Zblood v4 [abandoned?]
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Re: Zblood v4
Would be nice for said system to apply to the whole geometry. Imagine being able to shoot at walls that can BLEED, ones that are made out of plasma and can SPARK (or something).
Best of yet, I want my damn flat sprites. Damn that Doom engine. ;_;
Best of yet, I want my damn flat sprites. Damn that Doom engine. ;_;
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Re: Zblood v4
You've got to be shitting me! Are you serious?! Fuck, where's my copy of Blood...Enjay wrote:Heh, there already is one. It's called Zdoom.Skunk wrote:It's getting to the point now I bet you could make a program to convert Build levels over to ZDoom...
Zdoom can already load Build maps and then you can dump them from the game. You only get the architecture, of course, but it can do it. (I forget the exact method though.)
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Re: Zblood v4
Absolutely serious. In fact, Zdoom has been able to do this for years.Skunk wrote:You've got to be shitting me! Are you serious?!
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Re: Zblood v4
Just the raw maps or do you have to put it into a wad/pk3? That's pretty damn sweet nonetheless!
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Re: Zblood v4
Can't find much info on it. This is the best I can find.
http://forum.zdoom.org/viewtopic.php?f=4&t=2546&p=34789
http://forum.zdoom.org/viewtopic.php?f=4&t=2546&p=34789
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Re: Zblood v4
I agree the TNT is too much. I liked the plant pods too. The train area can't have reflective mirrors. In Zdoom you can't have mirrors in place unless you have some space in the wall behind the mirror so the game can redraw the stage reversed. I agree with the rest of what you said about the decorations. The TNT should have a throwing animation sprite? I don't understand.Michael wrote:make all types of cultists be immune to each others attacks, or just not fight back, because they dont fight back! and they keep throwing tnt at each other it gets too much
dont give fanatics [grey cloak cultists] TNT/dynamite! its too much!~
make brown cultists rarely throw TNT other wise its too much
add some enemies like the plant pods.
make the mirrors in the train level, actually reflective mirrors
fix the dynamite weapon that you have, because its more like a rocket launcher, use DBT's grenade trick , thats better"!
make more decorations that can be blown to bits, like the baloons and the clocks
make TNT when thrown make a toss sound, and also give the tnt a throwing animation sprite
add some weapons from blood 2 maybe? like the tesla cannon [use seriouscacodemons alien launcher code]
and also the flame thrower
oh also could you add the 1st level from cryptic passage, and the first level of death arms i wanna paint the town read
The level with the building (paint the town red) would be hard in how build makes the level different from the way doom makes it, but maybe we'll try to make something that at least looks like it. I like the docks too.
I'll take a look at it.Blade Nightflame wrote:Tweak the head around so it fits the physics of Blood.. More or less perfectly.
sounds neat. but it needs to do it for other monsters too though so it doesn't get up and lock another within itself. I'll try it though.DBThanatos wrote:Perhaps giving it a relative low painchance, when it enters, (as you said) it "falls" and goes unsolid for a while, when is going to raise could perform A_JumpIfCloser to check if player (and only the player) is too close, if is, the zombie will stay down; if is not, the it'll raise (solid again) and so on. However, something like "A_CheckColission" would be useful.
bloated butchers are supposed to if you get too close. I had it working but I guess I fiddled with it and it broke again.Kyon wrote:do bloated butchers still vomit??
My HD broke and I lost all my stuff. I was a bit depressed about it. It was a IBM deskstar. they have earned the nickname "Death Stars" for their penchant to blow up. I bought another one from a local provider and it had CRC errors that made HD degradation over time. By the time it started messing up I had lost the receipt.Kyon wrote:i dont know why you and maxim genus stopped working with zwitchaven
Also I would have to make some real levels, cause the ones from the original game stunk. but I'm not a level designer, what I'm making are conversions. So I've been reluctant. Genius? hardly. However one has to try, so I think I start again soon though.
Really. Tha'd be nice.Kyon wrote:ZBLOOD SHOULD BECOME ZDOOM COMMUNITY PROJECT
I was trying at one, but the game updated the bar a little late - not at the speed of the original doom hud because it was that bar as a font with a script type of trick. Maybe I was doing it wrong, but I don't really care too much for it. Anyone wanna make me one?Skunk wrote:Who needs faces? Why not just STBAR the actual Blood hud?
Is that nice? but thanks for supporting what I'm doing anyway.Skunk wrote:Hey Kyon, die in a fire. I'm not saying the faces are bad but if you want it to be Blood go with the original status bar. ZBlood is NOT a TC. You dumb shit.
Sounds like a good idea.Kyon wrote:also i got suggetion for the game again sorry but
could you please give caleb a random variety of pain, death, burn sounds?
the same pain sound is annoying, and theres no death sound
maybe do random sounds from both games
For some reason I'm the one who takes offense to that, not Randy or Graf. I don't know why though...Blade Nightflame wrote:I don't see why you'd (No offense, Randy n' Graf.) want to downgrade Blood to an enhanced Doom engine.
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Re: Zblood v4
You'll get my full support if you do, despite me being busy with many projects of my own. And I think we can add more mappers from zDoom community from this project...especially when we'll produce a playable demo that will be fun enouph As you remember, we already have HUD faces , sword and shild implemented. If you need any of the files - you know I can always send you...However one has to try, so I think I start again soon though.
Well, not only zDoom. Maybe not with support to advanced Build mapping engine features, but map2wad.exe utility does it almost since the days Duke came out We tested it when started working on zWitchaven. Witchaven maps were transformed to doom (even not zDoom) engine in a matter of seconds.Absolutely serious. In fact, Zdoom has been able to do this for years.
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Re: Zblood v4
I remembered that there was a utility to convert Doom maps to build ones, but I didn't know/remember there was one that did the reverse.doomjedi wrote:Well, not only zDoom. Maybe not with support to advanced Build mapping engine features, but map2wad.exe utility does it almost since the days Duke came out We tested it when started working on zWitchaven. Witchaven maps were transformed to doom (even not zDoom) engine in a matter of seconds.
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Re: Zblood v4
I remember fondly that Duke!ZONE disk I had and how an entire section of the disk was nothing but E1M1 remakes made with wad2map.exe.
I still wanna know where my D!Zone and D!Zone5000 disks went.
I still wanna know where my D!Zone and D!Zone5000 disks went.
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Re: Zblood v4
I want to know is how do you prevent the Zombie head from moving around on the floor? The head slides around on the floor trying to follow you. Once he gets to you he does fly around as though you kicked it as his melee attack, but I can't have the head walking around on the floor scooting toward you. is there any way to fix this?Blade Nightflame wrote:DECORATE:Michael wrote:oh im also sure theres a way [backmeup] to make it able to kick zombie heads, buckets etcSpoiler:ACS:Spoiler:Tweak the head around so it fits the physics of Blood.. More or less perfectly.
What is ACS_ExecuteAlways(999,0,0,0,0)? does that have something to do with it?
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Re: Zblood v4
Sorry, think I missed a section of code there. Hold on..
That was a common problem back before I had this script in that, triggering one head would cause all the others to react the same, so I had to use this method to ensure every head is unique.
Code: Select all
int GiveTID = -32767;
FUNCTION int NextTID (VOID)
{
for (GiveTID=GiveTID; GiveTID<0; GiveTID++)
{
if(!ThingCount (T_NONE, GiveTID))
return GiveTID;
}
return 0;
}
SCRIPT 999 (VOID)
{
if (!ActivatorTID ())
{
Thing_ChangeTID (0, NextTID ());
}
}
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Re: Zblood v4
Does causing all the head to react the same mean the head launches in only one direction? 'cause thats the problem I have. I solved it - I think - by making ThrustThing launch randomly. And I fixed the scooting around on the floor thing with jumpifCloser instead of it being an attack. It still doesn't look great all the time and it does strange things when it hits slope. Maybe i can fix it though.
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Re: Zblood v4
Well, it launches in the direction you're facing, if that's how it works, as I remember Blood doing it like that.. I think.
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Re: Zblood v4
With mine they launch in only one direction -east - all of them throughout the stage.
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Re: Zblood v4
Odd, works fine on my end.