A great video by Civvie about the re-release's issues. I hope fixes arrive soon. :(
There's already a beta branch up on steam with a bunch of fixes, they are working on it. https://steamcommunity.com/app/1010750/discussions/0/1649918058737843575/
A great video by Civvie about the re-release's issues. I hope fixes arrive soon. :(
There's a setting in gameplay options called "full 3D aim look". Turn that on to make the Build-style view distortion go away. Also try turning off slope tilting in the same menu.Any tips about dealing with motion sickness with this game?
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A great video by Civvie about the re-release's issues. I hope fixes arrive soon. :(
It's the music and ambient soundsThis game seriously gives me a very real feeling of an evil presence in the room.
Yeah, same here. I knew it was kind of difficult, but I was having trouble playing on anything but the lowest difficulty. I think I'll try playing through the entire game on the lowest difficulty and start another run on the next difficulty level up, but I don't foresee myself being able to finish it that way.Damn, I forgot just how hard this game is! Really enjoying it though its been years and years.
"I'm on you like stink on shit!"
Yeah, same here. I knew it was kind of difficult, but I was having trouble playing on anything but the lowest difficulty. I think I'll try playing through the entire game on the lowest difficulty and start another run on the next difficulty level up, but I don't foresee myself being able to finish it that way.
Back in the day I had a Philips CD-RW unit back in the day that came with play, pause, stop, back and forward buttons for music playing without Window's craptacular multimedia software. Blood's audio tracks were on rotation. Fucking evil they were. And the MIDI versions weren't half bad with an AWE32 sound card.
Same way they botched the alt-fire of the flare gun. From what I've looked, it looks pretty rushed.How could they miss stuff like the tesla gun shooting 4 bullets instead of 5?
So my regular Blood from GoG doesn't update to this?
And I tried replying a few months ago and kept running out of ammo. Game is no joke.
It's only $5 if you owned the old copy.So my regular Blood from GoG doesn't update to this?
And I tried replying a few months ago and kept running out of ammo. Game is no joke.
It actually shoots both 4 and 5 in the original DOS release, and the QAV matches this logic (it's not something we programmed, the animation is what defined it, and we are using the animations unedited). What's happening is actually the result of botched framerate logic from the original game, but because with the updated engine the framerate timings are more accurate and, for that matter, fixed, it now results in the animation always completing its cycles exactly on the same counts, so it always produces 4 shots instead of the DOS versions 4 or 5. Yes, whether it fired 4 or 5 in DOS was entirely based on your actual framerate.How could they miss stuff like the tesla gun shooting 4 bullets instead of 5?
The port wasn't rushed, it was always going to end up like this on initial launch, the logistics of porting an entire game from disassembly without documentation is quite complicated, especially when the code base had a lot of arbitrary dead code. We are only human and can only do so much with what we have on hand.Same way they botched the alt-fire of the flare gun. From what I've looked, it looks pretty rushed.
Damn shame, because I really like some of the stuff they did in other areas, like the extra voxel work. At least they are listening to the fans, so I expect ND to patch those issues.
It actually shoots both 4 and 5 in the original DOS release, and the QAV matches this logic (it's not something we programmed, the animation is what defined it, and we are using the animations unedited). What's happening is actually the result of botched framerate logic from the original game, but because with the updated engine the framerate timings are more accurate and, for that matter, fixed, it now results in the animation always completing its cycles exactly on the same counts, so it always produces 4 shots instead of the DOS versions 4 or 5. Yes, whether it fired 4 or 5 in DOS was entirely based on your actual framerate.
The port wasn't rushed, it was always going to end up like this on initial launch, the logistics of porting an entire game from disassembly without documentation is quite complicated, especially when the code base had a lot of arbitrary dead code. We are only human and can only do so much with what we have on hand.
It actually shoots both 4 and 5 in the original DOS release, and the QAV matches this logic (it's not something we programmed, the animation is what defined it, and we are using the animations unedited). What's happening is actually the result of botched framerate logic from the original game, but because with the updated engine the framerate timings are more accurate and, for that matter, fixed, it now results in the animation always completing its cycles exactly on the same counts, so it always produces 4 shots instead of the DOS versions 4 or 5. Yes, whether it fired 4 or 5 in DOS was entirely based on your actual framerate.
The port wasn't rushed, it was always going to end up like this on initial launch, the logistics of porting an entire game from disassembly without documentation is quite complicated, especially when the code base had a lot of arbitrary dead code. We are only human and can only do so much with what we have on hand.
- Fix video crash when switching from OpenGL to other renderers,
- Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,
- Fix CD audio music not being present when reloading a level,
- Fix MP monster settings not being respected,
- Change "Show Player Weapons" to "Show Player Weapons Overhead",
- Fix armour being affected by friendly fire if friendly fire was switched off,
- Remove the three extra recoil SFX for Cultists,
- Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,
- Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,
- Removing the run glitch feature,
- Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter,
- Removed the pre-fire animation for tesla weapon,
- Removed the morphing animation for gargoyle statues,
- Stone gargoyle now uses the correct recoil SFX,
- Lightly Broiled is now always the default selected menu item when entering the difficulty menu,
- Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),
- Fix taunting when killing enemies with TNT not working,
- Stop players using power ups when dead,
- Disallow Quickloading if no saves are available to load,
- Fix a bug that caused a crash at the start of Death Wish E2M1,
- Autorun state is now saved between sessions,
- Fix the FoV slider being uncapped when using the arrow keys or controller,
- Key sprites now default to full shade values,
- Importing updated extra voxels,
- Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,
- Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,
- Concussion damage is now scaled against tick scale, making gibbing to occur more easily,
- Changed jump height for getting out of water back to the original height. This broke E2M2,
- Shade value for walls with back wall swap flag is now accounted for,
- Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),
- Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,
- Fix a bug that would allow loading in multiplayer,
- Fix issue when moving between menus if the current selected menu entry is too high or low,
- Players are now always respawned with 100 health, regardless of what the level start has,
- Spraycan and HellHound missiles now deal correct damage type and burn time,
- Tesla weapon now fires one extra projectile at the end of its firing animation,
- All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,
- Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,
- Add support for private and friend lobbies,
- Add missing Cerberus electrocution state,
- Jumping boots now negate all pummel (includes fall) damage,
- Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,
- Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type `developer 1` in console, load, save over your old save, then type `developer 0` in console.
- Fixing timing of burn damage,
- Enemies now correctly avoid water,
- Fixing DWE2M1 bug with player start spawns,
- Duplicate addon paths are now checked for,
- Key 7 is now defined,
- Remove a specific voxel on E2M2,
- Scale voxels at the same ratio as sprites,
- Show extra info in lobby list,
- Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.
Sickness gone thanksThere's a setting in gameplay options called "full 3D aim look". Turn that on to make the Build-style view distortion go away. Also try turning off slope tilting in the same menu.
A great video by Civvie about the re-release's issues. I hope fixes arrive soon. :(
... we probably had some current ports then anyway. At the least Doom 64 coming out.No, but thanks for going nuts with semantics.
People played games past the launch year back then. Shit, I think they may still do now.
Press the same key again to unbind a control.Is there a way to clear key binds? Delete/escape/backspace don't work.
Press whatever you have bound to use to respawn (There's a 3 second delay before the action is accepted to prevent shock restarts). If you are getting a crash while saving, please send me the crash log, you'll find it in your Blood installation folder as anuket_x64.dmp.Not having a good time with first impressions. Quick Save for me causes a crash constantly and for whatever reason on death I can't start a new life. Unless it's a crazy keyboard bind, spacebar, e, enter, none of those work.
I actually just finished an all-chapters play of Blood using BloodGDX but I will get this at some point.
For anyone who can't wait for Mac/Linux builds, GDX will work with the original GOG release.
Yeah, I've read somewhere that extra crispy is intended for coop play. If not, it's still completely impossible without an absurd amount of save-scumming, which totally destroys any fun.Have been loving this so far (never even played the original, don't ban me) but is it me or is Extra Crispy kind of impossible? You die almost instantly when faced with enemies equipped with guns and there isn't enough ammo to last you a single fight. Was that difficulty setting always as ridiculous as this?
Oh and is the main menu supposed to be dead silent?
Source: https://steamcommunity.com/app/1010750/discussions/0/1649918058728474399/#c1649918058731345907After much trial and error the following settings seemed to be challenging whilst still leaving the fun intact. Most importantly it removes the uber accurate cultist accuracy.
Player damage scale on high (medium if you need more leeway)
Enemy damage scale on low.
Enemy amount on very high.
All Cultist aggressions and weapon accuracies on low.
All other settings on medium (default).
We actually have zero control over that. It's up to OpenAL to handle surround sound output, and if it doesn't work on your setup, then that's just that. Having said that I've recently found the OpenAL library we ship with has been acting a bit odd in a few places (notabley it seems to be singlehandedly responsible for audio attenuation problems in multiplayer) and are currently testing a new library, which seems to fix the issues, for compatibility. The new library may fix your supposed issues along with it if they are at all related (I can't verify that to any capacity). If it works out we'll chuck that in.Edward850 can you look into improving surround sound support? Last time i checked it was very shoddy (most of "frontal" sfx sounds from back speakers and sometimes vice versa), so i need to switch to stereo mode to hear something right. I know its a very old game, but some source ports have very good surround sound implementation (like Yamagi Quake 2 - https://www.yamagi.org/quake2/ or GZDoom)
Will try that out sometime. Currently going through the game on the setting below Extra Crispy (Well Done?) and I actually have quick save and load on Mouse 3 and 4 lol. It's a lot more manageable but you're still dead as quick as can be.Yeah, I've read somewhere that extra crispy is intended for coop play. If not, it's still completely impossible without an absurd amount of save-scumming, which totally destroys any fun.
I found the following suggestion for a custom difficulty on the steam forums, and IMHO it makes the game a lot more fun for me. When starting a new game choose "MADE TO ORDER" difficulty and then set the following:
Source: https://steamcommunity.com/app/1010750/discussions/0/1649918058728474399/#c1649918058731345907
Thanks!We actually have zero control over that. It's up to OpenAL to handle surround sound output, and if it doesn't work on your setup, then that's just that. Having said that I've recently found the OpenAL library we ship with has been acting a bit odd in a few places (notabley it seems to be singlehandedly responsible for audio attenuation problems in multiplayer) and are currently testing a new library, which seems to fix the issues, for compatibility. The new library may fix your supposed issues along with it if they are at all related (I can't verify that to any capacity). If it works out we'll chuck that in.