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Thank you a milion times man. Thank you
All the errors in the GOG version were pretty forgivable, minus the CD audio tracks, that was just horrendous; low quality? Eh, that's acceptable. Having the beginning two seconds missing from the right track and instead on the end of the track before it... that's a pretty big mistake.
I'd liked to have seen Steam at least do a super basic clean-up of it. I mean, they could've installed a more recent version of DOSBox and taken an afternoon to put in audio tracks that were ripped correctly (even still at a low bitrate), if absolutely nothing else.
Of course, Steam kind of introduced their own errors, really. They sell you the whole game, but don't even give you a way to launch the expansion....
I mean, yeah, you can just launch DOSBox and then manually do whatever, but it's just silly having to do that.
And, in all fairness, Atari is probably the real company to blame here; they submitted it, Steam just accepted it as-is.
My experience was I downloaded Steam version, unzipped your mod, ran it and noticed Dosbox was still ancient, updated to latest SVN Daum, updated the SVN's conf with most of your file's settings, renamed to dosboxBlood.conf, then could not get the game to boot past the audio initialization. Then I got annoyed and deleted everything. ^_^;
The built-in batch menu is really nice.
And using a newer unofficial SVN build of DOSBox isn't a bad idea. I had known the last stable version was still 0.74, I had honestly just grabbed a slightly later SVN release with a fix for CD audio looping included (unless I pulled a stupid and copy/pasted the wrong files) floating around. Daum had a lot of extras I didn't feel were needed in my personal setup, but it may well be a better setup for others for the sake of options. Also, I don't know if performance has increased with more recent SVN builds, which is worth a look into....
I remember tooling around in Daum a bit and thinking it was a much better overall experience (it has a GUI menu!), but I always found the basic versions to be sufficient for single game installations.
SVN:
I see. Well, the Direct3D shader support alone is a killer feature for me (not sure if your included version had that). With a CRT shader I can effectively hide the jagged, uneven pixel artifacts that come from non-integer image scaling.
The latest Daum also plays nice with ReShade 1.0, opening the door to even more extensive graphic mods. Yesterday I used SweetFX (part of ReShade) to add vibrance and extra brightness, the latter to make up for the brightness loss incurred by the CRT shader.
Of course mouse movement still feels awful, bmouse or no. ^_^;
LITE version is uploaded as of this post, FULL version will be uploaded over the next day or so.
v1.1
-Replaced older DOSBox SVN build with DOSBox SVN Daum 20150125
-Added menu for Client option in Multiplayer Menu (CONNECT.BAT)
-Added menu for Mods, with ability to load MAP and BAT files in addition to INI files
-Added ability to launch server with custom MAP/INI file
-Cleaned up code for launcher, added comments to MENU.BAT for those who wish to decipher spaghetti code
-Options can be now edited from inside launcher
-Included documentation for BMOUSE and BOOBTEAM (Oops!)
-Slight config changes (Q and R select Proximity and Remote Bombs instead of TNT and Napalm Launcher, respectively).
Links are unchanged from the first post.
After you install it, create a new text file, name it MOUSEWHEEL.AHK, and paste this in:
Where KEY1 and KEY2 are the keys you want to be used instead. Just use the letter or number if it's a common key,
ahkscript.org/docs/KeyList.htm#Keyboard has a list of special keyboard key names, like PgUp and PgDn for Page Up and Page Down, etc.
After that, you can either just open the MOUSEWHEEL.AHK with AutoHotKey before loading Blood, or you can right click MOUSEWHEEL.AHK and choose "Compile Script," which will give you a new MOUSEWHEEL.EXE you can put in your Blood folder.
If you can't get it to work, I can make and send you a link to an edited one if you tell me what keys you want replaced.
Using WASD, I don't know what keys would work well as a replacement for players that like using Up/Down arrows for movement. lol
Just random curiosity, since you're using arrows to move and the mousewheel; are you left-handed? I may introduce alternate keys as an option if I ever update it past this.
I have been toying with ways to make a built-in launcher for BME's Map Pack 2014, but I haven't come up with anything I'm really happy with yet. Vague ideas, but it's far from a certainty I'll ever do anything with it.
I am terrible at AHK so a more elegant solution is likely possible. I didn't feel like figuring out how to inject the map's filename into a Dosbox .conf file, or similar. Anyway, posted in the off chance it gives you an idea for your BME interface.
The way I'm doing writing custom maps into DOSBox configs is... well, I guess I'm not really writing it into DOSBox configs. It just uses an ECHO statement to write the command I want to run to a batch script that gets called by the menu.
That's basically what the launcher does with most commands in a simplified way; options are just stored as SET commands in OPTIONS.BAT which are called when MENU.BAT loads. Of course, a text file you can edit isn't too terribly elegant in and of itself. That's why I was thinking that the BME Map Pack Launcher would be neat; you'd have access to pretty much everything, and you could add to it easily as long as you followed the established directory structure (MAPS\LETTER\AUTHOR\MODNAME).
As for the Map Pack launcher's current progress... wanted to try and do it all from inside DOSBox (Haha!) and that proved to not work; no long file name support killed me. Tried a special DOSBox build that supports LFN, but none of the file selection tools I found had LFN support, so it was a moot point.
For now, it's a Win XP/7/later batch script that shows folders, assigns numbers, you tell it a number, and it copies the mod files, searches through the mod's .BAT file to edit the BLOOD.EXE line to include BMOUSE (if enabled) and any extra parameters, asks if you want to edit/look over the .BAT file, and then launches it. Once you close DOSBox, it goes back to the main menu. Pressing enter without selecting a number goes back to BLOOD.BAT. I'll also have to distribute the Map Pack with the launcher, as I had to change the folder structure to make it fit in a CMD window remotely well.
Since it uses Windows for selecting, the BLOOD.BAT file has been edited to give a menu with DOSBox, Map Pack, and Exit as options. Also found a program to compile .BAT files into .EXE, which I renamed into DOSBOX.EXE (and renamed DOSBOX.EXE to DOSBOX-SVN.EXE, changed references in scripts, etc.) and it now launches from Steam with Mousewheel support and a functional DOS prompt.
Once I tidy up a few other things, I'll look into adding the optional Map Pack launcher for v1.3.
No, I'm not lefthanded ;-)
Back in 1993 when Doom came out, I started using the arrow keys... And I've been using them ever since...
Thanks for the mousewheel script, adapted it for my own use[pastebin.com]. (Note that the call to mousewheel.exe in the launcher script below is just this compiled .ahk.)
A few more things I thought to mention.
1) You may want to run Ken Silverman's nolfblim vsync utility[www.vogons.org] before the game. I don't fully understand its function, just tossing it out. May help, and does no harm.
2) I like to enable DOSBox Daum's vsync feature, even if it's unclear it changes anything.
3) game.gog never sat well with me. I found a high-quality CD audio rip, reencoded it to 192kbps OGG, and ripped everything out of game.gog except for a dummy txt file. CD audio is now less than 40MB instead of a few hundred. {LINK REMOVED}Here's the bin/cue, but not the audio tracks, if anyone wants.
4) I am astounded by how complex your batch scripting sounds... it's beyond me. I've been working on my AutoHotKey setup, and am tempted to suggest that it may provide a much simpler solution for your needs. (In particular, having to enforce a custom naming scheme on that colossal map pack is horribly labor intensive and complicates your distribution.)
A few cool features:
- highly modular; fill in a few paths up top and you're mostly good to go
- optional checkbox lets you copy over ReShade and run your custom ReShade config, play, and then it cleans up afterward
- pick a custom map located anywhere on your system via file dialogue, play, then it cleans up
- run setup if you hold ctrl, alt, or shift while launching the menu
- [if your Blood install lives elsewhere] you can compile the script, rename it dosbox.exe and stick it in your Steam OUWB folder; now you can track playtime, take Steam screens, and use the Steam overlay when you play Blood
This is what it looks like[i.imgur.com], super basic.And here's the current code[pastebin.com].
LMK what you think!