This is a slight update on the previous version of the "BloodyHands" (Mini-Mod/Add-On) ^^
- It adds the Hat sprite to the missing BuildGDX exclusive Hud.
It may still broke with scaling as is just an ART replacement.
But considering that I'm gonna move to "Raze" for future Blood projects I decided to wrap up this bugfix that I have laying around ^^.
Full Changelog:
Bloody Hands 1.2.1
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- Added missing Hat section to BuildGDX exclusive statusbar.
Bloody Hands 1.2
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- The caleb's hat was included in the hud , considering that there is not much information about hud modification for BloodGDX , there's some huds that doesn't have the hat part , this could change when the sourceport had more information about this kind of modifications.
- The sprite of the hat comes from the "High Noon Drifter" mod for Doom II, made by TerminusEst13 , if you hadn't checked it out you should!
There are different versions of this hud depending on your resolution aspect ratio, if none of the versions available works properly , give me some feedback about your aspect ratio and this could be improved.
Bloody Hands 1.1
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-The Lighter Sprite piece was edited to be more smooth in some rough edges of the jacket
-The Spray Can , The Napalm Launcher and The Tesla Ray Gun got the leather jacket part repositioned to be actually visible in the game considering the fov of the game.
Bloody Hands 1.0
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- All the weapons sprites (excluding the Tommy Gun and the Life Leech), was edited to show the caleb arms with a black leather jacket (Well, kinda dark blue actually) to match his player sprites.
Looks like everyone is ditching BuildGDX in favor of Raze. I haven't tried Raze myself, is it actually better than BuildGDX?
Well they are similar in what they want to accomplish but they have both their strong and weak points.
At the moment BuildGDX is the only modern port that can play Build games like "Legend of the 7 Paladins", "Witchaven I/II" and "Tekwar".
Raze focuses only on "Blood","Duke 3D", "Shadow Warrior" and "Redneck Rampage" and is aiming to standarize all of them to work similarly under build.
This is to make possible making mods for this games using ZSCript in a similar way in which mods for all the Doom engine games can be made with ZSCript, so for me Raze is a good choice.
Also Raze is notably smooth in therms of gameplay as well.
Does using Doom's ZSCript mean by any chance that you can alter things like ammo capacity, max number of items you can carry, etc? That'd be awesome for Blood, I've always been bothered by the amount of bullets you can have on the Tommy Gun, for instance; I mean, 500 bullets, wow.
Does this work for fresh supply?
Can you make this work on zeta touch?