* Added corpses for Gargoyle, StoneGargoyle, Beast and HellHound
* Improved Undead animations
* Added light to FlareShot
CHANGES IN 1.47:
* Fixed some scripts with names instead of numbers
CHANGES IN 1.46:
* Fixed gargoyle death underwater
* Fixed flaregun damage
* Knife berkser now is slower
* Added Zippo lighter for some weapons
* Added new gore cleaning system and options thanks to Ermac
* Removed laser sight
CHANGES IN 1.45:
* Flare Pistol now has alternative fire
* Removed black Cyberdemon
* Fixed Gill Beast has no attack
* Fixed Cerberus is jumping off of ledges
* Improved Priest weapons and ammo drops
* Soulsphere drops Soulsphere only
* Green Armor drops Doctor's Bag/Reflective Shots/1 of each armor type
* Backpack drops 5 of each TNT type
* Flare Pistol shares Shotgun spawn
* Flare Boxes shares Revolver rounds pickups
CHANGES IN 1.44:
* Improved dash
* Improved dynamite switching
* Fixed TNT barrels sprites and blood
* Removed choking hands spawn
* Fixed Undead Hunter height and radius
* Akimbo weapons has a dedicated function
* Updated weapons slot
CHANGES IN 1.43:
* Single stick dynamite explosion animation is missing -> fixed
* Choking hands aren't ok yet. I'm mashing up the use button the fastest as I can and choking hands still kill me -> improved
* Lightly Broiled difficulty has a typo, it's currently "Lightly Broired" -> fixed
* Revenant has a new death fire animation
* Doom 1 boss maps aren't working correctly -> fixed
CHANGES IN 1.42:
* fixed invisible tnt barrels
* fixed PROP_TOTALLYFROZEN during dash
CHANGES IN 1.41:
* The Cerberus is too easy to pain-stun -> improved
* Megasphere isn't giving armor -> fixed
* 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. -> fixed
* 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 -> improved
* Due to the enemy triggering on sight only, you cannot get 100% kills in maps -> fixed
* Pressing the quick kick should have Caleb perform the kick, pressing the quick knife should have Caleb perform the slash -> done
* The pickups are visually inconsistent, some have voxels, and some do not. Make all them sprites -> done
* I still cant shake off the choking hands (playing on Lightly Broiled) -> fixed
* Removed custom reload key
CHANGES IN 1.40:
* fixed wrong crosshair aim
* added a toggle for health regeneration
* added a key for the slide/dash action
* replaced lost souls with bats
* fixed bats unable to cause damage
* halved spawning of choking hands from axe zombies
* fixed some hitboxes on enemies (tentacles, tiny Caleb, choking hands)
[/list][/list][/list][/list][/list]
Please don’t ask for new features.
I would like to thank MaxiClouds and everyone who helped make the original Re-Blood mod.
Re: Project Re-Blood
Posted: Mon Dec 21, 2020 2:24 pm
by Linz
You do have permission to do this,right
Re: Project Re-Blood
Posted: Mon Dec 21, 2020 2:36 pm
by mick87
Please explain me
Re: Project Re-Blood
Posted: Mon Dec 21, 2020 2:42 pm
by Linz
Just wondering if you have permission from the author of the orginal Re-Blood to do this
Re: Project Re-Blood
Posted: Mon Dec 21, 2020 2:50 pm
by mick87
Ok, if it's ok for MaxiClouds I will add the download link otherwise I will remove this post. I await a feedback from the author.
Re: Project Re-Blood
Posted: Mon Dec 21, 2020 7:23 pm
by shaodoomkahn
so, this is how blood looks like remastered
Re: Project Re-Blood
Posted: Mon Jan 11, 2021 2:23 pm
by mick87
I'm still waiting for an answer from the author, I'm confident
Re: Project Re-Blood
Posted: Mon Mar 22, 2021 12:15 pm
by mick87
No response from the author, I think that this post can be closed.
Re: Project Re-Blood
Posted: Mon Mar 22, 2021 1:52 pm
by Valken
If you make this as a PATCH to the original, you can release it!
Just make sure it requires the original mod as a dependency.
Mods correct me if I am wrong about this.
Re: Project Re-Blood
Posted: Tue Mar 23, 2021 2:55 am
by Captain J
Now this is what the notorious undead gunman should be. Weapon sprites and the sound effects are a top notch! And i do really hope i could see some Blood 2 references like weapons or enemies just than sounds. Or maybe i'm wishing too much. Anyhoo, looking forward to it!
Re: Project Re-Blood
Posted: Thu Apr 29, 2021 11:15 am
by mick87
Thanks for the hint Valken but in that case there would be a lot of work to do in order to create a patch.
Re: Project Re-Blood
Posted: Thu Apr 29, 2021 12:44 pm
by Linz
Damn,I really wanted to try it too
Re: Project Re-Blood
Posted: Thu Apr 29, 2021 1:39 pm
by PresBarackbar
mick87 wrote:Thanks for the hint Valken but in that case there would be a lot of work to do in order to create a patch.
You might try asking the original mod creator again because earlier this month they came out of a long hiatus on the mod and its possible that they just missed your post.
Re: Project Re-Blood
Posted: Sun May 09, 2021 8:32 am
by mick87
I asked privately a week ago, I'm waiting for an answer
Re: Project Re-Blood
Posted: Sun May 09, 2021 11:04 pm
by MaxiClouds
mick87 wrote:I asked privately a week ago, I'm waiting for an answer