Project Re-Blood

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Re: Project Re-Blood

Postby mick87 » Thu May 27, 2021 1:03 am

Added new Voxels patch that should be loaded after the mod. :)
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Joined: 23 Mar 2020
Operating System: Mac OS X 10.8 or later
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Re: Project Re-Blood

Postby PresBarackbar » Thu May 27, 2021 10:16 am

Fantastic!
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Re: Project Re-Blood

Postby mick87 » Mon May 31, 2021 1:20 pm

Updated to 1.43.
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Re: Project Re-Blood

Postby Lemonore » Wed Jun 02, 2021 12:25 pm

A total blast for when I feel like blazing through a wad as Caleb! I loved Re-Blood so being able to mix it with any wad is perfect.

Here are some issues I ran into:
1) The barrels are still invisible, and TNT sticks still have no explosions (I'm playing 1.43)
2) Three melee weapons seem rather redundant, I'd say leave the pitchfork only (since the kick is on a separate bind anyway, and the machete's sprites use unique hands that don't match with the rest)
3) Spray Can is rather useless, especially considering it's supposed to be a sidegrade to the Napalm Launcher (which is pretty much Blood's BFG). I think it should get a buff, or at least an option to disable it.
4) The Winchester is neato, but seems to be outclassed by Tommy Gun. I think it could use firing and reload speed buffs.
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Re: Project Re-Blood

Postby mick87 » Wed Jun 02, 2021 1:27 pm

Lemonore wrote:A total blast for when I feel like blazing through a wad as Caleb! I loved Re-Blood so being able to mix it with any wad is perfect.

Here are some issues I ran into:
1) The barrels are still invisible, and TNT sticks still have no explosions (I'm playing 1.43)
2) Three melee weapons seem rather redundant, I'd say leave the pitchfork only (since the kick is on a separate bind anyway, and the machete's sprites use unique hands that don't match with the rest)
3) Spray Can is rather useless, especially considering it's supposed to be a sidegrade to the Napalm Launcher (which is pretty much Blood's BFG). I think it should get a buff, or at least an option to disable it.
4) The Winchester is neato, but seems to be outclassed by Tommy Gun. I think it could use firing and reload speed buffs.

Hi, regarding the barrels, have you checked the r_drawvoxels option? It should be set to TRUE because the barrels are only available in voxel mode at the current state. Which version of GZdoom are you using? Thanks
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Joined: 23 Mar 2020
Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Postby PresBarackbar » Wed Jun 02, 2021 5:20 pm

I'm playing on Lightly Broiled and choking hands still cant be shaken off. At this point maybe they should just be disabled.
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Re: Project Re-Blood

Postby kalensar » Wed Jun 02, 2021 6:57 pm

I went through and made a few personal modifications to this otherwise super fun mod.
[list=]
1. Deleted Choking Hands entirely.

2. Stopped the spinning of the revolver after the altfire.

3. Shortened the Spin time on the revolver on the reload.

4 Removed all akimbo weapons from the equipment list. The Revolver Altfire is better than Akimborevolvers, and I hate the fantasy of reloading the akimbo-sawedoff.

5. Made Pistol so it could autofire and reload without releasing the mouse buttons.

6. Made it so the Lever Action could autofire but still fires at the same rate.
also adjusted its ready state positioning slightly with
Code: Select allExpand view
{A_WeaponReady; A_WeaponOffset(-15, 28);}
. Didn't help much but it gave it the look of more kick per shot.

7. Undead Hunter monster was too tall at 70 units because he would get stuck on ceilings. So lowered him back to 56. Doom Note: Barons, HellKnights and Skeletons are all 56 units in Height. With Monsters you can have Radius and Height larger than their actual display rendering. to control the rendering dimensions you use: Scale xof 0.1 to 4.0, or Width only by XScale<insert 0.1 to 4.0> , and YScale for Height <insert 0.1 to 0.4>
So:
Code: Select allExpand view
Height 56
Radius 20 // actual radius rendering dimension is double this number but 20 is the standard and 40 is the fattest normal monster
Yscale 0.9
XScale 0.85
//or just use Scale 0.9 if you want both X and Y to be the same stretch.


[/list]

@Author, I can send you a copy of my modified file if you want to see it.
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Re: Project Re-Blood

Postby mick87 » Thu Jun 03, 2021 12:55 am

kalensar wrote:I went through and made a few personal modifications to this otherwise super fun mod.


Hi, I’ll take into consideration all the points except for the point 4 (just because I like the akimbo weapons :D). Send me a copy in private, so that I can analyze the parameters you used. Thanks
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Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Postby Valherran » Thu Jun 03, 2021 2:06 am

Hi, I’ll take into consideration all the points except for the point 4 (just because I like the akimbo weapons :D).


Having akimbo weapons is fine, but they need a dedicated function so they aren't bloating the weapon slots.
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Re: Project Re-Blood

Postby Lemonore » Thu Jun 03, 2021 9:58 am

mick87 wrote:Hi, regarding the barrels, have you checked the r_drawvoxels option? It should be set to TRUE because the barrels are only available in voxel mode at the current state. Which version of GZdoom are you using? Thanks

This fixed it, much appreciated!
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Re: Project Re-Blood

Postby mick87 » Thu Jun 10, 2021 11:14 am

Updated to 1.44.
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Operating System: Mac OS X 10.8 or later
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Re: Project Re-Blood

Postby Linz » Thu Jun 10, 2021 1:09 pm

At least tell us what you even changed
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Re: Project Re-Blood

Postby mick87 » Thu Jun 10, 2021 1:12 pm

Linz wrote:At least tell us what you even changed

As usual, you can find the info in the changelog under the download link.
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Re: Project Re-Blood

Postby Ginji23 » Fri Jun 11, 2021 12:17 pm

This project is improving all the time. Thanks for your hard work and reciprocation to feedback!
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Re: Project Re-Blood

Postby mick87 » Fri Jun 11, 2021 1:32 pm

Ginji23 wrote:This project is improving all the time. Thanks for your hard work and reciprocation to feedback!

Thank you all for the very helpful feedback :thumb:
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Joined: 23 Mar 2020
Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

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