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Please try to nudge them into releasing the source, GOG! There would be so much to gain from source ports. The community would benefit from improved gameplay options and GOG and Atari would benefit from increased sales.
Come on,it's now or never!
I bought Duke Nukem 3d on a cd on 2007 'cause i like this game...
I did the same with Doom..
But i'm not gonna do it with Blood...Playing through Dosbox is so boring!
I'm sure that with a port,Blood community can grow like the Duke Nukem Community
Please mister GoG White Knight, get the lost Blood source code scroll! =)
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Amplifire: It would be very awesome to play it with opengl. So please give us the source code.

you can simulate the experience of playing build engine games in opengl by smearing vaseline all over your screen fyi
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Amplifire: It would be very awesome to play it with opengl. So please give us the source code.
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barley: you can simulate the experience of playing build engine games in opengl by smearing vaseline all over your screen fyi

heh
If you don't like texture filtering, turn it off. You still get perspective correct vertical look, coloured lighting, 32bit colour and the like. It also allows stuff like the HRP for Duke3D.
+1!
"heh
If you don't like texture filtering, turn it off. You still get perspective correct vertical look, coloured lighting, 32bit colour and the like. It also allows stuff like the HRP for Duke3D."
yeah, I know and I'd love a source port too. It just bothers me that most people probably want a sourceport for things like texture filtering and high res packages. Those things are are disgusting.
Go look at some screenshots of the DN3D packs and the Doomsday packages, look at all the bullshit shoved into most every Quake source port. They don't look good, they look awful. You can't make Doom look like crysis and thank god.
If you want to play a game that looks like that, go for it. I suggest Gore, or any cheap fps from 2002. Don't try to make a good old game look like something it's not. Pixels are awesome, low res blocky environments are great. mid to late 90's polygonal work is an amazing, unique aesthetic and Build engine games are some of the best examples. There are plenty of crappy looking games with model and texturework equivalent to what you get in these "high res" packages, go play one of those if you want that.
Hopefully, if anyone ever puts together a source port for blood it'll be more along the lines of functional ports like zDoom or fitzquake rather than silly junk like Doomsday or Tenebrae.
edit: I had to take out the actual linked quotes because it wouldn't let me post otherwise :/
Post edited April 23, 2010 by barley
The Duke3D HRP suffers from a lack of direction (my fault, I should have set up some better ground rules when I started the damn thing), but I think the idea is sound. I enjoy playing games with original graphics but the HRP is a fun novelty.
I do think that updated HUD and menu graphics don't hurt the look of the game and I've been meaning to put together a package that only includes those elements some time however I have to get around to doing the big fat red font used for the main menu.
If Blood's source code was released, one thing that will need to be done is redoing the voxel models with conventional polygons since Polymer (the new renderer for Duke3D) doesn't support voxels at all.
It's not only for glide. To run this game flawless via dosbox needs a fast computer.
So I have a small even not that fast PIII 1,4 GHz with 768 MB Ram and I like to play this gem besides DN3D, ROTT, Redneck Rampage, and Outlaws on it too., for mobility. But at the moment I have to run Blood on a big fat machine because of dosbox. Sure it runs nice but....
I've recently play Duke Nukem 3D with Jonof port, and it was so easy to make Duke revive under Windows XP.
If the same thing could happen to Blood, it will be fantastic.
I'd be all over a HRP. Please please please. :)
It's the main reason I bought Duke here...I think a lot of people would do the same with Blood if it was released.
Post edited April 23, 2010 by chautemoc
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barley: "heh
If you don't like texture filtering, turn it off. You still get perspective correct vertical look, coloured lighting, 32bit colour and the like. It also allows stuff like the HRP for Duke3D."
yeah, I know and I'd love a source port too. It just bothers me that most people probably want a sourceport for things like texture filtering and high res packages. Those things are are disgusting.
Go look at some screenshots of the DN3D packs and the Doomsday packages, look at all the bullshit shoved into most every Quake source port. They don't look good, they look awful. You can't make Doom look like crysis and thank god.
If you want to play a game that looks like that, go for it. I suggest Gore, or any cheap fps from 2002. Don't try to make a good old game look like something it's not. Pixels are awesome, low res blocky environments are great. mid to late 90's polygonal work is an amazing, unique aesthetic and Build engine games are some of the best examples. There are plenty of crappy looking games with model and texturework equivalent to what you get in these "high res" packages, go play one of those if you want that.
Hopefully, if anyone ever puts together a source port for blood it'll be more along the lines of functional ports like zDoom or fitzquake rather than silly junk like Doomsday or Tenebrae.
edit: I had to take out the actual linked quotes because it wouldn't let me post otherwise :/

I agree but you could always turn the features you don't like off.
Today blood runs like crap with dosbox at high resolutions, having Blood running at 1280x1024 on an OpenGL engine would be awesome.
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SwissCM: If Blood's source code was released, one thing that will need to be done is redoing the voxel models with conventional polygons since Polymer (the new renderer for Duke3D) doesn't support voxels at all.

Shadow Warrior used voxels too and there's an engine that supports them:
http://www.jonof.id.au/jfsw
Post edited April 23, 2010 by Eclipse
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Eclipse: Shadow Warrior used voxels too and there's an engine that supports them:
http://www.jonof.id.au/jfsw

jfSW hasn't been updated to use Polymer, it uses Polymost which is a renderer that Ken Silverman wrote. Polymer is written by Plagman and is included in eduke32. It has a bunch of graphical features like coloured lighting, shadows and support for normal mapped textures.
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Eclipse: Shadow Warrior used voxels too and there's an engine that supports them:
http://www.jonof.id.au/jfsw
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SwissCM: jfSW hasn't been updated to use Polymer, it uses Polymost which is a renderer that Ken Silverman wrote. Polymer is written by Plagman and is included in eduke32. It has a bunch of graphical features like coloured lighting, shadows and support for normal mapped textures.

normalmaps and useless dynamic shadows on Blood? no thank you...
Post edited April 23, 2010 by Eclipse
The shadows might look better than you would think. See attatchment
Attachments:
and then you'll ned 3d models to match the new environment look.
That Duke screen looks like something like Quake 2 \ Half-Life 1, it's not modern looking and it's not the original look...