Blood Fixer (updated 10/1/17)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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.
User avatar
TheVanessii
Posts: 20
Joined: Mon Feb 22, 2021 5:44 pm
Preferred Pronouns: She/Her
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Blood Fixer (updated 10/1/17)

Post by TheVanessii »

Here's a quick and dirty fix for Legacy of Rust! Only made 3 changes. Vassago don't bleed, as they don't appear to be made of flesh, and neither do the Banshees or Ghouls. The rest have default blood colors. I should note, I've only tested this with WadFusion + GZDoom v4.14.2. I tried getting it to work with the loose Legacy of Rust files + GZDoom but it didn't seem to work. They use different actor names there, deh_actor_154 (Vassago), deh_actor_151 (Banshee), and deh_actor_150 (Ghoul). I can't guarantee this will work with future versions of the WadFusion version. My best, uninformed guess is that this will work with future GZDoom loose LoR file loads, I read something about how the code was being implemented into GZDoom's future releases. I dunno! But yeah just to reiterate, for now this should work if you used a WadFusion'd pwad containing LoR + GZDoom v4.14.2 :3:

EDIT: Yep, just checked, when loading the loose LoR files with a Dev Build of GZDoom, this mod does in fact work (the new monsters are now properly assigned their id24 handles)
Should be future-proof! (hopefully!)
Attachments
BloodFixerID24.wad
(915 Bytes) Downloaded 5 times
Post Reply

Return to “Graphic/Audio Patches”