Page 2 of 2

Re: Bloody Simple Blood [V0.3] (Update: 8/24/18)

Posted: Fri Aug 24, 2018 9:49 pm
by bisousbisous
Any plans on making blood spawn when an enemy is gibbed/killed by explosions?

EDIT: Also I noticed this mistake. It says lower value = more blood, but it's actually the opposite.

Re: Bloody Simple Blood [V0.3] (Update: 8/24/18)

Posted: Sat Aug 25, 2018 10:29 am
by IdiotBitz
bisousbisous wrote:Any plans on making blood spawn when an enemy is gibbed/killed by explosions?

EDIT: Also I noticed this mistake. It says lower value = more blood, but it's actually the opposite.
whoops, must've left that in there when i changed the spawn rate math stuff. it will be fixed whenever i upload v0.4. as for blood on gibbing, that's tricky. it's definitely something i want to do, but im not sure how i would get around to doing it. most of what i know about ACS relates to maps. I've not messed with monsters in acs yet. im going to work on the "easier to implement" features before i attempt that. if i ever work on getting a gibbing system, it definitely wont be done in the next update. :lol:

Re: Bloody Simple Blood [V0.3] (Update: 8/24/18)

Posted: Wed Aug 29, 2018 10:49 am
by bisousbisous
I noticed this doesn't work with doom 1

Re: Bloody Simple Blood [V0.3] (Update: 8/24/18)

Posted: Wed Aug 29, 2018 1:02 pm
by IdiotBitz
bisousbisous wrote:I noticed this doesn't work with doom 1
in v0.3, if you are using a version that is not 100% compatible like doom 2 is, you will need to navigate to the mod menu and change the option labeled 'skin'. this option controls which sprite is loaded by the actors. change the skin option to either doom or freedoom and the mod shall work as intended.

Re: Bloody Simple Blood [V0.3] (Update: 8/24/18)

Posted: Wed Aug 29, 2018 10:20 pm
by bisousbisous
Ah ok, thanks mate