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If you have already downloaded the Demo once, you don't need to re-download the entire TC to get the latest version (unless something major changes). Just download the most recent BStone.pk7 file here (180KB) and drop it into your Blake Stone TC folder.
Feedback is welcome... I could always use another set of eyes to point out things that need to be tweaked.
NOTE: This TC requires ZDoom development build 111 (8f45e90) or higher. If you get mapinfo "Automap" errors when loading, please try using a newer development build of ZDoom or a corresponding GZDoom build.
Spoiler: More images...
Spoiler: Original Post:
This is something that I've been working on and off for a very long time... It's not perfect, but the included Episode 1 maps are fully playable, with only a few Decorate items still to be defined.
Currently done:
- Gameplay scripts
- Status Bar
- Blake-style map overlay and elevator interface
- All primary weapons, enemies, and items, with a few exceptions
- High score system
- And more...
Still to do:
- Later level bosses and finales
- Linked doors
- Tweak the map conversion code to get rid of some bad sectors in the maps
- Clean up the sounds in the resource file - keeping both ADLIB and digitized sounds means a 7MB download
- Some actors are placeholders... They work, but aren't accurate
For the full experience, be sure to bind a key to the Blake-style map overlay - the default is 'q'.
Last edited by AFADoomer on Fri Apr 18, 2014 7:18 pm, edited 12 times in total.
I haven't checked it yet (though I am very much looking forward to doing so). However, I noticed that the download link is pointing to https: when it should be http:.
[edit]
OK, first impressions: Very nice. Very authentic. Makes Blake much more playable than struggling with the original exe.
Some things that you are probably aware of:
Spoiler:
As you can probably tell, I was using GZDoom but I suspect that these problems will also happen in ZDoom. I was playing at 1920x1200. Screenshots resized for sanity.
Full screen HUD - weapons do not sit at the bottom of the screen:
Information/interface panels are not widescreen friendly:
When trying to get a screenshot of the above, I went back into a lift that I had just got out of and the bars went weird:
I find the options menus quite hard to read. I suggest using the config to darken the screen fade effect and use a colour that contrasts better with the green than the default yellow.
W00t!!!111one
[/edit]
Last edited by Enjay on Mon Apr 07, 2014 7:26 am, edited 1 time in total.
- Instructions screen at the start of level 1 isn't widescreen friendly (I can see the 3D viewport at the sides)
- The "Esc to exit" text in the same instruction probably isn't necessary because that will actually open the main menu. The "E to continue" is enough, I think. Disregard if this is how the original game behaved; I don't remember much of it.
- The "Get Ready Blake!" loading bar has a single dark grey pixel on the second bar at the bottom.
- Sometimes I bump into solid invisible actors while running around the map. I don't know what they are.
- Player movement is still very Doom-like? There's view bobbing and sliding... was that how the movement was in the original game? I remember it being more Wolf3D-like (no bobbing, no sliding; player stops as soon as you release the movement keys)
Maybe he could borrow the Samsara Wolfenstein movement or your movement code.
This looks brilliant, I'll try this when I get home (I'm on my way to school right now).
AFADoomer doesn't need to "borrow" anything from me, he figured it out waaaay ahead of time before I ever did. :P It was implemented in the Wolf3D TC...
Nash wrote:- Player movement is still very Doom-like? There's view bobbing and sliding... was that how the movement was in the original game? I remember it being more Wolf3D-like (no bobbing, no sliding; player stops as soon as you release the movement keys)
I just checked with the original in DOSBox and, yes, it is pretty much like Wolf3D. Personally, I much prefer the Doom movement but if the TC is to be accurate, then Wolf-like movement would be more so.
Off topic (ish)
Spoiler:
You know, I can't help feeling that Blake Stone would have been a far better candidate for a modern reboot than pretty much any of the other games that have suffered from had one. I mean, it already has a story and levels of interaction that would suit the slower story-driven pace common in modern engines, the environments would translate well IMO and it is obscure enough that not too many people would feel as if their lives had been trampled over by the game being re-imagined yet popular enough to generate a bit of retro gaming interest.
Oh fuck yeah. Might make an add-on for the Planet Strike weapons and Planet-Strike resolution versions of the AOG weapons somewhere down the line (keeping the different designs and color schemes in mind).
Also a bit off-topic:
Spoiler:
Enjay wrote:You know, I can't help feeling that Blake Stone would have been a far better candidate for a modern reboot than pretty much any of the other games that have suffered from had one.
Honestly, I quite like ROTT '13 and Shadow Warrior '13. ROTT has pacing/design that feels a lot like the original game, and SW takes a neat/enjoyable spin on its predecessor. Then again, I'm not sure which games you're referring to either (and I can't expect everyone to enjoy the same games I do).
Still, from what Interceptor managed to pull off with ROTT, with some more experience I imagine they could possibly be able to handle something like Blake down the line - though it'd admittedly be a tougher one to remake/expand on without screwing something up.
It's not working for me. When i click on the exe it says it can't find zdoom when it's in the folder. Then when i try to launch it from the zdoom launcher it says something is wrong with the pk7.
What does the error say? Also be sure you are double-clicking the "BStone Demo.bat" to run it (after you've extracted the files with the proper folder structure like in my image)