Hey,
I made a mod for Blood which basically improves animations for weapons and in the future I plan to improve decorations, projectiles or enemies too. Just like SmoothDoom does it.
https://www.moddb.com/mods/smoothblood
And I have a question, can Raze support this mod now? If yes, what I need to do to make support for it? Thanks in advance!
Regards,
Dzierzan
SmoothBlood
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
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Re: SmoothBlood
Hi There,
Saw your contribution on the Duke4 discord and thought this is great. Theoretically, what works for NBlood should work for Raze.
I'd download the latest release copy of Raze and test your mod on it. If you're looking for more "out of the box" support, have a look at the .bat/.cmd script Phredreeke includes in some of his ESGRAN sprite upscale packs.
Cheers,
Mitch.
Saw your contribution on the Duke4 discord and thought this is great. Theoretically, what works for NBlood should work for Raze.
I'd download the latest release copy of Raze and test your mod on it. If you're looking for more "out of the box" support, have a look at the .bat/.cmd script Phredreeke includes in some of his ESGRAN sprite upscale packs.
Cheers,
Mitch.
Last edited by mjr4077au on Tue May 26, 2020 1:07 am, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: SmoothBlood
The main problem I see with the Build ports is that they require cooperation between mods to load everything, none of the initial definition files is cumulative so a ZDoom-style fire-and-forget solution for mods is a lot harder to pull off.
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
- Contact:
Re: SmoothBlood
It's not quite "fire-and-forget" but you can chain DEF files with the -mh switch, or make your own DEF file and include other DEF files in the desired order.Graf Zahl wrote:The main problem I see with the Build ports is that they require cooperation between mods to load everything, none of the initial definition files is cumulative so a ZDoom-style fire-and-forget solution for mods is a lot harder to pull off.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: SmoothBlood
That's what I meant - it's not automatic. In ZDoom, most definition lumps have always been cumulative so loading non-conflicting mod together always works out of the box.
I know, a big problem is the engine's broken file system that none of the other ports ever tried to fix.
I know, a big problem is the engine's broken file system that none of the other ports ever tried to fix.