Project Re-Blood
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 1405
- Joined: Tue Oct 27, 2009 12:58 pm
Re: Project Re-Blood
Much better now that it has a dual wield button. There are still some problems though:
1. Flare Pistol is now missing.
2. Flare Pistol is still missing its alt-fire.
3. Cerberus is jumping off of ledges, he needs to not be doing this as it can break map triggers as well as making him easier to kill.
4. Performance begins to stutter if too many enemies die in 1 place due to too many splatter effects, recommend putting in a janitor tool to clean up the entrails after a certain time.
5. Green armor pickups are only spawning spirit armor.
6. Gill Beast has no attack.
7. Spray Can dropped from Red Cultist are giving the opposite amount of ammo based on size. Small = more, large = less. Also they are dropping 2 at time which is a bit much.
8. This is a suggestion on the enemy placement to balance it better:
Arachnotron to Zealots from Hellhounds.
Hell Knight to Hellhounds from Butchers.
Baron of Hell to Butchers from Zealots.
Pain Elemental to Spider Queen from Phantasm (allow all spiders to scale walls.)
Revenant to Phantasm from black revenant.
Cyberdemon remove black cyberdemon and Tchernobog.
Spider Mastermind to Tchernobog from Spider Queen.
9. This is a suggestion on some item placements to balance them better:
Green Armor to Doctor's Bag/Jump Boots/Reflective Shots/1 of each armor type.
Backpack to 5 of each TNT type only.
Soulsphere to Soulsphere only.
Flare Pistol can share Shotgun spawn and Flare Boxes can share Revolver Rounds pickups (revolver rounds from the floor only, not enemies.)
1. Flare Pistol is now missing.
2. Flare Pistol is still missing its alt-fire.
3. Cerberus is jumping off of ledges, he needs to not be doing this as it can break map triggers as well as making him easier to kill.
4. Performance begins to stutter if too many enemies die in 1 place due to too many splatter effects, recommend putting in a janitor tool to clean up the entrails after a certain time.
5. Green armor pickups are only spawning spirit armor.
6. Gill Beast has no attack.
7. Spray Can dropped from Red Cultist are giving the opposite amount of ammo based on size. Small = more, large = less. Also they are dropping 2 at time which is a bit much.
8. This is a suggestion on the enemy placement to balance it better:
Arachnotron to Zealots from Hellhounds.
Hell Knight to Hellhounds from Butchers.
Baron of Hell to Butchers from Zealots.
Pain Elemental to Spider Queen from Phantasm (allow all spiders to scale walls.)
Revenant to Phantasm from black revenant.
Cyberdemon remove black cyberdemon and Tchernobog.
Spider Mastermind to Tchernobog from Spider Queen.
9. This is a suggestion on some item placements to balance them better:
Green Armor to Doctor's Bag/Jump Boots/Reflective Shots/1 of each armor type.
Backpack to 5 of each TNT type only.
Soulsphere to Soulsphere only.
Flare Pistol can share Shotgun spawn and Flare Boxes can share Revolver Rounds pickups (revolver rounds from the floor only, not enemies.)
-
- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Ok, thanks, I will take them into consideration. As usual, bug fixing has the priority.Valherran wrote:Much better now that it has a dual wield button. There are still some problems though:
1. Flare Pistol is now missing.
2. Flare Pistol is still missing its alt-fire.
3. …
-
- Posts: 22
- Joined: Tue May 21, 2013 1:22 pm
Re: Project Re-Blood
hate to ask something off topic but can i get the name of the songs in the gameplay vids please and thank you.
-
- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Extra Terra - SuperintelligenceMetalworks41190 wrote:hate to ask something off topic but can i get the name of the songs in the gameplay vids please and thank you.
Hubrid - Warning
Deathwire - Fxck My Brain
-
- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Updated to 1.45 with some fixes and improvements.
-
- Posts: 2
- Joined: Thu Nov 07, 2019 4:10 am
- Graphics Processor: nVidia with Vulkan support
Re: Project Re-Blood
This is one of my favorite Blood like experiences in Doom, a few gore mods and random hellish Obsidian maps and it's a good time, been playing without crouch+slide or jumping on those maps even. The berserk mode is real slicey-dicey.
-
- Posts: 159
- Joined: Sun Feb 17, 2019 9:29 am
Re: Project Re-Blood
This is the ultimate Blood mod for Doom imo , everything close to perfection 
My only gripe is that while playing on slaughtermaps , the performance drops and start getting lags , especially after killing 200+ enemies
I guess the amount of blood and gibs cause the issue , I know beggars can not be choosers , but an option to reduce amount of gore or automatically clear it after a minute (aka BD) would be great for people with older pcs or playing on mobile
Best regards

My only gripe is that while playing on slaughtermaps , the performance drops and start getting lags , especially after killing 200+ enemies
I guess the amount of blood and gibs cause the issue , I know beggars can not be choosers , but an option to reduce amount of gore or automatically clear it after a minute (aka BD) would be great for people with older pcs or playing on mobile
Best regards
-
- Posts: 18
- Joined: Fri Sep 01, 2017 9:27 am
- Graphics Processor: nVidia with Vulkan support
Re: Project Re-Blood
Love this mod. However excessive bloodspots and gibs are an issue on slaughter maps, especially in low spec pc and in VR. So I made this little patch to deal with them.
With this little addon now there should be a Re-Blood performance option, where you can set expiration period of the gibs and bloodspots (default is 1 min), after which they will auto disappear leaving only the corpse. You can also bind a janitor key to wipe all dead bodies, casings and blood decals anytime. There is no guarantee that it'll work on the future, but I hope the mod author will add native gore cleaning option in the mod itself.
With this little addon now there should be a Re-Blood performance option, where you can set expiration period of the gibs and bloodspots (default is 1 min), after which they will auto disappear leaving only the corpse. You can also bind a janitor key to wipe all dead bodies, casings and blood decals anytime. There is no guarantee that it'll work on the future, but I hope the mod author will add native gore cleaning option in the mod itself.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 159
- Joined: Sun Feb 17, 2019 9:29 am
Re: Project Re-Blood
WowErmac wrote:Love this mod. However excessive bloodspots and gibs are an issue on slaughter maps, especially in low spec pc and in VR. So I made this little patch to deal with them.
With this little addon now there should be a Re-Blood performance option, where you can set expiration period of the gibs and bloodspots (default is 1 min), after which they will auto disappear leaving only the corpse. You can also bind a janitor key to wipe all dead bodies, casings and blood decals anytime. There is no guarantee that it'll work on for the future, but I hope the mod author will add native gore cleaning option in the mod itself.


Thank you very much for the patch !
Project Re-Blood is my favorite Blood conversion mod for Doom (ZBloody Hell being a close second) , but the blood/gore system seems to be very resource-intensive (much more than Nashgore or Bolognese)
I'm very sure your effort will be very much appreciated by the community

Best regards
-
- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Updated to 1.46 with the new gore cleaning system by Ermac and some bug fixing. Thank you very much for the patch Ermac!
-
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Project Re-Blood
But i like my maps bloody
... In all seriousness that could reduce the lag when you have to explode a lot. Thanks for the update!
... In all seriousness that could reduce the lag when you have to explode a lot. Thanks for the update!
-
- Posts: 1165
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Project Re-Blood
I really love this mod a LOT. Blood is one of my all time favorite games, and so many people have made halfbaked mods, but this is not one of them. It might be a little rough around the edges but it's still good.
-
- Posts: 13
- Joined: Tue Apr 09, 2019 4:31 am
Re: Project Re-Blood
Some add-ons do not work with this mod. Such as autoautosave, darkdoomz, pyweaponwheel. gzd4.7.1
-
- Posts: 10
- Joined: Sat Nov 13, 2021 9:09 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Could you make this work with zbloody hell? i would love to play blood with all the weapons