Mods for Blood work, except two.

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Blackgrowl
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Mods for Blood work, except two.

Post by Blackgrowl »

I have tried Fleshed Out, French Meat 2, Death Wish, Trauma Therapy and a few others, they all seem to work perfectly fine, as long as you pack them into a .zip and drag that into RAZE.

But there are two that seems to have an issue and these are...Bloody Pulp Fiction and Final Alone In The Dark (FAITD).

I blamed BPF on the fact it is very old, but when I tried FAITD I noticed that it had a RAZE bat, which didn't work. So I just tried to put it on .zip, it worked but...It keeps giving me the error that the map failed to load.
The structure of both these mods is different from others, apparently, the ini is on the first folder but then the rest of the stuff is on the next folder.

For example; FAITD has FAITD.ini on the zip, but then it has a FAITD folder that has all the data.
Maybe what happens is that RAZE somehow confuses itself and tries to take the maps from the main folder, when it should take it from the next folder?
Knowing this, I tried just moving everything the FAITD folder had to the main itself. But no dice.

Any idea what could be the issue? Maybe I should change the .ini itself? But how exactly?
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Graf Zahl
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Re: Mods for Blood work, except two.

Post by Graf Zahl »

The issue with both mods is that their entire setup is dirty. They are simply not in a state where you can just load the Zip.

For FAITD you will have to extract the entire archive to your Raze folder and then move the .ini to the FAITD subfolder. Then it will work if you start the .bat file
I still find it puzzling that they chose a setup with a pregenerated .rff file, most other mods use RFS files to set up their assets.

BPF is more tricky. I haven't found a version yet that's easy to get going, they all need work to get some issues sorted out.
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Blackgrowl
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Re: Mods for Blood work, except two.

Post by Blackgrowl »

So, basically there is no easy, good way to run these two mods because they were formatted in a very bad way, or "dirty" as you say.

Well, maybe I can get some motivation to try to reformat it myself, I'll put details here if I do such, hopefully they can help you and others.
I am not willing to use a .bat just for one mod after all, it's why I hope to find a way to do it through just the .ini or so.
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Graf Zahl
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Re: Mods for Blood work, except two.

Post by Graf Zahl »

You will get FAITD running if you do as I describe. For BPF I cannot give any instructions because I've seen too many variations of it that all need different setup,
SaveTheDoomer
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Re: Mods for Blood work, except two.

Post by SaveTheDoomer »

https://www.moddb.com/mods/bloody-pulp- ... loodgdx-v2
This version works out of the box. The rff files will be loaded automatically and the automap crash was fixed.
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Blackgrowl
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Re: Mods for Blood work, except two.

Post by Blackgrowl »

SaveTheDoomer wrote:https://www.moddb.com/mods/bloody-pulp- ... loodgdx-v2
This version works out of the box. The rff files will be loaded automatically and the automap crash was fixed.
Thanks, but sadly some movies and textures are missing, so I think the original "author" made some mistakes.
SaveTheDoomer
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Re: Mods for Blood work, except two.

Post by SaveTheDoomer »

Then try this https://www.moddb.com/mods/bloody-pulp- ... dgdx-ready, it includes cutscenes. Move the map, art and movies out of the folders, then edit the paths in the sounds.rfs file. It's a bit more elaborate but not that difficult. This repack was approved by the original author unlike the other.
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Graf Zahl
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Re: Mods for Blood work, except two.

Post by Graf Zahl »

The editing of the paths should no longer be necessary. But it's unfortunate that this uses port specific quirks so that it requires changes.
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Blackgrowl
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Re: Mods for Blood work, except two.

Post by Blackgrowl »

Well, for BPF I tried all that, seems the movies, its sound and art works fine, but the Voxels, I think they're missing, and the sky is also missing.

Not to say the "glass" in the tavern still has a "readme glitch" apparently, or was that an intentional thing?
SaveTheDoomer
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Re: Mods for Blood work, except two.

Post by SaveTheDoomer »

Skies and voxels should work... try other maps than the first one... as for the glass, it should be that way, i saw the same thing on a video on youtube...
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Blackgrowl
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Re: Mods for Blood work, except two.

Post by Blackgrowl »

Okay so, it's much easier than I thought:
I only have to get the BloodGDX ready version that STD recommended, then move everything that are in folders into the root folder itself...And that's it, as Graf said there is no need for path changing.

Played the first level just a bit, everything works, sky still seems to be broken (white) though but maybe that's how it is supposed to be there, same with that "Glass of Text".
Still unsure about the voxels though, but it does seem that every ammo is now a voxel, so it indeed works.

As for FAITD, I used this tool called "WinBARF", which is a browser and extractor of .RFF files, so I extracted the FAITD.RFF file and moved out any in folders to the root folder.
This way I can just zip it up (same with BPF I should say) and drag to RAZE to play it, nice! One of my favourite GZDoom features now in RAZE since version 1.0.0 if I remember right.

Seems everything is fine, that's cool, thanks for the help you two.
SaveTheDoomer
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Re: Mods for Blood work, except two.

Post by SaveTheDoomer »

As for alone in the dark, there is a .bat for raze, you need to unpack the zip and pass the .rff file. Otherwise, move everything on the root of the zip and rename the rff as blood.rff, it seems to work...
I tried to pass it within the zip with -rff command, but it was ignored...
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Graf Zahl
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Re: Mods for Blood work, except two.

Post by Graf Zahl »

You have to unpack that mod. As it is distributed it cannot be loaded in archived form. That zip contains a few things that do not work with how the file system sets itself up.
SaveTheDoomer
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Re: Mods for Blood work, except two.

Post by SaveTheDoomer »

Ok, unpack it and run the bat, then, period :)

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