The autoexec.cfg forces the chosen sourceport to run it with voxels off. You might consider to delete it or edit it with ON so for your taste.
best sourceport for Bloom is GZDoom 4.6.1, that can be downloaded from here
BLM03: I can't seem to be able access the secret rocket box (Thing #467). Checked in GZDB and the "door" sector doesn't even have a tag (neither do its lines, double checked just in case)
BLM03: Also, playing as Caleb, picking up the Life Leech didn't trigger the secret.
well i kinda like LZDoom a bit more. but what i don't quite understand tho is. why exactly is it Zandronum that's so far giving these issues with the doors in map 3. like everything else so far was working fine. but then we got invisible doors. can't it be fixed or something?
well that's quite a shame. but i do kinda find it strange that it was the 1 issue i seen so far with the mod that happened in Zandronum. cause you'd think that if it worked for more than 1 port, that there'd be no issues. even tho my question wasn't answered. i suppose i'll have to redo my little run of the mod on LZDoom. least the doors are fixed there in that map. been a hell of a ride so far playing the mod
you do know that Zandronum runs on an older Zdoom build right? This mod is buidl for Gzdoom. its literally not the same. Most mods nowadays run on the Gzdoom enigne. Zandronum is outdated. you cant blame the modder for it to choose the far superior engine to create his mod with. that you want to stuck to an outdated Doom launcher thats on you. there is a reason why he stated in the text file that Gzdoom is needed. people like you probably still run windows 7 as well because that was the "best" windows. get with the time. zandronum is outdated deal with it.
i don't know who you are, but you better check your attitude there. yes i've heard this whole same song & dance with Zandronum being an older ZDoom build and ****. and yes i know of how like, GZDoom has this or that vs Zandronum. i'm not knocking the ******* sourceports or anything. i just found it confusing is all that technically this mod can work for Zandronum, but it had a bit of an issue with a door being basically invisible when it doesn't happen elsewhere. but i've learned to move on with this issue and just play it on LZDoom. and no, i don't run ******* windows 7 and think it's the best windows out there or anything. and i am with the times smartass, and i'm aware Zandronum is "outdated" and ****. so. deal with that. bitch
is there a way to make the full hud smaller or something? cause holy crap it's so huge i can barely see my weapons. and there's not even a mini hud from the looks of it
The work you have done is impressive. At the moment, BLOOM is the best mod for playing for Caleb in DOOM (and I have tried almost all available ones at the moment).
Not without flaws, of course, but I hope you will improve this mod even further.
I apologize in advance for my English, I am writing through a translator.
Here's what I found in my two playthroughs
BLM05: Can't get kitchen's secret, player won't fit into the sector
BLM05: The train's furnace is marked as secret, but has no goodies
BLM07: Is the secret Beast vision powerup reachable? Found no way to open the bars blocking it, not even in GZDB
BLM08: Penultimate boss spawn is borked. Idk what is supposed to spawn. I've gotten the boss with two companion hands, boss and 1 hand, boss only, and no boss but the two hands.
HUD: Bullet Box HUD message on pickup is "BBOX"
HUD: Secret level rune HUD message on pickup is "Diving Suit"
Unfortunaly, we're forced to leave zandro support, the differences between gzdoom and zandro are huge, when we started with the project 6 years ago until the release of the first demo 2 years ago we were able to manage that, but sadly with the lack of new zandro releases we are forced to that, that's a pity
Found several bugs.
1. When a Possesed zombieman is killed under water, the hand flying off his head does not die (and continuously babbles) until the player crushes it.
2. Arachnopods of any kind often start jumping up and down incessantly. And already can not move normally.
3. I'm not sure if it's worth shielding it with a bug. Proximity dynamite works even on enemies standing behind obstacles (for example, a door), of course, without causing damage to them. Which makes it very difficult to set traps with this type of weapon.
4. When picking up Proximity Dynamite, an item (in the native interface that does not have an icon) appears in the inventory, which allows you to take it in your hand. I'm not sure if that's what it was meant to be.
Amazing work, really like the deep crossover between levels and enemies. Such an original design.
Blood siempre ha sido mi FPS favorito de la era dorada. Es genial ver españoles dando amor a clásicos de tal calibre. Bloom se puede resumir en muerte, sangre, cuero y caca.
I decided to play your mod with a set of "Dark World" maps and ran into an unpleasant bug. On the 2nd map, instead of the standard key (red skull), a key from BLOOM (fire key) appeared. As a result, the script did not work, and the passage of the level became impossible. The key simply did not fit the correct door (red beams).
No such problem was found on the standard 2nd DOOM2 card.
Awesome :)
Aaaaand here we go. Have a spooky Halloween guys, it has been a great funny experience.
For those who are downloading now the mod, once done please read carefully BlooM_Credits.txt, there is an exhaustive list of known bugs.
WE LIVE, AGAIN!
Sorry for the newbie question, but what is the autoexec.cfg file? and do I need to launch it with Bloom.pk3?
Just drag and drop into the gzdoom.exe file
The autoexec.cfg forces the chosen sourceport to run it with voxels off. You might consider to delete it or edit it with ON so for your taste.
best sourceport for Bloom is GZDoom 4.6.1, that can be downloaded from here
Zdoom.org
So if I play on strong PC, I don't need it?
Voxels looks close to the original Blood so i recommend remove the autoexec.cfg in case you have a strong pc
Downloading this sucker now!!!
I find another bug not mentioned in BlooM_Credits.txt
When I shot Caleb plasmagun in water or underwater i got bugs with graphic. I have many flashing colors. They can cause epilepsy
Tested with latest GZDoom
BLM03: I can't seem to be able access the secret rocket box (Thing #467). Checked in GZDB and the "door" sector doesn't even have a tag (neither do its lines, double checked just in case)
BLM03: Also, playing as Caleb, picking up the Life Leech didn't trigger the secret.
Thanks Pagb666, we'll check!
speaking of BLM03. it seems like the map so far has a lot of missing doors. or rather, they are they but invisible
You must use gzdoom latest version with opengl or vulkan, also I recommend you use doom2.wad
1st off. i'm using Zandronum with OpenGL. and 2nd. i am using Doom II
Well if you take a look to the description you'll see that we STRONG recomend using gzdoom 4.6.0 above and NOT zandronum.
Doom2.wad its okay
well i kinda like LZDoom a bit more. but what i don't quite understand tho is. why exactly is it Zandronum that's so far giving these issues with the doors in map 3. like everything else so far was working fine. but then we got invisible doors. can't it be fixed or something?
Unfortunaly trying to fix bloom with the actual status of zandro its a waste of time.
well that's quite a shame. but i do kinda find it strange that it was the 1 issue i seen so far with the mod that happened in Zandronum. cause you'd think that if it worked for more than 1 port, that there'd be no issues. even tho my question wasn't answered. i suppose i'll have to redo my little run of the mod on LZDoom. least the doors are fixed there in that map. been a hell of a ride so far playing the mod
you do know that Zandronum runs on an older Zdoom build right? This mod is buidl for Gzdoom. its literally not the same. Most mods nowadays run on the Gzdoom enigne. Zandronum is outdated. you cant blame the modder for it to choose the far superior engine to create his mod with. that you want to stuck to an outdated Doom launcher thats on you. there is a reason why he stated in the text file that Gzdoom is needed. people like you probably still run windows 7 as well because that was the "best" windows. get with the time. zandronum is outdated deal with it.
i don't know who you are, but you better check your attitude there. yes i've heard this whole same song & dance with Zandronum being an older ZDoom build and ****. and yes i know of how like, GZDoom has this or that vs Zandronum. i'm not knocking the ******* sourceports or anything. i just found it confusing is all that technically this mod can work for Zandronum, but it had a bit of an issue with a door being basically invisible when it doesn't happen elsewhere. but i've learned to move on with this issue and just play it on LZDoom. and no, i don't run ******* windows 7 and think it's the best windows out there or anything. and i am with the times smartass, and i'm aware Zandronum is "outdated" and ****. so. deal with that. bitch
Instant Classic ! Good job
Beautiful! I'm very pleased. Thank you! :D
is there a way to make the full hud smaller or something? cause holy crap it's so huge i can barely see my weapons. and there's not even a mini hud from the looks of it
Options > Scaling options > User interface scale
As for mini hud: Options > Option Search > *enter* hud *enter* > Enable alternative HUD > off
hm
Didn't work for me. The giant HUD stays the same.
Unraveler means this options are in gzdoom not in zandro
the perfect mod has arrival!! :D
Update with the correct version of gzdoom that you must use
The work you have done is impressive. At the moment, BLOOM is the best mod for playing for Caleb in DOOM (and I have tried almost all available ones at the moment).
Not without flaws, of course, but I hope you will improve this mod even further.
I apologize in advance for my English, I am writing through a translator.
no worries, we'll do for sure
THIS IS GREAT thank you!
Here's what I found in my two playthroughs
BLM05: Can't get kitchen's secret, player won't fit into the sector
BLM05: The train's furnace is marked as secret, but has no goodies
BLM07: Is the secret Beast vision powerup reachable? Found no way to open the bars blocking it, not even in GZDB
BLM08: Penultimate boss spawn is borked. Idk what is supposed to spawn. I've gotten the boss with two companion hands, boss and 1 hand, boss only, and no boss but the two hands.
HUD: Bullet Box HUD message on pickup is "BBOX"
HUD: Secret level rune HUD message on pickup is "Diving Suit"
Im going to fix that right now, thanks for your analysis really appreciate it, thanks!
all fixed thanks
hey great mod, it says it was tested for zandronum 2.8+ and 3.1alpha
running this with zandronum 3.0.1 some of the enemies are invisible
zandronum 3.0.1 is the latest public release (not dev test)
any ideas? i was hoping to run a co-op server but if certain enemies are invisible that makes it not playable
also, gzdoom 4.6.1: the pitchfork sounds are not playing, they work in zandronum though.
Unfortunaly, we're forced to leave zandro support, the differences between gzdoom and zandro are huge, when we started with the project 6 years ago until the release of the first demo 2 years ago we were able to manage that, but sadly with the lack of new zandro releases we are forced to that, that's a pity
saw the recent post about making a separate zandronum version! great news. will keep an eye out for updates on this so we can run a coop server.
good luck with "bug" fixing and improving this excellent mod
the hud its damn huge, it covers a lot of the screen and cannot be scaled
You should go to options --> scaling options and the you can configure how big you wanna the hud
that neither works
Concretly
Options > Scaling options > User interface scale
Found several bugs.
1. When a Possesed zombieman is killed under water, the hand flying off his head does not die (and continuously babbles) until the player crushes it.
2. Arachnopods of any kind often start jumping up and down incessantly. And already can not move normally.
3. I'm not sure if it's worth shielding it with a bug. Proximity dynamite works even on enemies standing behind obstacles (for example, a door), of course, without causing damage to them. Which makes it very difficult to set traps with this type of weapon.
4. When picking up Proximity Dynamite, an item (in the native interface that does not have an icon) appears in the inventory, which allows you to take it in your hand. I'm not sure if that's what it was meant to be.
thanks very appreciated, we'll try fix, thanks!!
Amazing work, really like the deep crossover between levels and enemies. Such an original design.
Blood siempre ha sido mi FPS favorito de la era dorada. Es genial ver españoles dando amor a clásicos de tal calibre. Bloom se puede resumir en muerte, sangre, cuero y caca.
Muchas gracias por tus palabras, a ver si poco a poco vamos siendo mas y mas y creamos una comunidad hispana mas fuerte,
un saludo!
I decided to play your mod with a set of "Dark World" maps and ran into an unpleasant bug. On the 2nd map, instead of the standard key (red skull), a key from BLOOM (fire key) appeared. As a result, the script did not work, and the passage of the level became impossible. The key simply did not fit the correct door (red beams).
No such problem was found on the standard 2nd DOOM2 card.
Amazing mod. Congratulations!
Is it compatible with gzdoom 4.7.1 ?
should be yes