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

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faslrn
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Re: Faspons [REL: Mar 23 / DEV: APR 04]

Post by faslrn »

patrik wrote:So, working on new gore system? How is it going?
Heh, when I said "gibbable SSG like from Smooth Doom", I meant just basic gibbing like with rocket launcher in vanilla Doom, but I see you went extra mile. Nice work, I just think it shouldnt require so close distance.
Noticed little bug, if you run out of nato ammo and try dry fire chaingun, it will still zoom out like it used to before.
I understand blood pools are meant mostly for gzdoomers, but I would appreciete alternative for us zdoomers in form of sprite blood pools like in Smooth Dooom.
Looking forward to next release build. :)
Yeah, looking for an alternate for the ZDoom'ers. Been testing a few things out but I really have to hammer out the bugs for it as it looks super odd sometimes.

I'll check into that Chaingun bug for you ;-)
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patrik
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Re: Faspons [REL: Mar 23 / DEV: APR 04]

Post by patrik »

Forgot to mention, there is one nice alternative, but I discourage from using it. Voxels. But damn, performance killers are they. :(
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: APR 04]

Post by faslrn »

patrik wrote:Forgot to mention, there is one nice alternative, but I discourage from using it. Voxels. But damn, performance killers are they. :(
Yeah, I won't be going that route what-so-ever. This gore system as it was when I first implemented it was a bit of a performance hit but I muffled it so it wouldn't drop the FPS much at all, maybe 1FPS.

Still tweaking it to feel a bit more bloody without going fully gibs.

EDIT: I have an idea. I think what I can do is instead of the blood pools, make something a bit like @Bacon said and go with Doom Retro styled blood on the floor. Now, the blood effects used there are all built-in code but I think I can modify it to fit ZDoom scripting standards with decorate. I am hoping this would eliminate the need for Brutal Doom blood pools while keeping a sprite-ish style blood system.
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: APR 05]

Post by faslrn »

Alright, pushed some more changes to the DEV branch. I modified the weapon raise animations a bit more and also changed the gore a bit more.

So, trying to keep the gore compatible with ZDoom, I removed the blood pools and some additional blood effects for right now to see if I could get a better "blood trail" effect going on. I tried to replicate what you see in Doom Retro as much as I could for right now but wanted to see if that style fits the mod. I kind of like this sprite style better because of performance and compatibility but let me know what you think of the style.

I realize it is a drop in gore effects but I am looking to see if the style/looks fit better than the typical BD blood pools, as cool as they are, don't work with ZDoom.
jimbob
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Re: Faspons [REL: Mar 23 / DEV: APR 04]

Post by jimbob »

The projectile speed vor the vanilla monsers is ok now. I hope you can add the smoketrails to the vanilla projectiles. :)

The blood. I like the other blood version more. :/ I miss some visual feedback (blood puffs) when i shoot a monster. Blood comes only when a monster dies.
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Neccronixis
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Re: Faspons [REL: Mar 23 / DEV: APR 04]

Post by Neccronixis »

This mod definitely needs a satisfying blood puff effect when you hit enemies with bullets. Alot of mods have a cartoonish blood splat, others like brutal Doom go for a more realistic approach and some combine several number of sprites to achieve a splatter effect, but this mod just needs one satisfying sprite effect that compliments the fast-paced aspect of the mod - something like these where the blood explodes out in a frantic manner. Both of these are based on original sprites from DOOM.
Blood Splat 1.gif
Blood Splat 1.gif (2.79 KiB) Viewed 708 times
Blood-Splat-2.gif
Blood-Splat-2.gif (3.02 KiB) Viewed 689 times
BTW, that green light effect when you fire the BFG is a really awesome feature, it contrasts nicely with the plasma rifle.
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: APR 04]

Post by faslrn »

Neccronixis wrote:This mod definitely needs a satisfying blood puff effect when you hit enemies with bullets. Alot of mods have a cartoonish blood splat, others like brutal Doom go for a more realistic approach and some combine several number of sprites to achieve a splatter effect, but this mod just needs one satisfying sprite effect that compliments the fast-paced aspect of the mod - something like these where the blood explodes out in a frantic manner. Both of these are based on original sprites from DOOM.
Blood Splat 1.gif
Blood-Splat-2.gif
BTW, that green light effect when you fire the BFG is a really awesome feature, it contrasts nicely with the plasma rifle.
I'll throw them both in with a random jump to select either other. That should add some variety :lol:

EDIT: Added in the first one. Check it out!

I turned off the blood hit effect for visual feedback on the small blood droplets that I added in. It is def something I agree we need :)

Glad you like the green light. I know when I was asked to add the fade to the items, I thought I should add it to a few other places as well to spruce up the colour visually when playing.
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Baconator
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Re: Faspons [REL: Mar 23 / DEV: APR 05]

Post by Baconator »

Can´t notice new splat.
Maybe you remove the spills that fall all around when they die?

http://imgur.com/a/LUT46
These look blocky... :)
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Re: Faspons [REL: Mar 23 / DEV: APR 05]

Post by faslrn »

Baconator wrote:Can´t notice new splat.
Maybe you remove the spills that fall all around when they die?

http://imgur.com/a/LUT46
These look blocky... :)
Yeah, it's supposed to be like Doom Retro with how the corpses slide and leave a trail behind. I'm not sure if it is doing what I want it to though. I like the idea of blood pools around enemies but unfort., the only way to do it is through the 3D models which means ZDoom players get left out, which is where this system was supposed to take its place so universally, it could have effects on both branches.

I can easily put back the old gore system but I don't know if I will put back the blood pools, just due to the nature of the G/ZDoom feature set differences.
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Baconator
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Re: Faspons [REL: Mar 23 / DEV: APR 05]

Post by Baconator »

You should make new release version without new gore.
Right now release version has blood only on walls but not on floors. Shotgun damage buff seems to be also missing.
Maybe add new sprites and weapon switching animations.

So we can play those long megawads with bug free mod. :rock:
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faslrn
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Re: Faspons [REL: Mar 23 / DEV: APR 05]

Post by faslrn »

Baconator wrote:You should make new release version without new gore.
Right now release version has blood only on walls but not on floors. Shotgun damage buff seems to be also missing.
Maybe add new sprites and weapon switching animations.

So we can play those long megawads with bug free mod. :rock:
Sounds good. I will push those changes to the release while I work on the gore still!

EDIT: All merged! Take a look:

Code: Select all

- New raise and lower sprites
- Modified gore code
- Colour fades for power-ups and BFG
- Blood decals on walls
- SSG deaths for zombies
- Vanilla mode fixes
- Fixes for +NOBLOOD on Caco
- Minigun zoom fix
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Baconator
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Re: Faspons [REL: APR 06 / DEV: APR 06]

Post by Baconator »

Bug: menu says shotgun buff 20%, really 15%. 5 > 5.75
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Re: Faspons [REL: APR 06 / DEV: APR 06]

Post by faslrn »

Baconator wrote:Bug: menu says shotgun buff 20%, really 15%. 5 > 5.75
Damn, I forgot to increase the damage! I actually changed the damage to 6 instead of 5.75 :p Merged with DEV and REL branches.
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Baconator
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Re: Faspons [REL: APR 06 / DEV: APR 06]

Post by Baconator »

:)
Can you make new blood splats and gibs optional?
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Re: Faspons [REL: APR 06 / DEV: APR 06]

Post by faslrn »

Baconator wrote::)
Can you make new blood splats and gibs optional?
Let me remove it for now, that way I can continue to work on it in the DEV branch! Pushed and merged into DEV and REL.
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