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This update adds some more sprite tweakes, more options of customization (you can turn the ringing noise from explosions off now), fixes small details and reworks completely TNT effects and the Jackhammer altfire, which now works like a Remote bomb, given we had a lack of one.
Have fun!
Spoiler: changelog
= Fixed messages and sounds on Hexen armors.
= Fixed Akimbo pistol one-liner sound channel.
= Changed Pistol pickup sprite.
= New secret sound (last this time, swear)
= tweaked pistol and rifle ammo sprites
= New casing sprites (from Redneck Rampage, Shadow Warrior and Blood, these ones by ZioMcCall)
= Fixed Barrels and TNT not playing ear ringing noises
= Fixed Hexen items not displaying special effects.
= New main menu fonts (from the original game).
= tweaked menu icon animation
= tweaked cursed heart idle offsets.
+ Added some sprites to the TNT idle.
+ Revamped TNT effects and sprites (now it has a blast wave and some flying smoke and debris)
+ Added a wall debris effect to bullet puffs.
+ Added CVARS for Fake Blood, Pixel Debris, Ear Ringing noises and physical recoil.
+ Added menu support for Bolognese Gore mod.
+ Added more one-liners to TNT throw.
+ Fixed shotgun animation for one shell.
+ Buffed Life Leech altfire damage.
+ Added one-liners for when he pickups a medikit with health lower than 25.
+ Revamped Jackhammer altfire to work like a remote bomb. Still need some fixes, though.
just droppin' by to notify you that caleb's crouching chasecam sprite blinks in and out of existence when moving. also, the sawnoff's pickup sprite has exposed hammers while the first person sprite doesn't.
I've removed compatibility with Nameless RPG mod because the HUD gets kinda screwed up, so... i better find another way.
Thanks for the quick reply. Yeah I've ran into some issues with the HUD in both this version and the Crimson Editions. Removing compatibility is no big deal, it still seems to work and no issues other than the HUD. Great job GAA!
The automatics could use that "rambling" feel the original tommy did, plus the "get 'em boys" wide spray, enemies could use a "burning" death state, and overall the mod would benefit from a closer feeling to Blood.
Aside from the custom "burning" death state, which, to the extent of my knowledge needs custom enemies, i don't think i understand the others. By a closer feeling to Blood, do you mean in animation smoothness? Sprite quality, detailing... Sorry. just can't get what you mean with the guns "rambling" (wide spray means less accuracy?) and closer feeling =p
I have a suggestion regarding weapons for Caleb
As we all know Blood 1 and less good Blood 2 takes in two different timelines one is set in 1928 and second in 2028 and in those two times Caleb is using completely different arsenals, so i would like to suggest creating 2 separated weapon gamemodes one would be set in 1928 where Caleb would use revolvers, pitchwork and dynamites and second would be set in modern times where caleb is using dual pistols, military knife and ak47. Not only it would make both sides happy + it would greatly expand your mod.
The Mixture of this is pretty "gud" from how I say. I enjoyed playing this mod from Levels such as Preacher and Evilternity. This is a fantastic weapon Mod.
P.S - Caleb's One Liners really gets me.
Thanks for your hard work, I've always loved the way the weapons you create feel. Just the right amount of oomph and just the right amount of whizz. Though, I have a small bug report. Coupling UC with Colourfull Hell is a blast but at some point during gameplay, you get kicked out of the game to console with an "unknown texture: rocket" message.