Blood Extra Crispy is another mod created by me that will try and change things up once again for another classic game of my childhood. Expect more weapons, more fire modes, more gore, gameplay enhancements, and pretty much what's expected from yours truly. If you're looking for a fresh new experience with Blood then look no further. Thanks to Nightdive Studio's latest KEX engine release, Blood Fresh Supply has opened up a whole new world for Blood modding. Blood Extra Crispy is my attempt at kicking things off with a bang.

Add file Blood Extra Crispy Open Beta v0.2

This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.

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BEC_v0.2.zip
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Demo
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VGames
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11.29mb (11,841,287 bytes)
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157 (1 today)
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a7bb696c3b6f1a7be94b844289a6ad03
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Description

Alright people here's the first update for the Open Beta of BEC. Many changes were made and some new quality of life additions have been implemented. Thank you for all the input and support. Be sure to read the Readme before playing. All feedback is welcomed. Download and enjoy.

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Blood Extra Crispy Open Beta v0.2
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dave_5430
dave_5430

I forgot to mention for version 0.1,

When using the sawnoff(s), using the 'explosive' firemode doesn't work when there's only one shell loaded. Is this still the case in this update?

I keep ending levels with 1/5 enemies missing. Could this have anything to do with the custom deathstates added by this mod?

Could you smoothe the animation where the enemy's head blows up a little? Mayhaps make the head blow up while the rest of the body's animation continues as normal, or maybe spawn a seperate item at head level that proceeds with this animation?

The gatling gun won't fire unless you have a specific amount of ammo, can you:
- Have the gatling gun spincycle continue, but not fire, while the rounds are empty
-Have the gatling gun spincycle continue, but not fire, when the firebutton isn't pressed?

When you light dynamite and jump into water, you will drop your lit dynamite, which will explode, can you either cancel the animation entirely, drop an unlit dynamite, or let the dynamite bounce on the bottom of the floor instead if this case is called?

In version 0.1, I noticed it is really hard to shoot downed zombies with any weapons firing projectiles. Could you make the collission box slightly taller for bulletprojectiles only?

Bullets don't seem to harm balloons for some reason.

That is all I can think of for now.

Edit:
The trenchgun's fire sound is exceptionally quiet, too.

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VGames Author
VGames

Kind of late to suggest changes. LOL

You have to have 2 shells loaded to do that fire mode with Sawed Offs.

Oh yeah ending the level with some monsters still alive shouldn't be affected by the custom death states since they're all called on during the death or killed phase of the enemies.

I don't really see the issue with the headshot animations. Is this just a preference suggestion?

You have to have 9 bullets to shoot the Gatling Gun. That's how it was intended. Not really sure what your asking for with the spin cycle stuff.

The dynamite thing is how it's always been. I'll look into canceling out the animation if you jump in water for the next release.

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dave_5430
dave_5430

-This is not what the readme says.

-Well, I just finished a level once with 182 out of 184, then a second time with 185 out of 184 killed. Something's definitely off.

-The issue is that the sprite just stays floating in the same spot for about a second before it actually continues, it definitely looks a little strange.

-Spincycle would be the handcrank of gatling gun. It just feels strange that I can't use those last 1/4 bullets, I'd rather just have the option to drop it if I can't use it anyway instead of it showing up in the weaponwheel or when autoswitched when a weapon is empty.

-I'm aware of that, but, when you're changing so much, why not add to the pile of QOL fixes?


As I added to the original post, the trenchgun is exceptionally quiet on my end. Footsteps overshadow it.

Also, for some reason, when I'm shooting around edges, ledges or corners, the projectiles seem to just dissapear
sometimes. I'm guessing that's an engine issue.

Side note: I play without auto aim, maybe that's why I'm having issues hitting the zombies?

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VGames Author
VGames

I don't have any issues shooting downed zombies. If more come forward with this I'll see what I can do.

And I'll check that balloon issue.

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dave_5430
dave_5430

Aside from what I mentioned, no problems so far aside from whatever the new engine introduces, exceptional work!

How does it feel to be the first expansive weapon mod out there?

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VGames Author
VGames

It feels pretty cool. I've always wanted to do something for Blood but never really had the freedom that I have to do what I wanted. KEX has made it possible and I think it turned out well. Glad you're on board.

I'll update the readme to specify the Sawed Off issue you're having.

I'll look into the kill count issue too if more come forward with the same issue. I haven't had that problem but if it's there it'll show up for others. It should be covered though.

I'll look into figuring out something for the Gatling Gun and those last few rounds.

I'm still in disagreement with the Trench fire sound. It sounds loud for me.

The projectiles thing is an engine issue.

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phobosvoid
phobosvoid

yeah awesome the first update arrives thanks im playing this mod and i am totally loving it keep the great work cheers

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VGames Author
VGames

Thanks dude. Have fun.

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MushroomCloudGaming
MushroomCloudGaming

The changes are great, especially on the Gatling gun & flamethrower. The faster reload on the Trench gun makes it a lot lore usable too.

I have noticed an 'issue' with the life leech that I didn't mention earlier. Since it runs on health and spirit armor once the ammo runs out, it basically becomes infinite ammo since it heals you as fast as it drains your health. Perhaps you could remove this function or just change the health drain rate when out of ammo. Another minor thing is that the Trench gun firing sound is a bit too quiet compared to the other guns (the one in the demo video sounds louder).

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VGames Author
VGames

That’s a good point. I’ll look into that.

Trench gun firing sound has been fixed for the next release.

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dave_5430
dave_5430

Okay, so far, I've noticed a few things-

Sometimes, somehow, enemies won't die but go into some weird off-state invincible loop, where they can't really attack, and can't really die, but do take damage. I'm beginning to think this originates from the original source code, as other build games show this too (Duke3D for example)

The voodoo doll can't attack spiders, but it seems to attack everything else.

There's an about 4 pixels long stripe on the leftmost side of the dual revolver idle sprite.


Also, there's some major performance issues when there's a lot of fire or explosions going on at once, but I wouldn't be surprised if this is due to the Kex engine.

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VGames Author
VGames

The first is I believe a source code engine issue.

The voodoo can't target those enemy types because it's using a hardcoded set of TargetID's that are leaving the spiders out. I'll look into adding a new list.

I'll fix that.

What are your specs because I rarely get lag from too many effects. I also reduced the number of shrapnel thrown out by remote bombs so that made it even smoother for me.

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dave_5430
dave_5430

Oh yeah, remote bombs don't make any sounds when they blow up on my end... aside from the millions of shrapnell flying by.
They don't seem to tank performance that much, but set a lich staff in a room full of zombies and give it a minute or so and I'm sure even your PC will be grinding to a halt.

It doesn't seem to matter what settings I run it on, it always starts bugging out at a specific number of particles. I can't really get a bead on how many that is, but I'm fairly certain it's not related to my setup.

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VGames Author
VGames

Ok I'll try this out.

Got the Voodoo Doll to attack spiders with its secondary attack. That's as far as I can go on that. To get the primary attack to work on them would be so much work I'm not even sure if it would work. Neither does my partner and he's even more skilled than I am.

I tried removing the little sprite strip issue you mentioned with the revolvers but it only got worse. Can you see this all the time even when standing still? Because I could only make it appear in very specific situations while moving around like an idiot.

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dave_5430
dave_5430

I see it all the time, yeah, except when firing. Not entirely sure why it wouldn't pop up. Might be related to AO or AA.

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VGames Author
VGames

You're the only person who has brought this up. What resolution do you play on? I really don't know why you would be seeing this all the time. I know what's causing it but there's only so much you can do to cover it up. It's an engine related issue. I've adjusted these sprites as much as I can for dual wielded weapons to remove this bug already.

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VGames Author
VGames

Ok I had to spawn around 60 zombies to get any lag with the life leech turret. I'd say that's pretty good.

I have an i7 8700K + a GTX 1080ti

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dave_5430
dave_5430

TBF all the weapons feel pretty overpowered, but I litterally couldn't care less, I haven't had this much fun playing blood since I uh... played blood.

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VGames Author
VGames

Dude I've heard the same and I've heard the complete opposite so many times I don't know what to think. With the number of people claiming the weapons are underpowered and the number claiming the opposite, I think I've hit right in the middle. So I'm happy where they are.

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