BLOOD Remastered
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VGAdeadcafe




Posts: 22230
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PostPosted: Wed, 15th May 2019 23:54    Post subject:
JBeckman wrote:
From 1.8.6 beta to 1.8.8 and patch #1 is out. Smile
https://steamcommunity.com/games/1010750/announcements/detail/1620645290559247391

Quote:

Hello Everybody,

We have been working hard over the last week or so, listening to your feedback and comments and, today we are happy to release our first patch for Blood: Fresh Supply!

Steam users don't need to do anything to receive the update. You will receive the update automatically through Steam.

Below is a list of the following fixes and alterations:

Fix video crash when switching from OpenGL to other renderers,
Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,
Fix CD audio music not being present when reloading a level,
Fix MP monster settings not being respected,
Change "Show Player Weapons" to "Show Player Weapons Overhead",
Fix armour being affected by friendly fire if friendly fire was switched off,
Remove the three extra recoil SFX for Cultists,
Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,
Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,
Removing the run glitch feature,
Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter,
Removed the pre-fire animation for tesla weapon,
Removed the morphing animation for gargoyle statues,
Stone gargoyle now uses the correct recoil SFX,
Lightly Broiled is now always the default selected menu item when entering the difficulty menu,
Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),
Fix taunting when killing enemies with TNT not working,
Stop players using power ups when dead,
Disallow Quickloading if no saves are available to load,
Fix a bug that caused a crash at the start of Death Wish E2M1,
Autorun state is now saved between sessions,
Fix the FoV slider being uncapped when using the arrow keys or controller,
Key sprites now default to full shade values,
Importing updated extra voxels,
Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,
Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,
Concussion damage is now scaled against tick scale, making gibbing to occur more easily,
Changed jump height for getting out of water back to the original height. This broke E2M2,
Shade value for walls with back wall swap flag is now accounted for,
Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),
Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,
Fix a bug that would allow loading in multiplayer,
Fix issue when moving between menus if the current selected menu entry is too high or low,
Players are now always respawned with 100 health, regardless of what the level start has,
Spraycan and HellHound missiles now deal correct damage type and burn time,
Tesla weapon now fires one extra projectile at the end of its firing animation,
All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,
Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,
Add support for private and friend lobbies,
Add missing Cerberus electrocution state,
Jumping boots now negate all pummel (includes fall) damage,
Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,
Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type `developer 1` in console, load, save over your old save, then type `developer 0` in console.
Fixing timing of burn damage,
Enemies now correctly avoid water,
Fixing DWE2M1 bug with player start spawns,
Duplicate addon paths are now checked for,
Key 7 is now defined,
Remove a specific voxel on E2M2,
Scale voxels at the same ratio as sprites,
Show extra info in lobby list,
Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.


We hope you enjoy the update!

Keep Spillin'
Daniel G
Nightdive Studios Production Team




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ixigia
[Moderator] Consigliere



Posts: 65047
Location: Italy
PostPosted: Thu, 16th May 2019 00:08    Post subject:
Haha, that's wholesome Very Happy

By the way, the updated Supply can be found inside the Soviet cultists' shipwreck through the lair of CShial
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Keit




Posts: 1134
Location: Sweden
PostPosted: Sat, 18th May 2019 17:05    Post subject:
This is so good. Nostalgia to the max.

Is there any version of Duke 3D that works as well as this, or well, as smoothly?
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Karmeck




Posts: 3341
Location: Sweden
PostPosted: Sat, 18th May 2019 20:34    Post subject:
Keit wrote:
This is so good. Nostalgia to the max.

Is there any version of Duke 3D that works as well as this, or well, as smoothly?


duke nukem world tour?
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KillerCrocker




Posts: 20494

PostPosted: Sat, 18th May 2019 22:49    Post subject:
megaton edition too (not sold anymore though)


3080, ps5, lg oled

Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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Frant
King's Bounty



Posts: 24607
Location: Your Mom
PostPosted: Sun, 19th May 2019 00:02    Post subject:
I wish they did this treatment to Dark Forces. I'm playing Dark Forces with the DarkXL-engine and while it's high res etc. it lacks true 3D (ie. the in-game 3D warps as you change direction with the mouse) and it could use a complete retexture. However, it's Lucasarts and will probably never be licensed for a remaster.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Sun, 19th May 2019 02:03    Post subject:
Karmeck wrote:
Keit wrote:
This is so good. Nostalgia to the max.

Is there any version of Duke 3D that works as well as this, or well, as smoothly?


duke nukem world tour?

NOPE. Mouselook is janky.

Eduke32 is the solution.
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Mon, 3rd Jun 2019 23:35    Post subject:
https://steamcommunity.com/games/1010750/announcements/detail/1612765261451213302

Quote:
Hello Everybody,

It's that time again. We hope you have been enjoying the game so far. We have another patch ready to push out for everybody, and we hope you like all the fixes we've made:

Patch Notes for Update #2 (1.9.5)
--------------------------------------------

Gargoyle Statues can be moved and bleed when shot,
Ecto Skull Projectile is now transparent,
Reflection effect appears on player when picking up the reflection powerup,
Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
Crash fix for Bloody Pulp Fiction mod,
Phantasm bleeds when shot,
Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
Support for unused dude actor types,
INI parsing system now replicates Monolith's implementation (fixes numerous issues with user INIs),
Full rendering support for wall type 501,
Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
Sounds played by QAV animations now assigns to channel 16 and up - fixes some problems with them cutting off Caleb's speeches,
Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
Reversed CanSee ray direction for CheckProximity - fixes proximity behavior,
Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
Jump Boots now protects against pummel type damage,
Fixed crash when dropping items not defined in definition system,
Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
RFF system is no longer case-sensitive when looking up data entries,
Dude sprite types now activates when receiving the TOUCH or PUSH command,
Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
Player can now interact with stone statues,
Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
New actor flag for not dropping items/keys (Cerberus fix),
Various misc. Fixes involving Hitscan and Vectorscan,
Start/End parameters for the CanSee function has been reversed - fixes MANY behavior problems,
Fixed damage sectors not immediately damaging player on land impact,
Fixed scroll floors/ceilings in wrong direction in E2M6,
Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
Cultists now play Gib SEQ based on type,
Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
Proximity range for prox mines is now correct,
Fixed issue with gib objects and other types from spawning two of the same item,
Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
Art tile animation is now randomized for oscil,
Fixed mouse not working on main menu after loading lower saves,
Audio velocity option is now saved to config,
Player no longer falls while dead in water,
Camera no longer toggle chasecam while in menu,
Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
Can now switch weapons during any point of the gun's state that isn't lowering or holstering,
Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members,
Fixed hitscan wall detection and wall UV mapping,
Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
Bug fix with wall unlock commands sending a ON command,
Support for padlock actor,
Allowed loading of all old (day-0 public build or later) saves.


That's all for this patch! We're still investigating some issues and they will hopefully be addressed in the next update.

Keep Spillin'
Daniel G
Nightdive Studios Production Team


Many general fixes and mod compatibility fixes. The problem is that there is a problem with portals and that requires a partial rewrite of the renderer, not sure if that will ever happen. Some mods use that effect, or maybe it is a mapping trick? It's not used in the main game or the expansions.

It's time for me to start Episode 2! Cool
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Frant
King's Bounty



Posts: 24607
Location: Your Mom
PostPosted: Tue, 4th Jun 2019 00:43    Post subject:
What is Blood Will Be Spilled?

Quote:
C O D E X
P R E S E N T S

Blood will be Spilled Update v1.05 (c) Doublequote Studio

Release Date: 06/2019 Protection: Steam
Discs: 1 Genre: Action

For list of changes read included patchnotes.txt


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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M4trix




Posts: 9240
Location: Croatia, Adriatic coast (I can see ixi from here)
PostPosted: Tue, 4th Jun 2019 00:51    Post subject:
It's a hint for a Danube protected game. Something is coming out soon from CODEX ! Very Happy


Made in China is like a box of chocolates. You never know what you're gonna get.
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Frant
King's Bounty



Posts: 24607
Location: Your Mom
PostPosted: Tue, 4th Jun 2019 00:52    Post subject:
What are you talking about?


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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M4trix




Posts: 9240
Location: Croatia, Adriatic coast (I can see ixi from here)
PostPosted: Tue, 4th Jun 2019 03:08    Post subject:
Frant wrote:
What are you talking about?


Can I blame the Ambien ? Sad


Made in China is like a box of chocolates. You never know what you're gonna get.
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Frant
King's Bounty



Posts: 24607
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PostPosted: Tue, 4th Jun 2019 03:19    Post subject:
You can but the point of Ambien (zolpidem) is to take them and promptly go to bed. Otherwise you end up with various side effects.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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M4trix




Posts: 9240
Location: Croatia, Adriatic coast (I can see ixi from here)
PostPosted: Tue, 4th Jun 2019 03:42    Post subject:
Don't worry m8. The only side effects I have is night eating and babbling nonsense over internet.
No calling engaged girls or women asking for sex over the phone or driving a car. Wink Very Happy


Made in China is like a box of chocolates. You never know what you're gonna get.
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Frant
King's Bounty



Posts: 24607
Location: Your Mom
PostPosted: Tue, 4th Jun 2019 05:27    Post subject:
Well, that's a relief. I have Ambien (under a different name, Stilnoct) and years ago I forgot to go to bed and go tunnel vision and babbled online like I was drunk or something only to wake up with no memory of it until I saw my on weird rants.

I don't do that anymore.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Tue, 4th Jun 2019 05:52    Post subject:
Frant wrote:
What is Blood Will Be Spilled?

Quote:
C O D E X
P R E S E N T S

Blood will be Spilled Update v1.05 (c) Doublequote Studio

Release Date: 06/2019 Protection: Steam
Discs: 1 Genre: Action

For list of changes read included patchnotes.txt


Huh?

That's a different game altogether
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deelix
PDIP Member



Posts: 32062
Location: Norway
PostPosted: Tue, 4th Jun 2019 12:54    Post subject:
Frant wrote:
Well, that's a relief. I have Ambien (under a different name, Stilnoct) and years ago I forgot to go to bed and go tunnel vision and babbled online like I was drunk or something only to wake up with no memory of it until I saw my on weird rants.

I don't do that anymore.
Sounds like Mr Hankey.

I didnt sleep for 3 days once and was kinda desperate. My regular doctor was out, and I got one of the more liberal ones that in the past was known to prescribe pretty much anything. I just said I didn't want any placebo BS. She prescribed 5mg Stilnoct. And she was like... "oh, you'll sleep... and she kinda laughed. You wont become an addict of just 10 she said.

So, I never used them... just having them by the bedside was enough to make me sleep Laughing
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Stormwolf




Posts: 23548
Location: Norway
PostPosted: Tue, 4th Jun 2019 13:49    Post subject:
deelix wrote:
Frant wrote:
Well, that's a relief. I have Ambien (under a different name, Stilnoct) and years ago I forgot to go to bed and go tunnel vision and babbled online like I was drunk or something only to wake up with no memory of it until I saw my on weird rants.

I don't do that anymore.
Sounds like Mr Hankey.

I didnt sleep for 3 days once and was kinda desperate. My regular doctor was out, and I got one of the more liberal ones that in the past was known to prescribe pretty much anything. I just said I didn't want any placebo BS. She prescribed 5mg Stilnoct. And she was like... "oh, you'll sleep... and she kinda laughed. You wont become an addict of just 10 she said.

So, I never used them... just having them by the bedside was enough to make me sleep Laughing


Which is why even placebo pills can make a huge difference for psychological issues. It's kind of silly when thinking about it. We're pretty dumb arent we? Very Happy
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Wed, 26th Jun 2019 01:25    Post subject:




..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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headshot
VIP Member



Posts: 35462
Location: UK
PostPosted: Mon, 31st Mar 2025 00:26    Post subject:
So many memories of playing this back in 1997 after Quake the year before!
One of the few games I wish I could play again as a console peasant Laughing



May the NFOrce be with you always.
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Interinactive
VIP Member



Posts: 29414

PostPosted: Mon, 31st Mar 2025 00:48    Post subject:
Nice!

I finished the book 'Doom guy: Life in first person' yesterday which put me in the mood to go and play a lot of these older 90s shooters. This one + the sequel can go to the list, I never got to play them as a kid due to my shit PC. I actually owned the first game (a shareware floppy, from memory), but could never run it Sad
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ixigia
[Moderator] Consigliere



Posts: 65047
Location: Italy
PostPosted: Mon, 31st Mar 2025 18:06    Post subject:
Interinactive wrote:
Nice!

I finished the book 'Doom guy: Life in first person' yesterday which put me in the mood to go and play a lot of these older 90s shooters. This one + the sequel can go to the list, I never got to play them as a kid due to my shit PC. I actually owned the first game (a shareware floppy, from memory), but could never run it Sad

Blood definitely is a prime member of the FPS essentials pack, it belongs to the Build Engine holy trinity along with Duke and Lo Wang. Complex and inspired level design, a unique grim yet zany-esque atmosphere, and replayable as well thanks to its original arsenal/enemies allowing for multiple strategies. It's similar to Doom 1/2 in that regard, with the timeless tag attached to it.
Other notable entries from that era were Heretic/Hexen, Descent 1/2, Powerslave, Dark Forces 1/2, Doom 64 etc - and of course the 3D ones (Quake 1/2, Unreal 1, Half Life, Turok, SoF, AvP, NOLF, Kingpin and so on). Not to mention all the great shooters/sequels/tactical hybrids released in the 2000s..we had it good back then!

Keep your expectations low with the sequel though, it has its moments of Monolith-ian goodness but it's...bizarre to say the least. A major departure from the original, genuinely annoying at times, and raw(tm) as hell. It's like Daikatana's sibling Razz Laughing
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jackbomb




Posts: 2526
Location: Tortilla de patatas
PostPosted: Mon, 31st Mar 2025 18:39    Post subject:
ixigia wrote:

Other notable entries from that era were Heretic/Hexen, Descent 1/2, Powerslave, Dark Forces 1/2, Doom 64 etc


Don't forget Redneck Rampage! Razz

https://i.imgur.com/jmIUCrS.mp4


B650 Tomahawk / 7950x CU -20 5.5GHz / PS120SE / 2x16GB DDR5 6000 CL30 / 3080 OC
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ixigia
[Moderator] Consigliere



Posts: 65047
Location: Italy
PostPosted: Mon, 31st Mar 2025 18:44    Post subject:
jackbomb wrote:
ixigia wrote:

Other notable entries from that era were Heretic/Hexen, Descent 1/2, Powerslave, Dark Forces 1/2, Doom 64 etc


Don't forget Redneck Rampage! Razz

https://i.imgur.com/jmIUCrS.mp4

Haha yep! Outlaws too Very Happy
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W123




Posts: 2483
Location: USA
PostPosted: Mon, 31st Mar 2025 23:07    Post subject:
We don’t talk about the Blood sequel
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Karmeck




Posts: 3341
Location: Sweden
PostPosted: Tue, 1st Apr 2025 12:42    Post subject:
W123 wrote:
We don’t talk about the Blood sequel


Kinda like going from dragon age origin to, not necessarily veilguard, but definitely the first sequel.
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