Project Re-Blood
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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.
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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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Added new Voxels patch that should be loaded after the mod.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Updated to 1.43.
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- Joined: Tue Jul 10, 2018 12:27 pm
Re: Project Re-Blood
A total blast for when I feel like blazing through a wad as Caleb! I loved Re-Blood so being able to mix it with any wad is perfect.
Here are some issues I ran into:
1) The barrels are still invisible, and TNT sticks still have no explosions (I'm playing 1.43)
2) Three melee weapons seem rather redundant, I'd say leave the pitchfork only (since the kick is on a separate bind anyway, and the machete's sprites use unique hands that don't match with the rest)
3) Spray Can is rather useless, especially considering it's supposed to be a sidegrade to the Napalm Launcher (which is pretty much Blood's BFG). I think it should get a buff, or at least an option to disable it.
4) The Winchester is neato, but seems to be outclassed by Tommy Gun. I think it could use firing and reload speed buffs.
Here are some issues I ran into:
1) The barrels are still invisible, and TNT sticks still have no explosions (I'm playing 1.43)
2) Three melee weapons seem rather redundant, I'd say leave the pitchfork only (since the kick is on a separate bind anyway, and the machete's sprites use unique hands that don't match with the rest)
3) Spray Can is rather useless, especially considering it's supposed to be a sidegrade to the Napalm Launcher (which is pretty much Blood's BFG). I think it should get a buff, or at least an option to disable it.
4) The Winchester is neato, but seems to be outclassed by Tommy Gun. I think it could use firing and reload speed buffs.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Hi, regarding the barrels, have you checked the r_drawvoxels option? It should be set to TRUE because the barrels are only available in voxel mode at the current state. Which version of GZdoom are you using? ThanksLemonore wrote:A total blast for when I feel like blazing through a wad as Caleb! I loved Re-Blood so being able to mix it with any wad is perfect.
Here are some issues I ran into:
1) The barrels are still invisible, and TNT sticks still have no explosions (I'm playing 1.43)
2) Three melee weapons seem rather redundant, I'd say leave the pitchfork only (since the kick is on a separate bind anyway, and the machete's sprites use unique hands that don't match with the rest)
3) Spray Can is rather useless, especially considering it's supposed to be a sidegrade to the Napalm Launcher (which is pretty much Blood's BFG). I think it should get a buff, or at least an option to disable it.
4) The Winchester is neato, but seems to be outclassed by Tommy Gun. I think it could use firing and reload speed buffs.
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- Posts: 91
- Joined: Fri Oct 18, 2019 6:03 pm
Re: Project Re-Blood
I'm playing on Lightly Broiled and choking hands still cant be shaken off. At this point maybe they should just be disabled.
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- Preferred Pronouns: He/Him
- Operating System Version (Optional): linux mint 21
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Project Re-Blood
I went through and made a few personal modifications to this otherwise super fun mod.
- 1. Deleted Choking Hands entirely.
2. Stopped the spinning of the revolver after the altfire.
3. Shortened the Spin time on the revolver on the reload.
4 Removed all akimbo weapons from the equipment list. The Revolver Altfire is better than Akimborevolvers, and I hate the fantasy of reloading the akimbo-sawedoff.
5. Made Pistol so it could autofire and reload without releasing the mouse buttons.
6. Made it so the Lever Action could autofire but still fires at the same rate.
also adjusted its ready state positioning slightly with. Didn't help much but it gave it the look of more kick per shot.Code: Select all
{A_WeaponReady; A_WeaponOffset(-15, 28);}
7. Undead Hunter monster was too tall at 70 units because he would get stuck on ceilings. So lowered him back to 56. Doom Note: Barons, HellKnights and Skeletons are all 56 units in Height. With Monsters you can have Radius and Height larger than their actual display rendering. to control the rendering dimensions you use: Scale xof 0.1 to 4.0, or Width only by XScale<insert 0.1 to 4.0> , and YScale for Height <insert 0.1 to 0.4>
So:Code: Select all
Height 56 Radius 20 // actual radius rendering dimension is double this number but 20 is the standard and 40 is the fattest normal monster Yscale 0.9 XScale 0.85 //or just use Scale 0.9 if you want both X and Y to be the same stretch.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Hi, I’ll take into consideration all the points except for the point 4 (just because I like the akimbo weapons ). Send me a copy in private, so that I can analyze the parameters you used. Thankskalensar wrote:I went through and made a few personal modifications to this otherwise super fun mod.
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- Joined: Tue Oct 27, 2009 12:58 pm
Re: Project Re-Blood
Having akimbo weapons is fine, but they need a dedicated function so they aren't bloating the weapon slots.Hi, I’ll take into consideration all the points except for the point 4 (just because I like the akimbo weapons ).
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- Posts: 7
- Joined: Tue Jul 10, 2018 12:27 pm
Re: Project Re-Blood
This fixed it, much appreciated!mick87 wrote:Hi, regarding the barrels, have you checked the r_drawvoxels option? It should be set to TRUE because the barrels are only available in voxel mode at the current state. Which version of GZdoom are you using? Thanks
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Updated to 1.44.
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- Posts: 316
- Joined: Mon Jun 29, 2020 3:42 pm
Re: Project Re-Blood
At least tell us what you even changed
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
As usual, you can find the info in the changelog under the download link.Linz wrote:At least tell us what you even changed
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Re: Project Re-Blood
This project is improving all the time. Thanks for your hard work and reciprocation to feedback!
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Thank you all for the very helpful feedbackGinji23 wrote:This project is improving all the time. Thanks for your hard work and reciprocation to feedback!