[7/1/2021] : Fixes for various things not working as intended.
1.9.15 Changes:
- Bugfix: Nerfed Spider Mothers and Gargoyles HP for better flow and less bulletsponginess across all levels (boss battles still use same old HP values)
- Bugfix: Fixed Spider Mother boss getting stuck on slope in E2M8.
- Bugfix: Fixed E4M5 switch weird animation.
1.9.14 Changes:
- Bugfix: Fixed swimmable water in E4M4 using wrong texture.
- Bugfix: Fixed siren sound playing multiple times at the same time in E3M2.
- Bugfix: Fixed Napalm traps in E2M4 not firing napalm rocket and using an incorrect texture when triggered.
- Bugfix: Removed redundant Cerberus boss fight in E3M5.
1.9.13 Changes:
- Bugfix: Fixed various texture animation issues.
- Bugfix: Minor adjustments to E1M2.
- Bugfix: Fixed monsters not getting killed if they fall off the train in E1M3.
- Bugfix: Reverted some changes in E1M6 that caused issues in software renderer.
- Bugfix: Removed inaccessible areas and monsters in E1M6.
- Bugfix: Fixed cheap deaths by Napalm trap in E1M6.
- Bugfix: Tweaked some torch objects lighting in hardware renderer.
- Bugfix: Fixed a multiplayer bug that caused Caleb quotes to not trigger if player leaves the game before sound finishes playing.
1.9.12 Changes:
- Bugfix: Fixed missing texture errors in some maps and fixed incorrect cabinet textures showing up as sewer textures instead.
1.9.11 Changes:
- Bugfix: Fixed some objects not spawning correctly in map editor
- Bugfix: Marked some enemy objects with a different color in map editor
1.9.10 Changes:
- Bugfix: Health Hearts dropped by enemies now also emit a red light like regular hearts.
- Bugfix: Fixed Bulletsparks being affected by gravity and corrected their Dynamic light color.
- Bugfix: Removed references of some actors that no longer exist, this should help remove some minor start-up error.
- Bugfix: Casing actors moved to a separate entry, another clean-up to make entries easier to find in the archive.
1.9.9 Changes:
- New: New GZDoom variant of E1M1 which makes use of sloped 3D floors.
- Bugfix: Fixed E1M1 mis-aligned crematory fire texture.
- Bugfix: Fixed civilian spawning in E1M1 secret.
- Bugfix: Fixed progression-breaking bugs in E6M6.
- Bugfix: Fixed looping rat sound bug.
1.9.8 Changes:
- New: Added a new variant of Floating Shootable Switches.
- Bugfix: Fixed Spider Cocoon not showing up in the Map Editor.
- Bugfix: Updated Bone Eels AI to make them remain on water (so they don't fly out of it).
- Bugfix: Fixed a chance of Buried Zombies failing to get out of ground.
- Bugfix; Fixed Buried Zombies being counted in kill percentage, they will now only be counted in kill percentage after they get out of ground.
- Bugfix: Fixed E1M5 Gargoyle near start Transforming before player picks up the Flaregun, he will now only transform when the player picks up the Flaregun.
- Bugfix: Fixed bad position of GZDoom E4M1 Torches near starting area.
1.9.7 Changes:
- Bugfix: Burning Zombies and cultists lighting effect now matches the sprite color.
- Bugfix: Fixed Tesla rifle shooting 5 projectiles instead of 4.
- Bugfix: Fixed the switch animation not working in E2M3
- Bugfix: Removed some spider mothers from E2M3 because they caused the level to drag out for too long due to their large health values.
1.9.6 Changes:
- New: Added console variable "cl_randomquotes" to allow user to enable or disable random quotes said by caleb after blowing enemies (set to "0" to disable, "1" to enable) enabled by default.
- Bugfix: Fixed not being able to kill Zombies with 1 Flaregun shot (used to require 2 to kill).
- Bugfix: Fixed the blinking severed head animation.
1.9.5 Changes:
- Bugfix: Zombie heads no longer fail to spawn.
1.9.4 Changes:
2 important fixes I forgot to include in yesterday's update.
- Bugfix: Fixed a crash caused by voodoo doll a_lower for GZDoom users.
- Bugfix: Fixed Life Leech Alternate fire bug that allowed players to spawn multiple life leeches at the same time.
1.9.3 Changes :
Been busy doing some other stuff recently and haven't had a chance to look at this, so the list of changes is small but it'll hopefully fix some of the issues you guys reported.
- Bugfix: MAPINFO clean-up, some maps like spare parts should no longer be skipped.
- Bugfix: Fixed a crash caused by the Spray Can a_lower for GZDoom users.
- Bugfix: Fixed voxel bottles appearing in weird colors in E6M1.
- New: added dynamic lights for Tesla Rifle, Spray Can and Napalm projectiles.
1.9.2 Changes :
- Bugfix: Made E1M8 accessible again.
- Bugfix: Fixed a chance of getting stuck in E1M7's Death pit.
- Bugfix: Fixed an issue that made the Rat squeaking sound get stuck in an infinite loop.
- Bugfix: Corrected the translation and transparency issues with some voxels (such as Bottles), this should make them appear normal in OpenGL Mode just like in Software Mode.
- Bugfix: Fixed Beast Vision not working properly for GZDoom users.
- Bugfix: Fixed Jumping Boots powerup, It should now function properly again.
- Updated Credits in Help screen, Credits screen and the .txt lump.
1.9.1 Changes :
- Bugfix: Fixed an issue that caused Rats to be Invulnerable to damage (sorry!).
1.9 Changes :
- Bugfix: Fixed being able to activate the Rotating walls secret more than once in E1M1.
- Bugfix: Fixed the Zombie Heads not being Kickable in E1M4.
- Bugfix: Fixed being able to Pick-up Deathmask through the wall in E1M4.
- Bugfix: Disabled the ablility to unlock the Deathmask secret by shooting the wall in E1M4, you now have to use the Zombie Heads to unlock it.
- Minor Improvement: Duke Nukem body and Rats are no longer counted as monsters, this should make it less annoying to get 100% kills on levels.
- Mod Compatibility: Fixed an odd bug that made Civilians damage players if Caleb addon wasn't loaded.
- Mod Compatibility: Moved Caleb Zandronum taunts to Caleb addon so Caleb taunts no longer replace the default player sounds if the user decides to load the mod with other addons or mods.
Known Bugs:
- E4M3 may cause a few rendering issues in OpenGL, this is due to a bug in the current GZDoom version, nothing game breaking.
Awesome! I never got to expireince Blood myself, well atleast I can with this mod!
I do not see the "zblood_bb.wad" in the package, I have to use the one that comes in 1.5?
Oh sorry, yea you have to use that one, I'll update the file.
So this is still gonna be for zdoom principally ? Because the maps could be improved with 3d Floors Slopes and GzDoom stuff
ZDoom does support 3D Floors and slopes.
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.
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
Use the latest stable GZDoom, not a dev build.
Im having the same problem except i tried both stable and dev builds and get the same problem
It should work now with 1.7 .
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!!!!
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.
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!!!
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.
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
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.
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!
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.
Status bar fixed! yayyy! didnt get much time to see anything else! Cacco 2017 award for speedy modder! lol
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 :).
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.
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.
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 :)
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.
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?
I am aware of these, I just decided to ignore them to focus on major issues first, Thanks for mentioning them though :)
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
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.
Also, quicksaving IS BUGGED. So when you die, you have to play the level from the beginning
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.
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
Nice job i hope you will make it compatible with gzdoom game play mods
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 :)
oh ok looking forward to seeing the rest of the blood maps in this.
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.
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.
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. :)
Thanks :)
Cools new version i was beginning to wonder if this was dead lol
I'm not dead .... yet :)
Lol i noticed but still glad to see this not being dead.
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?
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.
no problem
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.
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.
I tried launching the mod with Software, but somehow that has made the problem worse: the bottles now have the colours of a rainbow!
They render fine here, In fact I'm having the "Rainbow colors" issue in the OpenGL renderer, you sure you switched to Software renderer ?
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.
can you send me a screenshot ?