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I'm currently suffering from untreated amblyopia and my sight gets frequently strained while I'm on the computer. I always had a lazy eye, but after so much time without treating it (because I wasn't diagnosed with it earlier on) my eyes started to hurt. I need to use glasses but can't afford them, so it's really got to a point where the mod will have to wait because I can't spend too much hours on the PC anymore.
Really appreciate your understanding and great luck to you as well.
Yes, I'm actually a certified programmer but there's barely any programming enterprises where I'm currently living, and it's tough for me to relocate to a bigger city right now. I'm currently setting up an online portfolio and hopefully it will be good enough to attract job offers.
Thanks for all your support and kind words. You've been a great follower!
Definitely. There's still a bunch of stuff I want to improve before I consider the mod done.
Thanks. Godspeed to you as well.
Yeah, I originally edited that call specifically for The Overlook City, but just before releasing v1.5 without the map because it wasn't finished, I couldn't bear to ditch the call as well so I slipped it in MAP02 (They Are Here). Hehe.
I'll consider finishing the level and uploading it as an addon sometime soon if enough people want to play it.
Good catch! Duke Nukem: Time to Kill was definitely an inspiration to the mod for more than just that one map.
I remember that one year ago I was working on remaking the hub city level of TTK with (mostly) Blood textures and I did a good chunk of it, but couldn't finish it in time for v1.5. What I got done looked hella nice, though. I plan to upload footage of that soon and maybe even finish it for my next mod, whenever I start to work on it.
I appreciate your kind words, sir. I was also that kind of teenager you describe and admittedly, the nostalgia factor in this project is quite high. Now I'll answer each one of your questions:
1) When me and Chunky Norwich were developing the very first version of the mod, we made a point to not include any zombiemen because they wouldn't really fit in the levels of the mod and also because their hitscan attacks would require conversion to bullet projectiles.
Bone eels could be implemented, but they would rarely be seen in the mod since other than the first level of the main episode there are next to zero underwater parts in the maps. And now that you mention it, I think bats would certainly fit in the crypt bonus level, and maybe somewhere else too. So I would say they have some chance to be added in the next version but even then they would not make much of a difference. It really depends on whether I feel like cramming more stuff to an update after I consider it complete or not, and what else I add to it as well. Also, I have been thinking about implementing the nightmare imp for a while, but it'll likely have to wait until v1.7 is released next year.
By the way, I'm waiting for Gera_Chaingun94 to release the sprites of the models he made of the missing D64 monsters in order to use them, especially those of the D64 arch-vile he did since I'm still not quite happy about the Mother Demon being currently used as a makeshift arch-vile.
Check the following link for further info: Twitter.com
2) The flare gun works a little bit differently in this mod than in the original Blood game. The attack is definitely not as damaging but the flare projectile is able to make enemies flinch, which is good to stop them from attacking you at times. I never really thought it was weak and in fact, I had to nerf it for v1.5b because in previous versions it could make bosses flinch so much that they would be stopped on their tracks and not attack you at all. Now it makes them flinch less but even then it still has got a small tactical advantage against bosses in that respect.
Hope that's enough info for you, and thanks for dropping by.
I haven't really tested the mod with a version above the one that comes in the download (3.8.0). Also it is worth noting that said version is a vintage one, so it only has support for OpenGL 2.0, because I don't see anything in the mod that should require OpenGL 3.3 and higher. So I recommend to use the GZDoom that's bundled, at least until I come with a fix for this problem.
Thanks for reporting, by the way.
I have considered doing that previously and will likely do it, but I would prefer to wait until I feel the weapons are polished enough. Something I want to do really bad is extend the lifetime of the Sawed-Off/Tommy Gun bullet cases because right now they disappear instantly after hitting the ground and I feel that if I manage to get them to stay on the ground for at least 8 seconds it would be more like the original Blood without being too laggy. I will also scale down the sprites for the Napalm Launcher because I have been told that they take a bit too much of the screen and I think it's true.
Hopefully I'll do both of these things for v1.6b, which I'll start to work on next month and I will do a massive reorganization of internal mod data first, to make things a bit more easier to understand for those who want to edit the mod and improve it themselves. I might also split the main game file into separate files, one for weapons, one for enemies, etctera.
I hope I answered your question. Also, thanks for the comment, I'm really glad that you enjoy it.
Since the version was just released, within the next 48 hours I will be waiting for error reports and fixing them as soon as possible, so please check this page again later after downloading the mod just in case.
Whilst I squashed a lot of annoying bugs during my test playthrough of the mod, I still haven't beaten the entire mod with Zandronum or software mode, so I would like confirmation of things working properly on that end. After doing a couple of quick tests on Zandronum/software mode I didn't find anything wrong with either, and on the theoretical side of things there shouldn't be anything wrong, but I can't be 100% sure.
I will sincerely be grateful with anyone who finds any serious glitch and reports it back to me.
How can I open the GAME.GOG file in order to extract the music files?
Best of luck to you as well, bud!
Thanks for the kind words.
Well, since I was aiming to make a total conversion I'll take that as a compliment.
Thanks for leaving a comment, I'm glad you've enjoyed what you've played of the mod so far.
Why, thank you. I think you're cool.
Stay tuned for v1.5!
Thanks for leaving a comment.
If you haven't tried it yet, I suggest you to check the latest version (v1.4b) which came just a day after you left the above comment. It contains some very important fixes that should have been made way earlier but nevertheless, here it is.
Be sure to give a vote or just a comment with your thoughts on it. Thanks for dropping by.
Not only does it look great but it also runs pretty well. I downloaded the LITE version first because of my previous experience with Solace Dreams but after seeing how well it worked I tried the normal version and it worked just as well to me. I'm not really sure but I think it has got something to do with the fact that these are full 3D models and not voxels.
Seeing weapons of old games like Duke Nukem 3D and Heretic modelled in 3D with such quality is truly a sight to behold. I don't currently have the means but if I do I'll donate some money so that the other kinds of enemies can become available.
I had trouble at first running the Launcher. What happened is that my Windows 10 username is "Federico Milesi" and the .bat always gave me an error until I realized it always stopped to look for a directory because of the empty space after "Federico".
So I moved the Survive folder to "C:\Users" and I could finally run it. You may want to warn other users of this as I had no clue for a while.
When I finally run it I had to assign the secondary fire key myself because it wasn't assigned to the right mouse button by default. Also, I had to uppen the brightness a bit because the default one was too dim for me.
Other than that, I just played the mod about three times. The longest I got to survive was 5:32 seconds and I scored about 72 kills. This LITE version runs pretty fine on my PC, and even though it's a downgrade it still looks very good in my opinion. I really like the music and the fact that it's got voice acting in it as well. The machine gun turret looks and feels awesome to have.
This isn't usually my type of game but I will try to see if I can run the normal version and try to beat my score with either version.
No sigas esperando, la v1.4 acaba de salir ;)
¡Muchas gracias Ulises! Nos alegra mucho que te haya gustado. Estamos trabajando en una nueva versión.
Por cierto, yo también soy de Argentina. Y Chunky Norwich es de Inglaterra. Saludos.
Happens to me too, sadly. The first part with the school chairs and the three doors worked just fine for me, but then I got through one of the doors to another area and it started running slow.
I tried switching from 1280x960 to 640x480 and there was a bit of an improvement (still far from smooth, though) but then I couldn't read the text at all. I'm thinking maybe there should be something like minimum specs? I mean I'm gonna start upgrading my rig and this is definitely worth it but I don't know which hardware part should be my priority.
Downloading right now! I hope I can run it.
I'm definitely following this, as well.
You can check the latest version of the mod! Should be easier now.
Hope you enjoy it. v1.1 will be released soon with brand-new content!
I hope you got to download and play it. v1.0c is out!
Hope you guys had fun. New version (v1.0b) is out!
I really hope you find it just as good to play.
Thanks for dropping by.