[Demo] ZBlood+ demo (2012.03.23, p1)

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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby TheMistress » Mon Oct 18, 2010 9:36 am

Мichаеlis wrote:What is so much better about voxels than about Transfusion models we use now? (Except being perfectly vanilla, of course)

Better support for those who cannot run the OpenGL renderer ofcourse.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby AVGN » Mon Oct 18, 2010 9:42 am

Well in original Blood, you could choose to turn voxels on or not.
When they were off you could see sprites ;) same thing here I betcha.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby TheMistress » Tue Oct 19, 2010 8:35 am

AVGN wrote:Well in original Blood, you could choose to turn voxels on or not.
When they were off you could see sprites ;) same thing here I betcha.

That was ShadowWarrior, Blood only had sprites in the 3DFX patch.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby AVGN » Tue Oct 19, 2010 9:31 am

My point is Blood has sprites for each weapon pickup so those who cannot run open gl will see the sprites, simple as.

@Michaelis
Image
cultists didn't have blue belts, only the fanatics did.

But I take it your going to rip those cultists sprites again since the ones in your photos are all in the Doom 2 colors.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Мichаеlis » Thu Oct 21, 2010 5:01 am

TheMistress wrote:Better support for those who cannot run the OpenGL renderer ofcourse.

Мichаеlis (in opening post) wrote: ZB+ is GZDoom-oriented, ZDoom-compatible.

I'll look into it, but no promises for now.

TheMistress wrote:That was ShadowWarrior, Blood only had sprites in the 3DFX patch.

My readme.txt states version 1.0, and I'm running blood.exe . I can turn voxels on/off with "detail" slider.
Spoiler:

Works for all models in game.
Or have I misunderstood something?

AVGN, belts fixed with translation. I don't use different sprites for different robemen, I prefer using translation instead, as it can be easily tweaked and is very open to modification.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Jinal » Tue Oct 26, 2010 12:55 am

I hope that this mod is similar to the Marathon gameplay mod which allows you to play the original Doom levels (and other wads) with Blood enemies/weapons/etc.

I also really hope that ZBlood isn't used as a base and why not rip and code them from the actual game instead (or simply using Blood palette)?
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Мichаеlis » Wed Oct 27, 2010 4:07 am

ZBlood is used as a base, what's bad about this?

What do you mean by "why not rip and code them from the actual game instead (or simply using Blood palette)?"?

Yes, you can play original Doom levels, but if you do, the balance will be messed up, as levels of Doom weren't designed to fit with Blood things.
Edit: Just tried that. Just as I thought: either incredibly hard or ridiculously easy.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Jinal » Wed Oct 27, 2010 9:26 am

Мichаеlis wrote:ZBlood is used as a base, what's bad about this?


Because ZBlood is not accurate to the actual game. If people can rip resources and port them into Doom into their accurate forms (like that Marathon mod I pointed out) why not Blood? All the Blood rips I seen so far on Doom either ripped directly or are just altered from ZBlood in some way.

Мichаеlis wrote:What do you mean by "why not rip and code them from the actual game instead (or simply using Blood palette)?"?


I mean ripping the sprites/sounds/codes from the actual game rather than ripping or altering directly from ZBlood.

Мichаеlis wrote:Yes, you can play original Doom levels, but if you do, the balance will be messed up, as levels of Doom weren't designed to fit with Blood things.
Edit: Just tried that. Just as I thought: either incredibly hard or ridiculously easy.


I think I was talking a Blood mod exactly like this which allows you to play Doom wads playing as Caleb with Blood enemies/weapons/etc randomized/replaced.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby wildweasel » Wed Oct 27, 2010 6:49 pm

Jinal wrote:
Мichаеlis wrote:ZBlood is used as a base, what's bad about this?


Because ZBlood is not accurate to the actual game. If people can rip resources and port them into Doom into their accurate forms (like that Marathon mod I pointed out) why not Blood? All the Blood rips I seen so far on Doom either ripped directly or are just altered from ZBlood in some way.

ZBlood is probably being used as a base because a good chunk of the work is done already, with the aforementioned accuracy issues being an easier fix than having to make the entire thing from scratch.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Мichаеlis » Fri Oct 29, 2010 10:02 pm

wildweasel wrote:ZBlood is probably being used as a base because a good chunk of the work is done already, with the aforementioned accuracy issues being an easier fix than having to make the entire thing from scratch.

Exactly.

Jinal wrote:I mean ripping the sprites/sounds/codes from the actual game rather than ripping or altering directly from ZBlood.

Sprites and sounds can be ripped. And they probably will, but, frankly speaking, personally I can't tell the difference between ZBlood+ sprites we have (most of them from ZBlood v4.2) and Blood originals; ditto for sounds.
Codes cannot be ripped in any acceptable manner, and recreating it is what most of my work goes into.

Jinal wrote:I think I was talking a Blood mod exactly like this which allows you to play Doom wads playing as Caleb with Blood enemies/weapons/etc randomized/replaced.

Well, maybe yes. As a patch.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby reported » Mon Dec 13, 2010 3:40 am

I support any attempt to make ZBlood work with all custom maps. This adds to the fun what has been missing for a while.

Also, you can count on me to playtest if you're still looking for people, I've been a fanatic of Blood since Shareware and I played/enjoyed the hell out of ZBlood in GZDoom & Skulltag's MP.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Zombieguy » Fri Mar 25, 2011 10:42 am

Will this soon be playable with skulltag? (please!)
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Squishybrick » Fri Mar 25, 2011 2:13 pm

I can be a beta tester for you, when it comes to finding bugs/imperfections, I'm grrrrrrr-reat!
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby wildweasel » Fri Mar 25, 2011 2:22 pm

Zombieguy wrote:Will this soon be playable with skulltag? (please!)

This thread hasn't been updated properly since last October, so you're about five months late to the party.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques

Postby Zombieguy » Fri Mar 25, 2011 4:31 pm

wildweasel wrote:
Zombieguy wrote:Will this soon be playable with skulltag? (please!)

This thread hasn't been updated properly since last October, so you're about five months late to the party.


I know. I'm just so pumped right now. :)
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