Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released
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Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released
Download version 2.0:
Mirror 1 (Google Drive): https://drive.google.com/open?id=1yaGLp ... sY5lKhrUJa
Mirror 2 (Mediafire): https://www.mediafire.com/file/c9lczhk7 ... 2.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.
Demonstration video:
https://www.youtube.com/watch?v=xW07VJBTjME
Mirror 1 (Google Drive): https://drive.google.com/open?id=1yaGLp ... sY5lKhrUJa
Mirror 2 (Mediafire): https://www.mediafire.com/file/c9lczhk7 ... 2.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.
Demonstration video:
https://www.youtube.com/watch?v=xW07VJBTjME
Last edited by Sergeant_Mark_IV on Tue Nov 20, 2018 11:16 pm, edited 1 time in total.
- Doomenator
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Re: Brutal Bolognese Gore Mod (the sucessor to Ketchup)
Excellently. I'll try to test it with other mods.
Re: Brutal Bolognese Gore Mod (the sucessor to Ketchup)
Nice, now I can load Bolognese over Bolognese over Brutal Doom to get Super Brutal Brutal Doom. Nice work
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- Location: Brazil
Re: Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released
just updated to version 2.0
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Re: Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released
Nobody noticed that the sprites of monsters other than imps and soldiers don't disappear after killing with rockets in coop, or am i the only one using this?
Re: Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released
That seems reasonable, since imps and and the various former humans are the only monsters that are gibbed in vanilla Doom.
"For the world is hollow, and I have touched the sky."
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Re: Brutal Bolognese Gore Mod (the sucessor to Ketchup) version 2.0 released
Yes doesn't explain anything though, only that one function of this mod only works in singleplayer. And as this goremod was posted 1 month ago in zandro forum i'm surprised nobody noticed.