Description

You can now load ZBloody Hell with other levelpacks, gameplay addons and visual updates (Read description for instructions).

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ZBloody Hell Mod Compatibility Patch v1.9
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SoundOfDarkness
SoundOfDarkness - - 35 comments

Awesome, going to test this immediately.

Edit:
Tried with my 3 favorite map packs and either started in a small and totally black room or when actually on the first map of the pack most walls were black. Maybe a problem with the load order?

My load order is:
map pack xy
zbloody_hell.wad
ZBloody_Hell_v181.pk3
ZBloody_Hell_v181_Caleb.pk3
ZBloody_Hell_v18x_Patch.pk3
ZBloody_Hell_BalancePatch.pk3

Excluding the Caleb file, like you said in the comments on the mod main page, didn't change anything.

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snapshot_ Author
snapshot_ - - 546 comments

1 - You're using an old version (v181), Latest version is v182.
2 - Load your mappack after ZBloody Hell, there might be textures that need to be replaced
3 - do not load zbloody_hell.wad and ZBloody_Hell_v182_Caleb.pk3.

I Updated the description with the correct loading order.

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SoundOfDarkness
SoundOfDarkness - - 35 comments

Ok, thanks for your answer and thanks for the updated description.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

it would be cool if this worked with the new Quake Champions: Doom Edition mod. specially since Caleb is in it

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snapshot_ Author
snapshot_ - - 546 comments

It works with QCDE, load QCDE after ZBloody Hell, as far as I know QCDE also includes Caleb as one of it's champions, I just tested it and everything worked fine, Instructions are in the description.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

well. i tried that, and it seemed like it didn't wanna work quite fully. i couldn't change weapons, the cultists were the Wolfenstein SS Guards. and i couldn't even get a key from the shotgun guy in the 1st level

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snapshot_ Author
snapshot_ - - 546 comments

What is your file loading order ? and what is your files versions, post a list with your file names and the order in which you loaded the files, It's working fine here so it must something wrong with your loading order or you probably don't have most recent versions of the files.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

well. i done it just like it said for the weapons mod stuff in the instructions. i put ZBloddy Hell v1.8.2 1st. then the Quake Champions: Doom Edition mod 2nd

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snapshot_ Author
snapshot_ - - 546 comments

You're using 1.8.2 which has the buggy KEYCONF, Try with 1.8.3 instead, If it doesn't work post a pic with your loading order.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

ok. i think i might of gotten things to work now with it. BUT. are the SS Nazi guards place of some of the cultists for you?

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snapshot_ Author
snapshot_ - - 546 comments

Cultists replace the following enemies :
* SS Nazis
* Former Sergeant
* Former Human
* Heavy weapon dude

So If they don't appear as cultists then it's probably because of the mod you're using, It might be replacing them with it's own monsters.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

well. i tried it with 1.8.3 and i loaded that 1st. then QC Doom 2nd. and the cultists were the normal Doom enemies, but with the cultists sounds. and i think the rats that are in the church, were spiders. but they acted like lost souls

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snapshot_ Author
snapshot_ - - 546 comments

What sourceport are you using, and what version ? I can't help you if you don't post full details, a screenshot ingame and a picture of your loading order would be helpful.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

well if this site had the ability to post pics in the comments, i just might of been able to do it. but the loading order i did was this. 1st is ZBloody_Hell_v183. and the 2nd is QCDEv1.0.1. the sourceport i use is Zandronum. i often use that so i don't have to use Fraps on GZDoom and thus use more memory than Bandicam

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snapshot_ Author
snapshot_ - - 546 comments

You can post a link to your screenshot instead, upload it elsewhere and post link here, that's what I meant by posting screenshot.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

well like i said. 1st is ZBloody_Hell_v183. and the 2nd is QCDEv1.0.1. the sourceport i use is Zandronum. i'm using the latest version of ZBloody Hell, and QC Doom to. maybe you can tell me your load out and show some pics or something. just saying

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snapshot_ Author
snapshot_ - - 546 comments

I wrote a description with everything you need, and it has screenshots, If anything goes wrong then it's on your end, my tests here show everything is working fine so you must be doing something wrong.

Anyways I have to leave now, sorry that I couldn't help.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

well one thing you never mentioned, was the sourceport you're using. i mean i already said what the load out is that i do. same thing that you're showing here Media.moddb.com i got the latest version update of both mods. i'm loading them just as it shows in the pic. i mean progress has been made since last time. i mean it does seems like i'm able to use the weapons of QC Doom. it's just some enemies are that of Doom enemies from what i've seen so far. with the cultists and the rats for starters

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snapshot_ Author
snapshot_ - - 546 comments

Back, I mentioned before the screenshots that you need latest version of GZDoom or Zandronum in the Requirements section (in the description), I think this is why you're having these errors.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

no. i'm using the latest versions of both ports. and it still has some Doom enemies replacing the likes of the cultists and such. the only Blood enemies i've seen are those zombies. i even tried to make it to where for the enemies option. i had no Doom or Quake enemies, but that doesn't seem to work. and the barrel replacements that explode, are going nut to it seems. switching back & fourth to different barrel sprites or something. i'm doing everything right, but feel like something is not being said fully. like something else is missing. i wanna see some video stuff on your end. cause i don't know what else to do. no disrespect or anything. but i feel like somethings missing out, and it's not being revealed as to what it really is. i did everything right, did the load out and stuff as it is shown in the pics and stuff you left for gameplay mods. so only thing i can say at this point is. i wanna see you do a gameplay video of the 2 mods together, cause i got nothing at this point

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snapshot_ Author
snapshot_ - - 546 comments

Almost forgot, here's the video : Youtube.com

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Why remove the Voodoo Doll?

Also, is there a way to play your mod with The Ultimate Doom?

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snapshot_ Author
snapshot_ - - 546 comments

You can't stun a large crowd of enemies in slaughter type of levels, Chainsaw is needed to progress in some types of levels and the Voodoo doll is taking Chainsaw spot, The patch should revert it back to chainsaw which is needed more, I don't think there's any remaining weapons to replace with voodoo doll, Maybe I will make it a reward for killing Tchernobog.

Also in order to make the mod work with ultimate doom I'm gonna have to rename the maps so they don't replace Doom 1 levels, I will try to do this for one of the next versions.

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Valherran
Valherran - - 2,443 comments

You could just make the ammo regenerate over time, and also make it stun-lock smaller enemies.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Not a bad idea, as the Chainsaw does not seem all that great against Gargoyles. I cannot beat Doom II's MAP01 because of them.

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Valherran
Valherran - - 2,443 comments

I gave him a revamped monster spawn list that is much more balanced. The Gargoyles will be changed if he goes with it.

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snapshot_ Author
snapshot_ - - 546 comments

The Voodoo doll firing speed is still the problem, I don't think having ammo regeneration and stun-lock would help much, and yes I'm working based on the spawn list valherran gave me, while It probably won't end up exactly like his, It will hopefully work better.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

I am playing 1.6 right now and difficulty is already much more reasonable.

Have you considered replacing the Chainsaw with the Spray Can?

Anyway, is there a way to play your mod with only the Blood weapons, Samsara style? They look like they could be fun to use against vanilla Doom monsters.

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snapshot_ Author
snapshot_ - - 546 comments

Spray can doesn't stun the enemies either, again this is done to make sure maps that require a fast weapon to stun enemies are beatable, as for "Weapons only" mod, I haven't planned for this but once the weapons and the mod compatibility patch reach "finished" state I will make a separate "weapons only" patch, can't do this right now because apparently the Spray can alt fire refuses to work sometimes, Flare gun alt fire isn't finished and the tommygun sometimes doesn't allow you to pickup more ammo, still trying to fix these.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Good to know.

Regarding the Spray Can, though, would it work to make it stun enemies?

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snapshot_ Author
snapshot_ - - 546 comments

It wouldn't :/ because the Spray Can uses damage type "fire" which makes player and monsters enter their Fire death states (running and screaming on fire), If I make it stun the enemies, weird stuff happen.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Bummer. It is a shame Blood does not have its own Chainsaw; it would have fitted right in with all the Evil Dead references.

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snapshot_ Author
snapshot_ - - 546 comments

Good thing we have proper sprites that fit with the style of Blood arsenal :)

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

I slightly disagree. Maybe it is because I am already very familiar with Doom 64, but I can tell it is an edit of its chainsaw. Oh well, I guess it will have to make do. :/

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mdbakpo
mdbakpo - - 3 comments

Hmm, seems like High Noon Drifter doesn't quite work. The weapon pickups are all Blood ones.

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snapshot_ Author
snapshot_ - - 546 comments

I'll try it and see If I can get it to work with HND.

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mdbakpo
mdbakpo - - 3 comments

Seems like the pickups aren't replacers. I can console the weapons in, and they all work, they just don't spawn.

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snapshot_ Author
snapshot_ - - 546 comments

I just checked High Noon Drifter and it seems it uses ZScript, which unfortunately doesn't affect DECORATE, meaning it won't affect ZBloody Hell, can't do much about this.

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mdbakpo
mdbakpo - - 3 comments

Ah, didn't take that into consideration.

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RastaManGames
RastaManGames - - 237 comments

I am not really sure...
I can play in other levelpacks with ZBlood enemies and weapons?
Or...
I can play in other mods with ZBlood levels?

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snapshot_ Author
snapshot_ - - 546 comments

depends on your mod, If it's a levelpack you play them with ZBloody Hell stuff, If it's a gameplay addon you play ZBloody Hell levels with the gameplay addon stuff.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

so. i tried out QC Doom with ZBloody Hell. and i got to the end of episode 1's level. and i encountered an issue. the boss doesn't appear at all, making progress hard to be able to complete it and go to episode 2

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Guest
Guest - - 689,414 comments

This mod is great but I wanted to play it on ultra crispy gameplay mod but when I tried to run it during the game I saw weapons and items from ultra crispy but also with zbloody hell, my order of files is loaded in this order:
-iwad zbloody_hell.wad
-file "zbloody_hell_v1861.pk3"
"Ultra Crispy.pk3"
"UC-Trenchgun.pk3"
"SpriteShadow v1.6"
"TiltPlusPlus v1.5"

What is the problem? Are the files properly loaded?

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snapshot_ Author
snapshot_ - - 546 comments

You need to change the iwad to doom2.wad, let me know If any other problems occur.

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Guest
Guest - - 689,414 comments

I used IWAD as Doom 2 as you said but it's the same all the time, do you have any other solution?

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snapshot_ Author
snapshot_ - - 546 comments

I think I can push one last update before I go, v1.8.7 will be coming shortly and will hopefully fix that problem.

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DderNabroc
DderNabroc - - 15 comments

trying to load blood maps with Bloom mod. not working. help?

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snapshot_ Author
snapshot_ - - 546 comments

I took a look at it, and it seems Bloom also changes some key item order. I can upload a simple patch to allow players to play through ZBloody Hell's maps using Bloom, but that alone won't be enough since the key items are required to progress in some levels. best way to fix this is replace Bloom's LOCKDEFS with ZBloody Hell's LOCKDEFS, restore original/old key definitions and replace Bloom's Episode definitions with ZBloody Hell's Episode definitions.

TL;DR: a simple patch is not enough in this case, so you'll have to ask Bloom devs and see if they can provide a version of their mod that supports Doom mods.

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Guest
Guest - - 689,414 comments

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