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Old 26 June 2021, 23:06   #1
utri007
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Monolith Production's Blood for a Amiga

by BSzili

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AGA/RTG

Great news For my opinion, Blood is best game that uses Build engine.

Thanks for a BSzili for his effort! Shadow warrior, Exhumed, Berusky, Blake Stone, etc here is his home page, with donate button. http://bszili.morphos.me/

Last edited by utri007; 26 June 2021 at 23:22.
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Old 27 June 2021, 00:08   #2
gimbal
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Indeed, Blood is the king of the FPS games. Brutal difficulty which actually can be overcome with skill, every weapon is original and useful, absolutely fantastic sound design and voice acting, clever level design with tons of secrets, ... I love it. And it has the absolute best implementation of dynamite in any game. If you practice you can become hyper accurate with it and do impossible kills from a far distance - or around corners since you can bounce it off of a wall.

A shame that Blood 2 was an incomplete mess.

If you own the PC version it is worthwhile to check out the mod called "Death Wish" which is pretty much the best Blood content that you can get.

https://www.moddb.com/mods/death-wish-for-blood
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Old 27 June 2021, 08:15   #3
manossg
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Awesome news!
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Old 27 June 2021, 10:04   #4
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Another great port we are living in very interesting times!
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Old 27 June 2021, 18:34   #5
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RTG Great demo.....
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Old 27 June 2021, 21:01   #6
BSzili
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Quote:
Originally Posted by gimbal View Post
Indeed, Blood is the king of the FPS games. Brutal difficulty which actually can be overcome with skill, every weapon is original and useful, absolutely fantastic sound design and voice acting, clever level design with tons of secrets, ... I love it. And it has the absolute best implementation of dynamite in any game. If you practice you can become hyper accurate with it and do impossible kills from a far distance - or around corners since you can bounce it off of a wall.

A shame that Blood 2 was an incomplete mess.

If you own the PC version it is worthwhile to check out the mod called "Death Wish" which is pretty much the best Blood content that you can get.

https://www.moddb.com/mods/death-wish-for-blood
FWIW Death Wish is compatible with the Amiga port, but I only tried it in WinUAE. Even the original game listed a 75 MHz Pentium as a minimum, and these mods were really designed with modern hardware in mind.
What I also liked in Blood was the different damage and ammo types. For example hell hounds and gargoyles are really vulnerable against magic weapons, while fire works well against zombies.
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Old 27 June 2021, 21:08   #7
kriz
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Your ports rulez!! Just donated 50Euros to you, you deserve that and so much more !!
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Old 27 June 2021, 21:24   #8
BSzili
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Thank you that's very generous! I hope the port will live up to your expectations.
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Old 27 June 2021, 23:01   #9
AMike
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One of the best FPS games - looking forward to test it on my Amiga. Thanks for your hard work.
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Old 28 June 2021, 00:08   #10
RoniWorlds
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The Blood has been waiting for the Amiga for so many years and there is finally a playable version. Still The Settlers II and it would be great. Just not under a MAC emulator.
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Old 28 June 2021, 06:55   #11
BSzili
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The source code of Settlers II is not public, and open source remakes can be hit and miss. NBlood was based on reverse engineering the original executable, so it was a good base to start with. As usual I removed the EDuke32-isms and backported it to JFBuild, but that was just the start. Blood is as complex as it gets when it comes to Build games, Peter Freese built a powerful and flexible system around the engine. You just have to look at Mapedit to see how much more you can do there compared to other Build games.
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Old 03 July 2021, 18:02   #12
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Although things are still a bit rough, if there's anyone who would like to test just drop me a PM. I could use some more testers for the multiplayer as well. With utri007's help I was able to get it to work to a degree, but we didn't try it with more than 2 players.
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Old 03 July 2021, 22:49   #13
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Quote:
Originally Posted by BSzili View Post
Although things are still a bit rough, if there's anyone who would like to test just drop me a PM. I could use some more testers for the multiplayer as well. With utri007's help I was able to get it to work to a degree, but we didn't try it with more than 2 players.
My V1200 is just disassembled, but I'll ask on the A1k board if anyone has time to test. Do you have an email address where people can get in touch?
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Old 04 July 2021, 07:10   #14
BSzili
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Thanks for the help! You can find my e-mail address at the bottom of my website in a spambot-unfriendly format:
http://bszili.morphos.me/
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Old 09 July 2021, 14:48   #15
utri007
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Multiplayer is nice feature and seems to be playable.

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Old 09 July 2021, 18:20   #16
Estrayk
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hi BSzili
I have read about the game and the programmers bragged that they had included a voxel technique mixed with the raycasting in some objects. Will that implementation of voxel be in your port?

Or it is too much for the Amiga port?

Last edited by Estrayk; 10 July 2021 at 02:31.
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Old 09 July 2021, 18:40   #17
BSzili
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Just like in Shadow Warrior there will be no voxels. There's no drawing code for it currently, and it would slow down the game to a crawl anyway.
Build doesn't do raycasting by the way, it uses portal rendering. It does use raytracing for the sloped floors and ceilings though. For more info about how the engine works, I recommend Fabien's Sanglard's article about Duke3D:
https://fabiensanglard.net/duke3d/index.php
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Old 09 July 2021, 23:55   #18
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That's a nice read. I never realized that the Dark Engine (Thief) was also portal based.
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Old 17 July 2021, 06:59   #19
BSzili
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Public test

The first official release it out out Aminet with an updated readme:
http://aminet.net/package/game/shoot/nblood

The information below may be outdated!

With the major bugs fixed, public testing has now begun.
http://bszili.morphos.me/ports/nblood.lha

Below is the work in progress readme:

Requirements:
- 68060 processor with FPU
- Kickstart 3.0
- AGA chipset or RTG card
- 32 MB Fast RAM
- 70 MB disk space (+ more for the audio tracks)

Unsupported features:
- voxels
- cutscenes

Game data:
Visit this site for links to the Registered version:
http://www.jonof.id.au/buildgames/blood.html
Only the version 1.21 is supported. Blood Fresh Supply on GOG comes with the
One Whole Unit Blood compilation as a downloadable bonus, which contains the
latest version of the game data.
The Shareware version is NOT supported.

Installation:
Copy the following files next to the game's executable.
- BLOOD.INI
- BLOOD.RFF
- BLOOD000.DEM, ..., BLOOD003.DEM (optional, attract demos)
- GUI.RFF
- SOUNDS.RFF
- SURFACE.DAT
- TABLES.DAT
- TILES000.ART, ..., TILES017.ART

Cryptic Passage:
To play the Cryptic Passage expansion pack, copy the following files, and use
the "cryptic" scripts to start the game.
- CP01.MAP, ..., CP09.MAP
- CPART07.AR_
- CPART15.AR_
- CPBB01.MAP, ..., CPBB04.MAP
- CPSL.MAP
- CRYPTIC.INI

Performance considerations:
FFS is quite slow at seeking in large files which can lead to pauses in-game
when new data has to be loaded from the disk. This can be improved by adding
more buffers, but it's recommended to run the game from a PFS or SFS volume.
Mechanical hard drives can slow down in-game loading even more, so solid-state
storage devices (Compact Flash, SD card, SSD, etc.) are recommended.
The texture/sound cache is also sensitive to memory fragmentation, so if you
have 32 MB or less memory, it's best to start the game after a clean reboot.
If your accelerator doesn't have any on-board RAM the game will likely not be
playable, as access to the motherboard RAM is not fast enough.
To enable the framerate counter in-game press [T], type "rate", then press
Enter.

Vampire V2 users:
If the 060 executables don't work, please use the 040 executables.

Sound:
The game defaults to stereo Paula DMA audio, but AHI is also supported for
sound card users.
To use AHI, after the first start open SW.CFG in a text editor, and in the
[Sound Setup] section set FXDevice = 8 and ReverseStereo = 1. The game will
use the Music Unit for sound playback, make sure it's properly configured in
the AHI prefs. To switch back to Paula, change both values back to 0.

Music:
Blood comes with two soundtracks MIDI and Redbook CD Audio. While there's an
overlap, they are different arrangements and have exclusive tracks. This
port supports PCM WAV files as replacements for both. I recommend 22 KHz
8-bit mono, which is a good balance between sound quality and size. The music
is streamed from memory, so it might not fit if you have less than 64 MB RAM.
The CD tracks should be named BLOOD02.WAV to BLOOD09.WAV, while the MIDI
replacements are CBLOOD1.WAV to CBLOOD9.WAV, PESTIS.WAV and UNHOLY.WAV. If you
are unsure about the names, please refer to BLOOD.INI and CRYPTIC.INI.
I have also uploaded converted WAV music packs to my site:
http://bszili.morphos.me/stuff/blood-cda.zip
http://bszili.morphos.me/stuff/blood-midi.zip

Keyboard and mouse controls, controllers:
To change the game's controls, open the Options / Controls... menu.
To toggle Mouse Aiming, press the [U] key in-game.
To toggle Auto run mode, press the Caps Lock key.
The game also supports 7-button CD32-compatible controllers and PSX gamepads via PSXPort. The Classic preset is recommended for CD32 and the Modern one for PSX as a starting point.
Fullscreen:
The game asks the OS for the best Mode ID for a given resolution, but this
can lead to unexpected results if there are unused monitor drivers in
Devs:Monitors. I recommend putting these away into Storage:Monitors, but if
this is not possible, you can use these tooltypes to force specific modes:
- FORCEMODE: filters the available modes via the mode name. possible values:
PAL, NTSC, DBLPAL, DBLNTSC, EURO36, EURO72, SUPER72, MULTISCAN
- FORCEID: forces a specific mode, the value is a Mode ID in hexadecimal format

Windowed mode:
You can play the game in window on high color (15-bit) or better RTG screens.
The game will still render in 8-bit color, the higher color depth is required
to avoid the expensive color remapping necessary on paletted screens. This is
not a issue in fullscreen, as the game can freely change the palette of its
custom screen.
To release the mouse pointer bring up the in-game console. This is bound to
the Tilde [~] key by default. To override which public screen the window opens
on, you can set the "PUBSCREEN" tooltype.

Multiplayer:
The game supports multiplayer up to 8 players via TCP/IP networks. Any TCP/IP
stack with a bsdsocket.library compatible interface should work. The game uses
the 23513 UDP port by default, but this can be changed when starting a new game.
While the game speed is comparable to single player, it's advised to host the
game on the fastest machine due to the additional overhead on the server.
The available game modes: Cooperative, Bloodbath (deathmatch) and Teams (CTF).

Last edited by BSzili; 19 September 2021 at 06:27.
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Old 17 July 2021, 11:41   #20
Pollock
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outstanding, thank you!
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