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Having played 15 hours of Fresh Supply (beat all six episodes on lightly broiled for the cheevos), i have to say BloodGDX makes a pretty strong case for being better, and is unquestionably as good. The only things Fresh Supply does better are splitscreen and the additional voxel models, and a pack of the additional voxel models separate from gdx is allegedly forthcoming: https://forums.duke4.net/topic/9360-blood-voxel-pack/page__view__findpost__p__321393

Also Fresh Supply doesnt support Death Wish, and Death Wish is profoundly excellent and should be played by everyone who likes Blood ever.
Is there some sort of forbidden voodoo ritual to get BloodGDX working in Linux? I'd assume it's not configured to support Fresh Supply yet (if ever) so I have it pointed to an install of One Unit Whole Blood, but the only instructions that seem to exist are "1: install JRE8. 2: extract BuildGDX.jar to game directory". I can run and configure the launcher itself, but it absolutely refuses to recognize the game resources.
Hm, i've downloaded the newest version of Deathwish and played it under Blood: Fresh Supply.
It has some hickups with the framerates sometimes, but it's playable.

My guess is that Nightdive will add official support for it with the next patch.

And for BloodGDX: It's not working here under Win10 x64 (all updated), either...
Post edited May 13, 2019 by wizzel
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wizzel: Hm, i've downloaded the newest version of Deathwish and played it under Blood: Fresh Supply.
It has some hickups with the framerates sometimes, but it's playable.
it is, right up until an engine trick in e1m3 that isnt replicated and makes the map not able to be completed. :(

anyway uhhhh if one had bloodGDX working and owned fresh supply and wanted the new voxels fast, they could THEORETICALLY:*

1) open BloodEX.kpf from the fresh supply directory (it's just a zip file with a different extension!) and extract the voxels folder

2) make a folder in your bloodGDX folder called "autoload" and slap the voxels folder in it

3) this part is key, put this text file in the autoload folder also: http://blorgblorgbl.org/freshSupplyVoxels.def

*(Not actually theoretical, I have done this and it seems to work but I haven't done a whole lot of testing so I havent seen every single voxel in action to ensure no bugs)
Post edited May 13, 2019 by Blorgx3
Having issues with the game after i've put the cut scenes in when extracting them with IZArc, When i start up blood i get weird colour's

and yes i've followed the instruction's correctly.
I'm running it with BuildGDX v1.02 and these skyboxes... my eyes! "Yeeep! Agh! Agh! It burns! It burns! It burns!"

As you can see in the screenshot, when the player looks up high enough the skybox just ends. It all looks scaled incorrectly or something. Just blank space above it. I'm guessing GDX isn't supposed to look this?

Also, what with all the talk of voxels, on mine the voxels work for the gravestones, but not for the zombie barrels. I've enclosed a picture of my main blood folder. Have I got it setup wrong? Can anyone help, please?
Attachments:
Post edited May 14, 2019 by RetroCodger426
Unfortunately, AFAIK the skyboxes never looked different in GDX. If there is a fix then i would like to know as well, it's one of the few annoyances I have with gdx (and the stutters without vsync off or the tearing with limit on)...

EDIT: scrolling through this topic I complained about the skyboxes before.... and I got them to work in previous versions apparently but every time I updated GDX they broke again so I have no idea at this point. I can confirm that with the latest version I still have the broken skyboxes...


EDIT 2: While doing some more testing with the latest BloodGDX version I noticed a weird and annoying ripple effect when explosion happen. Very annoying with TNT. Anybody know if this is a bug or a setting or any way of getting rid of it?
Post edited May 14, 2019 by xxxIndyxxx
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RetroCodger426: Also, what with all the talk of voxels, on mine the voxels work for the gravestones, but not for the zombie barrels. I've enclosed a picture of my main blood folder. Have I got it setup wrong? Can anyone help, please?
fresh supply added a bunch of new voxels that weren't in vanilla, zombie barrels among them. look at my post above for a guide to copying them over from fresh supply for use in GDX.

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xxxIndyxxx: EDIT 2: While doing some more testing with the latest BloodGDX version I noticed a weird and annoying ripple effect when explosion happen. Very annoying with TNT. Anybody know if this is a bug or a setting or any way of getting rid of it?
this might be screen tearing, since gdx does the screen shake effect per frame and without vsync on it ends up shaking the screen a bunch of times in the same frame.
Post edited May 15, 2019 by Blorgx3
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xxxIndyxxx: Unfortunately, AFAIK the skyboxes never looked different in GDX. If there is a fix then i would like to know as well, it's one of the few annoyances I have with gdx (and the stutters without vsync off or the tearing with limit on)...

EDIT: scrolling through this topic I complained about the skyboxes before.... and I got them to work in previous versions apparently but every time I updated GDX they broke again so I have no idea at this point. I can confirm that with the latest version I still have the broken skyboxes...
I saw you mention the skyboxes earlier. I did wonder if we had the same problem. You mentioned them turning too fast with the player. That seems to be happening for me too. I take it your skyboxes are these bands that just end in mid-air like mine? I'm sure I saw somewhere, something about 3D skyboxes, but I can't for the life of me find any links except a Youtube video showing them off. Maybe they would help, or one of the upscaling packs.

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Blorgx3: fresh supply added a bunch of new voxels that weren't in vanilla, zombie barrels among them. look at my post above for a guide to copying them over from fresh supply for use in GDX.
I have the original DOSBox version that GOG first sold. I'm afraid my potato might have problems with Fresh Suplly due to Opengl requirements. If I can import them over though, it might be worth considering in a sale. I read somewhere that new voxels were being made for GDX, so I might see where that goes first.

Thanks for the replies and advice guys, I appreciate the effort.
Post edited May 15, 2019 by RetroCodger426
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wizzel: Hm, i've downloaded the newest version of Deathwish and played it under Blood: Fresh Supply.
It has some hickups with the framerates sometimes, but it's playable.
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Blorgx3: it is, right up until an engine trick in e1m3 that isnt replicated and makes the map not able to be completed. :(

anyway uhhhh if one had bloodGDX working and owned fresh supply and wanted the new voxels fast, they could THEORETICALLY:*

1) open BloodEX.kpf from the fresh supply directory (it's just a zip file with a different extension!) and extract the voxels folder

2) make a folder in your bloodGDX folder called "autoload" and slap the voxels folder in it

3) this part is key, put this text file in the autoload folder also: http://blorgblorgbl.org/freshSupplyVoxels.def

*(Not actually theoretical, I have done this and it seems to work but I haven't done a whole lot of testing so I havent seen every single voxel in action to ensure no bugs)
Awesome. I tried this on Nblood but can't seem to get it to pick them up. Is there anything different Nblood needs?

Edit : I figured it out. You need to have a blood.def in the zip file telling it to include the freshSupplyVoxels.def. IE :
include freshSupplyVoxels.def

Then it works perfectly. Thanks!

I'd like to allow other people to use this but I have no idea if the voxels from Fresh Supply are copyrighted by Nightdive. Anyone know? Did they just use the voxels from this?
Post edited May 17, 2019 by ColJohnMatrix
It might be a massively stupid question, but I don't understand how to get the music to play in Blood or Redneck Rampage in BuildGDX. Also the TekWar CD tracks.
MIDI plays fine in Duke or Witchaven.

I tried putting the music in OGG format naming the files Track_02 onward choose external or CD audio and it doesn't play anything. Do I have to ass a CUE file?
Also thinking of changing this to Track02 or something.

If you guys have tips, since the documentation on M210 is scarce on his site or in the BuildGDX package (the TXT files included in the downloadable archive).
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Megacyclo: It might be a massively stupid question, but I don't understand how to get the music to play in Blood or Redneck Rampage in BuildGDX. Also the TekWar CD tracks.
MIDI plays fine in Duke or Witchaven.

I tried putting the music in OGG format naming the files Track_02 onward choose external or CD audio and it doesn't play anything. Do I have to ass a CUE file?
Also thinking of changing this to Track02 or something.

If you guys have tips, since the documentation on M210 is scarce on his site or in the BuildGDX package (the TXT files included in the downloadable archive).
For me the OGG files that comes with BloodFS work with BloodGDX, they should be named blood02.ogg, blood03.ogg and so on.

Redneck Rampage is different as the music is included in the CD image file (REDNECK.GOG). You will have to extract the music tracks from that and encode it to OGG to play in game. Alternatively fgsfds made a preconverted pack for Steam users (as their version of the game lacks the soundtrack...) which should work here as well

You should choose CD Audio as music setting. External is for loading replacements for the MIDI tracks.
The "BuildGDX.jar" file is missing from both of the latest versions available for download.

Can someone please upload the file for me to download?

Cheers.
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Seducer: The "BuildGDX.jar" file is missing from both of the latest versions available for download.

Can someone please upload the file for me to download?

Cheers.
I just downloaded it and BuildGDX.jar is present inside the archive. Are you sure you don't just have a corrupted download or that your anti-virus software has blocked that file in error?

https://m210.duke4.net/index.php/downloads/download/8-java/53-buildgdx