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No, you get it wrong. The source code for build engine was released long time ago (it was in 2000), it's good to have it, but we require actual source code for Blood 1.21! Without it, making a sourceport is futile. But since M210 (the creator of BloodGDX port) has managed to reverse engineer almost the whole Blood's code, there's still hope. This is why GDX port is almost 1:1 to DOS Blood. It only misses a proper renderer, sound engine and fixing Room-over-Room feature.
Sadly, the original source code will never be released, Jace Hall tried something to do about it but all his efforts were futile. Warner Bros currently owns Blood IP and they won't budge a finger to do something about it.
Hey, sadly giving alternative attack for melee is not possible. I am glad that you like our mod, stay stunned for version 4.0 ;).
Nice, interesting re-creation of E1M1. Although illumination of torches is maybe too high? Just a quick thought.
BloodGDX is still not a port which handles mods like that (unlike Duke or Doom), I mean that requires special coding treatment to actually handle more than 13 weapons.
No access to code, no fun.
Hmmmm I know M210 added this new option, but I haven't tested it myself. Nevertheless I still recommend using Dosbox, since it's just about dragging WM3.0 shortcut over Dosbox shortcut, selecting weapons and installing them, it can't be easier than that.
When WM3.0 was released, I didn't know how to change number of projectiles for Fork. Now I know and the next version will have it fixed. I am also able to change offset of projectiles.
I just wanted Axe to be slower, but more powerful, since it's not as fast as fork. And the only way was adding more triggers (1 trigger for fork is 4 projectiles unless you change that in code).
We're glad you like our mod :).Let me answer your questions.
1. You can replace any weapon, BUT the main problem is with projectiles, Flare gun is a "missile" type of weapon, it doesn't use hitscan projectiles like fork, sawed-off or tommy gun. Although we have recently managed to find more goodies in HEX, so maybe it's possible, but I do not promise anything (it's just we know how to change projectiles for other weapons, so for example Leech could shoot dynamites or Stone Gargoyle's projectiles, heh).
2. Not possible.
3. The pitchfork doesn't have any code for alternative fire (it had in Alpha, you could shoot fireballs, lol). We are certain of that because I asked M210 for weapons.cpp (he's a creator of BloodGDX in case you don't know) and in the code, there's no trail of alt.
Blood's source code is not lost, Jace Hall confirmed he has it and it seems he's trying to have some kind of deal with Warner Bros (as far as I know they're Blood's IP holders). But I am not counting on that.
About Alpha's stuff and M210. It's difficult to say that right now, my skills only limit to making animations for weapons and some basic Photoshop skills. It's more like up to my other pal who created this mod with me.
Anyways, the next version is coming with more hacks ;). Lupara and Pump-action shotgun will have one shell ejection, Revolvers will be more useful (more damage), new weapons like electric fork (it does electric damage) and Dark Gun (recreation from Alpha, shoots skulls). With recent knowledge it's also possible to recreate Spear Gun from Alpha, but I am not 100% sure about it. But at the same time it also means less compatibility with BloodGDX, hence why I'll keep WM 3.0 here too.
Witam rodaka ;), anyways BloodGDX mod support might happen one day if M210 keeps updating his port, although he has plans to make ports for other games like Redneck Rampage.
Anyways, none of features you proposed is possible to implement without the source code or proper tools. We were able to change weapons just because we have tools from Alpha, plus we did some hacking thanks to M210 and Cheater for telling us important information. Modding the game with current tools is very limited, for example you can't just replace Flare Gun with Revolver because it also requires to change a projectile, maybe it is somehow possible to hack Blood.exe but it would be very difficult.
This addon doesn't include any custom assets or changes, it just adds 3 new excellent episodes.
M210 is playing mainly Death Wish or other addons to find issues. Besides, despite that BloodGDX is better in many aspects, I prefer using Dosbox because of the renderer, GDX is using Polymost and the colours are not true to original Blood. Of course this is very subjective. I don't mind playing original episodes using GDX.
Cool to see updated Death Wish. I've recently finished this mod using custom weapons, but using Dosbox to avoid any graphical issues caused by BloodGDX. This port is cool and all, but still requires a lot of work.
Why, of course!
Install weapons you want to use. Launch the game using WM30. When it's launched, simply close Dosbox's window. This will not restore original files and you'll be to use custom weapons in GDX. When you launch WM30 again, the files will be restored.
Be warned though! Because GDX does not use Blood.exe, some modifications won't work like:
- not changed names for weapons,
- not modified number of hitscan projectiles for Triple DZ and Lupara,
- not modified ammo consumption for Pump-Action Shotgun (it uses trigger 2, just like Sawed-Off's alt fire, but it uses 1 ammo instead of 2)
If one day GDX has modding support, I'll make sure together with my buddy to port our mod to GDX with more proper features (Blood's modding is so limited...).
Hey. Maybe in the next version we'll add an option to ask player if he wants to install new or classic sounds, like we did it for Alpha Sawed-Off.
Go to WPNMOD30 folder, find a file HSWINST.bat, open it with the notepad. Now remove two following lines:
::BARF %SOUNDS_RFF% -a @%wmpath%\HSWSND.RFS
Save it and now this weapon will be installed without new sounds. This won't work for Lupara if you don't like its reloading sound too cause it's one long animation which means fire and reloading are mixed and true reloading is just one frame.
If you like vanilla gameplay Doom (considering you tried The Adventures of Square), you could also try Pirate Doom.
Heh, I remember times when you were telling everyone that you will not do any significant changes for other vanilla factions (apart from fixing bugs) because it's so called "unofficial expansion pack" by you. Seems like everyone is changing their minds over years. I wouldn't be suprised about one more 'thing' either.
At least BFG issue was fixed already, so downloaded the latest version.
Just you have to run and turn left instead of right. This way you won't be hurt. I was also suprised about this, but I knew it must be a way to dodge it.
TGW hasn't got a seperate AI coder. Basically everything is being done by one man/developer. About trenches, as far as I know, it's possible to code that for AI, but AI wouldn't use that trenches at all. In short words, it's unlikely that AI will be improved.
Couldn't someone (like Sarge) just use the magazine's picture sprite and redraw it for better quality? Current blurred weapon sprite doesn't look good if you compare it to other weapons.
Why the weapon's sprite is blurred?
It's Mousqueton Berthier 1892.
No, it's gonna stay like that.
Yes, they will.
That would slow down the French faction development.
Something else than being a command tank.
This mod was considered dead too many times. Sometimes even one month without update is enough for people to say it's dead.
Austro-Hungarian army almost did not have any armored units. They used a few Junovicz P.A.1 cars and one (maybe two) Romfell P.A.2 which were quite interesting.
It's for the whole Doom 1 game.