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/vr/ - Retro Games


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File: 56 KB, 647x407, msdos_blood.png [View same] [iqdb] [saucenao] [google]
4763436 No.4763436 [Reply] [Original]

Dear /vr/

What's the best way to play Blood?

https://www.youtube.com/watch?v=KpelmcEP6zQ

>> No.4763441

bloodGDX

>> No.4763751 [DELETED] 

>>4763436
BloodGDX.

>inaccurate
:^)

https://www.youtube.com/watch?v=id6y40rylUY
https://www.youtube.com/watch?v=xhkvN49UA-Y
https://www.youtube.com/watch?v=-yh-HBNz_0

>> No.4763756

BloodGDX.

>inaccurate
:^)

https://www.youtube.com/watch?v=id6y40rylUY
https://www.youtube.com/watch?v=xhkvN49UA-Y
https://www.youtube.com/watch?v=-yh-HBNz_0s

>> No.4763759

>>4763436
dosbox

>> No.4763786

BloodGDX if you are ok with sacrificing graphics and atmosphere for higher resolutions, fps, better mouse support, super easy custom mods install etc.
Dos otherwise.

>> No.4763787

>>4763436
90's FPS games were so much better than the crap we have today.

>> No.4763797

Old PC and DOS. A sound card with General Midi may come in handy as the music is really good.

>> No.4763801

>>4763786
yes, go with dosbox if you want gimped performance and gameplay, awful variable input lag, absolute shite mouse (bmouse or not) and 240p resolution to have it not running like an absolute train wreck.

>> No.4763806

>>4763787
this needs to be a /vr/ banner

>> No.4763808

>>4763436
There is only one way to play the actual Blood: DOS.

>>4763756
The palette is wrong, the renderer looks wrong, and movement feels off. It's also based on an illegal alpha source of the game but I guess that doesn't apply to Russia.

>> No.4763813

>>4763808
the movement is not off or there would be a gameplay desync. try again you fucking homo.
>It's also based on an illegal alpha source
cry me a river hendricks

>> No.4763815

>>4763808
>the renderer looks wrong
yeah because it's polymost and is a true 3D renderer same as eduke32

>> No.4763821

>>4763815
It's not the same. eduke32's polymost has looked accurate for a while now, but GDX doesn't, visibility and shading is all fucked and you don't even have the possibility to play with the original renderer, which Build is all about.

>> No.4763829

>>4763821
if you play eduke32 with polymost you get the same real 3D look BloodGDX has with the slanted verticals (i.e. how they're supposed to look, rather than that distorted 2.5 D shit you get when looking around in BUILD engine games). the palette and shading are different, boo fucking hoo. gameplay > aesthetic, unless you're a gimp, which you probably are and play blood as such. true widescreen support at much higher resolutions is also much better than playing at 320p.

anyway fuck off. nobody cares about your pursuit of anonymous e-cred brownie points you hopeless "purist" virgin.

>> No.4763834

>>4763436
>What's the best way to play Blood?

Creeping around on 1 - 6% health, with your finger hovering nervously over the dynamite key.

>> No.4763878

>>4763808

>It's also based on an illegal alpha source of the game

that's even better you fucking fagutistgot

>> No.4763917
File: 204 KB, 783x524, devintended.png [View same] [iqdb] [saucenao] [google]
4763917

>Source ports are literally Hitler
>It's not how developers intended it

>> No.4763929

>>4763829
>>4763878
>give actual arguments
>recieve only insults

you have the choice between playing Blood and playing an inaccurate russian pirate version of it. I'm the retard for not chosing the later.
>>4763878
it doesn't look like you've seen what the alpha versions of Blood look like.

>> No.4763941

>>4763929
you received arguments back though. your "movement is off" comment was particularly retarded and refuted immediately with absolutely nothing coming back from you. if the movement was off, the gameplay desync you'd see here would be absolutely catastrophic: https://www.youtube.com/watch?v=-yh-HBNz_0s

>inaccurate
gameplay is not inaccurate. you now have proof of demo accuracy OF THE WHOLE GAME posted above, as well as an extensive gameplay fuckery test, without gameplay desync yet you still talk shit. why don't you record a demo with blood 1.21 and play it in bloodgdx 0.79 and show us proof of inaccuracy. best of luck with that kid.

by the way, since "accuracy" is so important to you, please refrain from playing with eduke32 or zdoom since they can't play demos from the original games (or even previous iterations of themselves) without getting desync.

>it doesn't look like you've seen what the alpha versions of Blood look like.
It looks like this: https://www.youtube.com/watch?v=10qOUnqu5Gc

and that looks nothing like bloodgdx, as is obvious. bloodgdx looks, plays and sounds like retail Blood. it's also a common misconception that GDX is based on the alpha. The alpha helped with disassembly of code, that's all. GDX is based primarily off of retail 1.0.

>> No.4764478
File: 155 KB, 600x600, Thinkmoji.png [View same] [iqdb] [saucenao] [google]
4764478

How is the GOG version?

>> No.4764501

What are the best Blood levels?

>> No.4764519

>>4764501
The Ganglion Depths is the best one, obviously. The biggest baddest "all out" level in the game with amazing vistas. There are simply no other comparable levels in the game.

>> No.4764523 [DELETED] 

Ports, like must have mods, are excuses to play games which spergs and people who don't really want to play them but wish to remain on the bandwagon of retro-enthusiasm need in order to do so.

>> No.4764530

>>4764478
The GOG one is just the original game under a preconfiged DOSBOX, same with all DOS games. Saves the trouble of having to configure every single game.

>> No.4764539

>>4764501
All of Death Wish. You might want to play it instead of the original campaign even.

>> No.4764554

>>4764539
Or he could just play userlevels made for games with actually decent mechanics, instead of playing userlevels for edgelord cheesefest Blood is. I mean, I can understand beating the original campaign and stuff for a game with a pretty shitty gamedesign, but why subject yourself to the torture of playing usermaps for a game with a shitty gamedesign, is beyond my comprehension. Regardless of whether it's Marathon, Blood, Shadow Warrior or whatever. I mean, I could just play fucking Quake levels, Doom levels or even Duke levels, and have incomparably better time than anything Blood-related.

>> No.4764640

>>4764554
I'm sorry you suck at this game, anon.

>> No.4764735

>>4764640
I have completed it on Extra Crispy something like 6 years ago. I also recently whirred through 3 of the 6 levels modelled solely by Craig Hubbard (Mall of the Dead included) from forkstart on Well Done. I admit, it's a better game than Marathon or Dark Forces are, not to mention literal abominations the like of Radiaki and Operation Body Count. But it still sucks pretty fucking hard regardless.

>> No.4764762

>>4764640
My core gripe with this game is more or less ideological though. I mean, while playing Mall of the Dead it just became apparent to me that the main theme of this game, its art direction and such, is the evasion of just punishment. Like, the whole game, layouts excluded (due to individual mapping style differences) is made in this intentionally snotty obnoxious "what are you gonna do about it, huh?" way, that's, at the end of the day is simply annoying and unpleasant however you look at it. So why should I be patient with someone's literal crap, having already completed the game? I have nothing to prove, I am not paid for playing it, and whatever the level-design it won't solve the core problems with the very medium of communication between level-designer and player this game and its ruleset establish. There are simply better ways of getting my leveldesign fixes, as simple as that.

>> No.4764816

There's a lot that I like about this game, but I can't shake off the irritation I feel when I get shot by enemies within a split second of turning any given corner.

>> No.4764827

>>4764554
imagine being so milquetoast that you consider Blood "edgelord" lel

>> No.4764835
File: 523 KB, 640x800, caleb.png [View same] [iqdb] [saucenao] [google]
4764835

>>4763941
>why don't you record a demo with blood 1.21 and play it in bloodgdx 0.79 and show us proof of inaccuracy.
Not that anon, but I just tried this out for myself and made a comparison video. No desync as expected. Not surprised at all, I knew BloodGDX was legit, but it's still really cool to verify this and see it for myself with my own gameplay. M210 has done a phenomenal job.

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

>> No.4764836

>>4763756
Add this video to the list:
https://www.youtube.com/watch?v=oeQtxqplgnk

>> No.4764864

>>4763756
>https://www.youtube.com/watch?v=-yh-HBNz_0s

This shouldn't really be called "AI" test because it's so much more than just that.

>> No.4764998

>>4764827
Imagine being a little shit that gets off insulting other people. Oh, wait, you don't have the necessity to imagine one, you are already living as one.

>> No.4765353
File: 1.36 MB, 270x235, gitgud.gif [View same] [iqdb] [saucenao] [google]
4765353

>>4764554
>>4764762

>> No.4765376

Use dosbox, stop being a faggot.

>> No.4765429

>>4764998
First day here?

>> No.4765472

>>4765353
Being good at a crap game doesn't magically make it a good game, sadly.

>> No.4765475

>>4765472
Good thing Blood is an amazingly great game

>> No.4765497

>>4763941
>dude gets blown the fuck out by this anon and just leaves the thread
lmao, good work my man

>> No.4765514

>>4765475
Why am I saying something in a situation where I could've just kept silent? Why is the elitist attitute of typical Bloodfags keeping to irk me up? Why am I surprised by the fact that my statement about extracripring Blood got ignored once again? Why I am spending my time standing by my statements and attempting to build my case, having previously said I have nothing to prove anymore in regards to this game? The time that could be spent in immediately and tangibly more meaningful and pleasant ways? Why do I care whether you'll change your mind? Whether you'll continue to act like any opinion that doesn't mesh with yours is not worth having been read? Why the hell being treated with prejudice, a knee-jerk reaction verbalized, still irks me so much? What am I trying to achieve verbalizing my thoughts here like this? Why do I keep spending time thinking about

Wait. Are you saying Blood is a perfect and a completely flawless game, or are you not saying it? Let's start with this.

>> No.4765540

>>4765514
The answer is because you are a faggot with shit taste

>> No.4765542

>>4765540
I get turned on by women, and I find Blood utterly tasteless artistry-wise. These facts may or may not be connected.

>> No.4765595

>>4765514
You haven't provided a single concrete argument or example to back up your pretentious, sweeping statements about the 'ideology' of Blood, so no one is going to take your elaborately written sentiments seriously, regardless of if you use 5 words or 500.
TL;DR git gud you enormous fucking faggot

>> No.4765641

>>4765595
I've gotten down that route before. I can bitch and nitpick all I want, it doesn't change jack shit except wasting massive amounts of my time. I need a precise attack angle, a way to sum up my qualms with the game in one single sentence, and, at the end of the day, I don't have it as of this moment. In fact, just about everything about it and its fanbase just sort of leaves me somewhat dumbfounded and frustrated, without any indication of where the ultimate source of that feeling even comes from. Tl;dr: I am missing something big in regards to the context, and have always had, sort of a blind spot. What's it all about, I simply don't know as of this moment.

And, believe it or not, I AM good enough to extracrispy the entire game keyboard-only from dosbox, as well as to pitchfork-start Mall of the Dead on Well Done. It's not about any sort of ragequitting.

>> No.4765647

>>4765641
Do you not know that the difficulty levels are bugged and hard is actually easier

>> No.4765661

>>4765647
Everybody knows that shit, right? What am I, stupid, questioning it like that?
What, vastly increased enemy counts up to dual bosses? Monks and zombies requiring two flares per each instead of one and generally running around for like 5 seconds flat once lit on fire, all the while intercepting shit meant for other enemies? Stone Gargoyles in every fucking orifice starting from ep2 eating up 80 tesla rounds or TWO full woodoo doll altfires (well little did I know six years ago that woodoo altfire was awful in general and gave several times less damage compared to what full doll's primary fire added up to). Nah, I've clearly imagined that, didn't happen, nope.

In what fucking way is Extra Crispy easier than any other difficulties?

>> No.4765693

I don't like Blood much either. It has a couple of memorable levels but I don't really enjoy the combat/enemies.

>> No.4765876

>>4764519
>Ganglion Depths
Wrong answer. That's a tedious chore compared to the first 4 levels and the likes of Overlooked Hotel, The Haunting, The Siege or Sick Ward.

>> No.4765878

>>4764554
>Quake
Worst FPS of the 90s. Post failure.

>> No.4765891

>>4764523
This got to be the saddest thing I've ever read. Imagine being such autistic purist that you get butthurt because other people can enjoy games too.

>> No.4765896 [DELETED] 

>>4765891
t. 21yo

>> No.4766312 [DELETED] 

>>4765876
>muh spritework
Let me guess, you happen to fancy Ion Maiden's levels as well?

>> No.4766331 [DELETED] 

>>4765876
Also what about Sarge? You happen to fancy Starter Pack, don't you?

>> No.4766338

>>4765878
I don't think you have all that much experience playing genuinely bad 90s FPS games, the likes of Dr.Radiaki, that is.

>> No.4766356

>>4765647
That's not really true. It works like this.

You get dealt incrementally more damage with each increased difficulty. When you load a save, the damage values you are dealt from enemies will switch as follows:

Skill 1 (Still Kicking) --> Skill 5 (Extra Crispy)
Skill 2 --> Skill 4
Skill 3 --> Skill 3
Skill 4 --> Skill 2
Skill 5 --> Skill 1

As you can see, only skill 3 (Lightly Broiled) is unaffected. Whenever you load a save file, the damage values will switch as described. However, whenever you begin a new level (in the same playthrough), the damage values will unglitch and go back to normal. If you then load a save, they will again go back to the glitched values until you start a new level. Note this doesn't affect the damage Caleb must give to enemies to kill them -- it only affects the damage he receives from them.

To be clear, saving alone doesn't change the damage values. You have to specifically load a save file to glitch them up. If you go through an entire episode without dying or loading a save file the damage values will remain unchanged throughout.

Note that even with this loading damage glitch it doesn't necessarily mean a loaded skill 1 file is harder than a loaded skill 5 file as there are many other variables to Blood's difficulty. For example on skill 1 cultists aren't nearly as accurate as they are on skill 5 and that doesn't change when you load a file. There are also far fewer enemies on skill 1, they take a lot less damage to die, cultists don't chuck dynamite on the lower skills, you have more ammo, etc.

BloodGDX entirely fixes the damage load glitch btw.

Anyway the kid you're talking to is clearly a faggot. Just ignore him.

>> No.4766361

>>4765514
You could just leave the thread instead of bitching about a game you don't like. Pretty simple solution but hey, faggots gonna faggot.

>> No.4766395

>>4766356
Good to know. However, my tactics at the time of that playthrough revolved around evading damage as cleanly as at all possible (which led to a very rigid, "autistic", style of playing with specific evasion maneuvers and fixed weapons choices for each enemy type). In other words, I didn't tank anything and I regarded my health NOT as a resource meter and more like a fuckup meter. I also tried not to cheese (forking stone gargoyles from crouch, etc.). Changing damage values wouldn't really do anything for me at the time, other than maybe a couple of "cultists underwater" segments due to me relying on keyboard and there being no auto-aim underwater.

>> No.4766409 [DELETED] 

>>4766361
You know, this really assumes that my bitching here is the goal in itself for me, not the means. I, however, want to get to the bottom of the whole, well, so to say, "social phenomenon" represented by Blood's existence and widespread acceptance. So far, I don't have all that much luck with this, but that's not a reason to stop trying, now is it?

>> No.4766416

>>4766395
>there being no auto-aim underwater
auto aim works underwater what are you talking about? it might not work if cultists are too vertical from your position so you have to get within the auto aim range. btw a great weapon for underwater cultists is the voodoo doll.

>> No.4766424

>>4766395
>>4766416
The problem with cultists underwater is that they're swimming. As far as auto aim is concerned, that's like when they're crouching.

>> No.4766439
File: 1.97 MB, 1920x1080, FineEvilCero.webm [View same] [iqdb] [saucenao] [google]
4766439

>>4766424
yeah but the auto aim still works. you just have to readjust your position accordingly if you miss, or blow them up or use voodoo doll with flawless accuracy. the aim will still track their position.

>> No.4766457

>>4766439
I don't remember the specifics at the time and I didn't replay any Blood maps which contained such setups recently, but I distinctly remember arriving at the conclusion that I simply couldn't rely upon auto-aim underwater, and, from there on, trying my best to always be at the level with enemy while swimming.
>>4766424
Well, that explains things.

>> No.4766472
File: 212 KB, 640x480, EarlyMerryArabianwildcat.webm [View same] [iqdb] [saucenao] [google]
4766472

>>4766439
before some idiot drones on about bloodgdx like that encounter would have been different in any way

>> No.4766476
File: 262 KB, 640x480, ImpracticalObedientEasteuropeanshepherd.webm [View same] [iqdb] [saucenao] [google]
4766476

>>4766472

>> No.4766518

Whodidwhat for Blood (E5 are bloodbath levels, E6 are PostMortem). Could be some mistakes here and there.

James Wilson (also has some levels for Doom and Doom2 under nickname Shade), solo levels:
E1M1,M3,M8,M7; E2M9,M6,M7,M8; E3M1,M3; E4M1,M5; E5M1,M2,M4,M6,M8; E6M1,M3

Craig Hubbard, solo:
E1M2; E2M1,M2; E4M9; E5M3; E6M2

Craig Hubbard and James Wilson collaborations:
E3M4,M8,M5,M7; E4M3,M7

Kevin Kilstrom (lead artist on the game), solo:
E4M8

Kevin Kilstrom and James Wilson collaborations:
E1M4; E2M5; E4M4; E6M5,M6

Kevin Kilstrom and Craig Hubbard collaborations:
E2M3,M4; E5M5

Terry Hamel (has one Doom level, also has a game of sorts called Meltdown) and James Wilson collaborations:
E1M6; E3M6; E4M6

Terry Hamel and Craig Hubbard collaboration:
E3M2

Terry Hamel, Craig Hubbard and James Wilson collaboration:
E4M2

Nick Newhard (lead designer on the game) and James Wilson collaborations:
E6M4,M9,M7,M8

Nick Newhard and Terry Hamel collaboration:
E5M7

Nick Newhard, Terry Hamel and Craig Hubbard collaboration:
E1M5

>> No.4766574

>>4766518
You missed the GOAT gameplay map m8. E6M3 by James Wilson

>> No.4766576

>>4766574
>James Wilson
>E6M1,M3

>> No.4766591 [DELETED] 

>>4766518
>E6M5 by James Wilson and Craig Hubbard
Kek, I can't believe this absolute mess of an abstract wasteland had two people working on it.

I still don't think it's a bad map though. I have a lot of fun playing through it every time and it has some really interesting ideas but my gosh it's like they threw in a total test map for a final release. I think in terms of 'professionalism' it's the worst map in the game, but it's still not my least favourite map to play through in the game (and again I actually like it a lot). It's a total abstract wasteland with underground tunnels and connections, you can approach it any way you want, and it has great gameplay encounters, but holy shit it has such a crazy unfinished feel to it.

>> No.4766814

>>4766518
Very hard to spot the differences of the individual style. Kevin Kilstrom involvement certainly helped.

>> No.4766868

>>4766814
Well, Hamel did clearly like his GRAND STRUCTURES it seems to me.
Hubbard is the dodgy one and could be quite tough to crack. And I am not sure how to interpret the fact that starting from ep3, almost all of his levels were collaborations with Wilson (in the first two episodes, there are no collaborations between them).
For Wilson, it seems to me, his Doom levels would be a good starting point for getting the feel on his style.

>> No.4767031

>>4766868
Well, what do you know, apparently, judging from his first level, Jay Wilson is this stereotypical "little shit".

>> No.4767327

>>4767031
Okay, completed all of his single-player Doom levels (Theater of Doom, Fearless, The Keep, both levels of Purgatory).
He's kind of similar to McGee in terms of the main gimmick. Both are effectively trash level-designers. McGee is sort "Oh, my level is probably a bit shit, and would be criticized; here, let me spawn those shotgunners behind player's back, to keep the player thinking about other matters", in other words, McGee tries to insult the player and make the player doubt his skill in order to keep the player from acting high and mighty in relation to McGee's leveldesigns. In other words, he actively diverts player's attention from evaluating the level towards trying to survive the level.

Wilson does a very similar thing. He basically goes "What? You wanna rate my level? You haven't figured it out yet, you dolt. You missed stuff too! I know more about my level than you ever will, so you can fuck right off!" In other words his solution for diverting player's attention is making the level dangerously unpredictable in relation to the player not through the encounter design, as in McGee's case, but more through trap and layout design, so that the player would try his best at reading the environmental clues and ingesting however little foreshadowing there is, trying to predict further leveldesigner's actions.

In other words, Wilson's levels are NOT sufficiently foreshadowed to say the least. And that's actually one of their main points. Maybe there is some statement about foreshadowing as such somewhere there. But, eh, his 7-level Doom2 wad "Return to Purgatory" will happen some other time.

>> No.4767329

>>4763436
Why should I use BloodGDX?

Why should I NOT use BloodGDX?

In what ways EXACTLY is BloodGDX inaccurate? It fixes the difficulty glitch, right? Is there ANY other way to fix the difficulty glitch WITHOUT using BloodGDX?

>> No.4767331

>>4767327
>all of his single-player Doom1 levels

>> No.4767348

>>4767327
In other words, it could probably be said, that the player is constantly tricked into doubting his foresight.

>> No.4767370

>>4767327
>Both are effectively trash level-designers.
Also, here, the word "trash" is NOT used in its "good" sense (the sort of sense that would be used in relation to, say, "Plug'n'Prey", where the environmental design was Simply Not The Point). Here, the level simply wouldn't have worked if it wasn't, in fact, trash in its own leveldesigner's opinion. In other words, there is a difference between being however basic or amateurish in certain aspects, and being intentional hackjobs and simply unprofessional in certain aspects. Both McGee's and Wilson's levels are, at the end of the day, consciously made hackjobs with a coat of "this will fix everything" paintjob slapped on top.

>> No.4767374

>>4767370
>Pray

>> No.4767825

I think leveldesign is an afterthought in Blood. There are no standout levels like in Duke Nukem 3D, the mappers don't seem to be that talented as well. The weird, blurred, grayish-brownish palette also don't help the case.

Blood however strongly relies on their interesting enemy selection with various different attack types, and it's funny, yet varied arsenal. Also Blood's humor aged better than Duke's, which is now immature and annoying.

>> No.4767845
File: 3.99 MB, 1360x768, scree0013.png [View same] [iqdb] [saucenao] [google]
4767845

>>4767825
I totally disagree. Most of Blood's maps flow really well, and there's a ton of unique & interesting locations.

>> No.4767850

>>4763808
>It's also based on an illegal alpha source of the game
Maybe if the fucking source code were released the fans wouldn't have to rely on that.

>> No.4767949

>>4767825
I remember Terry Hamel's levels though. The Siege, that level with the dam, The Ganglion Depths, I distinctly remember having been impressed by them.

>> No.4768018

>>4767845
Flows well because of gameplay, which is unique and good. Enemy and weapon variety is better than in Duke.

I miss the great architecture that made Duke levels like Hollywood Holocaust, Abyss, Spaceport, Dark Side, LA Rumble, Freeway, Duke Burger, Derelict and many others so unique.

Artistically I would say The Siege was the best probably.

>> No.4768019

>>4767329
>Why should I use BloodGDX?
No fuckin around with Dosbox. High resolutions, widescreen, smooth framerate, easy mods installing, high quality custom voxels, lots of bug fixes, custom music packs support and many quality of life additions.

>Why should I NOT use BloodGDX?
It uses OpenGL shading instead of shade tables, making colors look dull and washed out. White fog, like the one on Death Wish E3M1, looks awful and ruins the atmosphere a lot. OpenAL makes sound muffled compared to ASS. I don't expect any of these beign fixed any time soon.

>In what ways EXACTLY is BloodGDX inaccurate?
Graphics and sound. Gameplay part is 99% accurate.

>It fixes the difficulty glitch, right?
Yes. And many other things too https://forums.duke4.net/topic/9366-news-releases/page__view__findpost__p__299687

>Is there ANY other way to fix the difficulty glitch WITHOUT using BloodGDX?
It may be possible to fix the original exe.

>> No.4768291

>>4767845
nigga turn down your gamma wtf

>> No.4768349
File: 1.15 MB, 320x200, Blood voxels 2.webm [View same] [iqdb] [saucenao] [google]
4768349

just tried BloodGDX for the first time. is there any way to disable the cubic voxels? I prefer the flat rectangular voxels of the original.

flat voxels make the models look like pixel art in 3d. cubic voxels make them look like some dumb modern indie game. if I can't play with flat voxels, I'm afraid it's a deal breaker.

>> No.4768414

>>4768349
Nigger you don't know what voxels are do you.

You can disable them in the options if they bother you.

>> No.4768423
File: 83 KB, 1920x1200, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4768423

>>4768349
Voxels are essentially pixel art 3D models, they're supposed to look like that. Blood has got both flat sprites and 3D voxels, you can switch between them at any point. BloodGDX also includes a fan made voxel pack that replaces a lot more sprites with voxels, but again this is optional and seems like you just copy pasted the whole BloodGDX folder without reading the instructions didn't you you mouth-breather.

>> No.4768453
File: 158 KB, 1280x400, blood vs bloodgdx.png [View same] [iqdb] [saucenao] [google]
4768453

>>4768414
>>4768423
I didn't mean to sound confrontational, so there's no use in trying to insult me. it also seems like I've been severely misunderstood.

here's what I'm trying to say:
in the original build engine, voxels are flat, rectangular sprites facing the camera (see pic rel, left). this creates a more organic, messy aesthetic. it also gives the models a "flat" character, almost like a 2d picture. I like this effect.

in the case of bloodgdx, the voxels are drawn as cubes instead (see pic rel, right). this gives the game a certain "minecraft aesthetic" that I'm honestly not too fond of.

>just play with 2d sprites instead
I don't want that. the original build voxel models are superior to sprites in every way.

>> No.4768481

>>4768453
Never noticed that they were different. Interesting. Anyway, it's not possible currently.

>> No.4768574

>>4768453
You really should inform dev of this, so he could add an option.

>> No.4768593
File: 309 KB, 1920x1080, 147ADA076C99A4191A815DB88F14B8ACFA82080B[1].jpg [View same] [iqdb] [saucenao] [google]
4768593

>>4768453
It's like this in all the modern "true 3D" source ports like Eduke32, GZDoom (yes it supports voxels) etc.

Shadow Warrior Redux was the same as well. I think this is just how Polymost works. Why draw voxels as sprites when the engine supports true 3D, it's pretty stupid if you ask me. But then again I'm not one of those hipsters that constantly think about new ways of making their retro game look even more lo-fi.

>> No.4768631

>>4768593
I think your pic perfectly illustrates my problem with the cubic voxels.

being an entirely organic object, it doesn't really make sense for there to be any straight lines on it. yet, every time the voxels line up, they form a perfect straight line. on the contrary, the sprite voxels in the original build engine would still look detached, even when they appeared adjacent to one another. imo this was a superior way of drawing organic objects.

>> No.4768652

>>4768631
They only use that method because the full perspective that true 3D rendering gives you would fuck up the look of proper voxel rendering.

It can be fixed with X/Y billboarding, though. They should really give you more options to set how players think voxels would best look.

GZDoom already has an X/Y billboarding for all the other sprites, so they don't all look like cardboard cutouts, so in theory, they could add a proper voxel rendering option to the 3D renderer easily. It's just a bunch of colored square sprites bunched together to give the illusion of a 3D model, after all.

>> No.4768759

>>4768349
>the voxels webm fetishist
kek

>> No.4768869

>>4763436
>What's the best way to play Blood?
Explosives only run.

>> No.4769098

>>4768453
>voxels are drawn as cubes

every time i see this i just want to pick the nerd responsible up by the shoulders and shake them real hard while yelling THAT'S NOT WHAT VOXELS _ARE_ YOU DUMB ASSHOLE until they understand what they did wrong

>> No.4769156

>>4769098
even silverman himself did it for his voxlap engine. he went back to sprite voxels for build 2, though.

>> No.4769237

>>4768453
Interesting. I'd been wondering what the difference between voxels and 3d models was. Now I know they're only 3d models in the sourceports. That's pretty lame there's not even an option for classic voxel rendering.

>> No.4770723

OP here. Ended up getting the GOG version because I'm a lazy fuck.

Fucking rats are annoying as hell.

>> No.4770879

>>4770723
their attack rate is tied to your clock speed
this is fixed in bloodgdx

>> No.4770917

>>4765641
I dont care about Blood. Never played it.
I just wanted to tell you what an enormous fucking shitqueer you are

>> No.4770987

>>4770917
And you came all tge way from Doom thread in order to tell me that. Why, I am quite honored by this gesture, thank you very much.

>> No.4772107 [DELETED] 
File: 119 KB, 1247x793, voxels.png [View same] [iqdb] [saucenao] [google]
4772107

>>4763941
GDX still looks wrong, visibility, shading, palette, and there is no deying that.

>since "accuracy" is so important to you, please refrain from playing with eduke32 or zdoom

Wow, so now you're telling me actual sourceports, based on actual final sourcecode of the game and engine, are worse than GDX.

>>4768593
>It's like this in all the modern "true 3D" source ports like Eduke32
>>4768631

It depends on the renderer you use. Of course GDX doesn't support the original renderer so that's reason enough not to play it.
I tend to agree about "3D voxels", it kind of defeats the purpose of voxels and the only reason not to use 3D models is so voxels still work when switching to the original Build renderer. Since GDX doesn't support that it might as well use actual 3D models.

>> No.4772392

>>4772107
>Wow, so now you're telling me actual sourceports, based on actual final sourcecode of the game and engine, are worse than GDX.
According to your "logic" of "accuracy" absolutely. GDX: no demo desync 99.99% of the time. Doom/Duke sourceports: demo desync with original demoes and it happens fucking quickly, you don't even have to look for it. Something like this
>https://www.youtube.com/watch?v=-yh-HBNz_0s
would be absolutely IMPOSSIBLE to reproduce in eduke32 or ZDoom/GZDoom when using a demo file from the original games. So stay true to your false misplaced sense of elitism and don't use those sourceports my little '90s born /vr/ memer.

Furthermore DOSBox's awful variable input lag and unresponsiveness is gameplay inaccuracy of the most disgusting kind, probably why you think the movement in GDX feels "off", as you're used to Caleb being gimped. DOSBox also has physics desync issues caused by inconsistent frame pacing.

Gameplay wise DOSBox is absolutely inferior to GDX and I will never go back to that abomination of a gimped Blood gameplay experience. This is also coming from someone that actually grew up with the game, rather than some /vr/ memekid that thinks he's a special snowflake for playing a game as old as he is.

>> No.4773049

Best game ever made.

>> No.4773056

>>4763441
>>4763756
i'm such a brainlet. i installed this but it plays the game in some java program. did I fuck up?

>> No.4773067

>>4773056
no

>> No.4773089

>>4773067
why does it feel like i did?

>> No.4773090

>>4773089
You didn't fuck up.
The programmer did.

It's a fucking Java program.

>> No.4773121

>>4773090
Seriously what the fuck were they thinking?

>> No.4773134

>>4773121
Nothing wrong with Java. Literally all Android apps are running on Java, this results in very good compatibility with a wide range of hardware. The Android versions of Doom 3 and Half-Life 2 are also, surprise, running on Java.

>> No.4774495

>>4773134
Have you SEEN all the trash that clogs the Android marketplace?

>> No.4774539

>le java meme
I don't know what your gripe is when BloodGDX's performance is super solid (literally thousands of FPS at 1080p) and it never crashes. How exactly does it being java make any difference to your gameplay experience?

>> No.4774548

>>4774495
Have you SEEN all the trash that clogs Steam? 99.99% of it is not written in Java. Your point?

>> No.4775610

More like what is the easiest way to play it?
Blood is annoying as fuck to setup.

>> No.4776058

>>4775610
I know. I'm trying to configure the CFG file to have alternate fire on the right mouse button and it doesn't fucking work

>> No.4776095

>>4776058
if you're using dosbox you need to access that through setup.exe, then go to the advanced mouse settings controls

>> No.4776118
File: 121 KB, 897x853, R&R_0199.jpg [View same] [iqdb] [saucenao] [google]
4776118

>>4776095
It worked. I could kiss you, anon

>> No.4776130

>>4776118
np bb

ive literally told this to a billion anons over the years on /vr/