Zblood v4 [abandoned?]

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Doorhenge
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Joined: Tue Apr 11, 2006 1:08 pm
Location: San Antonio, Texas

Zblood v4 [abandoned?]

Post by Doorhenge »

There is a newer version of this Blood conversion.

http://fathax.com/wadhost/files/zbludv41.zip
http://fathax.com/wadhost/files/BludSP1.zip
load them in that order.

I don't want to hear more extremely rudely put complaints about the Blood palette. That's not really going to happen.

A reason why I'm posting it here is I want to see if the next version of Zdoom could have the ability to make the napalm alt-fire retain knowledge of the player that shoots it. I want this for on-line death match and coop play so when team damage is off so people can't kill each other.

The problem is the napalm alt that comes out of the gun spawns an item, lobbing it grenade style and then that
item spawns some more grenades, and so on and so forth.

The game thinks the item spawned from the first projectile is a monster and doesn't take into
consideration team damage.

I want to try to get the team to make a way a projectile to keep the parentage, or figure out a way to hack it to work anyway.
Last edited by Doorhenge on Fri Feb 01, 2008 8:34 pm, edited 1 time in total.
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Enjay
 
 
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Re: Zblood v4

Post by Enjay »

Woh! This is pretty damned impressive. Some of the decorate work is gobsmacking and the whole thing looks very, very well done. :thumb:
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Amuscaria
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Location: Growing from mycelium near you.

Re: Zblood v4

Post by Amuscaria »

Very nicely done in recreating blood. I like how the Grey Gargoyles's projectiles leave those growing blue rings as decals. I will definite you that idea in the future. :D
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Tormentor667
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Re: Zblood v4

Post by Tormentor667 »

Very nice work :)
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Enjay
 
 
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Re: Zblood v4

Post by Enjay »

Anyone else getting this odd effect on the first map?
Image
From some angles you can see the sky through this door instead of the room beyond.
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Remmirath
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Graphics Processor: nVidia with Vulkan support
Location: My house

Re: Zblood v4

Post by Remmirath »

Enjay wrote:Anyone else getting this odd effect on the first map?
Image
From some angles you can see the sky through this door instead of the room beyond.
Yeah!
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Amuscaria
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Location: Growing from mycelium near you.

Re: Zblood v4

Post by Amuscaria »

I'm having problems with the Axe-Zombies. When they get knocked down, and you keep shooting them, they keep popping up and then back down until they are killed.
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BouncyTEM
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Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: Zblood v4

Post by BouncyTEM »

:( I keep getting a download error for zbludv41.zip.
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JASON
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Joined: Sat Feb 02, 2008 8:49 am

Re: Zblood v4

Post by JASON »

WOW this is pretty accurate mod here doorhenge! 9/10 a few changes let me suggest:

actully make your self invisible using the invisible code, when you pick up the cloack, insted of blury

make zombies fall to the ground and get up like on blood, use DBT's quake zomibe code if you dont know how!

add running around civilians

make hellhounds immune to fire
Last edited by JASON on Sun Feb 03, 2008 5:52 am, edited 1 time in total.
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DBThanatos
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Location: in "the darkness that lurks in our mind"

Re: Zblood v4

Post by DBThanatos »

I believe the problem with the zombies is that they arent really "scripted" for ressurrection. They just enter into a set of sprites where they look like they fell down, when in reality, the monster is still standing up, hence why you can shoot at them (and why they look like they are falling over and over until really killed).

However Im just guessing :P



DBT
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JASON
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Joined: Sat Feb 02, 2008 8:49 am

Re: Zblood v4

Post by JASON »

yeah, there not actully dead, you can still attack them whilst there lying down, its sorta like a block but without the enemie actully blocking, they just go into a still state, but the sprite makes it look likes its dead if you get me?
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Re: Zblood v4

Post by unknownna »

I have never played blood before, but I must say that you guys have done a terrific job at converting it over to zdoom.
Great job :D

Started from the beginning of the game last night and completed it today. It was really fun. :lol:

As some other people pointed out, there is a very obvious bug in the beginning where you can see the sky through the door. Also the zombies falling down, but suddenly standing as you shoot them while they're down. I am not so sure if I saw a few monster misplacements as well or if it was the "dynamite parties" that pushed them on ledges.

A really funny thing about blood was the infighting. The men in capes would throw a dynamite too close to themselves and their allies, and the party started. :lol:

I, personally thought this was a great conversion. 8-)
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Enjay
 
 
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Re: Zblood v4

Post by Enjay »

I guess the Zombie problem could be solved with logic something like this:

ZombiePhase1 dies and (using A_Jump) has a chance of disappearing entirely but spawning a special ZombieCorpse to replace it at the end of the death sequence.

Special ZombieCorpse lies there for a period of time

Zombiecorpse disappears at the same time as spawning ZombiePhase2 who gets up from the ground and chases the player.
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DBThanatos
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Re: Zblood v4

Post by DBThanatos »

Actually I thought of the usual method of raising:

Code: Select all

actor FQuakeZombie 7026
{
    BLah blah...
    Death:
        ZOMP A 6
        ZOMP B 6 A_Scream
        ZOMP C 5 A_NoBlocking
        ZOMP D 5
        ZOMP E 4
        ZOMP F 200
        ZOMP F -1 Thing_Raise(0)
        Stop

    }
}
giving some counters for each "death", you know, to avoid it raising eternally.


DBT
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Enjay
 
 
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Re: Zblood v4

Post by Enjay »

Yes, that's much neater.

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