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InsideQC Forums • View topic - Blood in OpenGL finally

Blood in OpenGL finally

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Re: Blood in OpenGL finally

Postby revelator » Fri Jul 13, 2018 3:55 am

https://sourceforge.net/projects/cbadva ... z/download

ripped out everything but the bare essentials from the jre, size is somewhat down now :)
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Re: Blood in OpenGL finally

Postby frag.machine » Mon Jul 16, 2018 5:11 am

TBH packaging the JRE/JDK with the application is very rare and prone to all sort of problems like conflicts with already existing installations. Usually one would just instruct the user to install the latest JRE.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Blood in OpenGL finally

Postby revelator » Mon Jul 16, 2018 6:26 am

Hence why most java packers today also allow that :)
The one im using can use a system installed one if you remove the jre folder,
it can also be set to a specific version so that conflicts would be very rare.

So if you do have a system installed java just remove the jre folder :),
it will then use the system supplied one instead.

Also conflicts are pretty much impossible the way im doing it,
cause it looks specifically for javaw in the folder i specify.
It does not even have to be called jre, you can call it runtime or javaofdoom or imgoingtopawnyourjava,
but it is specific to that folder.
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Re: Blood in OpenGL finally

Postby revelator » Tue Jul 24, 2018 7:35 am

Btw littech jupiter's source code was released several years back, so it might be possible to update the aging blood 2 engine to a more modern version.

jupiter was used in NOLF2 and tron, and while its older than jupiter ex it was actually the more advanced of the two.
It does need some work because it relied on a previous version of DX9 which had some reliance on older DX8 features,
so updating these to the latest version would probably also fix some of the abhorrent bugs the older version had.

Besides having more advanced features like shaders, it still retains the same internal structure that previous littech engines had, so updating blood 2 for it might not be super hard.
Still there will most likely be some work needed in regards to shaders and such if one wanted to take advantage of the engines advanced features.
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