Project Re-Blood

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ChiliPimp
Posts: 11
Joined: Mon May 10, 2021 1:21 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Project Re-Blood

Post by ChiliPimp »

Ah much better, great work on this! :thumb:
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Valherran
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Joined: Tue Oct 27, 2009 12:58 pm

Re: Project Re-Blood

Post by Valherran »

Valherran wrote:Much better. I found one more game-breaking issue; due to the enemy triggering on sight only, you cannot get 100% kills in maps that have rooms made to teleport enemies into the level when the player makes noise.
Some more things:

1. Megasphere isn't giving armor.

2. Red cultists are dropping thompson ammo instead of winchester ammo. Although it seems like they should be using a flare gun given that they drop ammo for that as well as throwing spray cans.

3. Flare guns don't have their alt-fire.

4. Single stick dynamite explosion animation is missing.

5. Voodoo Doll can't be used.

6. Cultists are dropping too much ammo. I suggest limiting their drops to just guns like in Doom (to preserve map balance) and for the green cultists just randomize the bomb that drops, but limit it to 1. Red cultists should either drop a spray can or a flare gun.

7. Crosshair is still off, it actually went from a centimeter too high to a centimeter too low from the center.
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Yebudoom
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Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by Yebudoom »

This mod has a lot of potential to be great fun. And 1.40 is already an improvement over the first version. Here's some QoL and cosmetic suggestions:

1. Reloading has its own new bind and doesn't use the built-in GZDoom reload key. I think this is unnecessary, just use the default one in the mod.
2. The pickups are visually inconsistent, some have voxels, and some do not. If you don't have voxel versions for all of them, maybe make them all sprites?
3. The quick kick and quick knife keys work really weird. You press the key and it switches to kicking/slashing... But only for one attack! Then, after that one attack, it switches back to your main firearm. That's unintuitive, to say the least. I think these keys should not be switches, but alternative attack keys. Pressing the quick kick should have Caleb perform the kick, pressing the quick knife should have Caleb perform the slash. That's it, otherwise it's too much unnecessary key pressing.
PatCatz2004
Posts: 70
Joined: Fri Feb 07, 2020 10:05 pm

Re: Project Re-Blood

Post by PatCatz2004 »

Okay so....I played this mod on LZDoom (Cuz of the opengl issue that GZDOOM has, and Idk how to find it.), and it worked well....and then a bug happened where the blood splatter's not very normal at all
PresBarackbar
Posts: 67
Joined: Fri Oct 18, 2019 6:03 pm

Re: Project Re-Blood

Post by PresBarackbar »

Yebudoom wrote:
Reloading has its own new bind and doesn't use the built-in GZDoom reload key. I think this is unnecessary, just use the default one in the mod.
Definitely agree with this
The pickups are visually inconsistent, some have voxels, and some do not. If you don't have voxel versions for all of them, maybe make them all sprites?
Blood uses voxels for all the weapon, ammo, and armor pickups (as well as the doctor's bag) and sprites for everything else.

My only outstanding complaint as of right now in addition to the reload is that I still cant shake off the choking hands (playing on Lightly Broiled)
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mick87
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Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Updated to 1.41.
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mick87
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Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Updated AGAIN! :D
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Exeor
Posts: 169
Joined: Mon Mar 16, 2015 3:05 pm
Location: Spain

Re: Project Re-Blood

Post by Exeor »

Great mod! I'm having a blast playing it right now :D

Two things:
1- For some reason explosive barrels are invisible
2- It seems that the explosion effect of the dynamite thrown by green cultists sometimes don't appear
PresBarackbar
Posts: 67
Joined: Fri Oct 18, 2019 6:03 pm

Re: Project Re-Blood

Post by PresBarackbar »

So I really appreciate the updates and I hate to make you feel like you cant please anyone, but would it be possible to ALSO offer a version with the voxels in it? The original Blood DID have voxel pickups.
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mick87
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Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Exeor wrote:Great mod! I'm having a blast playing it right now :D

Two things:
1- For some reason explosive barrels are invisible
2- It seems that the explosion effect of the dynamite thrown by green cultists sometimes don't appear
Hi Exeor, for the point 1, I solved it in the version 1.42. For the point 2 I’m still investigating just because of the “sometimes“.
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mick87
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Re: Project Re-Blood

Post by mick87 »

PresBarackbar wrote:So I really appreciate the updates and I hate to make you feel like you cant please anyone, but would it be possible to ALSO offer a version with the voxels in it? The original Blood DID have voxel pickups.
Hi PresBarackbar, maybe I will provide an add on or an option in the menu in the future.
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Exeor
Posts: 169
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Location: Spain

Re: Project Re-Blood

Post by Exeor »

mick87 wrote:
Exeor wrote:Great mod! I'm having a blast playing it right now :D

Two things:
1- For some reason explosive barrels are invisible
2- It seems that the explosion effect of the dynamite thrown by green cultists sometimes don't appear
Hi Exeor, for the point 1, I solved it in the version 1.42. For the point 2 I’m still investigating just because of the “sometimes“.
I have the theory that it is because the explosion doesn't have a SXF_NOCHECKPOSITION in the A_SpawnItemEx (didn't check your code, but I have a little experience with decorate), most of the time the explosion didn't appear when being near a wall.
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mick87
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Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Exeor wrote: I have the theory that it is because the explosion doesn't have a SXF_NOCHECKPOSITION in the A_SpawnItemEx (didn't check your code, but I have a little experience with decorate), most of the time the explosion didn't appear when being near a wall.
I will check, thanks for the hint. :)
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Time_Streamer
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Joined: Tue Dec 22, 2020 8:16 am

Re: Project Re-Blood

Post by Time_Streamer »

I've played this a lot lately and I must say I'm liking it very much. I don't know how full is your plate with issues right now, but I'm adding up two more.

1) Choking hands aren't ok yet. I'm mashing up the use button the fastest as I can and choking hands still kill me.

2) Doom 1 boss maps aren't working correctly. The tesla (blue) cultists replacing hell knights at E1M8 don't trigger map event of lowering walls when killed, preventing the player from finish the map. Also, I could see that Cheog is in statue mode on E2M8. When you come near, his awakening from statue mode is triggering the map end.

3) Lightly Broiled difficulty has a typo, it's currently "Lightly Broired".

I'll keep you updated. I'm playing Doom 1 third episode now.
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mick87
Posts: 39
Joined: Mon Mar 23, 2020 2:50 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by mick87 »

Time_Streamer wrote:I've played this a lot lately and I must say I'm liking it very much. I don't know how full is your plate with issues right now, but I'm adding up two more.

1) Choking hands aren't ok yet. I'm mashing up the use button the fastest as I can and choking hands still kill me.

2) Doom 1 boss maps aren't working correctly. The tesla (blue) cultists replacing hell knights at E1M8 don't trigger map event of lowering walls when killed, preventing the player from finish the map. Also, I could see that Cheog is in statue mode on E2M8. When you come near, his awakening from statue mode is triggering the map end.

3) Lightly Broiled difficulty has a typo, it's currently "Lightly Broired".

I'll keep you updated. I'm playing Doom 1 third episode now.
Hi Time_Streamer, thanks for the reports, I'll check them.

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