Better support for those who cannot run the OpenGL renderer ofcourse.Мichаеlis wrote:What is so much better about voxels than about Transfusion models we use now? (Except being perfectly vanilla, of course)
[Demo] ZBlood+ demo (2012.03.23, p1)
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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.
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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.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
Well in original Blood, you could choose to turn voxels on or not.
When they were off you could see sprites
same thing here I betcha.
When they were off you could see sprites

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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
That was ShadowWarrior, Blood only had sprites in the 3DFX patch.AVGN wrote:Well in original Blood, you could choose to turn voxels on or not.
When they were off you could see spritessame thing here I betcha.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
My point is Blood has sprites for each weapon pickup so those who cannot run open gl will see the sprites, simple as.
@Michaelis

cultists didn't have blue belts, only the fanatics did.
But I take it your going to rip those cultists sprites again since the ones in your photos are all in the Doom 2 colors.
@Michaelis

cultists didn't have blue belts, only the fanatics did.
But I take it your going to rip those cultists sprites again since the ones in your photos are all in the Doom 2 colors.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
TheMistress wrote:Better support for those who cannot run the OpenGL renderer ofcourse.
I'll look into it, but no promises for now.Мichаеlis (in opening post) wrote: ZB+ is GZDoom-oriented, ZDoom-compatible.
My readme.txt states version 1.0, and I'm running blood.exe . I can turn voxels on/off with "detail" slider.TheMistress wrote:That was ShadowWarrior, Blood only had sprites in the 3DFX patch.
Spoiler:Works for all models in game.
Or have I misunderstood something?
AVGN, belts fixed with translation. I don't use different sprites for different robemen, I prefer using translation instead, as it can be easily tweaked and is very open to modification.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
I hope that this mod is similar to the Marathon gameplay mod which allows you to play the original Doom levels (and other wads) with Blood enemies/weapons/etc.
I also really hope that ZBlood isn't used as a base and why not rip and code them from the actual game instead (or simply using Blood palette)?
I also really hope that ZBlood isn't used as a base and why not rip and code them from the actual game instead (or simply using Blood palette)?
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
ZBlood is used as a base, what's bad about this?
What do you mean by "why not rip and code them from the actual game instead (or simply using Blood palette)?"?
Yes, you can play original Doom levels, but if you do, the balance will be messed up, as levels of Doom weren't designed to fit with Blood things.
Edit: Just tried that. Just as I thought: either incredibly hard or ridiculously easy.
What do you mean by "why not rip and code them from the actual game instead (or simply using Blood palette)?"?
Yes, you can play original Doom levels, but if you do, the balance will be messed up, as levels of Doom weren't designed to fit with Blood things.
Edit: Just tried that. Just as I thought: either incredibly hard or ridiculously easy.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
Because ZBlood is not accurate to the actual game. If people can rip resources and port them into Doom into their accurate forms (like that Marathon mod I pointed out) why not Blood? All the Blood rips I seen so far on Doom either ripped directly or are just altered from ZBlood in some way.Мichаеlis wrote:ZBlood is used as a base, what's bad about this?
I mean ripping the sprites/sounds/codes from the actual game rather than ripping or altering directly from ZBlood.Мichаеlis wrote:What do you mean by "why not rip and code them from the actual game instead (or simply using Blood palette)?"?
I think I was talking a Blood mod exactly like this which allows you to play Doom wads playing as Caleb with Blood enemies/weapons/etc randomized/replaced.Мichаеlis wrote:Yes, you can play original Doom levels, but if you do, the balance will be messed up, as levels of Doom weren't designed to fit with Blood things.
Edit: Just tried that. Just as I thought: either incredibly hard or ridiculously easy.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
ZBlood is probably being used as a base because a good chunk of the work is done already, with the aforementioned accuracy issues being an easier fix than having to make the entire thing from scratch.Jinal wrote:Because ZBlood is not accurate to the actual game. If people can rip resources and port them into Doom into their accurate forms (like that Marathon mod I pointed out) why not Blood? All the Blood rips I seen so far on Doom either ripped directly or are just altered from ZBlood in some way.Мichаеlis wrote:ZBlood is used as a base, what's bad about this?
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
Exactly.wildweasel wrote:ZBlood is probably being used as a base because a good chunk of the work is done already, with the aforementioned accuracy issues being an easier fix than having to make the entire thing from scratch.
Sprites and sounds can be ripped. And they probably will, but, frankly speaking, personally I can't tell the difference between ZBlood+ sprites we have (most of them from ZBlood v4.2) and Blood originals; ditto for sounds.Jinal wrote:I mean ripping the sprites/sounds/codes from the actual game rather than ripping or altering directly from ZBlood.
Codes cannot be ripped in any acceptable manner, and recreating it is what most of my work goes into.
Well, maybe yes. As a patch.Jinal wrote:I think I was talking a Blood mod exactly like this which allows you to play Doom wads playing as Caleb with Blood enemies/weapons/etc randomized/replaced.
Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
I support any attempt to make ZBlood work with all custom maps. This adds to the fun what has been missing for a while.
Also, you can count on me to playtest if you're still looking for people, I've been a fanatic of Blood since Shareware and I played/enjoyed the hell out of ZBlood in GZDoom & Skulltag's MP.
Also, you can count on me to playtest if you're still looking for people, I've been a fanatic of Blood since Shareware and I played/enjoyed the hell out of ZBlood in GZDoom & Skulltag's MP.
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
Will this soon be playable with skulltag? (please!)
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
I can be a beta tester for you, when it comes to finding bugs/imperfections, I'm grrrrrrr-reat!
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
This thread hasn't been updated properly since last October, so you're about five months late to the party.Zombieguy wrote:Will this soon be playable with skulltag? (please!)
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Re: [WIP] "There Will Be ZBlood." ZBlood+: assistance reques
I know. I'm just so pumped right now.wildweasel wrote:This thread hasn't been updated properly since last October, so you're about five months late to the party.Zombieguy wrote:Will this soon be playable with skulltag? (please!)
