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

Wed Jan 15, 2020 1:59 pm

Are you getting these warnings as well?
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Re: Blood Fixer (updated 10/1/17)

Wed Jan 15, 2020 4:21 pm

I just checked and yes.

Oops. Turns out this doesn't work like I thought it does.

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

Wed Jan 15, 2020 4:29 pm

Ok try this version. Also updated in original post.

Yes I am absolutely comitted to making all the rookie errors on this one xD
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Re: Blood Fixer (updated 10/1/17)

Thu Jan 16, 2020 10:47 am

Everything works fine! Archangel's golden blood was a nice surprise :)

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

Fri Jan 17, 2020 5:43 am

dmslr wrote:Everything works fine! Archangel's golden blood was a nice surprise :)


For some reason, the Archangel already has the golden blood specified even in vanilla Eviternity (in fact if you open the Bloodfixer in slade you'll see that I didn't touch it at all). I'm not sure why they did decide to touch that but not all the other custom monsters.

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

Sun Mar 14, 2021 3:25 pm

A must-have addon!

However, I noticed that the Eviternity addon is giving the Nightmare Demon the wrong blood colour: it is now green, yet in the title splash screen, it is clearly supposed to be red.

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

Wed Apr 07, 2021 5:01 am

I had an idea for the Spectre's blood, but I haven't been able to do it, as I'm not very savvy in modding.
Would it be possible to change it's style to translucent and add a visibility pulse, as in the Blursphere, to represent it as the same blood type as the Pinky, but with invisibility properties that start to fade away?

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

Thu Apr 29, 2021 5:32 pm

I made my own wad like this many years ago as my first modding work, but back then, spectre blood couldnt yet be rendered with fuzz. Nice to see it working after all this time.

Another wad that might warrant its own custom bloodfixer, is Hell to Pay; it has three monsters that warrant blood fixes, and quite a few that warrant blood removal. Another wad I have already does this, but still, for completion it might be a good one, given its status.

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

Thu Apr 29, 2021 8:21 pm

Devalaous wrote:Another wad that might warrant its own custom bloodfixer, is Hell to Pay; it has three monsters that warrant blood fixes, and quite a few that warrant blood removal. Another wad I have already does this, but still, for completion it might be a good one, given its status.


BlueFireZ88 already got you covered there.

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

Fri Apr 30, 2021 1:06 am

JohnnyTheWolf wrote:BlueFireZ88 already got you covered there.


Thats why I said 'Another wad I have already does this' :p I helped the dude out with some minor QA on it when it was brand new. Just saying its might be worth doing the same thing for this 'brand', as the upgrade patch changes a lot of things, some might want to keep the original text screen stuff for example.

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

Tue Nov 09, 2021 7:05 am

I have just realized that the Blood Fixer version for Doom 64 in Doom II has the wrong blood colour for the Cacodemon (red instead of blue).

Luckily, this seems to be a simple change to make in SLADE, but I wanted to point this out here nonetheless.

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

Wed Nov 10, 2021 10:46 am

It was only meant to fix the monsters new to the wad, and be loaded after the original blood fixer.

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

Tue Nov 16, 2021 12:44 pm

SiFi270 wrote:So hey, I've just found out that the method I suggested above makes the stealth alien more WolfSS-like than it's supposed to be. But thanks to 3saster's recent DeHackEd to Decorate converter, I've figured out how to make it more accurate:
Code:
ACTOR FixedDeadLostSoul : WolfensteinSS REPLACES DeadLostSoul
{
   Health 30
   Speed 14
   ActiveSound "brain/cube"
   Dropitem None
   BloodColor "64 48 7F"
   States
   {
   XDeath:
      Goto Death
   }
}

edit: Realized there was a more efficient way to make him not gib.

[snip]


Unfortunately this has a side-effect if you load up Nash's gore mod alongside this: upon death, the troopers will always burst into gibs no matter by how little you overkill them. I tried adding a GibDeath value to both the DeadLostSoul and the WolfensteinSS actors, but it didn't work.

EDIT: Found a fix: copypaste the SS's trooper's Death state code into the XDeath field, like this:

Code:
{
   XDeath:
   SSWV I 5
   SSWV J 5 A_Scream
   SSWV K 5 A_NoBlocking
   SSWV L 5
   SSWV M -1
   Stop
}


Now the alien troops bleed purple but only spawn gibs when properly overkilled.