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First, I'd like to say that I wasn't fully sure on where would be an appropriate place to put this, but considering that it's more about Blood, and I wanted to tell Blood fans about this, I figured I'd post it in Blood's section.

There has been a new mod called BloodTC that came out for eduke32 that was released September 28th, 2012, and unlike the horrid zBlood for Doom, this one actually feels and plays like Blood. Things like voxel models are still there, all levels are true to the original, and Caleb still talks throughout the game and in certain events. I think he even talks more when blowing enemies up, in fact, probably since it's on Duke's engine and all Duke voices were replaced.

I wanted to know what everyone else thinks of this mod. I personally think it's great, and after playing it for a while, I begin to forget that it's really Duke Nukem. Things a lot of us have wanted like true mouse support, playing on high resolutions, texture filtering and a constant 60+ FPS are here. It almost feels like a source port of Blood, with an extra bit of eye candy like dynamic lighting and explosions. Even the lighter when having the dynamite out actually glows!

You can get the mod here: http://www.moddb.com/mods/bloodtc
The newest update (came out on October 15, 2012) came with small bug fixes and polymer support.
I've also got a video comparing the original Blood with the BloodTC mod, if anyone wants to get a peek before downloading it:
https://www.youtube.com/watch?v=KpGu33BoPT8&feature=plcp
(note: it also compares zBlood and Transfusion, but compares Blood and BloodTC first)

I highly recommend every Blood fan who owns Duke Nukem to try this out, you will definitely not be disappointed. Leave what you think about the mod, what could be better, what you'd like to see, bugs you've encountered, etc. I personally would love to see cooperative and bloodbath. I will continue to play through the mod and leave more feedback here.

Thanks for reading, hope you enjoy the mod, and I hope this was an appropriate section to post it in. If not, a move would be appreciated.
I just went through the first two levels of this mod and HOLY CRAP is it good. It practically feels like it is like Blood unlike the other Blood recreations I have seen. I really hope this project gets finished with plenty of tuning to make it almost like Blood because this is as close as we are going to get to a Windows port of the game if Jace Hall can't fall through on his possible plans for a source port release.
Post edited October 23, 2012 by SpooferJahk
I've briefly played M210's latest October release without the polymer engine. maybe I haven't figured out eduke32's resolutions but it looks to me like M210 hasn't gotten around to resizing his sprites yet. Also there's a problem with jerkiness when it comes to using md2 models instead of sprites for world actors with AI, at least with the cultists anyway. Zblood is no longer representative of the attempts to port Blood to a DooM based engine, seeing on how there are 2 new reworks of Zblood- Zblood+ and ZbloodX respectively.

There are more fundamental issues that I'd love to see discussed, such as the use of true room over room (3d floors in Doom) and how replacing Blood's mirror stacking will change gameplay. In some doom ports enemies can see through 3d floors, where as in Blood, ai could not see through a portal (mirror stacking).
Looks good! How are the Bloodbath capabilities?

Playing it, the only thing that really bothers me is the crosshair seems a little low.
Post edited October 24, 2012 by DustyStyx
Well I've got to play it some more and here are some things I've noticed.

-The fat zombies that puke on you and throw meat cleavers at you don't hurt you unless you are close enough so that they use their melee attack. This makes them not much a threat, and they die pretty easily compared to the original (one alt-fire shotgun shot will do ya).

-Spiders do not do any damage at all, but they do slightly affect your vision.

-When underwater, it still has Duke's underwater sounds.

-Sometimes when in a sector that's under a sector and there is a hole on the ceiling showing the sector above it, when looking up through it, it displays weird colors. (eduke shows random colors instead of the famous Hall of Mirrors like in most DOS games)

-Sometimes the axe zombies and cultists sprites look a little shaky. However, the enemies on fire sprites are definitely shaky.

-The Fanatic's firing rate is a bit slow.

-I think the Cultist's and Fanatic's weapons are not as strong or accurate as they should be.

-Voxels don't show up when using polymer, they resort to sprites.

-Gill Beasts appear like they are swimming even when out of water for their first 2-3 frames, then start walking. They also walk VERY slow.

@DustyStyx, do you mean that the crosshair is too low on the screen, or that the auto-aim is very low? I have noticed the auto-aim is very low and that the crosshair is actually pretty small. Also, multiplayer doesn't work. I tried to play with a buddy the other day, and it uses the newest version of eduke which isn't compatible for online play. I haven't tried putting the BloodTC files with an older version of eduke yet, perhaps I should try that and leave my results here.
Post edited November 09, 2012 by EarthZM
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EarthZM: @DustyStyx, do you mean that the crosshair is too low on the screen, or that the auto-aim is very low? I have noticed the auto-aim is very low and that the crosshair is actually pretty small. Also, multiplayer doesn't work. I tried to play with a buddy the other day, and it uses the newest version of eduke which isn't compatible for online play. I haven't tried putting the BloodTC files with an older version of eduke yet, perhaps I should try that and leave my results here.
It's one of the things we noticed when working on Transfusion. Blood's crosshair isn't on center, it's a little higher. I didn't pay attention to the auto-aim.
Well I've got to play it some more and here are some things I've noticed...



-Sometimes when in a sector that's under a sector and there is a hole on the ceiling showing the sector above it, when looking up through it, it displays weird colors. (eduke shows random colors instead of the famous Hall of Mirrors like in most DOS games)

and-

-Gill Beasts appear like they are swimming even when out of water for their first 2-3 frames, then start walking. They also walk VERY slow.



The polymer engine is a hardware renderer and can draw true-room-over-room geometry instead of the old sector over sector techniques (blood, dukenukem,shadow etc). I can't find a single example of this in the blood tc where polymer doesn't have some sort of issue. If you change the renderer back to the *fake*software mode it renders correctly. Sometimes enemies can't distinguish between 3d and 2d yet. That's why swimming creatures float above water, and some land based enemies fall through geometry. You'll also notice that enemy ai is waking up early, b4 player circles a corner and sights enemy for example. Thy cant see the 3d geometry, or see through it in other words. Also, since voxel models are rendered as cubed pixels instead of triagles, the hardware renderer will never draw models using voxels. They'll have to be replaced with md2 models or equivalent.



[i]-The Fanatic's firing rate is a bit slow.
-I think the Cultist's and Fanatic's weapons are not as strong or accurate as they should be. [/i]

Their chance-to-hit is way off. Blood cultists were aimbots.





@DustyStyx, do you mean that the crosshair is too low on the screen, or that the auto-aim is very low? I have noticed the auto-aim is very low and that the crosshair is actually pretty small..

I'm not sure how much M210 will fix , he's already stated that the auto aim is going to stay the same.
Post edited November 10, 2012 by zZaRDoZz
Thanks for the port and for the reliving the long forgotten experiences. However, I have a major problem in the Bowels of the Earth level. In a cave with the pool, the pool is inaccessible. Although I can shoot through the water, the way further is blocked.
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snoog: Thanks for the port and for the reliving the long forgotten experiences. However, I have a major problem in the Bowels of the Earth level. In a cave with the pool, the pool is inaccessible. Although I can shoot through the water, the way further is blocked.
the 2nd episode maps aren't feature complete. if you know the duke nukem cheats you might be able to clip through.