretty much hosed, but if it only catches you a bit, the flames go out before too long (well, hopefully).

Sometimes I swear that jumping and running around like a maniac helps it go out faster, contrary to reality, but it's probably just my imagination.

>> No.2727594 [DELETED] 

>>2726829
It might be placebo effect but I feel like jumping up and down while moving frantically puts out the fire faster.

>> No.2727605

>>2726829
It might be placebo effect but I feel like jumping up and down puts out the fire faster.

>> No.2727626

Honestly, this version of Blood has improved a lot. Last time I tried it, I fully agreed that it felt like a janky-ass bootleg, but it's not too shabby right now. I noticed various things still being inaccurate but it plays pretty well. I would still prefer the original, but it's not the mess it used to be.

What I noticed:
>you can pitchfork zombies on the ground (and they fall down without dying a lot more)
>rats are much easier to pitchfork without taking damage, but they don't get stuck on ramps
>slight timing/arc differences on weapons, the release timing for the dynamite is noticeably just a tad off
>particle effects aren't 100%, blood splatters on the ground don't work at all

I'm going to play Ep2 and see how it handles the multilevel architecture.

>> No.2727643

>>2727626
>>you can pitchfork zombies on the ground (and they fall down without dying a lot more)
You couldn't pitchfork grounded zombies in the original. I remember playing BloodCM and pitchforking grounded zombies. They don't even take damage from the pitchfork while grounded, they just move around from the hits.

Also in real Blood pitchforking a zombie on Well Done doesn't knock him down until he actually dies. On the easier settings any pitchfork hit would knock a zombie down. BloodCM is so retarded that pitchforking on WD would still knock him down, and the zombie would only take three hits to die as opposed to the six he needed on WD. Maybe they "fixed" this shit but of course everything else will still be completely off.

Lol in BloodCM you can double shotgun blast Cultists from miles away for an OHK on WD difficulty, completely eliminating all that delicious sawn-off gunplay and weapon balance that made you use different weapons for ranged enemies. What a pile of shit.

>> No.2727737
File: 293 KB, 1920x1080, bloodconf.png [View same] [iqdb] [saucenao] [google] [report]
2727737

Guys I need some help.
I'm trying to edit the dosboxBlood.conf file and this is what it looks like.

Is it fucked?

>> No.2727926

Is there any hope at all of a honest to god source port?
This is my biggest want in life

>> No.2727983

>>2727643
Yes, my greentext was supposed to be a list of inaccuracies, not improvements.

You're right about the weapon efficiency being borked. Cultists can be shotgun sniped much easier, and I was seeing gargoyles do down in 2 double shotgun blasts. The voodoo doll, on the other hand, is practically useless and runs out of ammo before it even kills a single gargoyle.

>> No.2727991

>>2727737
The issue is that you're using Microsoft Notepad. It's shit. Don't save your txt, you'll fuck it up. Use Notepad++ or any Linux text editor. EOL is LF.

>> No.2728030

>I heard about XLengine supporting Blood, but that thing was canceled/put on hold the last time I heard.

I kinda trust the guy, he's demonstrated to be capable of making new C code by interpreting disassemblies.

>> No.2728061

You guys may shit on BloodCM but at least I can get it running properly.

With the GOG version I could never get it to run the way I want to. Either the controls don't work, or the mouse will be broken, or the framerate won't be smooth or there will be some glitching textures.

So second-rate or not, I'll take a stable experience over a buggy unoptimized one any way

>> No.2728183

Existence is pain.
At least I'm not a mime

>> No.2728220

>>2728061
>I'll take a stable experience over a buggy unoptimized one any way

BloodCM isn't a "version of Blood", it's not Blood, so the comparison don't stand.
You might as well be playing the fan remake made in Doom engine. I mean, you can play that all you want, but don't call it Blood.

>> No.2728506

>>2728220
How is it that different from the original? It's got the same maps from what I've seen (although only 3 of the 4 episodes and without the expansions), same enemies, same guns, same music, but better controls, mouselook that doesn't warp everything, scrolling between weapons and a useful UI.

>> No.2729479
File: 19 KB, 150x170, Caleb-FMV.png [View same] [iqdb] [saucenao] [google] [report]
2729479

Eeh, I hate mimes.

>> No.2729553

>>2728506
>same enemies
They look the same but do not function the same.
>same guns
They look the same but do not function the same.

Since the core of a FPS is shooting enemies with guns I'd say NESpoof is spot on with his assesment. It's not really Blood if it doesn't have any Blood code in it. It's more like a new game that uses Blood assets. I don't see the point.

>> No.2729854

How do you cope with low framerate on a game this old?

>> No.2729857

>>2729854
it wouldnt be low if we had a modern sourceport. even vanilla blood had no framerate cap actually. fucking dosbox... or atari rather

>> No.2729859

>>2729857
at release i was playing blood just fine at well over a hundred fps btw. smooth as butter. build yourself a win '98 pc w/ pentium 200 mhz

>> No.2729868

>>2729859
yes in 320x240 or 320x480, you get the same in dosbox.

>> No.2729869

>>2729553
>I don't see the point.
especially with how fucking janky it looks and feels. my god what a glitchy abomination.

>> No.2729875

>>2724728
I'd switch E1 and E2. E2 was the best.

>> No.2729886

>>2728220
It is though the closest thing to remake or source port we likely will ever have, and i - not saying for anybody else - never really played Blood for the gameplay, so i can stand some inaccuracy. I enjoyed them both.

>> No.2729894

>>2728030
XLengine looks great in Dark Forces but even same engine Outlaws is miles away, not even saying about Blood. And the project seems dead for now.

>> No.2729942

the fuck is BloodCM and what's wrong with normal OUWB's gog release?

>> No.2730005

>>2729868
I get that in 800*600; and in Build you don't really need any higher resolution than that, there isn't much difference above 800*600

There are plenty of guides around about configuring DOSbox. Have you guys tried different dosbox settings? Different video output? depending on your hardware one may work more than others...

I remember a guide about using a specific version of DOSbox and it'd do wonder with Blood; but I can't seem to find it anymore.

>> No.2730037

>>2729894
>>2728030
>XLengine supporting Blood
>XLengine looks great in Dark Forces

You guys realize that XLengine is a recreation, not a port, just like Blood CM is, right? XLengine's current imitation of Dark Forces is even less accurate than Blood CM.

>> No.2730773

>IIT people are discouraged to ever try anything unless it's flawless from the get go

Even if it doesn't turn into what it should be, I still encourage people to try. If anything it will be a learning experience for the programer that will take his experience and maybe move on to greater things. Failure is it's own success if you learn from it.

>> No.2731169

>>2730773
>ever paying any attention to NESautist or the two /v/ shitters that keep trying to force their memes here
lmao

>> No.2731582 [DELETED] 

>>2730773
We haven't said anything like that.

We just think it's important that people realize that BloodCM isn't like Blood at all.
I've seen people on this board complain how shitty zombies behave in Blood, while in fact all they played was BloodCM and zombies don't act like how he described in the original game.

If you still want to play BloodCM after that, good for you, as long as you know.
Another team of russians made a 'remake' of Redneck Rampage in EDuke32 as well, and they called it a sourceport. Just like BloodCM all the behaviours were completely off to the point it seemed like glitchy galore. If someone types "Redneck Rampage sourceport" in google that's all it's going to find and that's just not fair because it doesn't represent the gameplay quality of the original game.

For what it's worth I enjoy remakes like that for what they are: cool little experimenting mods. That Blood 'remake' in Doom engine which names escapes me looks cool for what it is, but say you're playing Blood when you're playing it.

>> No.2731583

>>2730773
We haven't said anything like that.

We just think it's important that people realize that BloodCM isn't like Blood at all.
I've seen people on this board complain how shitty zombies behave in Blood, while in fact all they played was BloodCM and zombies don't act like how he described in the original game.

If you still want to play BloodCM after that, good for you, as long as you know.
Another team of russians made a 'remake' of Redneck Rampage in EDuke32 as well, and they called it a sourceport. Just like BloodCM all the behaviours were completely off to the point it seemed like glitchy galore. If someone types "Redneck Rampage sourceport" in google that's all it's going to find and that's just not fair because it doesn't represent the gameplay quality of the original game.

For what it's worth I enjoy remakes like that for what they are: cool little experimenting mods. That Blood 'remake' in Doom engine which names escapes me looks cool for what it is, but don't say you're playing Blood when you're playing it.

>> No.2731730

>>2731169
>BloodCM isn't Blood is a meme
Fucking retard.

>> No.2731803

>>2730037
Because it's still a work in progress, the guy is not reverse-engineering the games blindly, he's looking at disassemblies. Once he figures out that crap he might as well have created a source port.

>> No.2731875

>>2717480
Ya got a link?

>> No.2731891

Someone want to upload Blood readied up with all the expansion packs, bMouse and DosBOX? Please thanks. Will save me a lot of time.

Also what's the best current MOD/TC to play? Where can I find a good resource for maps etc?

>> No.2731901

>>2731891
Death Wish is the best. It doesn't add anything new, but it's the 30 best Blood maps ever made and probably one of the best usermade add-on you'll ever play for a retro FPS game.

Otherwise there aren't many Blood maps. RATM is good. French Meat is alright.
http://www.moddb.com/games/blood/mods

>> No.2732324

>>2731891
Seconding your wish

>> No.2732396

I tried to play GOG Blood a few times, but it's always glitching out and the framerate seems to shit itself. I tried pretty much everything I've been able to find online, even tried the Blood launcher thing to no avail. I really hope Atari finally dies so someone can pick up Blood and do a proper remake, but until then all I can play is BloodCM. Yeah sure casual, underage, whatever, but I don't see the point in playing the original if it runs like shit for me

>> No.2732414

>>2731730
>>/v/

>> No.2732471

>>2732414
I love how this means absolutely nothing now.

>> No.2732909

>>2731803
That's great, and the best of luck to him, but the results so far (after a very long time) aren't that promising. It seems like he's doing a good job of reading into the mapping info accurately but not much else. Enemy AI is wonky, sprite animations don't play at the correct rate, audio ping-pongs back and forth across the stereo channels, and various other little things are off.

I can only judge DarkXL how it actually is right now, not how it theoretically ideally might be someday.

>> No.2733686

This thread lives... again!

>> No.2733878

Did anyone else find Plasma Pak shitty?

Even Cryptic Passage was better imo

>> No.2733890

>>2733878
I like it a lot. Some maps are great, some other feel unfinished like the commercial center.

I know at times it feels like it was put together using scraps of the original game, which is probably the case, but it's also the case of DN3D's Atomic Edition episode and it's probably the most defining episode of the game.

Public Storage is one of my favourite map in the entire game though, in my top3 at least.

>> No.2733898

>>2733890
The first few maps were OK I thought, but the later ones I think there are too enemies to kill.
It feels like Doom, and I don't like my Blood being like Doom.

Cryptic Passage was more in line with the main game, level design and all. But even that one wasn't anything spectacular.

Maybe it's just me who has weird taste. Apparently I'm the only one who loves EP3.

>> No.2733916

>>2733898
Cryptic Passage was hit or miss for me. It all depend on each map. Some are great but some others don't really use Blood's enemy set well.
You know, like the ghosts here (and he got lucky in the video, they usually turn around on themselves like retard for longer than that there)
https://youtu.be/GO91S_1sgbk?list=PL0EE1A608D21E4E96&t=254

Although the main issue with Cryptic Passage is balance. Even if you do pitchfork start you'll be SWIMMING in supplies. The later levels have life spheres (you know, the ones that give 100hp) just about everywhere.

I like episode3. Nothing wrong with it besides that it feels underdetailed but I grew to go over it.

>> No.2733924

I mean, I'm a huge fan of Sunstorm Interactive. I admire the work they did on every Build game they work for. They did a fantastic job with Redneck Rampage Route 66, they really 'get' the game, its spirits, its humour, its level design, and they even tried and succeeded to hide the game's flaws as much as possible.
They also obviously did a fantastic job with DN3D, Caribbean Life is my all time favourite Build game episode.
They did well with SW too, although Wanton Destruction is hit or miss depending on the level, the obvious that the 'miss' levels are the ones which were never truely finished since the project was cut. The levels that are 'hit' are the bests ever made in the entire game.

But Cryptic Passage, I feel they kind of failed to 'get' Blood, they didn't really take advantage of the possibilities of Blood's weaponry and enemy set. Blood takes a longer time to really 'get' and probably not all of them did.

>> No.2734071

Anyone got a mega link with everything set up?
This tread makes me want to get bloody

>> No.2734265

>>2733916
I thought you loved Cryptic Passage you faggot.

>> No.2734295

>>2734265
Oh, I do, but I'm being picky.

>> No.2734304

>>2734071
Second this

NESfag help us out come on

>> No.2734372

>>2727737
>Sword of the Stranger
Nice

On a similar note, DOSBox and even DOSBox-X on Ubuntu GNU/Linux seems to handle really terribly in terms of performance on some more complex games like Blood. Has anyone gotten it to work reliably? I mean, I'm not exactly running a toaster here; I've got an 8-core CPU at 3.5GHz with a GTX 760 and it still runs like ass, even though the Windows builds all run just fine with similar settings.

>> No.2734585

>>2734372
It works for me on Debian, running v.74 on a memium g3258. It starts to break down past 800x600, though -- do higher resolutions work on Windows?

I use opengl output with no scaler in a 2400 x 1800 window.

>> No.2734664

>>2734585
My system's crawling on just the default resolution. I had it at 800x600 on Windows with no issues, but I've never tried going higher. I am using opengl with normal2x in a 1280x1024 fullscreen window.

>> No.2734690
File: 209 KB, 753x2019, blood-cfg.png [View same] [iqdb] [saucenao] [google] [report]
2734690

>>2734664
Huh. This is my cfg. Maybe something will help.

>> No.2735260
File: 7 KB, 351x72, snapshot9.png [View same] [iqdb] [saucenao] [google] [report]
2735260

>>2734690
>a 2400 x 1800 window.
You got some weird tastes.

>>2734664
>My system's crawling on just the default resolution.
Check the output plugin in your config. If you've got a line that reads
>output=opengl
then you need to make sure your video drivers are right.
easy way to do that:
>sudo apt-get install mesa-utils
>__GL_SYNC_TO_VBLANK=0 glxgears
(for Nvidia)
>vblank_mode=0 glxgears
(for ATI)

If you're getting less than 5 digit FPS in glxgears then the problem sure ain't with Dosbox. You could go about fixing your drivers or you could just disable OpenGL output for Dosbox. (Change the output line to
>output=surface
)

For the record I use surface and have no framerate troubles with Blood or any other DOS game. Don't discount the option just because OpenGL should be faster in theory.

>> No.2735340

I'm using Surface in 800*600 and I have a constant 60fps or above depending on the level.
All the other output methods give me lower framerate, sometimes not that much lower but still lower.
I have a i5 3,2ghz though I don't believe number of cores nor GPU matters. When I had a dual core 2,5ghz I was stuck to playing the game in 320*200.

I had to set machine to vesa_nolfb to avoid some HUD flickering.

>> No.2736358

>>2733916
>Even if you do pitchfork start you'll be SWIMMING in supplies.
This is definitely true for Cryptic Passage. I have a feeling they thought Blood maps were too hard and they overcompensated by giving you a shotgun and 2 boxes of shells right at the start half the time. I also agree the enemy placement isn't as good,with cultists in annoying positions.

But, I think Cryptic Passage makes up for it by the quality of the mapping being really good. Big sprawling levels with lots of interconnectivity and cool moments. CP levels have more of an "adventure" feel.

My favorite maps though are in the Plasma Pack. The new enemies mix it up, and I love the freedom you get in maps like The Ruined Temple and They Are Here.

>> No.2736589

For those running in Linux, if you don't mind missing MIDI music (although Adlib and CD Audio still work), QEMU runs the game very well.

Have to set up a little DOS VM image, though. I used the latest FreeDOS, having Till Gerken's HimemX and Japheths JEMM386 in CONFIG.SYS. Also, DOSIDLE loaded in AUTOEXEC.BAT to avoid unnecessary eating of CPU Cycles, along with CTMOUSE.

I run QEMU like this:
qemu-system-i386 -cpu pentium -soundhw sb16,adlib -serial none \
-parallel none -vga std -m 64 -localtime \
-cdrom "blood.iso" \
-drive file="dossys.img",media=disk,format=raw \
-boot once=c,menu=on --enable-kvm

No need for a VESA TSR like SciTech's UniVBE.

Also, keep an eye out for dosemu2, an actively-developed and updated fork of the old DOSEMU.
Using BMOUSE, Blood crashes when changing levels. That is a ballbreaker for some, but if you don't use it, Blood runs very well at high resolutions.
dosemu2 even has MIDI support with FluidSynth, so you can use soundfonts.
https://stsp.github.io/dosemu2/

>> No.2737053

>>2734690

Your config and mine diverged really only in the resolution and the memsize; I had mine at 32. Thanks, though.

>>2735260

>If you're getting less than 5 digit FPS in glxgears then the problem sure ain't with Dosbox.

$ __GL_SYNC_TO_VBLANK=0 glxgears
32922 frames in 5.0 seconds = 6584.314 FPS
$

I don't think that's the issue, there. For what it's worth, I can play Shadow of Mordor at 1280x1024 on Medium textures, all else maxed and it barely even stutters.

>For the record I use surface and have no framerate troubles with Blood or any other DOS game. Don't discount the option just because OpenGL should be faster in theory.

Tried surface, but it made minimal difference.

After all of this, I thought to experiment with SETUP.EXE a bit and found that I could make it run just fine if I set the video to the default; apparently before I had set it to 800x600 and forgotten about this, so sorry for the misleading post there. If I bump it to that, then it gets ridiculous. Is there some extra driver or setting I need to deal with to make that work smoothly at that high a resolution?

>> No.2737094
File: 538 KB, 1100x1077, Screenshot_2015-10-13_18-40-13.png [View same] [iqdb] [saucenao] [google] [report]
2737094

Hey what are these blue guys?

Can't pick them up...are these the crystal balls for use in multiplayer?

>> No.2737109

>>2737094
Those are ammo for the Life Leech. I think they're called trapped souls. You should be able to pick them up just fine if you're not maxed on ammo.

>> No.2737170

Please humor me, why do people enjoy Blood so much? I've played it, and compared to Duke3D, the weapons feel like shit, the enemies take way too many hits to die, the graphics look like crap, the levels are boring, and the movement and aiming feel wonky as well. I thought I was going to enjoy it when I bought it on GoG, but it completely disappointed me.

No, I haven't played Blood CM either, just the original DOS engine.

>> No.2737182

>>2737170
>the enemies take way too many hits to die
I played on medium, but the damage seemed reasonable to me. Cloaked dudes die in a couple shotgun blasts, strongest non-bosses from 4-5 double-barrel blasts, etc, and obviously that's a starter weapon. Good weapon balance for the most part, actually.
>the graphics look like crap
No they don't, cry more.
>the levels are boring
Episode 3 has some boring levels, the rest are great, so many secrets and little things that actually make a difference, often there are multiple routes to take on a group of enemies which was pretty rare for 2.5D shooter, etc.
>the movement and aiming feel wonky as well
Agreed, but you get used to it.

>> No.2737187

>>2737182
OK, but a single barreled shotgun should be able to kill most small mooks in one hit, possibly two at the same time, and a double barreled shotgun should be able to take care of about half a dozen, a la the SSG from Doom II. "Good" weapon balance can go fuck itself, I like games where all of the weapons are broken in some way.

>> No.2737192

>>2737170
>the weapons feel like shit, the enemies take way too many hits to die, the graphics look like crap, the levels are boring, and the movement and aiming feel wonky

I dunno what to say other than I don't understand where you're coming from on any of these. How is the weapon strength much different from duke's? How are the graphics worse? How is the movement any worse--maybe you're used to Duke source ports and mouse aiming, but the jumping in particular I think is much smoother in Blood.

I think I do agree that Duke has better levels... you don't do as much multilevel stuff and air-vent exploration in Blood, but they are certainly well made in their own right.

The only place where I can see maybe what you're thinking re: the weapons is if you expect the shotgun to be a Duke-style workhorse at all ranges with the single blast. It's not. It's good for peppering enemies to stun them but otherwise it's all about using the double blast at point blank (and the fastest reload in vidya history).

>> No.2737196

>>2737187
>SSG kill a half-dozen small mooks in one hit
That only happens in Doom with the absolute weakest popcorn enemies, zombiemen and sargeants (and sometimes not even sargeants). Besides, I thought we were talking about Duke, and it never happens in that game.

>> No.2737214

>>2737192
Doom is my benchmark for weapon strength in FPS, and Duke's weapons are just as powerful if not moreso in some cases.

As far as the graphics, yeah Blood has voxels, but the overall artstyle is just a bunch of drab grey and brown. The game doesn't even look better in higher resolutions.

With Blood's mouse aiming, it feels terrible with or without Bmouse. Duke3D, even on the original DOS exe, feels just fine. I mean, yes it does feel a bit different since it's a 2.5D shooter, but it still feels alright.

Also, IMO, a good FPS shotgun should be a "workhorse" weapon. Quake completely failed in this regard, but thankfully Quake II redeemed things somewhat... just not with the SSG.

>>2737196
That's exactly what I meant by small mooks. I don't see why the zombies or cultists on Blood should be any different than zombiemen or Duke's assault troopers.

>> No.2737224

>>2737214
It's uncommon to kill even two liztroops in Duke with one shotgun blast because the spread is fairly tight. And you can refuse to accept that cultists aren't trivial popcorn enemies, I guess, but they aren't, and they still die really fast anyway if you use your weapons right.

The Blood shotgun is a reliable standby but you need to use it at close range with both barrels. You have to learn a different combat dance and you can't just spray everyone at medium range and hope they all fall down. Also, Blood gives you a lot of powerful explosives to throw around that clear groups quite well. Even the first weapon you get (the flare gun) will one-shot cultists if you're not on the hardest difficulties.

I feel like you played two maps and came on here to complain about the shotgun not being the same as what you're used to.

>> No.2737230

>>2737224
>I feel like you played two maps and came on here to complain about the shotgun not being the same as what you're used to.

Actually, that's pretty spot on. I just don't see why I should have to keep wasting dynamite on what seem like trivial enemies.

>> No.2737250

>>2737170
>Please humor me, why do people enjoy Blood so much?
Because it's awesome and there's nothing else like it. Its gameplay is one of a kind. It also comes with great atmosphere and manages to ride this line between being a morbid horror game while being funny at the same time. The level design is also excellent and incredibly intricate both in layout and aesthetic.
>the weapons feel like shit
No way. Blood has the single most satisfying weapons I've ever used in video games.
>the enemies take way too many hits to die
Just a tip, you're not supposed to be using your shotgun all the time. The game is balanced for you to be changing up your weapons often, using different weapons for different circumstances.
>the graphics look like crap
Again disagree. Blood is a very pretty game at the higher resolutions. I love the game's pastille colour palette and it has the best lighting effects out of all the build engine games.
>the levels are boring
I already answered this.
>and the movement and aiming feel wonky as well
Caleb's movement actually feels really great and you can do a whole lot with him. He has a very elastic, acrobatic feel; jumps really high and can shift positions using that jump amazingly well. DOSBox also makes the game's mouse aiming feel a million times worse, you should check your output settings, though it is fair to say that like the other vanilla BUILD engine games the Y Axis or mouse diagonals aren't that great because of the unneeded filter.
>I thought I was going to enjoy it when I bought it on GoG, but it completely disappointed me.
Too bad. Some people like some things while other people don't. I guess the game's not for you.

>> No.2737279
File: 214 KB, 641x481, Vab002.png [View same] [iqdb] [saucenao] [google] [report]
2737279

You guys should check out the Blood Alpha if you haven't. Although definitely not a complete game like the actual release, it serves as a great tech demo. Putting yourself in an early-1996 mindset, there is some impressive stuff here. Translucent, breakable glass, positional audio, destructable walls, rubble and shrapnel, sloped floors and ceilings, etc.
You can press the left and right bracket ("[" and "]") keys to test the first person camera tilting.

Inside the archive are text files with correspondence between some of the devs. Apparently, they were pissed at Ken Silverman for not being open to ideas and making changes to BUILD that kept breaking the game. Many features had to be written in-house by the devs at Q Studios. Interesting reads.

Its here if you want to check it out: https://bloodline.eu/downloads-show-74

Other internal documents regarding monster designs and stuff as well, with devs making many comparisons to Doom.

>> No.2737534

>>2737230
>wasting dynamite
I think you're thinking of the dynamite as an important resource. It's actually pretty much for blowing up clusters of weaklings. A low tier weapon. I use it for the "I'll swallow your soul" hands more often than against monsters with high health. You don't really need to conserve it.

>> No.2737545

>>2737534
>low tier weapon
I use dynamite (normal/remote) all the time. It's an excellent weapon if you have good control over it.

>> No.2737548

>>2737053
>32922 frames in 5.0 seconds = 6584.314 FPS
4 digit FPS is pretty abysmal for glxgears, actually. That's about what I had before I got my Nvidia driver shit together. You might wanna look into it after you got this Dosbox problem solved.

>found that I could make it run just fine if I set the video to the default;
Sounds like it only chokes on VESA modes, then? Try messing with the 'machine' setting, maybe?

># machine: The type of machine tries to emulate.
># Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.

>> No.2737662

>>2737534
>>2737545
Using dynamites against cultist isn't wasting them. Even if you're using one dynamite for just one cultist, it's a good use of the weapon. Cultists aren't your basic enemies, they're the biggest threat in the game, and dynamite allows you to take them in one hit from behind cover.

>> No.2737869

>>2737548
You say there's issues with my nvidia setup, but I'm not so sure. Again, I'm playing ball-busting games like Shadow of Mordor maxed out with no issues. Aside from what may be low FPS on glxgears, what other signs should I look for? What ought I to try? I'm using 346.96-updates in Ubuntu, which is the latest available in the package manager.

>Sounds like it only chokes on VESA modes, then? Try messing with the 'machine' setting, maybe?

To my great surprise, setting it to "vesa_noflb" works and has it playable. However, in either mode, although I set the video modes to 800x600, I can't seem to make it scale; that is, dosbox in fullscreen mode will be 800x600, but it'll have a huge black box surrounding that 800x600 area. This is still a huge improvement though, so thank you.

>> No.2737875

>>2737869
I remember this issue. You should have something in your GPU settings for scaling. For me it's under "adjust desktop size and position", I can set it to "aspect ratio" and if needed I can tick an option to override scaling mode set my other programs and games.

>> No.2737893
File: 74 KB, 171x182, zil face.png [View same] [iqdb] [saucenao] [google] [report]
2737893

>>2727737
> funnyjunk
> PCgamer
> mangafox

>> No.2737964

>>2737170
>the weapons feel like shit
That needs some explaination.
>>2737250
>No way. Blood has the single most satisfying weapons I've ever used in video games.
That too.

>> No.2737980

>>2737662
NESfag since you're such a Blood expert upload your Blood collection make it easier for us all okay?

>> No.2737990

>>2737980
Or you can just keep on ignoring us whatever man

>> No.2738025

>>2737869
>>2737893
Okay, I don't know what the hell I did, but I have it back on the default svga_s3 and set my resolution to 1280x1024 in dosbox.conf and everything is magically working precisely the way I want it to. We'll see how long this lasts, seeing as dosbox-x, with the same config file, doesn't scale it up.

>> No.2738091
File: 2.86 MB, 640x480, blood misdirection.webm [View same] [iqdb] [saucenao] [google] [report]
2738091

I really enjoy fucking with this game's AI

>> No.2738093
File: 2.83 MB, 640x480, misdirection.webm [View same] [iqdb] [saucenao] [google] [report]
2738093

>>2738091

>> No.2738094

>>2721909
It's different, but come the fuck on man. You have to applaud the authors for trying to recreate it as best as they can. If you really liked Blood you would appreciate the effort that was spent to make Blood keep living on.

>> No.2738098

>>2729875
Seconded. E2 was the shit. Every level was fucking great, especially the hotel one with like 12 secrets.

>> No.2738107

>>2737214
>Overall artstyle is just gray and brown
You take that the fuck back. I agree the palette is limited, but Blood has an amazing artstyle that still holds up today as being exceptionally atmospheric and creepy compared to Duke's constant gray concrete and green tentacles.

>> No.2738109

>>2737170
What the fuck game did YOU play? The Blood I know has awesome-feeling weapons and controls and really easy-to-kill enemies.

>> No.2738112

>>2737964
The shotgun is the most satisfying weapon you could ever use in an FPS. The feedback is incredible and the close-range power it has is staggering compared to most other guns.

https://www.youtube.com/watch?v=UDKYN6iOdYc

>> No.2738116

>>2738112
don't forget the normal and alternate fire modes
such a great animation, too, and the shell casings it leaves
all the delicious mechanics it provides with the shoot outs you have with cultists
that loud western sandpaper pop-pop! sound too

I love that fucking gun.

>> No.2738124
File: 2.86 MB, 640x480, eye key.webm [View same] [iqdb] [saucenao] [google] [report]
2738124

>> No.2738219

>>2738124
Nice bit of herding there

>> No.2738365

>>2737230
Dynamite is basically your sidearm in Blood. It should be your go-to weapon in a bunch of situations and being able to switch to it quickly and throw/time it accurately is a big part of getting gud at the game.

>> No.2738382

>>2737250
>manages to ride this line between being a morbid horror game while being funny at the same time
I love this so much about the game. Its horror elements are never diminished by the over the top action and dumb humor. Instead they work together to make a cohesive whole. Doom had a similar vibe going on, but Blood took it to the next level.

>> No.2738404
File: 152 KB, 800x600, blood.gif [View same] [iqdb] [saucenao] [google] [report]
2738404

>>2737214
>>2738107
>palette
I think Blood has an excellent palette. Lots of pastel colors, lots of yellows and greens. And of course vivid red. Good texture choices too, things look rich and detailed but worn and faded. It fits really well with Blood's environments.

>> No.2738474

>>2738124
does anybody else get a kinda... "loony toons" feel of blood's combat? just the over the top physics and everything... and funny as fuck sounds that the cultists make when shot... and caleb's laughter/one liners on top of it which just beg you to at least crack a smile at the absurdity of it all. it's so fucking good.

>> No.2738487

>>2738094
I'd rather not "honour" the memory of my dead son by creating some failed, brain damaged, mutant abomination of him... especially when said dead son is still alive and well.

>> No.2738564

>>2738487
>alive and well
>source code hasn't been released

>> No.2738621

>>2738564
You can play the real game right now at 60+ fps and a commercial re-release is available on both Steam and gog. Keep trying to claim a cheap, glitchy, knock-off with inferior mechanics is in any way worth playing though retard.

>> No.2738747

>>2738474
Blood is a game I could never hate at all even at its most frustrating because of those reasons you just said. You just have to step back and look at the absurdity of it all, and it never gets less hilarious.

>> No.2738756

>>2737279
The Ken Silverman notes are some of the most hilarious things I've ever read. He was a total sperg.

>> No.2738786

>>2738621
How about those high resolutions? How about decent mod support? Decent graphical options? Do the commercial re-releases offer that?

>> No.2738787

Isn't this kind of lame and not an actual sourceport? I remember trying it but it felt wrong

>> No.2738810

>>2738786
So you'd rather play a cheap shitty knock-off with inferior, glitchier gameplay and glitchy visuals/sounds just because it offers high resolution huh? Apparently you're on the wrong board kid. As for mod support, French Meat 2 is coming out pretty soon; you know, a mod for real Blood - not that bullshit knock-off you call "BloodCM" which gets fuck all.

BloodCM literally only has the first three episodes poorly re-envisioned in "HD". Wow. Blood actually has the full game complete and unabridged (and unfucked by an amateur Russian's idea of what the game is), Plasma Pak, Cryptic Passage, motherfucking Death Wish, Alone in the Dark, French Meat, Bloody Pulp Fiction, Rage Against the Machine, Rapture map pack, the list goes on and on.

http://blood-wiki.org/index.php/List_of_Mods

Pls show me BloodCM's list of mods. Oh boy I can't wait for that huge list of nothing.

>> No.2738981

>>2738621
>glitchy
Not him, but I can't get the GoG version running smoothly no matter what I try. And the UI keeps flickering. So yeah, BloodCM is less glitchy for me

>> No.2739012

>>2738981
that's really too bad brah

>> No.2739256

The Megaton port of Duke 3D on the PS3 was gr8 m8, do you think Devolver has a snowballs chance in hell to convince Atari to let them port it?

>> No.2739397

>>2737980
I don't support piracy for games I love out of respect for the original devs, even if they don't get any money from it anymore.
You can download the GoG or Steam version, or if you're too cheap to pay 5bucks for it you can easily find a torrent of those versions.
Those versions are pretty much setup already, and even if I uploaded my version to you, you'd still have to go through the same settings to set up as if you'd downloaded those GoG/Steam/Torrent version, because optimal DOSbox settings don't exist, they all depend on your hardware; and even the key configuration I use wouldn't suit you.
Downloading those version is also a lot easier and faster than begging on 4chan for them.

>>2738786
>high resolution
I'm pretty sure the original game can go as high as 1600*1200.
>Mod support
The original game has mod support and tons of great maps for it. BloodCM doesn't.

>>2739256
Literaly everyone asked Atari. Devolver did, but not just them. 3DRealms asked, Jace Hall asked, I think others too. Atari's response was asking for a price to pay that was so high they knew nobody would accept.

>> No.2739405

>>2738981
> And the UI keeps flickering

Did you try changing the "machine" line in DOSBoxblood.conf ? Try them all. Check http://www.dosbox.com/wiki/Dosbox.conf under the "machine" section for all the possibilities. vesa_nolfb got rid of the flickering for me.

> but I can't get the GoG version running smoothly no matter what I try.

Did you try all the output available? Did you try to manually set core, cputype and cycles?
Is "memsize" set to at least 64?
Are you trying to run the game at a too high resolution? with a 2,5ghz cpu I was stuck to 320*200 if I wanted to have constant 60+fps. With my 3,2ghz I can get 800*600.

>> No.2739418

>>2739397
Why is Atari doing this?

What could they possibly gain from just sitting on the license and sourcecode and refusing to do anything with it? There's the obvious possibility for them to make money on it by just licensing it out, they wouldn't have to do anything by themselves or pay any money.

How much are they asking for?

>> No.2739438

>>2739418
Stupidity and greed, most likely. But that seems to be a common theme in japanese devs these days

>> No.2739442

>>2739438
>Atari
>Japanese

>> No.2739445

wow you guys were right. bloodcm is a fucking joke compared to vanilla, i can't even poke with the pitchfork without taking a hit anymore.

>> No.2739486

I see no fucking difference with bMouse, and I did exactly as described in >>2727019. How to enable vertical mouselook instead of moving?

>> No.2739503

>>2739486
Press "U" in game.

You didn't notice a difference because bMouse improves diagonals only, makes no difference with the X axis alone. In the original Build, diagonal mouselook wouldn't register properly and looking in diagonal would be "slower" than looking straight left, right, up, or down. bMouse fixes that.

>> No.2739515

>>2739503
Thanks, I had to assign analog_moving back to the Y axis for that to work. Still doesn't feel very good though.

>> No.2739525

>>2739515
I think mouselook in Build games is really good with bMouse. You sure it's running? (you added "bMouse launch Blood.exe" in the conf files and it runs before the game starts?)
I've heard some people say they don't like mouselook in Build even with bMouse but I don't know what's up with that. I think it's just as good as in sourceports.

>> No.2739529

>>2739525
Yup, I've created a batch script to launch the game with bMouse, but it still feels off. The mouse gets stuck when I move it at certain angles.

>> No.2739531

>>2738810
>so you'd rather play a cheap shitty knock-off with inferior
No, I'm just not gonna dismiss the closest thing we have to a source port because of some relatively minor, fixable issues.

>> No.2739587
File: 62 KB, 643x241, 320x240vs320x200.png [View same] [iqdb] [saucenao] [google] [report]
2739587

Was the game designed for a 4:3 resolution? some things get distorted, while others look fine and it's really confusing.

>> No.2739641
File: 3.00 MB, 640x480, bloodcm sawn off.webm [View same] [iqdb] [saucenao] [google] [report]
2739641

>>2739531
It's not the closest thing we have to a source port. It's another game disguised as Blood. A cheap imitation. The closest thing we have to a source port are Blood launchers.

Look at this webm of BloodCM. I'm walking around OHKing Cultists from far away with alt fire sawn-off on BloodCM's version of Well Done difficulty. This is not Blood's shotgun. Anybody who claims it is does not know anything about Blood. It completely ruins the weapon balance of the real game. No reason to switch to the actual ranged weapons, no reason to get closer with the shotgun, no reason to even use the shotgun's primary fire, no reason to dominate the cultists by making them flinch. It completely bones Blood's gameplay and makes it a redundant generic experience by comparison. Also there's no way I'd be walking around eating Cultist lead like this in real Blood on WD without having died ages ago.

Compare this webm to the shotgun gameplay displayed in any of these >>2723995 >>2738091 >>2738093. Same thing?

Of course that's just one aspect in countless reasons why this abomination is off; from the entirety of gameplay (every weapons' gunplay will be just as off as the sawn-off is, enemy behaviour, movement, speed, dynamite mechanics, damage modeling, physics, explosives...) to the glitchy visual aesthetics and audio quirks. Just look at the gun sprite erratically bopping around unlike the real game's smooth animations. Look at the missing frames in the enemy animations. Look at the missing physics and gore effects. It's rife with clipping issues out the ass, too. It's also missing loads of fun interactivity moments and Caleb's one liners. The environmental damage detail and interactivity has also been reduced substantially. Everything is a pissant excuse for the real game.

>http://webmshare.com/o8XM1
Look at that little sweet shotgun battle that occurs with that very first Cultist and then compare it again to what you're seeing in pic related. Same game right guys?

>> No.2739684

>>2739641
You should save this msg and webm for the next BloodCM threads.

It's a good example. It's like you take Doom 2's double barrel shotgun and make it as accurate from a distance as it is close up.

>> No.2739693

>>2739418
Because they're dumb and broke as fuck. They know their days are numbered and are trying to milk as much money as possible from whatever franchises they have left. I think it's just a matter of time before they go under though and I personally think it's very likely we're going to see a Blood sourceport in our lifetimes.

Unless, of course, Atari transfers the Blood license to one of its other parent entities and they are just as stupid and greedy, but that's unlikely since it's not like Blood's nearly as popular as some of its other franchises, like FEAR.

>> No.2739707

>>2739693
I think they had "forgotten" they had the rights to Blood. I mean I find it funny that suddenly, just after every other dev ask them about it, they release it on Steam (with screenshots taken from the first levels and a laggy video...).

Maybe they'll forget again.

>> No.2739804

>>2739707
Not to mention the Steam release is just a castrated Gog release

>> No.2739859

>>2739587
I don't like tall pixels.

>> No.2739890

>>2739587
It's supposed to the aspect ratio on the right but it doesn't really matter. If you were actually around when Blood was released you would probably would have played it 4:3 like we all did because we had 4:3 monitors and wanted to fill the screen as much as possible. I've seen some tryhards getting autistic over this shit on /vr/ and it's pretty funny to see. Just do as you please.

>> No.2740052

>>2739525
Wait, you can use bmouse with other build games? This changes everything

>> No.2740595

>>2737869
> I can't seem to make it scale; that is, dosbox in fullscreen mode will be 800x600, but it'll have a huge black box surrounding that 800x600 area.
How incredibly annoying!
Have you tried the scaler option in the Dosbox config?
You'll also probably want to set
>aspect=true
unless you're a stretchfag. I'm sure you're not, you seem a decent chap!

># scaler: Scaler used to enlarge/enhance low resolution modes.
># Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

>> No.2740596

>>2739890
It's supposed to be displayed in 4:3. 16:10 monitors didn't exist in the 1990s.

>> No.2740632

>>2740595
I have indeed tried to set the scaler option; it's currently at normal2x. I did try aspect=true as an experiment, but it was positively hideous. Right now, dosbox 0.74 is currently stretching the screen as desired, but dosbox-x latest git build doesn't seem to feel inclined to do the same despite an identical configuration.

Now, being a gigantic doom fanboy for most of my life, and now having played up to the circus in E1, I can say unreservedly that while it plays differently, Blood is really damn fun. The weapons are unorthodox, but they are immensely satisfying.It has definitely been worth this little experiment to finally play this game.

>> No.2740654

>>2740632
>I did try aspect=true as an experiment, but it was positively hideous.
Oh? I just tried playing with the setting and it looks like it doesn't do what I thought it did.
...in fact I can't figure out what it's for at all. No matter what I still need to set my monitor to 4:3 mode to stop the stretchy nightmare.

Well, I'm full of bad suggestions today.

>> No.2740784

>>2740596
If you used the other resolution you'd have black bars below and above on 4:3 monitors.

>> No.2740865

>>2739641
Does the launcher include bMouse?

>> No.2741032

>>2740052
It doesn't work with every Build game. I think it works with Duke, Blood, SW and maybe Redneck Rampage and its sequel.

>>2739587
I think it's meant for 320*200 but I don't really care and play in 800*600 anyway, it's not as much as a big deal as playing 4:3 stretched to widescreen. Just take a look at a texture or sprite that's supposed to be round, I guess.

>> No.2741090

>>2740784
Which 4:3 monitors? No, really, I want to know. If it's a CRT you're referring to, then bullshit.

>> No.2741187

>>2741032
Aww shucks, would have hoped it could be made to work with Powerslave.

Do you think Devolver are ever going to do a port for it for modern systems like they did for Duke? It'd be awfully handy.

>> No.2741267

>>2741187
There's Powerslave EX, but it's based on the PSX version of the game.

>> No.2741297

>>2741187
Powerslave doesn't have a built in constant y-axis mouselook, it's a toggle key; (the only way to have constant y + x axis mouselook is to set that key to capslock or numlock or screenlck, just like for running; and that's more of a glitch than a feature) so it would require more work to get something like bMouse done for it.

Also I don't believe anyone's going to make a commercial sourceport for Powerslave. Few people care about this game, at least the Build PC version because more people seem to care about the PS1/Saturn versions (for me it's the contrary).
I think some of the makers of EDuke32 tried to contact some people and get the sourcecode released but that didn't seem to go very far sadly. Powerslave could really benefit from a sourceport considering it could use some control improvments, and its resolution only go up to 640*480, and it could use some glitch fixing (like the things i mentionned above or the insane fast strafing glitch)

>>2741267
which is.. a fan recreation as well. Though people say that one is a good recreation, I wouldn't know personaly since like I said I'm not too much into the PS1/Saturn versions, I'm more a fan of the PC version.

>> No.2741315

>>2741297
I'd be fine with the Saturn/PSX versions being ported to consoles of today.

How did the console versions differ from the PC version?

>> No.2741339

>>2741315

Completely different games, graphics are mostly the same, and it's still a fps, but the gameplay is completely different (console version having a metroid feel where you acquire options that unlock new sections of the maps wherehas the pc version is just straight up "get the keys and go to the next level"). The levels are completely different too.

The pc version is fun too, but kinda bland. It's an ok build engine fps. Something to play once you're done with shadow warrior, duke and blood.

>> No.2741349

>>2741339
>Something to play once you're done with shadow warrior
I played through Shadow Warrior once, it wasn't very fun.

>> No.2741360

I'm one of the seemingly few people that also prefers the PC version of Exhumed/Powerslave. I really don't like the shared "weapon energy" pool on the console version, the backtracking, and the deadly platforming (PC version has a lot of platforming too, but you usually just fall in lava and have to run out before you lose too much health). The console version has a more arcadey/obstacle course design to the levels and the PC version has a more traditional exploration/adventure feel IMO.

But yeah, basically they're totally different games except for the shared weapons and enemies.

>> No.2741364

>>2741297
>>2741360
>NO SLOPES

>> No.2741380 [DELETED] 

>>2741360
The console versions are like first person 3D platformer with a bit of shooting. First person platforming sucks generally, especially in FPS games, and even more on console.
Plus the whole "Metroid Prime before Metroid Prime!" people keep raving about is over-exagerated. You get an item that allows you to open something in another level, tons of games did that. They just did it in a FPS.

Console's version got some excellent level design imo, some of the best Doom-like "irrealistic conceptual" FPS level design I've seen if you ask me. Great atmosphere too. Too bad gameplay is far from being on the level of other big games.

>>2741364
So? Honestly that's the least of the game's problems. For me the biggest issue with the fact that it uses an older version of Build is the like of textured automap and the fact you can't go over a resolution of 640*480.

Fun fact: slopes were added really late in the making of DN3D, like a couple of months before release.

>> No.2741390

>>2741360
The console versions are like first person 3D platformer with a bit of shooting. First person platforming sucks generally, especially in FPS games, and even more on console.
Plus the whole "Metroid Prime before Metroid Prime!" people keep raving about is over-exagerated. You get an item that allows you to open something in another level, tons of games did that. They just did it in a FPS.

Console's version got some excellent level design imo, some of the best Doom-like "irrealistic conceptual" FPS level design I've seen if you ask me. Great atmosphere too. Too bad gameplay is far from being on the level of other Build games.

>>2741364
So? Honestly that's the least of the game's problems. For me the biggest issue with the fact that it uses an older version of Build is the lack of textured automap and the fact you can't go over a resolution of 640*480.

Fun fact: slopes were added really late in the making of DN3D, like a couple of months before release.

>> No.2741529

>>2740865
The one I used, yeah.

I didn't like the launcher though because it was playing the CD audio and I couldn't seem to change it. Gog/Steam version fags, your shit is playing the CD music and it's horrible you should google how to change that shit.

>> No.2741548

>>2741529
and what one was that?

>> No.2741705

>>2741548
I think it was this but I'm really not sure. Was ages ago.

http://www.gog.com/forum/blood_series/one_unit_whole_blood_launcher_map_and_mod_collection_too/page1

>> No.2741806

I've played the first episode in Blood CM and now I'm replaying it in the vanilla game with bMouse. I thought NESfag was being autistic but it does feel differently. I never had one of those cultists throw a dynamite at me for instance. Also, Blood CM is missing a bunch of scripted sound events, which completely removes the character from the game; it is almost criminal.

Not to mention it is freaking HARD. I'm loving it.

>> No.2741818

>>2741806
Blood was always very hard though.
Don't feel bad about savescumming in Blood.

>> No.2741835

>>2739641
whoa I have played blood exactly once through and even I can see shits off

>> No.2741882

>>2722380
and this is why /vr/ is a shit board.

>> No.2742002
File: 2.78 MB, 640x480, bloodcm zombies.webm [View same] [iqdb] [saucenao] [google] [report]
2742002

>>2741835
That's the worst thing. It's so fucking obviously totally off that this shouldn't even be a conversation.

>> No.2742004
File: 2.72 MB, 640x480, cm zombies.webm [View same] [iqdb] [saucenao] [google] [report]
2742004

>> No.2742010
File: 2.84 MB, 640x480, blood zombies.webm [View same] [iqdb] [saucenao] [google] [report]
2742010

>>2742004
*That floor stabbing doesn't hurt them btw but you can do it anyway.

>> No.2742014
File: 1.84 MB, 640x480, cm dynamite.webm [View same] [iqdb] [saucenao] [google] [report]
2742014

>>2742010

>> No.2742018
File: 2.28 MB, 640x480, Blood dynamite.webm [View same] [iqdb] [saucenao] [google] [report]
2742018

>>2742014

>> No.2742050

>>2742014
>>2742018
I sincerely do not see any difference

>> No.2742609

>>2741882
:^)

>> No.2742969

>>2742050
In CM they just gib or fly away so fast it's like they diseppear. In the original game they get sent away depending on the impact and it actually looks like physics.

There are things which would be hard to accurately recreate, like, when do you tell the game to use this or that Caleb quote during gameplay? in the original game it always feel like Caleb's random voices fit to the situation; but it'd be hard for anyone to code in those voices so that they'd be heard just like in the original game since it's kind of random.

But then there is "corpse flying from dynamite physics", or "how do zombies react to the pitchfork" which don't sound like they'd be hard to recreate, to at least make them close to the original. It's like they don't even try or care.

>> No.2743337

>>2742969
lol. they can't even get the first encounter right with zombies. zombies don't fall on well done vs pitchfork and they take six hits to die. in this trash they randomly fall down, even on well done, and they take 4 hits to die. maybe the guy couldn't code this different behaviour depending on the difficulty levels.

I mean, ffs. If he can't get the simplest damage modeling in the game right (pitchfork vs zombies) what the fuck could he get right?

>> No.2744631

How does Shadow Warrior compare?
I could never get into Duke, and Blood runs like shit

>> No.2744642

>>2744631
they're all about the same level of quality, what one likes more depends on personal preference. I like duke and blood more though. to me sw's guns feel unsatisfying in comparison. it's still an awesome as hell game though.

>> No.2744680

>>2744631
In my opinion, it's not even close to as good.

I can understand not being able to get into Blood, as it's incredibly hard, but how could you not get into Duke?

>> No.2744791

>>2744680
The weapons and enemies seem boring
I love Blood's enemies, weapons and levels but it just runs like absolute crap and it stifles all enjoyment

>> No.2744797

>>2744631
Shadow Warrior is garbage. I love Duke and Blood though.

>> No.2744885

>>2744791
>The weapons and enemies seem boring
Depends on how you look at it. How much did you play?

>Pistol
Just your basic FPS starter weapon, it's not a whole lot, but you can carry a decent amount of magazines and it shoots fast, so it's a pretty decent fallback weapon. It doesn't share it's ammo with the Ripper, so it's not like in Doom where the pistol is useless once you have the Chaingun

>Shotgun
Basic FPS shotgun, though unlike later shooters, it actually has a relatively realistic spread, you can hit an octabrain from across the yard with most pellets most of the time.

>Ripper
Basic vidya machinegun, has three barrels and looks baller when you're blazing away with it

>RPG
Satisfying and efficient, you can blow up scenery and certain walls with it just as you can enemies.

>Pipebombs
Remote detonated explosive, can be incredibly useful

So this all looks relatively standard, but then:

>Shrinker
One ray from this thing will shrink most enemies down into tiny size, whereupon Duke will step on them when he gets in range (on the flipside, if you yourself somehow gets shrunk, enemies can step on you, so never stop running when that happens)

>Expander
Opposite of the Shrinker, only appears in Ep4, you hit an enemy with enough rays from one of these, then they'll swell up and explode violently, ammo is uncommon and it's not always the easiest to use, but it's satisfying as hell and when you do succeed it's a spectacle

>Freezer
Exactly what it sounds like, you can freeze enemies solid with this weapon, whereupon you can shatter them by kicking them, or shattering them any other way (bullets, bombs, crushers, etc)

>Devestator
Dual-Wielded rapid-fire rocket launcher (probably some kind of anti-air weapon), can absolutely saturate an area with volleys of mini rockets.

>Trip-Mine
Just like in Half-Life.

>> No.2746572

Actual source port never
time to commit sudoku

>> No.2746583 [DELETED] 

>>2742050
>weird erratic hand sprite animation
>dynamite cant land on enemies
>physics, particle and gore effects severely reduced
>missing animation frames in the zombies

>> No.2746587

>>2742050
>weird erratic hand sprite animation bopping about
>dynamite cant land on enemies
>physics, particle and gore effects severely reduced
>missing animation frames in the zombies
>explosive radius/damage modeling is different
>throw mechanics aren't the same

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