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Rob_Robinson3984: I still don't know what I am doing. Down loaded the files and the source code for windows and I am still so lost. I need help running win 10 64. Maybe someone will post an install for idiots so I can play. Thanks
See this post. You don't need the source code, just the win64 download.
Release 1.1.8

Added
- Widescreen mode.
- Icon and it's resource file (Windows).

Changed
- Use text format for configuration.
- Made E2M6 completable with 100% stats.

Removed
- Makefile.pandora.
- Custom renderers.

Fixed
- Bottom view bound when drawing sprites.
- Command-line to force a software renderer.
- Mouse sensitivity.
- Weapon switching.
- Offset of floor info on upper status bar.
Post edited August 07, 2017 by bibendovsky
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bibendovsky: Release 1.1.8

<Changes>
Yay! The mouse sensitivity issue (what appeared to be negative acceleration) is fixed! This makes the game feel so much more responsive. The text format configs are also very useful. Many thanks. :)

Quick question, though. Can you clarify on the weapon switching and widescreen mode changes? I couldn't see any next/prev weapon bindings (such as to bind to the mousewheel) and the widescreen mode description made it sound like it stretches the display rather than increases the FOV to cater for the wider view.
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bibendovsky: Release 1.1.8

<Changes>
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korell: Yay! The mouse sensitivity issue (what appeared to be negative acceleration) is fixed! This makes the game feel so much more responsive. The text format configs are also very useful. Many thanks. :)

Quick question, though. Can you clarify on the weapon switching and widescreen mode changes? I couldn't see any next/prev weapon bindings (such as to bind to the mousewheel) and the widescreen mode description made it sound like it stretches the display rather than increases the FOV to cater for the wider view.
About weapon switching. After you picked up Anti-Plasma Cannon it's impossible to switch to another weapon except Auto Charge Pistol.

About widecreen. In previous releases it was a simple stretch of image. It stays true in this release for user interface elements (HUD, menu, etc.). But the scene renderers without stretch. You can see it clearly if you select wider width (i.e., --vid_mode 1280 200). Also I didn't change FOV.
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bibendovsky: About widecreen. In previous releases it was a simple stretch of image. It stays true in this release for user interface elements (HUD, menu, etc.). But the scene renderers without stretch. You can see it clearly if you select wider width (i.e., --vid_mode 1280 200). Also I didn't change FOV.
Ah, I see, it's just the viewport that changes (so you gain on the horizontal but lose on the vertical if you use a widescreen resolution) with the HUD, menu and intro screens stretched. I'll keep to a 4:3 ratio then, 1280x960, in a window.
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bibendovsky: Release 1.1.8
Ooh, I've found what appears to be a bug. On Aliens of Gold, E6M9, it starts with a teleporter. You enter the teleporter, the screen goes black, the message comes up saying that you are teleporting in and the screen stays black. If you bring up the map and then close it then the game screen does then come up allowing you to continue.

EDIT: In fact, I think it might be every teleporter that has this issue. Having just finished Aliens of Gold I started up Planet Strike. After clearing the first level I teleported to the second level, and again when teleporting in the screen remained black, but after bringing up the stats and then closing them the screen then displayed.
Post edited September 02, 2017 by korell
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bibendovsky: Release 1.1.8
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korell: Ooh, I've found what appears to be a bug. On Aliens of Gold, E6M9, it starts with a teleporter. You enter the teleporter, the screen goes black, the message comes up saying that you are teleporting in and the screen stays black. If you bring up the map and then close it then the game screen does then come up allowing you to continue.
Fixed in v1.1.9.
Release v1.1.9

Fixed:
- Black screen after teleporting out.
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bibendovsky: Release v1.1.9

Fixed:
- Black screen after teleporting out.
Just tried 1.1.9 and teleporters work again now. Many thanks.
Hello,i want to thank You for VERY good Blake Stone Port.Loving Bstone so far! I have few suggestions\bug reports.

-non stretch widescreen hud/menu like in ECwolf,
-that enerby balls on legs respawning from hole in the wall very fast and indifinetly,this is normal or bug?
-ceiling turrets cannot be destroyed with both pistols,again this is a bug or feature?
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Zaratul: Hello,i want to thank You for VERY good Blake Stone Port.Loving Bstone so far! I have few suggestions\bug reports.

-non stretch widescreen hud/menu like in ECwolf,
-that enerby balls on legs respawning from hole in the wall very fast and indifinetly,this is normal or bug?
-ceiling turrets cannot be destroyed with both pistols,again this is a bug or feature?
1) I'll open an issue ticket to add such feature.
2) It's normal.
3) It's also normal.
Post edited September 20, 2017 by bibendovsky
Okay love the sourceport, but i don't know how to get this windowed in windows 10. I can't seems to figure out how to use command lines... i know I am an idiot!
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xxxIndyxxx: Okay love the sourceport, but i don't know how to get this windowed in windows 10. I can't seems to figure out how to use command lines... i know I am an idiot!
Did you try Alt+Enter?
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bibendovsky: Features:
* Supports Aliens Of Gold (full / shareware) and Planet Strike
* High resolution rendering of world (extended vanilla engine)
* Modern and vanilla controls
* Allows to customize control bindings
* Separate volume control of sound effects and music

Visit home page.
when is the next version?
Release 1.1.10

Added:
- Allow lowercase asset file name.
- Allow to back to the game from the main menu by hitting ESC.
- Option to toggle UI stretching.
- Option to toggle intro/outro/promo.
- Playstation Vita support.
- Command-line option to dump assets SHA1 hash (--debug_dump_hashes).
- Command-line option to specify mod assets (--mod_dir).
- Track map file hash in saved game.
- AoG Shareware support (v1.0/v2.0/v2.1).
- Option to toggle fade in/out effect.


Changed:
- Rewrite CMake script.
- C++ standard to C++14.
- Revise code.
- Find assets strategy: AoG -> PS -> AoG SW

Removed:
- Command-line options: --aog_10, --aog_2x, --aog_30.

Fixed:
- One pixel gap between the edge of view and weapon sprite.
- Lightning on AoG maps.
- Mask UI between some screen transitions.