Yep, I can confirm this. The gibs version does cause imps to freeze in their death animation, which would likely be due to Ketchup trying to use it's customized gib sprites which don't fit with the Doom 64 Retribution monster sprites.hoover1979 wrote: Thanks for the tip.
I already downloaded a fixed ketchup, but I appreciate your willingness to assist.
I also think the issue with the imps frozen in mid death is to do with the blood and gibs pk3 as the blood only pk3 doesn't cause that issue, however the blood only pk3 seems to be perma-tuned to the lowest ammount setting, so when I set the blood ammount to 4 there is still only a tiny amount of blood. If I can find a way to get full blood levels on the blood only pk3 I will at least be able to get lots of blood without the imps, not instagibbed ending up as statues.
However, the splatters only version does work fine. Ensure that when you go into the Ketchup Options - GZDoom that the top-most option for the engine selection does in fact state GZDoom (you'd expect going into the Ketchup GZDoom options would have GZDoom set up as this option already but it defaults to Zandronum). Once that is set correctly then the blood amount works correctly.
EDIT: Checking the ini file, the splatters only version doesn't seem to edit the bd_bloodamount value. Instead it changes zdoombrutalblood. So isrunningzandronum=0 should be set and then zdoombrutalblood corresponds to the blood amount. zdoombrutalblood=2 is normal, zdoombrutalblood=4 is comical, and zdoombrutalblood=666 is overdrawn at the blood bank.