ZBloody Hell is a standalone game made for the GZDoom engine, aiming to recreate the elements of the game Blood (1997), from monsters and weapons, to levels and atmosphere, while also providing a gameplay addon and / or a level pack that is compatible with the other Doom 2 mods out there, letting you mix different mods with the fantastic Blood levels or the unique arsenal of weapons and new enemies of Blood. Get to ZBloody Hell and Start kicking some Zombie heads today.

Description

[7/1/2021] : Fixes for various things not working as intended.

Preview
ZBloody Hell 1.9.15 Full Package
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olzhas1one
olzhas1one - - 104 comments

Awesome! I never got to expireince Blood myself, well atleast I can with this mod!

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Nipless
Nipless - - 161 comments

I do not see the "zblood_bb.wad" in the package, I have to use the one that comes in 1.5?

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snapshot_ Author
snapshot_ - - 546 comments

Oh sorry, yea you have to use that one, I'll update the file.

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Dude27th
Dude27th - - 399 comments

So this is still gonna be for zdoom principally ? Because the maps could be improved with 3d Floors Slopes and GzDoom stuff

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Guest
Guest - - 687,512 comments

ZDoom does support 3D Floors and slopes.

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1qaserft
1qaserft - - 32 comments

Flag 160: Sector_Set3dFloor got this straight from the Zdoom Wiki off the first page of results after typing "Gzdoom 3d floor support" into google. Obviously it does they don't just have flags for things in SLAD3 and Doom Builder for ***** and giggles. The original idTech1 doesn't but Gzdoom does because it's so far removed from the original source code at this point and is more of a quasi-BUILD doom source port at this point.

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Westenra
Westenra - - 63 comments

Won't start for me, I get "Script error, "zblood_bb_addonv27.pk3:actors/monsters.txt" line 1452:
State BlueCultist.27 links to a state with incompatible restrictions" when trying to run the GZDoom batch file included in the download

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snapshot_ Author
snapshot_ - - 546 comments

Use the latest stable GZDoom, not a dev build.

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Drekmaster12
Drekmaster12 - - 5 comments

Im having the same problem except i tried both stable and dev builds and get the same problem

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snapshot_ Author
snapshot_ - - 546 comments

It should work now with 1.7 .

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dragonball1957
dragonball1957 - - 218 comments

This mod is amazing. I will be putting it up on my channel with same name.

SHow casing it sometime today. I also want to add that the fork at idle needs to be extended further from the hud (full hud, not reduced hud when you press '+').

bloodx 4.4 got it right, luigis, same guy who helped with the fork animation which is perfect now as you mentioned in the update.

Also I dont notice any bounce back when near an explosion from dynamite.

Also when zombies are 'faking death', when they get up, their animation is instantly the one that chops you. I think in original blood they get up, then do the axing animation.

Also LAST! dont know if its me, the door key symbols are not showing up. Just shows a black hole. So its hard to fell which door is what unless u goto it and press use to see what key you need. makes back tracking hard with no visual key que. I tried software, hardware mods, using zandrunum 3.0 and samething. as for GZDOOM it fails to load with an error that I forgot.

If this is already something being worked on then ignore me! sorry! amazing mod! its better then bloodCM latest new years version that just came out.

I was even trying to convince ggmanlives since the one he showcased is OUUUUTTTDATED!!!!

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snapshot_ Author
snapshot_ - - 546 comments

The dynamite jumps will be restored eventually, and the first map is going to receive an update, a GZDoom Compatibility fix is also planned for v1.7, I Just need to get everything organized and polished, once i get time to.

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dragonball1957
dragonball1957 - - 218 comments

YESSSSSS!!!! Once I saw you and Luigi mentioning blud51 was released I knew your mod and his would be getting an even more resourced update but I never thought it would be almost in 24 hours WOW!!!

yes I stalk this page everyday and have just about all blood doom mods on my usb.
lol so you and Luigi good job. Im heading home from work! Forgot my usb home so I cant even try at work ARRRGG!!!!! Glad that the 'knock' back is back from explosives etc and the zombie wake up animations. Glad my feedback went into this!!!

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snapshot_ Author
snapshot_ - - 546 comments

Glad we could help, Thanks to luigis for letting us know the lost v5.1 was found, keep an eye on the page, I'm planning to release v1.7.3 very soon, I forgot to include some maps, and also update the existing ones.

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dragonball1957
dragonball1957 - - 218 comments

Good morning An_unknown_player.

I already got the 173 and now 174! super fast! Btw unless im doing something wrong, I notice that Caleb since 172 stop quoting his random laughs when killing innocents or corps. Is it still in there or it was just reduced by alot?

Also I couldnt get it working in any Gzdoom, latest dev or stable. But I use Zandronum mostly anyway. Dont have there error at the moment. Currently at work and downloading 174 to usb drive to test out. Also I had strange hud object placement in 173. Was using 4:3 res and 16:9 did samething but will just try the 174 version.

Last thing, Even though it mentioned the 'knockback' in the 172 update and onwards, I never got 'blown high in the sky' or sent flying back. If that feature is in, did it work for you in Gzdoom? Im primarly Zandronum and it doesnt really happen. I have no experience with zbloody hell in Gzdoom since I cant get it to run with that source port.

If you don't mind, what Gzdoom version do you personally use when you run it?
Good work!

Oh last thing. the knockback is strong when destroying things like pots or vases and it sends you flying from breaking them a second after. Not sure if its something that could be disabled from those objects due to code limitations.

If you want any bugs I find I could let you in via private or in the comment section. Good work once again. All of what I mention was from 173. Didnt try 174 yet

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snapshot_ Author
snapshot_ - - 546 comments

The Quotes have been somehow disabled, I'll try to restore them, as for the Knockback you can blame ZDoom physics for it, and i'm using the latest Stable GZdoom build, also send me the error you got on GZDoom so i can find and fix it.

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dragonball1957
dragonball1957 - - 218 comments

Ok cool no problem!

Btw I think the knockback from breaking objects may have something to do from zblud51. Luigies version 2 15 2017 knocks back with all weapons but also knocks back with pots and objects as well. I dont know how to code levels. I'll prob crack open slade though for other things. and sure! as soon as I go on my lunch break I can take some Screenshots for gzdoom and the versions im using. Good work once again however!

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snapshot_ Author
snapshot_ - - 546 comments

I Haven't exported anything from ZBlud51 besides levels and few quotes and textures, I have no idea how that happened, But i'll definitely try to fix it.

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dragonball1957
dragonball1957 - - 218 comments

Status bar fixed! yayyy! didnt get much time to see anything else! Cacco 2017 award for speedy modder! lol

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snapshot_ Author
snapshot_ - - 546 comments

lol Cacoward is too far, the mod idea isn't even original, there are other mods that really deserve it, This is just a hobby mod, anyway glad to be of help :).

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dragonball1957
dragonball1957 - - 218 comments

awesome Ive been checking this everyday.

Btw Do the levels in this have the correct midi music now? previous update E1M1 didnt have correct midi music bgm.

Also I figured out how to get calab to get blown back.(unless you know already how to?) In the Actor folder / player.txt I brought the mass down abit. like 35 or so from 500. It helps since an accidental tnt drop near by doesn't result in instant death by obsorbing the shockwave lol but pushes you back I guess with relative damage.

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snapshot_ Author
snapshot_ - - 546 comments

It's set to 500 intentionally to not let players fly too high in some situations where they're not supposed to, However a well timed jump can send you slightly higher ;), and yes I did re-organize the Musics, I have plans to update the CD Music pack soon too.

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sergesh
sergesh - - 34 comments

1) Script warning, "zblood_bb_addon_v1-7-6.pk3:actors/weapons.txt" line 2166:
Unknown class name 'S prayCanAlt11' of type 'Actor'
(There is a \t symbol midword and I think it's a mistake, am I right?)

2) "zblood_bb_addon_v1-7-6.pk3:actors/weapons.txt" line 1965:
ZIPD C 2 A_PlaySound("Lighter/Close ZIPCLOSE")

Is everything ok in abovementioned line? (There is again the \t symbol so I assume a mistake...)

3) Why Cryptic Passage is so different from the original addon? And also is very hard "from pistol start", but it's good personally for me :)

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snapshot_ Author
snapshot_ - - 546 comments

on which port and what version of port are you trying to run this on ? this is tested on latest stable zdoom, gzdoom and zandronum so i take no responsibility of any error that shows up on earlier or development versions.

Cryptic passage is different because GZDoom doesn't allow compicated geometry like original Blood / Build engine so changes had to be made.

Also if you're running it with extra addon, can you tell me what are they ?, perhaps an addon is causing the error, also send me the full error log if you can, thanks.

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sergesh
sergesh - - 34 comments

Sorry for absenсe;
Those are not errors, those are warnings. The mod can be played but I think its a mistake to have a \t symbol in class name:
TNT1 A 0 A_FireCustomMissile("S prayCanAlt11")
I just launched it and looked to the console in search for warnings, and there are 2 that I've found to be (probably) a typos. Am I right?

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snapshot_ Author
snapshot_ - - 546 comments

I am aware of these, I just decided to ignore them to focus on major issues first, Thanks for mentioning them though :)

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valiantcrusader
valiantcrusader - - 26 comments

1. Zombies attack way faster than in the original
2. You throw the dynamite way too fast and low
3. Sliding doors are a thing. Heck, they even work in MBF Format
Otherwise great mod

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snapshot_ Author
snapshot_ - - 546 comments

I couldn't replicate the physics accurately but it's working to say the least heh, I haven't gotten enough time to update the levels, progress had been so slow because I have been focusing on other stuff and Non-doom related projects, But I'll get back to it once i get enough time.

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valiantcrusader
valiantcrusader - - 26 comments

Also, quicksaving IS BUGGED. So when you die, you have to play the level from the beginning

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snapshot_ Author
snapshot_ - - 546 comments

The Autosave is a feature in ZDoom itself, not the mod, so it only auto-saves at the beginning of each new level you reach, if you want to save at certain point, you have to do it manually just like the original Blood.

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dragonball1957
dragonball1957 - - 218 comments

good to know, didnt know that for this mod. Yea build engine games I remember if you died and didnt save, you restarted with no weapons which I hated lol. was playing eduke recently and samething. so technically its authentic lol

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TheArmyGuy
TheArmyGuy - - 254 comments

Nice job i hope you will make it compatible with gzdoom game play mods

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snapshot_ Author
snapshot_ - - 546 comments

it kinda is right now, you can load mappack included in the Package without the ZBloody Hell addon, with a gameplay mod of your choice :)

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TheArmyGuy
TheArmyGuy - - 254 comments

oh ok looking forward to seeing the rest of the blood maps in this.

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Nik_Darkstorm
Nik_Darkstorm - - 2 comments

This is quite possibly my first comment on ModDB.
First I'd like to say that this is possibly my favorite wad in quite a while,
as i never got the opportunity to play the original Blood as i didn't even know it was on Steam. So thank-you & you've done an amazing job on it.
However me personally, i have to use Doomseeker to continue playing by selecting the maps, as any save/autosave with Zandronum does not work for me playing this.
Maybe you could help me out. If i save on any levels & try to load them,
i get an unknown object code in archive. For E1M1 it's (111), for E1M3 it's (101), etc. And while I'm here, figured I'd say that I've found that decapitated heads can get lodged into doors & get them stuck.
I realized that & had to jump & pitchfork it out of there haha.

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Nik_Darkstorm
Nik_Darkstorm - - 2 comments

I'd also use GZDOOM for single-player, but then another problem arises with certain switches are just black boxes.
Plus i like having air control for better jumps & such.

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LiamNova300
LiamNova300 - - 12 comments

Impressive! Everything seems to run perfectly, great work man! This gives me an excuse to start creating some gothic, blood-esque maps. Maybe even a total Blood remap. :)

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snapshot_ Author
snapshot_ - - 546 comments

Thanks :)

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TheArmyGuy
TheArmyGuy - - 254 comments

Cools new version i was beginning to wonder if this was dead lol

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snapshot_ Author
snapshot_ - - 546 comments

I'm not dead .... yet :)

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TheArmyGuy
TheArmyGuy - - 254 comments

Lol i noticed but still glad to see this not being dead.

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TheArmyGuy
TheArmyGuy - - 254 comments

Not sure if you are aware of this but after you kill the boss of the second episode it goes straight to the secret level also after you complete the e2m9 it skips the first level of the 3rd episode was that intentional?

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snapshot_ Author
snapshot_ - - 546 comments

Oh, damn, I must have ruined the MAPINFO, I'll fix it and release a hotfix with few more fixes later today, thx for letting me know.

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TheArmyGuy
TheArmyGuy - - 254 comments

no problem

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Thank you for your continuing work on this mod!

Three things, however:

1. Is it currently possible to get 100% in E1M1? No matter how hard I try, I always end up with a few enemies, secrets and items missing. It seems like civilians count as enemies and health pickups as items.

2. Maybe you are already aware of this issue, but hitting breakable walls with any weapon, including not-detonated TNT, causes them to explode.

3. The Bottle object has a weird pixelated multicoloured texture.

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snapshot_ Author
snapshot_ - - 546 comments

Thanks.

1 - I'll have a look at this and see what's causing it.
2 - Yes, unfortunately it's yet another engine limitation, there's no way to check which projectile hits the wall before activating the explosion, so any projectile will activate it, either way I think it's better to make sure it works with other mods if they replace the Dynamite weapon.
3 - It's an OpenGL bug, voxels render fine in Software renderer, you'll have to report this to GZDoom devs.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

I tried launching the mod with Software, but somehow that has made the problem worse: the bottles now have the colours of a rainbow!

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snapshot_ Author
snapshot_ - - 546 comments

They render fine here, In fact I'm having the "Rainbow colors" issue in the OpenGL renderer, you sure you switched to Software renderer ?

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Absolutely. The lighting is different and the sprites are more pixelated. By "rainbow colours", I mean really bright colours, not just a ugly mess of pixels.

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snapshot_ Author
snapshot_ - - 546 comments

can you send me a screenshot ?

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