Blood: Fresh Supply

Blood: Fresh Supply

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Daniel NDS May 12, 2019 @ 4:27pm
NEW BETA (1.8.6) is now available!
Hello everyone,

We've been hard at work over the weekend, fixing as many issues as we can get to. We thank you for your patience while we fix problems.

We have a new BETA for you to try now. This new BETA right now is not compatible with your current saves, so you'll have to start from the beginning of your current episode.

To opt-in to the BETA, right click on the game in Steam, and go to Properties. Click the Betas tab and select 'BETA' from the Dropdown list.

The new BETA (1.8.6) addresses the following issues:
  • OpenGL, DirectX and Vulkan crash fixes,
  • Armour is no longer affected by friendly fire,
  • "Show Player Weapons" has been renamed to "Show Player Weapons Overhead" to clarify what the option does,
  • Remove the two 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)
  • Dynamite bundles now play a different SEQ when impacting walls
  • Fix no taunting from TNT kills, some player achievement crediting
  • Fixed crash if player start had no sector
  • Tweaks to nerwork-demo system
  • Save autorun state between sessions
  • Fix slider directional input not being clamped; make FoV change by 1
  • Keys 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
  • Rebuilt all shaders
  • 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)
  • Lots of fix attempts in trying to get the texture UV mapping right (fixes e1m1, e1m2, e1m3, e3m2, e1m8)

This beta will likely be updated as we move forwards, and we're working to get more done.

Please try it out, and let us know what you think!

Thanks,
Daniel G
Nightdive Studios Production Team
Last edited by Daniel NDS; May 12, 2019 @ 5:41pm
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Showing 1-15 of 138 comments
SyntherAugustus May 12, 2019 @ 4:41pm 
Keep up the good work! Love this port.
HansGrulo66 May 12, 2019 @ 4:50pm 
Good start, though why are you removing the pre firing animation for the Tesla weapon?
Still got some more ways to go but this is a good start.
?Syntax Error May 12, 2019 @ 4:55pm 
Well, that's what I call good and fast work. That's why I trust in Nightdive Studios. Keep up the great work !
Mulder May 12, 2019 @ 5:00pm 
Awesome! Looking forward to you guys fixing death wish, adding more gibs since there's less compared to DOS/other ports and fixing that super annoying floating sprite bug, along with the audio issues, but yeah Rome wasn't built in a day, keep it up!
Rotund Canine May 12, 2019 @ 5:18pm 
Really hoping the jump boots not negating fall damage gets added to this list soon, good looking patch so far though.
>:( May 12, 2019 @ 5:20pm 
Still takes too long to quicksave!
Daniel NDS May 12, 2019 @ 5:23pm 
Originally posted by >:(:
Still takes too long to quicksave!

We write a bit more save data to files than the original version and, as such, it takes longer to generate. We'll see what we can do to speed it up.
VGA May 12, 2019 @ 5:25pm 
Lots of good fixes!

Maybe zip the saves in-memory before writing them to disk?
Last edited by VGA; May 12, 2019 @ 5:26pm
DOS.H May 12, 2019 @ 5:33pm 
How to access this on GOG copy?
Rej72380 May 12, 2019 @ 5:36pm 
Keep up the good work, Devs. Hopefully when the patch has a wide release, it will be applied to our existing saves.
Daniel NDS May 12, 2019 @ 5:37pm 
Originally posted by dosh:
How to access this on GOG copy?

GOG won't get access to Betas. Sorry but Steam is a bit more flexible with control over this kind of stuff. The final update wil come to GOG at the same time as the other platforms.
DOS.H May 12, 2019 @ 5:44pm 
Originally posted by Daniel NDS:
Originally posted by dosh:
How to access this on GOG copy?

GOG won't get access to Betas. Sorry but Steam is a bit more flexible with control over this kind of stuff. The final update wil come to GOG at the same time as the other platforms.
Is there any date for for that update? Been really looking forward to playing BLOOD again and this beta fixes a number of issues I've had with my copy. Really disappointed that other users aren't getting this kinda support. Guess I'll refund and get it on steam.
Is there anyway to fix this? My laptop is running Intel HD4000, N3540 2.16 Ghz, 4GB RAM

https://steamcommunity.com/sharedfiles/filedetails/?id=1740052007
Rich Evans May 12, 2019 @ 6:05pm 
Awesome news. I am getting black screen/freeze upon quick saving. Hopefully that issue is addressed as well.
user May 12, 2019 @ 6:18pm 
Originally posted by Daniel NDS:
Originally posted by >:(:
Still takes too long to quicksave!

We write a bit more save data to files than the original version and, as such, it takes longer to generate. We'll see what we can do to speed it up.

Saving is really unacceptably slow. Takes 20-30 seconds for me.
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Date Posted: May 12, 2019 @ 4:27pm
Posts: 138