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bibendovsky: Release 1.1.10

Added:
- Allow lowercase asset file name.
- Allow to back to the game from the main menu by hitting ESC.
- Option to toggle UI stretching.
- Option to toggle intro/outro/promo.
- Playstation Vita support.
- Command-line option to dump assets SHA1 hash (--debug_dump_hashes).
- Command-line option to specify mod assets (--mod_dir).
- Track map file hash in saved game.
- AoG Shareware support (v1.0/v2.0/v2.1).
- Option to toggle fade in/out effect.

Changed:
- Rewrite CMake script.
- C++ standard to C++14.
- Revise code.
- Find assets strategy: AoG -> PS -> AoG SW

Removed:
- Command-line options: --aog_10, --aog_2x, --aog_30.

Fixed:
- One pixel gap between the edge of view and weapon sprite.
- Lightning on AoG maps.
- Mask UI between some screen transitions.
Hi, bibendowsky! I read this thread and it seems that at some point in the past, the website used to have a download link for Windows builds?

Could you put that back up? I'm not really able to work with source code or GitHub, but I'd love to check out this source port! It looks awesome!
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bibendovsky: Release 1.1.10

Added:
- Allow lowercase asset file name.
- Allow to back to the game from the main menu by hitting ESC.
- Option to toggle UI stretching.
- Option to toggle intro/outro/promo.
- Playstation Vita support.
- Command-line option to dump assets SHA1 hash (--debug_dump_hashes).
- Command-line option to specify mod assets (--mod_dir).
- Track map file hash in saved game.
- AoG Shareware support (v1.0/v2.0/v2.1).
- Option to toggle fade in/out effect.

Changed:
- Rewrite CMake script.
- C++ standard to C++14.
- Revise code.
- Find assets strategy: AoG -> PS -> AoG SW

Removed:
- Command-line options: --aog_10, --aog_2x, --aog_30.

Fixed:
- One pixel gap between the edge of view and weapon sprite.
- Lightning on AoG maps.
- Mask UI between some screen transitions.
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Matt_Eastwood: Hi, bibendowsky! I read this thread and it seems that at some point in the past, the website used to have a download link for Windows builds?

Could you put that back up? I'm not really able to work with source code or GitHub, but I'd love to check out this source port! It looks awesome!
There is a releases section on the GitHub page with binaries for Windows.
Post edited February 25, 2019 by bibendovsky
Awesome work bibendovsky. Great to see you're still updating this. This source port should be bundled with the GOG versions imo because it's essential. <3
How do i use it? That github site does not make much sense. The setup that comes with GOG has resolution otpions but they dont work.
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D88M: How do i use it? That github site does not make much sense. The setup that comes with GOG has resolution otpions but they dont work.
Step 1: download this file: https://github.com/bibendovsky/bstone/releases/download/v1.1.12/bstone_bin_win32_v1_1_12.zip

Step 2: Extract the contents of that zipfile into your GOG install of blake stone.

Step 3: Run bstone.exe
For the first time in life, I can get past the energy orbs thanks to the modern miracle of strafe left and strafe right, and a y-axis that doesn't affect movement. I am near tears. Thanks.
Please vote for minimum Windows version to support in next releases.
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bibendovsky: Please vote for minimum Windows version to support in next releases.
Voted, but I'll elaborate here. There's no advantage whatsoever for the end-user to have the base version be anything other than XP. BS isn't very performance intensive, doesn't need access to a memory address space greater than 4gb, there's little performance gain by having 64-bit code & variables, & lastly XP applications work perfectly (generally) on Win7 & beyond. If there was both a XP & Win7 version, that'd be OK, but, assuming limited time & energy to devote to updates, the ability for XP applications to run on everything newer seems a clear advantage, while not ruling out people looking to run retro gaming systems.
- Ex game developer
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bibendovsky: Please vote for minimum Windows version to support in next releases.
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ColJohnMatrix: Voted, but I'll elaborate here. There's no advantage whatsoever for the end-user to have the base version be anything other than XP. BS isn't very performance intensive, doesn't need access to a memory address space greater than 4gb, there's little performance gain by having 64-bit code & variables, & lastly XP applications work perfectly (generally) on Win7 & beyond. If there was both a XP & Win7 version, that'd be OK, but, assuming limited time & energy to devote to updates, the ability for XP applications to run on everything newer seems a clear advantage, while not ruling out people looking to run retro gaming systems.
- Ex game developer
Thanks.

Microsoft dropped to support Windows XP for Visual Studio 2019.
So I want to know, should I have to install the previous version (2017) along side with a latest or to use only the latest one.

Unfortunately, MinGW builds causes troubles on some Windows systems.
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bibendovsky: Thanks.

Microsoft dropped to support Windows XP for Visual Studio 2019.
So I want to know, should I have to install the previous version (2017) along side with a latest or to use only the latest one.

Unfortunately, MinGW builds causes troubles on some Windows systems.
If you need to.

I'm not surprised they dropped support, but, unless you really need the newer C++ versions they've added support for (https://docs.microsoft.com/en-us/cpp/overview/visual-cpp-language-conformance?view=vs-2019), or if there's some new features that are truly great that I'm not aware of (I personally used SlickEdit for my professional development, so I'm not up to date on what their IDE has in terms of features), I don't think you'll miss much if you only had the older version.
Just tried the port, it's really nice! For those to whom this might matter, the port can be made to run at a smooth 60fps by using the "--vid_renderer ogl" commandline option. There's a tiny amount of input lag that way, but this can be removed by capping the framerate to 59 with a third party utility like MSI Afterburner/RTSS.
Post edited October 14, 2019 by kalirion
I wonder why bibendovsky didn't made a post about it but version 1.1.14 of the bstone source port was released 3 weeks ago.

https://github.com/bibendovsky/bstone/releases/tag/v1.1.14
Beta release v1.2.0-beta.1

### Added
- 3D-renderer (OpenGL backend).
- Menu to control video mode.
- Menu to control texturing.
- [RHW] Texture upscale filter (xBRZ).

### Removed
- Option "vid_scale".
- Vanilla input bindings and related menu items.

### Changed
- Renamed option `vid_windowed` to `vid_is_windowed`.
- Renamed option `vid_window_x` to `vid_x`.
- Renamed option `vid_window_y` to `vid_y`.
- Split option `vid_mode` into `vid_width` and `vid_height`.
- Renamed option `vid_no_vsync` to `vid_vsync`.
- Values of option `vid_renderer`.
- Serializing barrier switches.
Beta release v1.2.0-beta.2

### Fixed
- Mipmap count for upscale filter
Beta release v1.2.0-beta.3

### Fixed
- Mipmap count calculation.