ZBlood X

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: ZBlood X

#21

Post by CommanderKeenFsr » Thu Aug 30, 2012 7:04 pm

Nice to see that you're doing this.
I remember ZBlood's enemies being clones of Doom monsters rather than being accurate to Blood.
Good luck!

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Ivan
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RE: ZBlood X

#22

Post by Ivan » Fri Aug 31, 2012 11:25 pm

Yeah I'm going to continue development of this at a later date. TBD.
Last edited by Ivan on Fri Aug 31, 2012 11:25 pm, edited 1 time in total.
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RE: ZBlood X

#23

Post by Innomen » Wed Jan 02, 2013 4:18 pm

Ivan wrote: Yeah I'm going to continue development of this at a later date. TBD.
>.> Vaporware, awesome.

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RE: ZBlood X

#24

Post by Haze » Thu Jan 03, 2013 11:37 am

*Also waits* Ok, this looks more stable than zblud. From the looks of the video.

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RE: ZBlood X

#25

Post by porcelain echo » Thu Jan 03, 2013 12:51 pm

Sorry for barging in,guys.All I want to say is I will volunteer to be playtester if that is acceptable to you.I already know I would enjoy playing Zblood x very much.

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Ivan
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RE: ZBlood X

#26

Post by Ivan » Thu Jan 03, 2013 2:24 pm

Sure, I'll start the works of this in probably two weeks where I'll have much more spare time.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: ZBlood X

#27

Post by Monsoon » Thu Jan 03, 2013 6:59 pm

if you have room for more testers sign me up ive been wanting to play this since i saw the topic all those months ago

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RE: ZBlood X

#28

Post by Agentbromsnor » Sun Jan 06, 2013 6:42 pm

The thing that annoyed me the most in the ZDoom mod were the doors that went upwards like Doom doors. Are you going to use polyobject doors for this? I know there are some limitations that come with them, but I think it would contribute alot more to the original Blood's atmosphere.

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RE: ZBlood X

#29

Post by Ivan » Mon Jan 07, 2013 6:25 pm

Zeberpal wrote:
Torr Samaho wrote: We are proud to announce the release of Zandronum 1.0!
*Zeberpal stares at Ivan.
Yeah, I'm going to have something by the end of summer I guess.

Also, if anyone wants to map for the project I can send a small resource pack in a week or two.
Last edited by Ivan on Mon Jan 07, 2013 6:26 pm, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: ZBlood X

#30

Post by Cruduxy » Sat Jan 12, 2013 12:55 pm

Just wondering about the fate of this now that Ivan was banned.
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RE: ZBlood X

#31

Post by HexaDoken » Sat Jan 12, 2013 3:15 pm

You answer a question which can only be properly answered by Ivan - who is banned. It's obvious that you will most probably not receive a proper answer.

FYI, Ivan's ban expries on April, 11th. Wait until then or find a different way to contact him.

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RE: ZBlood X

#32

Post by doomjedi » Sun Jan 27, 2013 9:48 pm

As one who took part in the original zBlud project and made the HUD faces - I'm glad this is resurrected and upgraded.

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RE: ZBlood X

#33

Post by Zedek The Plague Doctor » Thu Apr 04, 2013 6:26 pm

Something to note: The alt-fire on the napalm launcher can kill other players. My guess is that it spawns a separate explosion. This has irked me forever, and it should be fixed. Just a heads-up.

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RE: ZBlood X

#34

Post by Valherran » Thu Apr 04, 2013 7:32 pm

Zedek The Plague Doctor wrote: Something to note: The alt-fire on the napalm launcher can kill other players. My guess is that it spawns a separate explosion. This has irked me forever, and it should be fixed. Just a heads-up.
It's supposed to, it's always been like that.

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RE: ZBlood X

#35

Post by Popsoap » Fri Apr 05, 2013 4:19 pm

Valherran wrote:
Zedek The Plague Doctor wrote: Something to note: The alt-fire on the napalm launcher can kill other players. My guess is that it spawns a separate explosion. This has irked me forever, and it should be fixed. Just a heads-up.
It's supposed to, it's always been like that.
It still isn't good to keep something like this in the mod. It screams trolltastic.

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RE: ZBlood X

#36

Post by -Jes- » Thu Aug 29, 2013 10:19 am

So... Behold a bump that would make necrophiliacs proud. Anyway, BUGREPORT for those who could ever care at this point.

The akimbo-powered Napalm Launchers' altfire can break if the player has less than 24 ammo, leaving the player unable to swap away from wielding 'nothing':

1555: TNT1 A 0 A_JumpIfInventory("GasolineCan", 12, 1)
1556: Goto AkimboReady
<--- No such state, should be Goto Ready
1557: TNT1 A 0 A_Light1

Other things like infinite, non-existing bloodpools (they don't have a spawn state) lagging out map15 and the last visible tommy altfire frame being TNT1.. Yeah.

I cooked up a dumb fix for this junk, complete with dumb decorate commentary.
Last edited by -Jes- on Thu Aug 29, 2013 12:09 pm, edited 1 time in total.

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RE: ZBlood X

#37

Post by Ivan » Thu Aug 29, 2013 12:50 pm

Good fix, but we are aware of those bugs anyway. Thanks for bringing those up again, though.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: ZBlood X

#38

Post by -Jes- » Thu Aug 29, 2013 12:52 pm

Ivan wrote: but we are aware of those bugs anyway
Figured. Still, people are bitching on the servers so cooked up something to use in the meantime.
Last edited by -Jes- on Thu Aug 29, 2013 12:52 pm, edited 1 time in total.

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RE: ZBlood X

#39

Post by Lollipop » Thu Aug 29, 2013 1:02 pm

Good luck with this Ivan, I look forward to seeing this in action when everything is fully ready.
The only thing that kept me from playing blood was the lack of freelook, it really screwed up my aiming capabillities.
Therefore I look forward to play this exact copy of blood when it comes out and I then actually can use freelook.
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RE: ZBlood X

#40

Post by Tux » Thu Aug 29, 2013 2:07 pm

Lollipop wrote: Good luck with this Ivan, I look forward to seeing this in action when everything is fully ready.
The only thing that kept me from playing blood was the lack of freelook, it really screwed up my aiming capabillities.
Therefore I look forward to play this exact copy of blood when it comes out and I then actually can use freelook.
ugh
there is mouselook in blood
ugh



ugh
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