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The instructions in the readme are great, thanks! I got everything working fine except for bmouse, which I'm still not sure how to use since dw.bat runs "blood -ini dw.ini" while bmouse needs to do something like "bmouse.exe blood" and it won't accept the "-ini dw.ini"
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# ? Nov 2, 2011 01:15 |
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# ? May 31, 2024 23:33 |
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Yeah I've been messing with that and I can't seem to get anything to work. Maybe it's a limitation of bMouse itself? I think I might try to contact the creator and see if he knows anything. Or maybe our own Tecman knows something. Here's a post of his about getting it to work on vanilla Blood over on the GOG forums http://www.gog.com/en/forum/blood_series/bmouse_0_5_mouse_driver_that_fixes_the_terrible_mouselook_on_dos_build_games
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# ? Nov 2, 2011 01:55 |
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OK so I got bMouse working. Turns out the only reason it didn't before is that I hosed up and put it in the wrong Blood install because I have so many of them. So to get bMouse working, copy bmouse.exe into your Blood directory. Now edit your BLOOD.CFG and change the following values: quote:ExternalFilename = "BMOUSE.EXE" (this tells the game to use bmouse as an "external device" executable) Now at the end of your dosboxBloodDW.conf file edit the end so it looks like this: quote:[autoexec] The bmouse.exe line being the important one. And this might be optional but I noticed that the Good Old Games install contains an outdated version of DOSBox. I updated to .74 by overwriting these files in the DOSBox folder: quote:dosbox.exe Of course make backups of anything you overwrite first but this version of DOSBox is supposed to play better with Blood. Hope this all works because it seems to run fine for me!
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# ? Nov 2, 2011 03:02 |
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Okay, I've done a quick update to the Launcher. If anything doesn't work, please yell at me so I can fix it ASAP. I hope to god I chose the correct version to update from, since I had a couple of things planned which didn't work out. Version control? What's that? The .rar files contain an updated executable with the mod added to the list, a .bat file which directly launches Death Wish (just in case) and the DOSBox config file that points to the mod. The structure matches the one in the Launcher. The second version also contains a folder for the mod, a modified .ini file for it, bMouse and modified config files for the main game (just like the other mods use in my launcher). If you want to just install Death Wish: http://blood.nanoaugur.net/DeathWish-BloodFolder.rar In this case, the mod needs to be installed to this subfolder structure inside the launcher: ..\Games\Blood\ The installation order doesn't matter here; either install the mod first, or this update first, nothing should conflict. If you want to install Death Wish but want to separate it into its own folder for Save Game reasons or what not: http://blood.nanoaugur.net/DeathWish-SeparateFolder.rar In this case, a clean copy of One Unit Whole Blood and the mod need to be installed to: ..\Games\DethWish\ This .rar includes a modified version of dw.ini, so it points to the new cutscenes correctly. Preferable install order here would be: a clean copy of the game copied to \Games\DethWish\ (not death, deth, blame 8 char limits), then install the Death Wish mod to the same folder, then install the update (this way the .ini should point correctly). So either keep my .inis, or (and this is the case if the mod ever gets updated) you'll have to open dw.ini and change all instances of C:\Blood\ to C:\DethWish\. Unless you don't give a poo poo about the cutscenes, in which case it doesn't matter. Example of the .ini changes (in case you need to do them manually), from: [Episode1] CutSceneA=C:\Blood\dw1a.smk CutWavA=C:\Blood\dw1a.wav CutSceneB=C:\Blood\dw1b.smk CutWavB=C:\Blood\dw1b.wav to [Episode1] CutSceneA=C:\DethWish\dw1a.smk CutWavA=C:\DethWish\dw1a.wav CutSceneB=C:\DethWish\dw1b.smk CutWavB=C:\DethWish\dw1b.wav Don't forget to do this for all 3 episodes!
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# ? Nov 2, 2011 03:48 |
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Gave the basic Death Wish install a quick test with the launcher, and it ran just fine. Thanks a bunch!
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# ? Nov 2, 2011 04:13 |
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I found a nasty bug in the second episode that can prevent a key from dropping. You will all want to update your files. Download Updated Death Wish http://www.moddb.com/mods/death-wish-for-blood/ README also updated with bMouse info. I edited my previous post to match this one. Sorry for the trouble — at the end of development I was testing Co-Op mode and this is an error that only occurs during Single-Player. FuriousGrey fucked around with this message at 21:58 on Nov 4, 2011 |
# ? Nov 2, 2011 05:46 |
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Sorry if bMouse is hard to use, I threw it together from scraps of other peoples code and didn't really know what the hell I was doing I'm just happy it (mostly) works!
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# ? Nov 2, 2011 13:43 |
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It doesn't seem hard to use if you're not an idiot like me and simply put it in the wrong place! Once I actually Followed The Directions it worked like a charm.FuriousGrey posted:I found a nasty bug in the second episode that can prevent a key from dropping. You will all want to update your files. You monster.
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# ? Nov 2, 2011 14:05 |
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Deathwish has been working great for me, with the only exception being that it is really hard to activate buttons and switches. It seems you have to be at the exact right distance and angle to trigger them.
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# ? Nov 2, 2011 14:16 |
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Yeah that's sort of a Build engine thing. The vast majority of buttons and switches in the regular games were huge and planted only on vertical surfaces. In Death Wish he tried to go for a more realistic approach for some by putting them on terminals or other non-vertical surfaces. I guess having to be accurate with where you're looking to active them is the tradeoff.
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# ? Nov 2, 2011 14:26 |
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The default Mapedit object clipset is fairly small (32) so that when you make blocking objects the player can get around them easily. For some things, like blocking invisible objects used for see-through bridges, I would up the clipset to something higher (like 255). I don't think the original game assumes the player is using mouselook at all and makes the switch size/location a little clunky. Honestly, I don't know how I used to play this using the arrow keys instead of WSAD & Mouse.
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# ? Nov 2, 2011 14:50 |
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Where can I find the latest/most stable version of the Hierarchy Of Chaos mod for Doom? Google is just giving me links to out-of-date versions.
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# ? Nov 2, 2011 20:04 |
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I love Blood, but im certainly expoiled by the source ports for Duke3d, Doom and others. Using dosbox and having clunky mouse aiming doesnt help at all. drat ATARI
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# ? Nov 2, 2011 20:13 |
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Guillermus posted:I love Blood, but im certainly expoiled by the source ports for Duke3d, Doom and others. Using dosbox and having clunky mouse aiming doesnt help at all. drat ATARI
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# ? Nov 2, 2011 22:01 |
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Sombrerotron posted:If you can manage to wait an unspecified amount of time, XL Engine might help. Here's a demo of a still early version of BloodXL in action. Awesome. I played Blood on DOSbox a while back, but had to stop because it ran like poo poo. I've been waiting for a source port since then. Do they plan on having full voxel support? All of those tombstone sprites look kind of wonky.
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# ? Nov 2, 2011 22:11 |
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What's wrong with Blood on DOSBox? .74 runs it better than my old computer did back when Blood was new.
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# ? Nov 3, 2011 02:20 |
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Yeah, I don't think I ever really had a problem with DOSBOX, asides from learning how to configure stuff on my own since GOG.com and Steam kind of just slap a generic configuration for all the games that run it.
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# ? Nov 3, 2011 03:07 |
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So, I was out of power until this evening. That kind of ruined my plans for UT week. Sadly missed BrainBread. No More Room in Hell looks loving killer.
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# ? Nov 3, 2011 06:03 |
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Mak0rz posted:Awesome. I played Blood on DOSbox a while back, but had to stop because it ran like poo poo. I've been waiting for a source port since then. Do they plan on having full voxel support? All of those tombstone sprites look kind of wonky. quote:I’m still working on refactoring the world system. So far the object and logic system are finished. The XL Engine takes the Object/Logic system from DarkXL and extends it. Now objects (i.e. entities/actors) are purely component based rather then using a mix of inheritance and components like DarkXL engine. Objects can have one or more Logic components – which can be implemented in either script or code. These control the function/AI of the objects and almost all of them will be implemented in scripts (except for the player and networked objects). If you have multiple logics on a single object, then they are simply run in order. This allows for simpler, reusable, behaviors to be chained together. Similarly there’s a game data component which is used by the scripts or game code, render component to handle various types of renderable objects (voxels, sprites, models, etc.) and so on. This will allow user mods to add new enemies, powerups, items, weapons, etc. or modify existing logics all through script code – allowing powerful modding capabilities without worrying about the OS or compiling code.
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# ? Nov 3, 2011 09:25 |
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Yodzilla posted:What's wrong with Blood on DOSBox? .74 runs it better than my old computer did back when Blood was new. Maybe my computer was a piece of junk, I don't know, but the game ran slow as hell and the sound was crackly. Or maybe I've just been spoiled by Doom source ports.
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# ? Nov 3, 2011 15:00 |
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I know sound was a problem in older DOSBox versions that's for sure but I think you'll be good with that now. Plus if you get the GOG Blood you don't have to worry about mounting your CD drive and having the disk in to listen to the good version of the soundtrack as their version has the CD audio built in. As for performance, yeah you do need a semi-decent computer I guess but anything from the past five years should be able to run it in DOSBox at 640 resolution.
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# ? Nov 3, 2011 15:21 |
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If you haven't been playing "No More Room in Hell", you have been missing out. No crosshairs, no health indicators, no loving heal kits. You sprint and get tired. Once you get bit there is a big chance you might become a zombie. You can only hold it off for so long if you have pills. This game is basically BrainBread, but 100x better. This is what an actual Zombie game is, not that pathetic Left for Dead. Huge amount of guns and weapons. You hold reload to check your ammo. You have to shoot the zombies in their brains, not just their heads. You can hold your flashlight WITH your pistol out. It's dark, it's scary. There are no second chances. PLAY THIS YOU FUCKS! http://www.nomoreroominhell.com/
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# ? Nov 3, 2011 16:35 |
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Kazvall posted:If you haven't been playing "No More Room in Hell", you have been missing out.
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# ? Nov 3, 2011 17:08 |
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Edit: Finally got it to work, had to reinstall all of the stuff though
NoodleBox fucked around with this message at 03:47 on Nov 5, 2011 |
# ? Nov 3, 2011 22:13 |
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I'll download it and see if I can get it working or something. EDIT: Oh supposedly they support it? Oh well I'll test it anyway. EDIT 2: Yeah what's said in the readme works fine. EDIT 3: Also here is the source code because http://swisscm.duke4.net/BMOUSE06_SOURCE.ZIP SCheeseman fucked around with this message at 22:34 on Nov 3, 2011 |
# ? Nov 3, 2011 22:21 |
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Yodzilla and I played through a level in Co-Op on Extra Crispy. Note: The Voodoo Doll does not know friend from foe. We're going to see if we can set something up where you can play through Death Wish in Co-Op Map-to-Map like you can with the original episodes instead of playing the missions individually as "User Maps."
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# ? Nov 3, 2011 22:35 |
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The Kins posted:You appear to be lost. You're looking for the Modern FPS Megathread. :V Aw, come on. Lotta guys just posted that they loved Brain Bread. I felt it fitting. Do we have a Modern FPS Megathread? Haha.
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# ? Nov 3, 2011 23:00 |
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Given how long NMRiH has been in development, I almost consider it an Early FPS game anyway. With that, Source is really starting to age. I hope that isn't too detrimental to the community. NMRiH is easily one of the best mods Source has seen in a long time. The 1.01 patch they put out last night (after just a few days) was a massive improvement over the release version and really shows these guys know what they're doing have been working incredibly hard on the mod.
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# ? Nov 4, 2011 02:10 |
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Source mods look like classic FPSes really.
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# ? Nov 4, 2011 02:11 |
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Sombrerotron posted:I would guess so, judging from the following: Man, I've been waiting for this port for ages, just for Daggerfall. I think I've been waiting like two years now. The best part is that it's not vapor, and the guy is making slow but steady progress. poo poo is like an everlasting gobstopper.
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# ? Nov 4, 2011 03:58 |
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SmokaDustbowl posted:Man, I've been waiting for this port for ages, just for Daggerfall. I think I've been waiting like two years now. The best part is that it's not vapor, and the guy is making slow but steady progress. poo poo is like an everlasting gobstopper. quote:I’m planning on releasing the DarkXL Beta around New Years, so not a very long wait remaining.
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# ? Nov 4, 2011 13:21 |
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treat posted:Given how long NMRiH has been in development, I almost consider it an Early FPS game anyway. With that, Source is really starting to age. I hope that isn't too detrimental to the community. NMRiH is easily one of the best mods Source has seen in a long time. The 1.01 patch they put out last night (after just a few days) was a massive improvement over the release version and really shows these guys know what they're doing have been working incredibly hard on the mod. The first game I joined was playing with two Devs. One of the Devs said he worked for Rockstar for four years doing Lead Graphic Design. (Or something like that)
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# ? Nov 4, 2011 17:01 |
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DEATH WISH UPDATE 11-4-11 WITH VERSION 1.1 Apparently when I was uploading updates to the original file to the ModDB database it was not overwriting the old version, and none of the fixes were made. I deleted the original file and have now uploaded version 1.1, which brings together all the patches that have been made so far. They include: • DWE1M3 Fire Pods removed • DWE2M5 single-player keydrop fix • DWE2M7 door trigger fix for lower difficulties • DWE2M8 Prox Mine Edit • Various Alignment Fixes Also... • Updated README with info on GoG, bMouse, and More • GoG files to help you run Death Wish ModDB Page with Download Link If you don't want to wait for ModDB's authorization, head over to the blog for an alternate link: Temporary Alt Links Found Here Thanks everyone for putting up with the hiccups — I've never dealt with ModDB before so I'm still getting used to their system.
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# ? Nov 4, 2011 22:07 |
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Edit: I am an idiot
NoodleBox fucked around with this message at 19:05 on Nov 5, 2011 |
# ? Nov 5, 2011 03:51 |
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Is there a way to run Brutal Doom on the client side? I love it but it a lot of multiplayer servers don't use it. I don't like going back to regular gore now that I've tried Brutal Doom
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# ? Nov 5, 2011 15:45 |
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nexus6 posted:Is there a way to run Brutal Doom on the client side? I love it but it a lot of multiplayer servers don't use it. I don't like going back to regular gore now that I've tried Brutal Doom You are using Skulltag I assume? Try downloading GZDoom, or just start a LAN server in Skulltag(doomseeker).
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# ? Nov 5, 2011 17:36 |
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nexus6 posted:Is there a way to run Brutal Doom on the client side? I love it but it a lot of multiplayer servers don't use it. I don't like going back to regular gore now that I've tried Brutal Doom
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# ? Nov 5, 2011 17:41 |
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So, today I wrote a bit about the source-port/freeware fan-release of Forsaken. A fairly fast and arcadey Descent clone released in 1998. The source-port doesn't change much (just adds modern resolutions and solves compatibility issues), but it's a neat little LAN game, and it's now for Windows, Mac and Linux. Just don't even try playing it if you suffer from motion sickness. It WILL kill you.
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# ? Nov 5, 2011 17:49 |
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That game had a pretty sweet soundtrack if I remember correctly. e: does anyone know how you'd be able to get Meltdown working with Death Wish? someone said that we could get it working by just pointing the Blood path to dw.bat but when I try to launch the game Meltdown throws an invalid file error saying that it has to be an executable. Are we just going about this wrong? Yodzilla fucked around with this message at 20:13 on Nov 5, 2011 |
# ? Nov 5, 2011 19:49 |
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# ? May 31, 2024 23:33 |
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The Kins posted:If you mean using Brutal Doom while all the other players use normal Doom, than sorry, it's impossible - Brutal Doom changes a shitload more than the gore effects under the hood, and Skulltag doesn't really have a concept of clientside mods. That's a pity. Still, I'm having a blast playing shotgun frenzy: all the super fast-paced, hundreds-of-enemies DOOM gameplay we love with earning points to buy better weapons so it doesn't get stale.
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# ? Nov 6, 2011 02:04 |