Project Re-Blood

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Valherran
Posts: 1410
Joined: Tue Oct 27, 2009 12:58 pm

Re: Project Re-Blood

Post by Valherran »

primaris82 wrote:Could you make this work with zbloody hell? i would love to play blood with all the weapons
I don't think that's possible, that's it's own stand-alone game. It was already hard trying to get that to work properly in the Doom maps.
8. This is a suggestion on the enemy placement to balance it better:

Arachnotron to Zealots from Hellhounds.
Hell Knight to Hellhounds from Butchers.
Baron of Hell to Butchers from Zealots.
Pain Elemental to Spider Queen from Phantasm (allow all spiders to scale walls.)
Revenant to Phantasm from black revenant.
Cyberdemon remove black cyberdemon and Tchernobog.
Spider Mastermind to Tchernobog from Spider Queen.
Anything more you can do about the enemy placement? It's not in a good spot right now, and this would make it much better.
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Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: Project Re-Blood

Post by Crudux Cruo »

so, i've been really wracking my brain to find critique on the weapons aspect (monsters definitely need better ordering and such), but all i can find is...

~Kick sprites are cut off, and could be smoother.
~machete sprites also could be smoother, and maybe the machete could have more modes of attack or something to set it apart from the pitch fork
~Pitchfork maybe could be thrown or have some great reach advantage, or something, idk.
~Beastmode could be fun. instead of berserk (which is sort of meh at the moment), beastmode. gives the player a lot of health, beast claws, a ground pound, and works ala gauntlet in that health is on a timer and when the timer is done, the player reverts.
~the revolver actually is a COLT single action army. it requires plunging rounds out of the chamber with the chamber window open and manual cartridge reloading, and the hammer pulled back every time. Not that it really matters i guess, im just a gun nut. But if you insist on using them like a normal revolver, the secondary can be cleaned up a bit, maybe a fan action just for funsies.
~Flaregun is alright. it's always just been alright. i noticed though it is a lot more dangerous against cultists. maybe a faster projectile, less gravity effects?

Otherwise, the weapons are very solid. I love playing this mod. I'll have to get back to you on ideas for the monster lineup.
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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 »

Updated to 1.49 with small fixes and improvements.
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Obyrith
Posts: 23
Joined: Mon Jan 03, 2022 2:15 pm

Re: Project Re-Blood

Post by Obyrith »

Great stuff, I really enjoyed the original Re-Blood and being able to play it with the guns on other maps is a welcoming addition.
necro insomniac
Posts: 1
Joined: Fri Feb 18, 2022 4:12 am

Re: Project Re-Blood

Post by necro insomniac »

Hello, I made an account just to type this. Can you please make a version with the weapons only? Im a big fan of your mod. https://www.youtube.com/channel/UCq0uiJ ... qRUDmQkiOg
Also maybe buff the life leech.
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Rowsol
Posts: 982
Joined: Wed Mar 06, 2013 5:31 am

Re: Project Re-Blood

Post by Rowsol »

necro insomniac wrote:Hello, I made an account just to type this. Can you please make a version with the weapons only? Im a big fan of your mod. https://www.youtube.com/channel/UCq0uiJ ... qRUDmQkiOg
Also maybe buff the life leech.
Just load a monster pack after this in your load order. I just checked this mod and it uses standard decorate replacements so you should be able to just load another decorate based replacer (ie. most mods) and have it just work.
PresBarackbar
Posts: 91
Joined: Fri Oct 18, 2019 6:03 pm

Re: Project Re-Blood

Post by PresBarackbar »

Rowsol wrote:
necro insomniac wrote:Hello, I made an account just to type this. Can you please make a version with the weapons only? Im a big fan of your mod. https://www.youtube.com/channel/UCq0uiJ ... qRUDmQkiOg
Also maybe buff the life leech.
Just load a monster pack after this in your load order. I just checked this mod and it uses standard decorate replacements so you should be able to just load another decorate based replacer (ie. most mods) and have it just work.
Just make sure it doesn't have custom bullet projectiles/tracers for the enemies as that will create graphical weirdness
Jvrol
Posts: 14
Joined: Mon Mar 14, 2022 5:51 pm

Re: Project Re-Blood

Post by Jvrol »

If this project is still being worked on, although I'm aware that Caleb already has revolvers in this mod but they're double action however and I guess there could be a single action revolver like this Colt 1851 for example?:



credits go to Dzierzan, Mike12, Monolith Studio.

Especially adding a "Dead eye targeting" system especially for this weapon harkoning back to Caleb's gunslinging days in the Old West?

[imgur]http://i.imgur.com/ju19mR6.png[/imgur]

Also what about the Retail Blood sawed off as well?
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Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: Project Re-Blood

Post by Crudux Cruo »

that's a sexy gun! So funny enough the gun being used is a single action army but it's sprited like a double action.
There were many conversions of this gun where cartridges could be used instead of primer/ball and wadding each chamber with the loading rod.
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luigiman0640
Posts: 100
Joined: Mon Apr 28, 2014 6:18 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Project Re-Blood

Post by luigiman0640 »

Dunno if this has been brought up already, but I just updated my GZDoom to the latest version, 4.9.0, and it seems to have broken the akimbo guns, at least the Colt pistols. The second fire mode works just fine for the single pistol, so I don't really know what could be causing the issue or if anyone else has had this issue with any other mods with similar akimbo scripting.

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