Irresponsible psychopath playing around with guns when drunk
Again, thank you guys for your great feedback, it really means a lot to me and I'm very happy that you enjoy this addon!
It worked with the test versions of v20, so I was pretty sure that it also works with the final version.
I might have to do a tiny update for painkillers upcoming mega-mod, since this version doesnt support green blood so far (which isn't necessary in normal BD since there is no green blood). Still, if you use this addon with a mod / submod that has green blood, you wont get a crash, you'll just get the normal decals for green blood.
I think it doesn't get too much attention because it's pretty low in the addon list. And yet, I'm totally fine with it. If someone is interested enough in BD, he might check out the whole addon list, and since the title of this addon is pretty simple, they'll know what they can expect from this. In general I think it's a great deal that there's so much customization going on here!
Once more thank you all for using my addon, esp. cortlong50 for the funny credit he gave me in current Operation Inhuman :-D
Make sure to load it AFTER the your wad and AFTER brutal doom.
and no growing bloodpools on bodies. also, brutalbloodsuper decals dont appear
try out decal "BrutalBloodSuper01", for the beginning this might look good! It's a wide splat with a bit smearing. In the future I can create extra decals for every single sticky-gib, but just to take a guess how it looks like I think that's pretty fine, at least for the big gibs. -I just need this system working so I can fit the decals to it
Hey Quaker, I have another question. So, when a rocket hits a wall, then there's a "scorch" decal on the wall, exactly where the rocket hit the wall.
Since all those sticky gore and brain pieces are customrocktes or projectiles, too, why isn't there a decal where they hit the wall? Or am I wrong and those are no missles or projectiles?
lol just tried with your submod man and a half on brutalized overkill with x9 - got about 0.5 frames per second in the second room... damn, would be really fun, but the engine cannot handle it I guess
Sure. More important is the reactivation of all the bloodpools anyway. I found out, that the tinybloodpools, that should be spawned by the drippings of ceiling blood, don't appear either.
Here are 2 screenshots to show you what I mean. Both use the nicefloorbloodpackage from above.
No1, after killing just a few enemies. As you see, there's still room beteen the blood, you can still see the floor. Dropbox.com
No2: same scene, a couple of enemies later. Now the whole floor is covered in blood. Normally this would be the case immediatly. In normal v16, the floor looks like that after killing a single enemy. I think it's nice to have that difference. Dropbox.com
I played around with the blood on the floor and gave the nashgore splats a variety of 15 different splat images (the same one like on the walls). Now, although there is less blood overall, I think it looks better, and especially when the bloodpools of the bodies work again, I think thats a nice touch to create a unique mess instead just having red color only on the floor Dropbox.com
well one thing that might have happended: maybe some of the offsets of the pngs have been changed, I remember you said you're trying out some stuff there. Maybe that's what damaged the animation. but as long as the offsets are set to the default 0, the animation works and fits fine
You also need to reactivate the animations in the new blood decaldef, not sure why you deactivated them in the first place (for example line 931)
One question: shouldn't dying enemies spawn GrowingBloodpool? Because how I see it, right now the "main bodies" dont spawn any bloodpool at all... Its kind of hard to see because theres so much blood all over the place, but when you look very carefully, you can recognize that a body itself has no bloodpool... which is strange, since the growing bloodpool is in modeldef
I agree, it looks pretty damn small, esp. compared to the Brutal Shotgun, but that's the original sprite size. I couldn't manage to create bigger version that looks good, but maybe you have more luck and talent. Just open the pk3 with Slade, export the pngs with the shotgun, work it over in Gimp or Photoshop, then import it back in via Slade and make sure that all the offsets are set right, it's actually not a big deal
There's a bug with the blooddecals: some image files are missing, image files that are important for the smear effect. For example SBS2XS.png and SBS2S.png. Due to the lack of these files, you only see the upper half of some of the decals. Please make sure that all the files of my Nice Blood Addon are included
yeah, finally! I was hoping for that feature since version 9 ^^ Also please dont forget to make those meat shields killable, the sprites for zombie soldiers and the imp with bloody heads are there already
Also, this should work not just when they are injureds, but also when they didn't recognized you. And no berserk kit should be needed in order to do it! I love that feature, but as for now it's pain in the *** to use, so I look forward to that improvement
Wow cool, thanks a lot!
Thanks for the positive feedback, guys! btw: I'll hide some of the first comments that state that it doesn't work, since that bug is fixed
oh yeah, almost forgot: you forgot to credit me for the blood decals and the low health script
Ok, I took some time to check this out, and I have to say: good work! I enjoy all the new features! Even the ned shotgun sound is pretty interesting, I like it - although I can understand when people complain about it. However, I dont like the new primary fire of the pistol, that three-shots-in-a-row mode. I prefer the old one here. The slidekick is really awesome!
What I need for sure: a no-janitor mutator! the casings for example disappear almost very fast! I want it all to stay forever!
Also, since we have blood decals on sprites now, I think it's time to make the weapons bloody, that dead enemies drop! I mean those weapons are shoot out of their splattering hands, they HAVE to bloody, right?
Apart from the pistol and the janitor, for me that's still 10/10!
Feel free to use it, man
In case someone is interested: here's the classic shotgun, I created that some months ago by mixing the vanilla sprites with the gloves of the bd shotgun. So here doomguy has fingernails, which you dont have in other classic shotgun sprites Dropbox.com
I actually just activated the joystick in the in-game-menu. I'm using a wireless 360 controller though, but that shouldnt be a problem
Is ist possible that this fix of yours caused the problem, that now sometimes the blood doesnt appear at all? (i mention this on a comment on page 21) In that case: i'd clearly prefer having too much blood with the chaingun over somtimes no blood at all
sounddesign of Bulletstorm really kicks ***! looking forward to hear that in BD! But I think you should credit "People Can Fly" in case you use the sounds, even if you work them over. Those guys did such a great job, they just deserve being remembered!
thumbs up! make it as nasty as possible ;-)
you have the most recent version of gzdoom from here Devbuilds.drdteam.org ?? -make sure you have.
yea somethings wrong with the spawn mechanics. I'll give you an example: imp in front of me, right behind the imp there's a wall. so I shoot him in the chest, he dies a normal death, and there is NO BLOOD AT ALL behind him at the wall. Sometimes it works, and sometimes not. It works fine when theres a brutalized death, like a headshot. but the normal blood sometimes doesn't appear!
I like the smaller brain pieces btw
I got it to work, but Brutal Doom is almost impossible to play with it! Vanilla Doom works great, many Shooters work great with the 360 pad, but at Brutal Doom aiming is either too fast or too slow. I tried every possible value for sensetivity since I love playing with gamepad, but here, well, it's just a mess, unfortunately.