Smooth Bolognese Blood and Gore v2.49

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dDefinder
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Joined: Thu Jan 26, 2017 12:45 pm

Smooth Bolognese Blood and Gore v2.49

Post by dDefinder »

Combines blood and gib effects from Smooth Doom, Bolognese, and Nash mods. This also includes PerK's Smooth Weapons for better weapon frame timing accuracy. This ensures effects from all 3 mods work as intended. Made for vanilla gameplay and GZDooom.

Download:
https://www.moddb.com/mods/brutal-doom/ ... gore-merge




Features:[/b]
-All of Nash blood mod features:
Footprints
crush
mirrored death
spurts
ect.

-All of Bolognese features:
Blood pools
gore
hit effects
ect.

-Most of Smooth Doom features:
Blood effects
projectiles
new giblets
new death animations
SSG and chainsaw gibs
gib state for monsters [cacao, baron, ect]

-Replaced Smooth Doom's weapons to use PerK's Smooth Weapon Enhanced. Will result in better weapon fire timing and animations
-Merged Smooth Doom's casings and shells with PerK's weapon animations
-Removed monster smoothing except for death and gore smoothing
-Removed HUD smoothing to resolve HUD conflicts
-Reduced loud blood and gib sounds from Bolognese and Nash mods
-Re-enabled Bolognese's green/blue blood and gore effects
-Created and replaced a few blood decals from Bolognese and Nash to better match the different styles of blood mods
-Fixed blood on liquid surfaces not working, including blue and green blood
-Increased amount of blood on liquid surfaces
-Option to use Nash, Bolognese, or both for hit effects
-Optional install for brightmaps for weapons, monsters and textures

Code: Select all

[b]2.49[/b]
-Added Super Shotgun and chainsaw gibbing option back when killed in close range. This needs to be turned on in Smooth Doom mod options
Note: This will only work if using default install as it requires changes to both weapons and monster

-Reduced blood pool size
-Added optional plugins for disabling the item and decorations for mod compatibility reasons

[b]2.48[/b]
-Fixed zombiemen casting light when stunned
-Reduced the gib blood mist effect from Bolognese
-Removed mist effect from Bolognese for green and blue blood
-Renamed the files based on the different folders they are in

[b]2.47[/b]
-Used alternate brightmaps to fix issues with them not fully working properly
-Fixed zombie men misalignment for brightmaps
-Fixed BFG using the wrong pickup sprite

[b]2.46[/b]
-Added brightmaps from KVELLER's brightmap edition of Smooth Doom as an optional install

[b]2.45[/b]
-Fixed blood color not working with "no weapons" version 

[b]2.44[/b]
-Fixed none bleeding monsters gibbing (This is a bug in Bolognese v3 mod itself)

[b]2.43[/b]
-Fixed default install using incorrect version for Smooth Doom. was using no monsters instead. resulted in wrong blood color, monster and weapon related features not working

[b]2.42[/b]
-Fixed Mugshot using incorrect frames

[b]2.41[/b]
-Fixed zombieman making very bright gunflash
-Added versions with no changes to monster or weapons
-Minor menu changes

[b]2.4[/b]
-Reduced size of Nash hit blood effect and increased the gravity for better visibility and variance per hit
-Increased Nash blood splash animation speed
-Created new decals for Nash floor blood spot decals

[b]2.32 Update[/b]
-Improved SSG fire timing
-Fixed plasma rifle incorrect pickup icon

[b]2.3 Update[/b]
-Fixed smooth doom error log
-Fixed Baron and Shotgunners from using smooth animations
-Fixed Bolognese gib triggering when imps health isn't low enough
-Improved Bolognese gib health to sync better with Smooth Doom gibbing, which also removes the manual gib health option 

[b]2.2 Update[/b]
-Added merged hitscan effect for Nash and Bolognese, will randomly use one or the other's effect for each hit. (Currently only works for red blood effects)
-Fixed red blood appearing when gibbing green or blue monsters with Nash Gib on
-Reduced sounds from Nash blood and gib
-Minor menu changes

[b]2.1 Update[/b]
-Removed a line of code that caused the game to crash when shooting monsters that bleed green
-Changed Nash gib option to default on instead of off and reduced the default gore amount
-Minor option change to Smooth Doom and Perk menu

[b]2.0 Update[/b]
-Added a minor edited version of Nash's Gore Mod Vengeance Edition and most of its features as part of the merge compatibility. The gib part of the mod is off by default and can be turned on in Nash’s gore options. This will add Nash's gib on top of the other two mods
-Merged PerK’s and Smooth Doom menus
-Removed Smooth Doom options that are not working anymore
[i]
Following changes made to Nash's Mod:[/i]
-Reduced blood spurt size
-Changed blood decals
-Locked and changed some menu options to keep compatible with rest of the mods
-Fixed double blood pools and bloody footprints functionality by blanking out the texture
-Added option to choose either Nash’s or Bolognese hit effects

[b]1.1 Update[/b]
-Increased blood pool size for green and blue color
-Fix blue blood turning green in water
-Added more water surface blood decals
How to install
NOTE: if you are trying to use with mods that alter monsters that have different blood color (like in overhaul mods)
it is best to just to use Nash's gore mod instead:
viewtopic.php?t=62641&start=390

-Open a folder of the version of compatibility you like to install. Default Install includes all the possible features of the mod.
No monster and weapon versions are used for mods that change those part of the game to avoid conflicts

-put pk3 files into where your gzdoom is installed
-edit the gzdoom-[yourname].ini file either inside the gzdoom location or the ini file that is inside ( ...\Documents\My Games\GZDoom )
-Add the one of the group of the lines below [Doom.Autoload]

if you are using (Default install) added those lines:
Path=dD-Bolognese-default.pk3
Path=dD-Nashgore-default.pk3
Path=dD-SmoothDoom-default.pk3

if you are using (No monster & weapon Changes) added those lines:
Path=dD-Bolognese-No-MW.pk3
Path=dD-Nashgore-No-MW.pk3
Path=dD-SmoothDoom-No-MW.pk3

if you are using (No Monster Changes) added those lines:
Path=dD-Bolognese-No-M.pk3
Path=dD-Nashgore-No-M.pk3
Path=dD-SmoothDoom-No-M.pk3

if you are using (No Weapon Changes) added those lines:
Path=dD-Bolognese-No-W.pk3
Path=dD-Nashgore-No-W.pk3
Path=dD-SmoothDoom-No-W.pk3


Recommended in-game option for mods:
-Display opitons-
Blood Type: SPRITES

-Smooth Doom-
Enhanced Gore: ON
Particle Effects: ON
Extra Death Animations: On

-Bolognese-
Blood amount: 1 or 2
Increase Max Wall Decals higher than 0
Max Gibs and Blood Pools higher than 0

-------------------------------------
How to install Optional brightmaps:
-Move SBrightmaps.pk3 files from inside the "Optional Feature - Brightmap" folder to where your gzdoom is installed
-edit the ini file again and add the following below the [Doom.Autoload] after the ones that was already added previously

Path=SBrightmaps.pk3

How to disable Smooth Doom changes to world items and decorations:
-Open the folder "Optional Feature - No item & Deco"
-Move version of the .pk3 into where your gzdoom is installed and replace

Credits:
Bolognese Gore Mod- Sergeant_Mark_IV
Smooth Doom - Gifty
Smooth Weapons Animations - Per Kristian
Nash Gore Mod – Nash Muhandes
Some replaced decals and edits in Nash, Bolognese and Smooth mods - dDefinder
Brightmap sprites - NightFright
Brightmap textures - TheUnbeholden
Last edited by dDefinder on Thu Jul 27, 2023 2:03 pm, edited 17 times in total.
morningstars10
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Joined: Tue May 24, 2022 1:32 pm

Re: Smooth Bolognese Blood and Gore v2.42

Post by morningstars10 »

Hi, I don't know if it is just me but the blood colors and door squish and the entire weapons set no longer works. I know I have everything configured right, it just is not working in 4.8.0
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dDefinder
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Re: Smooth Bolognese Blood and Gore v2.42

Post by dDefinder »

Is working for me in 4.8.0. Is there a conflict with another mod you are using?
morningstars10
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Joined: Tue May 24, 2022 1:32 pm

Re: Smooth Bolognese Blood and Gore v2.42

Post by morningstars10 »

I use no other mods, the nashgore issue happens with nashgore and bolognese in general so it might be on my end, also I just realised some of the settings are missing for me like the casings option
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dDefinder
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Re: Smooth Bolognese Blood and Gore v2.43

Post by dDefinder »

Ill take a look at it, there probably a set of pk3s in the install that are not properly set.
I don't have casing set as an option anymore mostly because monsters cannot use them anymore. But is always on for player.

EDIT:
Been updated to 2.43
-Fixed default install using incorrect version for Smooth Doom. was using no monsters instead. resulted in wrong blood color, monster and weapon related features not working

Thanks for reporting. I've also updated the instructions for casings as it isn't needed to be set anymore
Beaglepuss
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Re: Smooth Bolognese Blood and Gore v2.47

Post by Beaglepuss »

Trying this mod with a doom_complete iwad from Wadsmoosh spits out this error and refuses to start. The mod works fine for me if I used a normal Doom 2 iwad. I'm on GZDoom version 4.8.2 if that's relevant.

LoadActors: Load actor definitions.
Script error, "dD-SmoothDoom-edited.pk3:zscript/zperkhandler.zc" line 76:
Unknown class name 'ZPerkPistol' of type 'Inventory'
Script error, "dD-SmoothDoom-edited.pk3:zscript/zperkhandler.zc" line 83:
Unknown class name 'ZPerkFist' of type 'Inventory'
Script error, "dD-SmoothDoom-edited.pk3:zscript/zperkhandler.zc" line 109:
Unknown class name 'ZPerkFist' of type 'Actor'

Execution could not continue.

3 errors while parsing DECORATE scripts
Coornib22
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Joined: Sun May 01, 2022 5:19 am

Re: Smooth Bolognese Blood and Gore v2.47

Post by Coornib22 »

Hey! I think this mod is a great idea, but actually using it is kinda confusing. Knowing and remembering which file is from which folder and getting the setting you want is a hassle, since the pk3s are all called the same thing.
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dDefinder
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Joined: Thu Jan 26, 2017 12:45 pm

Re: Smooth Bolognese Blood and Gore v2.47

Post by dDefinder »

Coornib22 wrote: Wed Nov 02, 2022 1:03 pm Hey! I think this mod is a great idea, but actually using it is kinda confusing. Knowing and remembering which file is from which folder and getting the setting you want is a hassle, since the pk3s are all called the same thing.
Thanks and I agree, I'll will renamed them when the next update comes out.
Beaglepuss wrote: Sat Oct 29, 2022 3:44 pm Trying this mod with a doom_complete iwad from Wadsmoosh spits out this error and refuses to start. The mod works fine for me if I used a normal Doom 2 iwad. I'm on GZDoom version 4.8.2 if that's relevant.

LoadActors: Load actor definitions.
Script error, "dD-SmoothDoom-edited.pk3:zscript/zperkhandler.zc" line 76:
Unknown class name 'ZPerkPistol' of type 'Inventory'
Script error, "dD-SmoothDoom-edited.pk3:zscript/zperkhandler.zc" line 83:
Unknown class name 'ZPerkFist' of type 'Inventory'
Script error, "dD-SmoothDoom-edited.pk3:zscript/zperkhandler.zc" line 109:
Unknown class name 'ZPerkFist' of type 'Actor'

Execution could not continue.

3 errors while parsing DECORATE scripts
I am not sure why that happens. It will take more time for me to figure whats going on, but will be looking into it when I get the chance.
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dDefinder
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Re: Smooth Bolognese Blood and Gore v2.49

Post by dDefinder »

Update to 2.49 and change log since update since 1.47

2.49
-Reduced blood pool size
-Added optional plugins for disabling the item and decorations for mod compatibility reasons
-Added Super Shotgun and chainsaw gibbing option back when killed in close range. This needs to be turned on in Smooth Doom mod options
Note: This will only work if using default install as it requires changes to both weapons and monster

2.48
-Fixed zombiemen casting light when stunned
-Reduced the gib blood mist effect from Bolognese
-Removed mist effect from Bolognese for green and blue blood
-Renamed the files based on the different folders they are in
PhoenixCyanFire
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Re: Smooth Bolognese Blood and Gore v2.49

Post by PhoenixCyanFire »

Whats the best load order for the mods?
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dDefinder
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Re: Smooth Bolognese Blood and Gore v2.49

Post by dDefinder »

I would put this mod near or at the top of your other mods
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naidrox
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Re: Smooth Bolognese Blood and Gore v2.49

Post by naidrox »

Hey, I've also ran into the Wadsmoosh incompatibility issue that Beaglepuss had back in 2022. Fortunately, I know what's causing it.
Essentially, the version of PerkEnhanced that's linked for download in its forum post (viewtopic.php?t=32628) isn't compatible with Wadsmoosh. f you actually look at the GitHub repo itself, (https://github.com/NightFright2k19/gzdoom_perk-enhanced) you can see that updates were made to account for Wadsmoosh compatibility, but for whatever reason the forum post link automatically downloads an older release that doesn't have them. I ran into the same errors when trying to use PerkEnhanced myself and they were gone when I downloaded the master branch from the repo.

I currently have both the updated PerkEnhanced and your mod pulled up in Slade. I'm only just taking my first baby steps when it comes to Doom modding so it may take a while and not be the cleanest, but I'm working on implementing the WS fix by comparing the two mods and carrying over the stuff from one to another. I'll post the result here once I manage to get it to work, unless someone more competent beats me to it (please do).

I've also noticed that you don't have Nash's brightmaps that were made specifically for PerkEnhanced sprites (viewtopic.php?p=1144968#p1144968) bundled in, if you do decide to update the mod you should consider adding them to it.

Anyway, great work! I'll see what I can do myself about the Wadsmoosh issue.

EDIT: I've actually managed to do it already. It's a simple enough fix, I just needed to copy over some new items to the filter folder and delete one line of code from one of them.

Here's the default version (no decorations) patched to work with Wadsmoosh:
https://drive.google.com/file/d/1npx_sw ... sp=sharing
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