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Sergeant_Mark_IV

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About Sergeant_Mark_IV

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  1. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    Precisely. I believe this couldn't be done without Zscript, and Bolognese (just like ketchup was) will always be aimed towards compatibility with both sourceports.
  2. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    Wrong, the biggest issue is not the blood actors, but the gibs. To make it work with custom monsters and not modify anything, the script spawns gibs actors through ACS, and it's impossible to use the actor's blood color as a color translation for an ACS spawn script.
  3. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    Tried that. There is simply no way to check a monster's bloodcolor either with ACS or DECORATE.
  4. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    No, these mods are based on Ketchup, and the developer is still working on them. It would be more productive if he switched to Bolognese if he finds necessary. I am asking about mods in the same line of SmoothDoom (has monsters with blue or green blood, but becomes red when loading with my mod) I am putting back these remade gore scripts into BD. I am rewriting several lumps and simplifying several stuff, yes v21 will be way more clean than v20b, but not rewriting the ENTIRE mod.
  5. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    @Lampenpam it's included in the file. It's called bbgore_colored_blood_for_cacodemons_and_bruisers_vanilla.pk3 Anyway, if anybody has requests of addons to add colored blood for mods, feel free to post it here. Such addons takes seconds to make, and I plan to make an update next week.
  6. Sergeant_Mark_IV

    How important are complex room shapes?

    Cool room geometry is worth nothing if the rooms are not smartly interconnected, or if the monster encounters are poorly presented. SEWER.wad (the map that got added as a bonus map for the Xbox version of Doom) is a perfect example of how you can make the most non-euclidian map possible with the most stupidly drawn rooms ever, and still make it play like Wolfenstein. When mapping, I tend to favor rooms that resemble real places, and interconnect them with the least amount of corridors possible.
  7. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    Because to have Cacos and Bruisers that bleed blue/green blood you need to edit their DECORATE files (maybe Zscript can do that, but not in Zandronum obviously), and making it part of the base mod would ruin its compatibility with several mods.
  8. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    Version 2.0 is released. - Greatly improved gibs, added more animations, improved blood mist effects. - More garbage data deleted, filesize reduced from 1,1mb to 800kb. - Added colored green and blue gibs (they require an addon to work). - Fixed a bug that allowed Arch-Viles to resurrect exploded monsters, making them return as invisible creatures. - Now the players will also explode with gibs.
  9. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    First, you need Slade 3 to open and edit the mod. http://slade.mancubus.net/ Second, you will need to learn how to use MODELDEFs https://zdoom.org/wiki/MODELDEF Use MODELDEFs . There is already a MODELDEF file in this mod which is used to control the bloodspots, as they are 3D models. You can just copy and paste the definitions, and make them asign your 3D models to the gib pieces already coded into the mod (check the Meat.txt decorate file to know the actor names and their frames).
  10. Sergeant_Mark_IV

    Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released

    Yes, I plan to make an update later today, featuring an add-on that gives blue/green color to cacos/barons, the issue with the blood blocking the player's view will be fixed too.
  11. Download version 2.0: Mirror 1 (Google Drive): https://drive.google.com/open?id=1yaGLpS0b2dTfQUMbJsLR5rsY5lKhrUJa Mirror 2 (Mediafire): https://www.mediafire.com/file/c9lczhk7jd5iu2b/sm4BBgorev2.zip/file Bolognese is a more advanced version of Ketchup. It's up to date with Brutal Doom v21's gore effects, code has been entirely remade and is now easier to read, it performs better, has new features (uses sv_corpsequesize to control the maximum amount of bloodspots and gibs, and allows you to control the minimum gibing health) and now it no longer uses DECORATE code to spawn gibs, but it uses ACS to spawn them without touching the monster's original code, allowing it to work with custom monsters. Code is also sensitive to the monster's size, which spawns more gibs if you are killing bigger enemies. With a cleaner code, now it's easier to incorporate the system into your mod. Every actor is commented with their purpose explained. It uses aprox. 2300 lines of DECORATE code compared to Ketchup's over 5000 lines. It should theoretically run with anything, as long as it doesn't features sprites with the same name. So far I have tested it with Smooth Doom, Project MSX, Ashes 2063, Blade of Agony, Stronghold, Quake2Stuff, FreeDoom, DemonSteele, and DukeNukemThreeDee. Everything worked flawlessly so far. Is compatible with Zandronum 3.0, or any version of GZDoom newer than 1.8. Now everyone can stop harassing mod creators to make their mods compatible with Brutal Doom, because with this, you can now turn anything into Brutal Whatever. You can even remove the CVARs and load it with Brutal Doom to get Brutal Brutal Doom. Version 2.0 highlights: - Greatly improved gibs, added more animations, improved blood mist effects. - More garbage data deleted, filesize reduced from 1,1mb to 800kb. - Added colored green and blue gibs (they require an addon to work). - Fixed a bug that allowed Arch-Viles to resurrect exploded monsters, making them return as invisible creatures. - Now the players will also explode with gibs. Demonstrative video:
  12. Sergeant_Mark_IV

    Splitscreen Brutal Doom? Complex?

    You need two XInput controllers (Xbox controllers) connected, even if one player is going to use the keyboard. One XInput and one Directinput controller won't work either.
  13. Sergeant_Mark_IV

    GTA Doom. v5.0.1 - WIP

    The problem with this map is that you have zero one-sided lines. The entire city is being drawn by the engine at the same time. The solution to this would be 1) Dividing the map into "hubs" (not necessarily using Hexen-styled hubs, but dividing the islands with teleport lines so they can be rendered as different "rooms"), and 2) adding some invisible giant "walls" inside the tallest buildings so they could block the engine's view of what is behind it. If you want, I can take a look at this later to see if I can do something to improve the performance, and add vehicles. This is a very interesting project. Also, about the vehicles, some years ago I made a vehicle mod that could work with this.
  14. Sergeant_Mark_IV

    The Doom Movie is Canon?

    This does makes sense if you consider that Ultimate Doom actually takes place on Phobos and Deimos (or Tei Tenga, or whatever). It doesn't makes sense if you consider they reorganized the base to research teleportation technology, and only several years later Doomguy was sent there. Final Doom isn't canon. It's just Team TNT's fanfic which id saw an opportunity to monetize.
  15. Sergeant_Mark_IV

    On the topic of "the two doom communities"

    I couldn't agree with this more. If you are going for a vanilla-styled wad, with barely using custom textures and keeping an oldschool map design, go for Boom. But if for example, if you want to have realistic bridges then map for UDMF/Doom in Hexen Format and just use actual 3D bridges, and not the awful fake ones. Some maps becomes an ass to play online because of these bridges. Same case with the horrible archways without slopes (which sometimes can be averted by using a good combination of middle textures, such as in D2RELOAD, but most people tend to make these archways with sectors and it looks like ass). Given how Boom sourceports gets about 2 or 3 new megawads a year, and how ZDoom only gets a new megawad each decade, I really don't see the point of having this many people focused on producing Boom megawads, since their work is just gonna become one more number in the virtually infinite amount of already available similar content. Some people refuse to play ZDoom, even with all the compatflags enabled, going through an Olympics of mental gymnastics to explain why ZDoom is inferior because it crashes the compatibility with replays on every update and replays are absolutely important for the health of the community in this day and age when you can upload a video in five minutes, and just backport the installation in case the need to verify the validity of a replay is absolutely necessary, or maybe just stick with Zandronum which updates only each five years and compatibility never becomes an issue. Or in the worst cases, they just want to old sourceports because ZDoom can only emulate 99% of the experience of the original game and that clearly is not enough. EDIT: Sorry for the ridiculous 4 year necropost. Somebody linked this on Facebook and I thought it was a recent discussion. FFS
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