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v1.25: Combines Smooth Doom's new animation frames and gore effects with Ketchup's blood effects
Requires Smooth Doom to be loaded before this mod. Do not use Ketchup Doom with this mod. Both mods are made for vanilla gameplay.
Smooth Doom:
Forum.zdoom.org
Features:
-Combines Smooth Doom's new animation frames and gore effects with Ketchup's blood effects
-Created green and blue blood splatter effects and blood pools that weren't present in Ketchup
Credits:
Ketchup Doom - Sergeant_Mark_IV
Smooth Doom - Gifty
Known Issues:
-Ketchup has a lack of content for blue and green blood types, so there will be no sticky wall gibs or ceiling blood drops.
-The current version of Smooth Doom has a number of bugs and glitches related to the mod itself and blood colors. I have uploaded an stable version of the mod here if you want to use a version with the correct blood colors: Dropbox.com 2-1-2017.zip?dl=0
-Smooth doom's blood splats are very performance heavy. You can disable them in the Smooth doom mod options
v1.25
-Updated Smooth Doom's OpenGL lighting settings to match gzdoom 3.2.0
-Fixed dynamic lighting not working for hit scanners and archviles caused by the name change from this patch
-Created 4 additional wall blood decals to increased variance and blood spray coverage
-Added version for Zandronum source port (New versions of smooth doom may not work with zand)
v1.2
-Menu compatible with gzdoom 3.1.0 and will not override default menu or other mod options
-Removed green brains from cacodemons when they are crushed (again)
-Changed archvile gib animation to Smooth Doom instead of the generic one from Ketchup
-Added blood pools to gibbed mid-tier monsters
-Changed pinky demon gib animation to use Smooth Doom and blood splatters to use Ketchup. Demons previously used both which caused some performance issues and inconsistent gore effects
-Specters now have visible gore and blood splatters when gibbed
v1.11
-Fixed reverent using duplicated gib sounds and incorrect pain animations
-Removed green brains gibs from cacodemons when they are crushed
-Fixed a smooth doom bug that caused missing cacodemon death animation on the final frames
v1.1
-Added Smooth DooM configuration options
-Added missing green blood splash frames
-Added more gibs for bigger monsters and improved timing
-Added blood pools for green and blue blood
-Added blood pools to spectres
-Added blood effects for fast demons from Smooth Doom
-Added blood effects for Wolfenstein SS
-Reduced amount of green and blue decals when using normal blood amount setting
-Fixed blood pools from certain monsters duplicating in the same spot causing z-fighting
-Fixed mastermind not using smooth frames
-Fixed blood pools appearing instantly right after kills
-Adjusted normal green blood death
INSTALLING:
For installing under GZdoom
Open gzdoom ini file, it will also contain the name of your PC profile. gzdoom-[your PC name].ini
Find:
[Doom.Autoload]
Add the following lines below it
Path=SmoothDoom.pk3
Path=ketchupV5-Smoothdoom-patch-v12.pk3
Average
9.34 votes submitted.
Not to sound stupid or rude, but wasn't ketchup usable for any other doom mod out there besides brutal doom itself and custom gibbing monsters?
Yes, but the blood and gore effects from Ketchup will not work with Smooth Doom. Having Ketchup loaded after Smooth will completely remove all of the new monster frames. Which can be fine if you don't mind that. If loaded the other way then only the Ketchup wall blood splatters will work and green blood will appear blurry. Smooth Doom also has its own blood and gore system which I combined some of it with Ketchup in the patch.
Ohh i see, very nice job! You know...to make this unbelievably awesome, you should either make brutal blue and green blood/gibs added onto the ketchup mod, add blue and green blood/gibs to THIS mod, or even both
That would be a cool thing, it's just if I do that it might be a while since I'm still learning how modding in doom works. :)
Ohh i understand! This is a very fine first piece then i must say! I'd be more than willing to help in any way that i can :o
Thanks :D
i make patchPreviously I had independently created and applied patches similar to this.
I think that the patch is inferior to this one.
The Smooth DooM blood option was too old to adversely affect performance, so I do not feel like using it.
It's a wonderful job.
Dropbox.com
This is a patch I made before.
Forced to correspond to blue and green, but I can not replace the blood when Gibbs happened, it is lonely.
There are many elements you need to merge for the monsters if you want both gibbing and blood to work.
Updated to v1.01 to fix some bugs.
-Fixed Mastermind repeated death frames
-Fixed shotgunner and imps not using extra gib piles
-Added Smooth Doom's gib animations back to lower tier enemies instead of using ketchup's generic character gibs
-Reverted back to default volume crushed gib sound effects from Ketchup
-Minor edits to baron and hell knight normal deaths
Updated to 1.1
v1.1
-Added Smooth DooM configuration options
-Added missing green blood splash frames
-Added more gibs for bigger monsters and timed them better
-Added blood pools for green and blue blood
-Added blood pools to spectres
-Added blood effects for fast demons from smooth doom
-Fixed mastermind not using smooth frames
-Wolfenstein SS is now has blood effects
-Reduced amount of green and blue decals for normal blood amount setting
-Fixed blood pools from certain monsters duplicating in the same spot causing z-fighting
-Adjusted normal green blood death
-Fixed blood pools appearing instantly right after kills
I've been trying to find a suitable Blood FX fix for Project Brutality, other than Nice Blood On The Walls and More Droplets. The former gave differing wall blood textures than every other blood sprite/particle, and the latter didn't yield any noticeable difference (I'm using PBv2.03a with blood amount set to Japanese Cartoon and Janitor is off). The main issue with PB, is flickering overlapping blood. Any help/advice on how to adjust display settings or blood settings to get rid of the flickering, or at least reduce it to near-absent, is quite welcome. Thanks in advance!
Try lowering the blood amount to default to avoid having a lot of decals overlapping.
But, decals in the floor arent affected by that setting, at the moment theres no other way to decrease them.
What BerserkerNoir said. Even with the default setting on, I've had flickering when a lot of blood pools overlapped upon butchering waves and waves of enemies. This was before I found out that I even had the option to increase blood FX in PB settings. While it's not game-breaking and it's a minor thing, I would certainly prefer if I can get rid of it... bah. One day. Thanks guys for the replies!
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Just what I was looking for!
Thanks Bud!
what is the wads used in the pic
Community Chest 2
Possible bug: Wall spatters for Hell Knights (and possibly Barons) don't appear unless I gib them.
This appears to be a bug with brutal doom and ketchup. Both mods disable the default wall blood decal from gzdoom. If this is on then creatures that bleed blue or green will spray red blood on walls. The next version by Sergeant Mark might add green blood by default which could have a fix for this issue. I will try make a workaround for this in next update.
Does this make Lost Souls and Pain Elemental gib with blood and gore too?
I myself am currently using a modified Ketchup v5 where both of those monsters have been made to gib the same way as others, as I enjoy it that way more, even if it doesn't make sense. If this does that too, I'll switch right away to this one.
Lost Soul don't bleed in this patch. Pain Elemental will gib if you have the settings on in the Smooth Doom option.
Thank you, sounds good to me.
Why your addon change menu of game? What is it?
I.imgur.com
You probably need a newer version of GZDoom running. I can try to revert the changes if that isn't possible.
It seems the Cacodemon normal death frames stop at the second to last frame. It never fully collapses into a pile.
This appears to be a bug in Smooth Doom itself. I can apply the fix in next update.
Sorry for bit off topic question, but I am interested in HUD mod you used while taking that screenshot. May I know its name? Thanks in advance. ;)
It's my edited version of Dancso's Maximum HUD. Find it here as well as the original link:
Moddb.com
Hey, This is great! Have a small (hopefully small) request...
......Is there any way I could talk you into making a "faster weapon switching" option? would be nice to have a patch or toggle to make weapon switching faster. I tried but the weapons are coded in acs and I dunno how to mess with acs, decorate is the limits of my talent.
I don't know how that works ether. I'm new to modding Doom.
Is it possible you make smoothdoom"monstersonly" and the latest ketchup patch compatible and patched into one mod that is also compatible with numerous gameplay mods?
Using Smooth Doom's Monsters only version instead of the normal version should work just fine.
Doesn't work for me. I tried with GzDoom 2.4.0 and 3.1.0, and both times got DECORATE errors. Didn't run with anything other than IWADs.
You need to have Smooth Doom's pk3 file loaded before this patch.
update doesnt work with Zan 3,0 unlike your previous version
Made a zand doom version that will also fix the option menu:
Dropbox.com
The new menu command from zdoom doesn't work with Zand. I'll try to find a way to fix this. If not then there will two different versions.
Awesome thanks I will try this one. I had saved the previous version just incase. Thx will try it
Confirming that it works great with zan 3. smooth as ever! awesome man! will save this to my usb and G drive.
I know this is old, but do you still happen to have the patch that works with Zand 3.0?
dDefinder's Dropbox link is down.
I'm trying to get ketchup and smooth doom to work with a particular Halo Doom mod, and in order for things to work the way I want them too, I have to use ketchup.
Thank you in advance!
I know this is old, but do you still happen to have the patch that works with Zand 3.0? If so can you reupload it? Your dropbox link is dead.
I'm trying to get ketchup and smooth doom to work with a particular Halo Doom mod, and in order for things to work the way I want them too, I have to use ketchup.
Thank you in advance!
i have error
Script error, "ketchupV5-Smoothdoom-patch-v12.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists
is this for brutal doom ?
and what is the hud on screen shot ?
This will not work with Ketchup or Brutal Doom installed.
The hud is found here:
Moddb.com
EDIT: Nevermind I see the link in comments for Zandronum version. You should add that to the description or something. Also this shouldn't be listed as an addon for Brutal DOOM, but rather an addon or mod for DOOM itself, since its standalone and not used with Brutal DOOM.
There seems to be an error in the latest version for the Zandronum patch...
Script error, "ketchupV5-Smoothdoom-patch-v125-zand.pk3:gldefs" line 25:
Unknown tag: attenuate
This is using the 10-10-2017 version of SmoothDoom.pk3, which seems to be the last version of SmoothDoom that works with Zandronum. Rip.
Still works with the older version if you still have it.
Obviously, but that's not good for any new users who can only download the newest version. Not to mention the creator doesn't even name his SmoothDoom updates with versions or anything. A mess of a situation, honestly.
Heres the older version on my Drive.
Works with the ketchup patch Drive.google.com