Project Re-Blood

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Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Project Re-Blood

Post by Valherran »

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.)
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mick87
Posts: 39
Joined: Mon Mar 23, 2020 2:50 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

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. …
Ok, thanks, I will take them into consideration. As usual, bug fixing has the priority.
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Metalworks41190
Posts: 22
Joined: Tue May 21, 2013 1:22 pm

Re: Project Re-Blood

Post by Metalworks41190 »

hate to ask something off topic but can i get the name of the songs in the gameplay vids please and thank you.
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mick87
Posts: 39
Joined: Mon Mar 23, 2020 2:50 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Metalworks41190 wrote:hate to ask something off topic but can i get the name of the songs in the gameplay vids please and thank you.
Extra Terra - Superintelligence
Hubrid - Warning
Deathwire - Fxck My Brain
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Metalworks41190
Posts: 22
Joined: Tue May 21, 2013 1:22 pm

Re: Project Re-Blood

Post by Metalworks41190 »

Thanks mick :D .
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mick87
Posts: 39
Joined: Mon Mar 23, 2020 2:50 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Updated to 1.45 with some fixes and improvements.
roncho
Posts: 2
Joined: Thu Nov 07, 2019 4:10 am
Graphics Processor: nVidia with Vulkan support

Re: Project Re-Blood

Post by roncho »

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.
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ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: Project Re-Blood

Post by ClessxAlghazanth »

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
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Ermac
Posts: 18
Joined: Fri Sep 01, 2017 9:27 am
Graphics Processor: nVidia with Vulkan support

Re: Project Re-Blood

Post by Ermac »

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.
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ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: Project Re-Blood

Post by ClessxAlghazanth »

Ermac 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.
Wow :P This is just what I was wishing for ! :twisted:

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 :D

Best regards
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mick87
Posts: 39
Joined: Mon Mar 23, 2020 2:50 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Updated to 1.46 with the new gore cleaning system by Ermac and some bug fixing. Thank you very much for the patch Ermac!
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Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Project Re-Blood

Post by Captain J »

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!
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Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: Project Re-Blood

Post by Crudux Cruo »

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.
sdaa
Posts: 13
Joined: Tue Apr 09, 2019 4:31 am

Re: Project Re-Blood

Post by sdaa »

Some add-ons do not work with this mod. Such as autoautosave, darkdoomz, pyweaponwheel. gzd4.7.1
primaris82
Posts: 10
Joined: Sat Nov 13, 2021 9:09 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by primaris82 »

Could you make this work with zbloody hell? i would love to play blood with all the weapons

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