by Shane » Fri Jun 24, 2016 9:38 am
Use the old values from v19. Open up brutalv20b.pk3 in something like 7zip or Winrar. Open blood.txt.
Find this area of code:
Spoiler:
Code: Select all
{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
Splash:
BLOD A 0
stop
}
}
And change it to
Spoiler:
Code: Select all
{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.01)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.03)
stop
Splash:
BLOD A 0
stop
}
}
Now you can continue using the developer builds until something else goes wrong.

Use the old values from v19. Open up brutalv20b.pk3 in something like 7zip or Winrar. Open blood.txt.
Find this area of code:
[spoiler][code]{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
Splash:
BLOD A 0
stop
}
}[/code][/spoiler]
And change it to
[spoiler][code]{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.01)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.03)
stop
Splash:
BLOD A 0
stop
}
}[/code][/spoiler]
Now you can continue using the developer builds until something else goes wrong. ;)