Faspons [JULY 20 2023] - Now Monster Pack Compatible!

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Baconator
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by Baconator »

Nice to hear you are still sane! :D
Humanity has already lost one artist to the god of gore,gibs and bad performance...
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by faslrn »

Baconator wrote:Nice to hear you are still sane! :D
Humanity has already lost one artist to the god of gore,gibs and bad performance...
@Baconator, Alright, new commits pushed to DEV. Following is done:

Code: Select all

v 1.0.1 (March 24, 2016)
	- Added blood effects from Smooth Doom (modified to prevent FPS drops)
	- Added blood pools from Brutal Doom / Ketchup mod
	- Modified Imp SSG death to only activate when killing the Imp at super close range
I also modified it so only when enemies die do they throw blood around. The blood that comes out from being shot is still the original. Let me know what you think.

I also vastly reduced some of the effects so it just gives it enough of a kick without an FPS drop. I will be testing with bigger maps (including "Going Down" MAP20).

May I add, that running up to an Imp and blowing them clean in half up-close with the death sprite animation and small bits of blood is god damn satisfying? The range is around 65 units (so when you summon an Imp from the console, around that distance).
Neccronixis wrote:What I would do with the blood is instead of using the pool sprites, just use the same sprites for the blood that sprays out after shooting an enemy, and allow those sprites to fall naturally onto the ground. When enemies have been gibbed however, you should add more gore sprites just like the ones in Smooth Doom, to your discretion. I would also add an option for the player to disable floor based blood effects; maybe give an option to 'fade out after 60 seconds', 'don't fade' or disable all together.
@Neccronixis, I will def add a toggle at some point to disable blood. I am testing this in ZDoom right now to see if there are any issues cropping up with how I slimmed the blood code down, but once I do that, I will implement a toggle.
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Neccronixis
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by Neccronixis »

faslrn wrote:
Neccronixis wrote:@Neccronixis, so to expand on "fall naturally to the ground", do you mean just fade into invisible with no blood pools (essentially like vanilla doom).
Basically the way the blood sprays behave in Smooth doom, except when the blood sprites hit the ground, they don't just instantly disappear or turn into a blood pool sprite; they stay as they are when they hit the ground as if they are chunks of flesh - and they don't fade (unless the player wants them to fade after some time).
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by faslrn »

Neccronixis wrote:
faslrn wrote:
Neccronixis wrote:@Neccronixis, so to expand on "fall naturally to the ground", do you mean just fade into invisible with no blood pools (essentially like vanilla doom).
Basically the way the blood sprays behave in Smooth doom, except when the blood sprites hit the ground, they don't just instantly disappear or turn into a blood pool sprite; they stay as they are when they hit the ground as if they are chunks of flesh - and they don't fade (unless the player wants them to fade after some time).
Gotcha, gotcha. I see what you are talking about now. Would you prefer it for more extreme deaths or all of them?
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Neccronixis
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by Neccronixis »

I'll clarify and use Brutal Doom as my example: when you attack an enemy, you get a stylised blood puff sprite. This just appears briefly and serves as the replacement for the default blood effect. When you kill an enemy, you get additional blood that flies off the enemy and lands onto the floor. This would be the blood effect from Smooth Doom. So what I would do is replace the default blood puff sprite with the one from Brutal Doom and then combine that with the blood particle effects from Smooth Doom. You could have a small amount of blood from Smooth Doom come out of the enemy as you are attacking them and stays on the ground - which makes it look like the player is chipping away at the enemies flesh, and when the enemy dies, you could spurt out a little more. The blood puff sprite from Brutal Doom behaves like it does, however the Smooth Doom sprites will remain on the ground. I would also add the Smooth Doom blood effects to plasma deaths aswell, but make them a darker colour to complement the seared flesh effect. For Gibbed deaths, you can decide how many Smooth Doom blood particles you want to come out of an enemy when they die.

So essentially, you are replacing the default blood puff sprite with one that looks better and behaves more like a mist of blood; while adding additional blood effects which come out of the enemy and stay on the ground.


EDIT* Also with the current blood pools, I would make them bigger, and make them appear directly under a dead monster sprite only after the monster sprite has stopped moving completely - after being shot.
Last edited by Neccronixis on Fri Mar 25, 2016 4:53 am, edited 1 time in total.
jimbob
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by jimbob »

Hmm, i play with the vanilla monster option on and the projectiles of imps, hell knights, barons, cacodemons are still faster than in vanilla. Only the revenant is back to normal. Is this how it supposed to be? Maybe you can add an real vanilla monster option? :)
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Baconator
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by Baconator »

1.0.1 version is much better.
Shooting masses of zombies with rocket launcher creates splatters of blood which are very satisfying.
And that Imp death- spot on! :rock:

Blood pools are there but they seem to be a little small and seem to fade away. I would make them permanent, but this may affect performance.
Blood splatters stay on walls, but not on floors.
Ghost enemies should not bleed. Sometimes they seem to leave corpses behind too.

Get these small things fixed and you have done realistic and satisfying gore system.
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by faslrn »

Neccronixis wrote:I'll clarify and use Brutal Doom as my example: when you attack an enemy, you get a stylised blood puff sprite. This just appears briefly and serves as the replacement for the default blood effect. When you kill an enemy, you get additional blood that flies off the enemy and lands onto the floor. This would be the blood effect from Smooth Doom. So what I would do is replace the default blood puff sprite with the one from Brutal Doom and then combine that with the blood particle effects from Smooth Doom. You could have a small amount of blood from Smooth Doom come out of the enemy as you are attacking them and stays on the ground - which makes it look like the player is chipping away at the enemies flesh, and when the enemy dies, you could spurt out a little more. The blood puff sprite from Brutal Doom behaves like it does, however the Smooth Doom sprites will remain on the ground. I would also add the Smooth Doom blood effects to plasma deaths aswell, but make them a darker colour to complement the seared flesh effect. For Gibbed deaths, you can decide how many Smooth Doom blood particles you want to come out of an enemy when they die.

So essentially, you are replacing the default blood puff sprite with one that looks better and behaves more like a mist of blood; while adding additional blood effects which come out of the enemy and stay on the ground.


EDIT* Also with the current blood pools, I would make them bigger, and make them appear directly under a dead monster sprite only after the monster sprite has stopped moving completely - after being shot.
Thanks for the detailed explanation. With that in mind, let me go back and try to piece this together and once I do, I will push it to DEV.

The blood pools are a bit small, I noticed while playing last night. Going to increase the size but also made them initially fade in so they don't appear instantaneously. I'll also do something like this:

Code: Select all

SPOS K 4 
SPOS L 15 A_Stop
TNT1 A 0 A_CustomMissile ("RedBloodPool", 0, 0, random (0, 360), 2, random (0, 90))
SPOS L -1
Give some time for the last frame to be shown, stop the body, add blood pool.
jimbob wrote:Hmm, i play with the vanilla monster option on and the projectiles of imps, hell knights, barons, cacodemons are still faster than in vanilla. Only the revenant is back to normal. Is this how it supposed to be? Maybe you can add an real vanilla monster option? :)
Fixed and pushed. It is in the latest DEV build. Let me know if it fixes it 100%.
Baconator wrote:1.0.1 version is much better.
Shooting masses of zombies with rocket launcher creates splatters of blood which are very satisfying.
And that Imp death- spot on! :rock:

Blood pools are there but they seem to be a little small and seem to fade away. I would make them permanent, but this may affect performance.
Blood splatters stay on walls, but not on floors.
Ghost enemies should not bleed. Sometimes they seem to leave corpses behind too.

Get these small things fixed and you have done realistic and satisfying gore system.
I will make the gore a toggle once I get it looking right. It would be either "none", "fade", or "perm". The blood pools will be increased :)

Ghost bleeding is fixed and pushed to latest DEV, but working on the bodies not fading out. I'm fixing that right now and have a plan.

Blood splatters on the floor... I will have to see what is causing that. Think I might have missed some decals somewhere.
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Baconator
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Re: Faspons [REL: Mar 23 / DEV: Mar 25]

Post by Baconator »

Noticed about blood pools being too far from corpse,too.

I seriously hope you can craft or find similar sprites like Imp SSG death for human enemies too. So tasty.
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: Mar 25]

Post by faslrn »

Baconator wrote:Noticed about blood pools being too far from corpse,too.

I seriously hope you can craft or find similar sprites like Imp SSG death for human enemies too. So tasty.
Ha, I will have to see what I can do. I only found those sprites from a really old spriting topic but I can try my hand at crafting a masterpiece for the zombies :lol:

EDIT: Rifle zombie edit has been completed, doing it for the shotgun zombie now.

Done and done. Zombies now explode like the Imps when up close and with the SSG :lol: Pushed the changes to DEV.
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Baconator
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Re: Faspons [REL: Mar 23 / DEV: Mar 25]

Post by Baconator »

Really tasty.
But the distance for these sprites to activate seems to be inconsistent, especially rifleman and shotgunner.
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Re: Faspons [REL: Mar 23 / DEV: Mar 25]

Post by faslrn »

Baconator wrote:Really tasty.
But the distance for these sprites to activate seems to be inconsistent, especially rifleman and shotgunner.
Do you have any examples of this happening? Tested a few ways but would love to tweak how I'm testing.
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Baconator
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Re: Faspons [REL: Mar 23 / DEV: Mar 25]

Post by Baconator »

Just used cheats and maps where are lots of Imps and different zombies. Like Maps Of Chaos OK Doom 2 M1.
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Re: Faspons [REL: Mar 23 / DEV: Mar 25]

Post by faslrn »

Baconator wrote:Just used cheats and maps where are lots of Imps and different zombies. Like Maps Of Chaos OK Doom 2 M1.
Alright, I'll spawn quite a few and test. Keep in mind the distance is quite close, like man hug close.

I'll go through and do some more testing.

EDIT: Alright, I see what you mean. I think the issue here is running up to enemies and SSG'ing them up close; It seems to not activate. I'll have to check into how to make this more consistent.
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Re: Faspons [REL: Mar 23 / DEV: Mar 24]

Post by jimbob »

faslrn wrote:
jimbob wrote:Hmm, i play with the vanilla monster option on and the projectiles of imps, hell knights, barons, cacodemons are still faster than in vanilla. Only the revenant is back to normal. Is this how it supposed to be? Maybe you can add an real vanilla monster option? :)
Fixed and pushed. It is in the latest DEV build. Let me know if it fixes it 100%.
Thanks.
The cacodemon is back to vanilla. The imps fireball is still too fast. The hell knights and barons projectiles are slower now but still not vanilla.
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