ZBloodX Addon : Update 1.3 [12\9\2015]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

ZBloodX Addon : Update 1.3 [12\9\2015]

#1

Post by Cruduxy » Wed Sep 17, 2014 8:27 pm

Version 1.30 is latest version.
Use compat version F with 1.23 unless you want fanatics to ruin your games!
Get 1.30 in http://zandronum.com/forum/showthread.p ... 2#pid86052
This first post will still link to 1.23 for people who want to play the doom compat patch


So you liked playing blood but then found zblood too watered down from the original? Then this addon is for you. Major features include :
  • Use fire weapons to set enemies on fire! Enjoy them burning down while their screams make a melody to your ears.
  • Blow up both enemies and yourself with tnt similar to the original.
  • Carpet the floor with proximity boms. And set up devious bombards with remote dynamites!
  • Burn down everything in your way with Napalm and lifeleech attacks.
  • Fight strong enemies that are resistive to certain weapons and follow specific tactic to murder you.
  • Gill Beasts swim whenever they can, they'll not forget to eat you while doing so.
  • Enjoy getting poisoned, twirling vision and hell hands choking you to death.
  • Everything has abyssmal mass, they'll go flying when hit by explosions.
  • Kill innocents! Watch monsters kill innocents! Watch zombies chase them around! Just don't spare them...
Spoiler: Screenshots (Open)
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Blow enemies and yourself up!
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Slowly cook enemies with fire weapons.
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Cover your flanks with proximity and remote dynamite.
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Altfire for different attacks. Careful with these!
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Send enemies flailing when they are fully burned. Gib them in too many ways to count as well.
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Enable brightmaps for better atmosphere!
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Don't rush into areas or you might end up food.
Download Links :
ZbloodX link : http://www.[bad site]/download?file=zbloodxv1.1.wad
Addon Download Link : http://www.[bad site]/download?file= ... on1.23.pk3
Additional file for easier playing on Doom maps : http://www.[bad site]/download?file= ... doom2f.wad

Wad order to play this addon:
1)ZbloodXv1.1.wad.
2)The addon file.
3)If you are planning to play on doom maps load ZbludInDoom
4)The files for your maps. If you don't load any you'll play on doom2 maps.

You can get the maps for zblood here http://www.[bad site]/download?file= ... ficial.wad

Useful extra commands:
1)Make sure to F1 ingame if you didn't play Blood before.
2)GL_Use_Models 1 : This makes blood splats on floor a lot better.
3)Enable brightmaps with GL_Brightmap_shader 1
Some weapon animations are better while this is on. You'll also be able to see monster glowing eyes in darkness.
4)You can get rid of choking hands by spamming the use button. You should be adviced to do so while being choked. Additionally you can kill the hand by hurting yourself with tnt -even 1 damage, don't kill yourself!-

Patch notes for people that read them?
Spoiler: Version 1.23 (Open)
=======================
1.23
OverSights
And
Nightmares
=======================

*Fixed IT BURNS playing whenever the player is shot if he was burned even once.
*Players will now pass each other. You can even pull silly mind tricks
on opponents through this.
*Improved the hit detection of fire weapons
*Updates to FlareGun:
Better synced the weapon's animations.
If the shot target is upclose to the player, they will burn faster.
Altfire will burn caleb longer.
*Flaregun now burns nearby targets faster.
*Burning damage while already on fire will extend the previous duration.
*Enabled brown cultists to throw tnt once again.
*Updates to zealots [Blue Cultists]
Kept their windup time but they'll attack rapidly afterward
Can now throw proximity TNT. -Even if it isn't in original blood.
Isn't really that much of a buff. If you are running in the open you'll die regardless.
HP doubled
Pain chance reduced.
*Updates to Aclyotes [Green Cultists]
They'll randomly throw their tnt at the player's direction
Their tnt can and will push the player back while sliding
Possibly to a painful death.
+25 Max Hp
*Health Pickup cannot push caleb while flying.
*Inverted the previous nerfs to grey and brown cultists
Grey cultists now only shoot 2 warning shots instead of 6. and their damage increased
Brown Cultists no longer deal pistol damage with their attacks.
*Increased the explosion range of cultist tnt
*Phantasm : Removed all nerfs due to the maps having way less of them.
Damage nerfs are gone.
They gained back the 100 hp they lost.
Reduced pain chance.
Will spend way less time in -hit me am slowed- mode.
Extra damage from weapons gone.
*Inverted the resistance changes to stone gargs and spider mothers.
*Butcher's vomit effects will no longer push players.
=======================
1.22
Cleanup Update
=======================
*Small visual changes are not listed here.
*Updated red spiders poison
Will no longer cause an earthquake
Is now Cumilative instead of stacking.
Duration and intensity will increase if too many spiders bite caleb.
Closer to original poisoning than the previous one.
Screen gets an orangish hue while poisoned.
Doesn't continue if the player dies.
*Changed spider mothers hp
The first 2 of them on the map will have 2000 hp.
All others will have 1000 less hp.
-That is, custom spawned ones with above 2000 hp will have 1000 less hp.
This should reduce how grindy some maps are currently.
*Fire Weapons will now burn targets over time
Timing your shots will allow you to kill things with minimal ammo usage.
Spraycan burns the target every 25 shots.Targets behind original only suffer ripper damage.
The player himself can catch on fire damage from many sources.
Enter water to put yourself out.
Players being burned from some sources will die and not give a frag to the enemy.
Includes spraycan altfire and hellhound attacks.
Flaregun and spraycan main shot burns are non-lethal but tick health rapidly.
*Flareguns will now home on targets with extreme accuracy. -In blood, it was a challenge itself to miss with this thing!
If the flaregun cannot fire a burning shot -cursor not directly on target.
It'll shoot the old high damage projectile instead.
-Damage output is nearly same just that it burns targets faster-
Altfire flare will burn the player if it explodes nearby him\her.
*Reworked LifeLeech so it isn't a fire copy of tesla rifle :
Now shots recover 1hp and ammo whenever they hit anything that has blood.
Before players could use spirit armor as ammo, now it steals 4 of it per shot and damages you at same time.
If you don't have essence power you'll take 2 damage up from 1
Making it a great weapon ONLY if the player plans carefully when to use it.
Gave it twinkling component to the shot trails.
*Updates to Hell Hands
Previously, only one player could be choked at any time. No longer it is a case.
Instead of suiciding on a player already being choked, the hand will run around at fast speed.
Added burn death animation.
Slightly -very low- increased the spawn chances of them since they are no longer as op as before.
Fixed the player becoming immune to choking sometimes after respawn.
*Updates to Spiders
Improved the animations and behaviour of spider mothers.
Improved the walking animation of little spiders.
Spider Mothers are no longer blocked by their kids.
Spider Mother might push caleb off high areas.
Increased Green Spiders poison damage a bit.
Spiders take a lot higher damage from fire now.
If spiders see the player is holding a spraycan, they'll freak out and run around.
Some spiders are now "climbers" and will lend a hand for other spiders to climb.
Nerfed the speed at which spider mothers breed.
*Updates to Hell Hounds
Improved their jumping around. They won't suddenly appear on floor anymore.
Their breath attacks will put the player on fire.
It does way less damage as well.
HellHounds will attempt to bite burning players until fire ends.
HellHounds bites will deal more damage to burning players.
They will attempt to jump to avoid sequential attacks.
*Increased the number of rats that spawn.
*Fixed remote dynamite spawning with the sprites of proximity dynamite.
Also fixed its weapon animations randomly glitching.
*If the player doesn't have enough ammo to altfire tesla rifle, it'll do a normal fire burst instead.
*Phantasm melee damage is now a set 42 instead of random between 8 and 80...
Their missiles also deal 23 damage.
Overall they no longer can kill players with just 2 melee attacks.
Getting combo'd by their melee then missile is still dangerous.
*Hopefully reduced the randomness of tnt damage registering and explosives spawning.
*Fixed the playr's "It Burns" sound repetation.
*Updates to GillBeasts
GillBeasts will idle if there is no player around them for a while.
They can also leave water -This sadly doesn't work on the default maps because of the mapping style..
If you load a mapset with lots of waters and cacodemons you might get to see it.
*Updates to Cerberus
Will attempt to attack in a pattern to clear the area.
Has a bit higher attack initiation time.
Now the fight with him is less luck-based and more timing based.
Sorry people with high pings you might have a terrible time vs them.
*Buffed the attack speed of tesla akimbo and made its altfire do normal attack
*Reduced the duration of GunsAkimbo -down 7 secs-
Spoiler: Gigantic Changelog (Open)
Implying anyone reads these, Here we go!
=======================
1.21
Testing Bug Fix
=======================
*Proximity and remote Dynamites less buggy.
*Proximity and Remote Dynamites spawn chances raised.
They also come with 3 ammo instead of 1.
*Gillbeast really loud breathing can be heard from a much smaller distance.
Same for feast screams.
*Fixed the stupid "fix" that rekt akimbo weapons and made them use different ammo types
Also fixed Voodoo getting lost the moment it hit an enemy.
*Made more stuff +CannotPush to get rid of artificial lag caused by many objects.
Most importantly added it to phantasms for balance.
*Nerfed spiders poison duration and intensity.
*Buffed innocents speed by 1.
*Upon respawn, caleb will get a shotgun. -regardless of gamemode and cvars-
*Caleb Movement forward speed slightly increased.
*You can now get rid of choking hands by spamming use
1\3 chance per "choke"
Can still get rid of them fastest using explosives -always success-
========================
1.2vvv
Gigantic Gameplay
Patch
========================
If you want to play this version on doom maps use ZBludInDoom2.wad with it.
You'll still encounter silly graphic bugs but nothing too wild.

Some modifications in this version haven't been documented before I forgot to.
Big Changes:

*Working Proximity TNT available
They are extremely rare.
Triggered by sensing physical objects beyond floor -includes doors\walls-
Do not use around gibs or below doors.
When triggered by someone other than original thrower they'll trigger a slowing tripwire.
The tripwire doesn't trigger if original creator steps on it.
It might not explode on original user sometimes as safety leeway.
The tripwire triggers when it is destroyed. In this case it'll stun its original user.

*Added Remote Dynamite
Similar to Proximity dynamite, they are rare.
Triggered in several ways:
A)Getting shot down
B)Proximity tripwire activates them from a distance similar to its stun distance.
You can save powerup traps with remote dynamite without wasting proximity
C)Activation via the remote control.
Watch out! Step damage affects them, they'll only take so much before exploding
Monsters can't sense them

*Reduced the player's mass to slightly less than half. This will allow some new monster attacks.
Gargoyles bone reworked. Now it isn't a ripper, instead it'll push the player back while snapping in their face, causing a small amount of damage. -getting swarmed with them is still deadly-
Fanatics will push you back making it harder to melee them.
Stone Gargoyle will try to send you flying then kills you midair.

*Removed stonegarg invincibility frames because they are retarded for gameplay.

*Tchernobog should no longer lag the hell out of servers -hopefully-

*Voodoo Self-Damage part no longer usuable to lag the server.

*Phantasms should spend less years hiding in walls.

*Fixed burned spiders not lowering the amount of alive spiders.

Misc. Changes:

*Spiders poison now lowers in intensity as it closes up to ending.
This makes getting swarmed by spiders a little bit less stupid.
*Hand choking animation made a bit darker so it doesn't shine like crazy.
*Spiders can pass each other once again.
No more spider rape mountains.
Spider mothers can now climb areas the player can reach by jumping. Beware.
*Increased spider "spawners" size to match normal spiders. This should reduce spiders stuck in stuff and walls.

*Butcher's cleavers now try to push away caleb so the butcher can kill him with vomit
Butcher's cleaver now deals damage using its trailers.

*Rewrote some obits
*Voodoo doll is now a silent weapon. All under appreciated weapons are now silenT?!
*Phantasms no longer cause a silly pain animation when they melee Caleb.
*Fixed being burned going to pain state instead of dying.
As a side effect, fixed : killing other players with fire in DM will heal you by 100 hp.

*Fixed zombie voodoo death animations.
*Increased most of the drop chances for ammo.
*No longer uses the screaming end music for maps.
*Bullets that hit near the player's position might play a ricochet sound.
*Reduced the chance choking hands spawn even more. Now you'll encounter them less
on the sad side that means they are more likely to catch you offguard.
*Fixed some lag generating stuff like pitchfork performing 10 checks per sec for some reason :|

* Zombies now fake at the same speed as normal death.
* Changed dangerous world to spawn tnt sometimes. Including proximity and remote.

========================
1.2VV
========================
* All stone gargoyle resistances =except tesla= have been lowered.
Fixed them not taking a lot of damage from tommy guns as well.
Stone gargoyles no longer immune to stomping. In fact it does double its
low damage to them.
* Reduced spider mothers resistance to fire and flares, Fuck consistancy
with original until someone decides to fix the stupid maps with 3-5 mothers.
* Choking hands no longer deal 70 damage on first touch.
Choking hands can be killed more reliably while choking you using explosive damage
Being choked now only causing strangled pain sound, Not both it and normal pain sound.
* Spider spam limit is now 150 down from 200
Because they are more dangerous. And to further help reduce lag spikoreino.
* Spiders can now form a ball of death
Spiders can bite jumping players if they are left to breed to large numbers
Spiders no longer pass each other, they'll cover a larger area left unchecked!
Spiders are weaker to fire, making it even better than before at killing a swarm of them.
* Nerfed cultists initialization speed on attacks.
Fanatics now shoot a low damage shot, 3 shots that never hit then start their real attack damage
Brown cultists weren't nerfed like grey ones.
* Dynamite no longer alerts monsters just by lighting its fuse on fire.
You can now ambush enemies and they'll realize that too late.
* Flaregun will not alert enemies except for its altfire shot.
Is now a great weapon to single out enemies one by one.
* Nerfed choking hands beyond epic dodging of shell attacks due to hitbox size.
It was a pray to RNG to hit them.
* Morons hp buffed to 80
Morons will cause nearby enemies to target them.
Enemies take damage if morons are running around them. This damage is only significent on spiders and rats though.
Morons speed buffed by 3.
* Pitchfork deals 50% extra damage to gargoyles. Armless players rejoice.
* Players now get some ammo on their respawns to prevent full defeats in maps lacking ammo
+3 Dynamite sticks on respawn.
Some flaregun and shotgun ammo on respawn.
* Fixed tesla cannon pick up message being pron misspelled.
* Bothered adding my nickname to the credits because so ppl stop spamming I
am pretending to be updating it and is just admin.
* F1 help page now gives vital notes on how to play the game successfully.

========================
ZZZZ X 1.2V
========================
* SpiderMothers no longer take 60 times the damage from pitchfork!
* Phantasms hp reduced because of how rage inducing they are
* Dangerous world shifted around
* Choking hands now less luckly to do nothing when they reach caleb
* Modified some monster stats to be more challenging instead of dull :P
* Teleportation fog should now disappear..
* Increased fanatic's pain chance and you have more tic before they spray you to death
* Spraycan altfire burn duration slightly buffed, now zombies less likely to survive it
* Zombies no longer repeatedly unfake and attack if you use close weps to kill them -aka rape fork users-
* Napalm altfire now actually causes an earthquake when they explode instead of nothing happening
Buffed its damage slightly, it is still rarely useful but heavily demolishes stacked enemies.
* Annoying sounds now have limited max distance
Phantasms no longer echo the entire map
Stone gargoyle is dramatically more discrete while moving around
Added wing sound to gargoyles, its from hexen
* Spider mothers max spider count is now limited. It is also intentionally breakable if there is a lot of spiders
Spider mothers will be unable to spawn anything until next map when this break happens.
* Spider poison no longer limited to ruining horizontal aim.
* Added brightmaps to some stuff ,most visible on monsters.
* Improved Napalm -solo- and Spray can weapons animations.
* Nerfed spider mothers because everyone hates them thx to mappers.
========================
ZZZZ 1.1
========================
* Removed the experimental stuns, It was a stupid idea to add them..
* Misc improvements to shotgun and tommy
* Stone gargoyles active sound is no longer global.. phantasms still same
* Fixed phantasms getting stuck in walls, making maxing a level impossible and sometimes camping walls and killing people with scythe
* TNT was falling a bit too quickly, now its slightly easier to use most of time -CALL GG IF YOU TRY TO TNT GARGS-
* Fixed faking zombies getting hit with tesla alt gaining permanent immunity to non-AOE damage
* Fixed a missing letter in spraycan causing it to steal ammo without throwing anything if you hold altfire for 2 tics
* Some minor weapon fixes and visuals
* Blood effects hopefully more acceptable
* Napalm altfire now a bit more useful, no longer only kills if you hit someone with all shots in a small cabient..
* Spiders burn animation, they also dont lag everyone when they die -waaaaaaaay less blood-
========================
ZZZ 1.1
========================
* Choking hands no longer cause the client to crash upon killing him
* Slightly improved choking hands animation while strangling, it is still shit
* Red spiders now impair ability to aim instead of retarding caleb
* Getting bit by a lot of red spiders however, will do similar to the old effect
* Heavy hits on head now confuses caleb for a few seconds..
Monsters who can hit calebs head are Gargoyles (Both), Zombies (Very very low effect though)
* Thrown weapons no longer hit faking zombies, ex : tnt over a faking zombie used to explode midair and kill caleb.
* Fire now less boring
* Phantasms have a new trick, be careful! also bigger melee range
* Shial tries to move to side when she enters pain -or the good old jeronemo in face
* Red Spiders cover more area while chasing caleb around
* Butchers try to move to sides if they are being hit heavily
* Brown cultists got their tnt spam back :O
* Gargoyles move less jittery
* Stone gargoyle now tries to go up more often
* Certain monsters have extra bloody deaths
* Replaced the shitty win music with enemy screams :D
* Fixed a wrong frame in napalm launcher
* Some enemy melee damages less randomized, mostly they hurt the same
========================
ZZ 1.1
========================
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
*)Gill beasts a bit slower to murder people and hp reduced
*)Gargoyles a tiny bit weaker
*)Phantasm are now way scarier
*)TNT max levels no longer throw tnt into outer space
*)Altfire on tnt will put it where you are standing
*)Tommy animations less weird
*)Blood splats are a bit better
*)Less red-walls from dead zombies
*)World is a bit less safer now -aka more random-
*)Zombies will run around happily after murdering you
*)Zombies no longer iddqd while faking -tnt them plz-
*)Shial now spawns less spiders
*)Brown spiders are now more annoying
*)Shial now spawsns way less green spiders...
*)No more teamkilling with tnt
*)Altfire tnt does less damage than directly booming it into someone's face
*)Destroy gibs and stuff from your newest victims
*)The hand is here to swallow your soul!! Needs better animation..
*)Free innocents from wretched lives
*)Cerberus now more difficult to lame out
*)Armor chipping is gone -Ressurect cheat will disable armor-
*)Life leech is now less useless in bloodbath -it wasn't stealing life at all-
*)Tesla and sg less op in DM
*)Free yourself with tnt from cursed hands!
*)Removed a null call in akimbo napalm
*)Voodoo can hit faking zombies
*)Brown spiders effect is additive now
*)Tripled duration of spider dizziness
*)Fixed altfire tnt last levels durations
*)Phantasms will sometimes spin reverse-clockwise at double speed
*)Phantasms will move through walls while incorporeal -Or they'll suicide with spinning-
*)Phantasms spam souls less
*)Buried zombies lurk around.. TNT em
*)Flying blood no longer cause a pain orgy
*)Green cultists now fail aim just like original
*)Red cultists gone for now
*)Few misc ACS changes
*)Life leech now damages and lowers armor at once like original
*)Life leech fully heals upon killing another player -- Best weapon vs tesla
*)Some enemies now gib into 2 hands/eyes AS THEY SHOULD'VE BEEN
*)Blood on floor now looks considerably better
*)Moved blood rain to Flying blood instead of trailer
*)Monsters deal even less damage on 2nd&1st difficulty.. wtf they were horribly hard
*)RollOff of some sounds gone
*)Shial is less agressive upon sight and jumps more randomly around
*)Tesla no longer teaches zombies fake 1o1
*)Replaced dead bodies with decapicated innocents
*)Zombies no longer thrust monsters into their death upon waking from a fake
*)Gargoyles appearantly better at dodging projectiles.. OH SHIT
*)Zombies no longer cheat pass all other zombies before their first fake
*)some stuff I can't even remember
This is an addon for ZbloodX from the following thread :
http://zandronum.com/forum/showthread.p ... ght=Zblood
It is almost nearly as old as that as well.
Last edited by Cruduxy on Sat Sep 12, 2015 5:25 pm, edited 1 time in total.
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Ivan
Addicted to Zandronum
Posts: 2197
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: ZBlood X : Addon 1.2VVV

#2

Post by Ivan » Thu Sep 18, 2014 8:08 am

Good to see someone is working on this.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Zeberpal
Forum Regular
Posts: 457
Joined: Mon Jun 04, 2012 6:55 am

RE: ZBlood X : Addon 1.2VVV

#3

Post by Zeberpal » Thu Sep 18, 2014 12:06 pm

There is missing "g" in Addon download link. I was lazy to download it manually, so I found a server already hosted with it. Unfortunatelly for me being bad at coop, it was hosted with Alien Vendetta. I could not pass the start of map01. D2 is very challenging now. Then I moved to normal Zblood server, and it was pure fun! Somehow I felt like Caleb is more fat compared to original.
P.S. How to shake off that bad hand? I tried to tap USE like in original, it did nothing though. Then I F1'd, but it had skulltag survival info screen. Perhaphs you want to replace this picture too.
Last edited by Zeberpal on Thu Sep 18, 2014 12:07 pm, edited 1 time in total.
Image Image

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: ZBlood X : Addon 1.2VVV

#4

Post by Cruduxy » Thu Sep 18, 2014 2:20 pm

Bump for version 1.21
Spoiler: Updates (Open)
=======================
1.21
Testing Bug Fix
=======================
*Proximity and remote Dynamites less buggy.
*Proximity and Remote Dynamites spawn chances raised.
They also come with 3 ammo instead of 1.
*Gillbeast really loud breathing can be heard from a much smaller distance.
Same for feast screams.
*Fixed the stupid "fix" that rekt akimbo weapons and made them use different ammo types
Also fixed Voodoo getting lost the moment it hit an enemy.
*Made more stuff +CannotPush to get rid of artificial lag caused by many objects.
Most importantly added it to phantasms for balance.
*Nerfed spiders poison duration and intensity.
*Buffed innocents speed by 1.
*Upon respawn, caleb will get a shotgun. -regardless of gamemode and cvars-
*Caleb Movement forward speed slightly increased.
*You can now get rid of choking hands by spamming use
1\3 chance per "choke"
Can still get rid of them fastest using explosives -always success-
Sorry but people will have to redownload the whole thing because the "fix" wad ruined too many things to fix 1 wep.

Doom patch got a new version that fixes map07.
Zeberpal wrote: There is missing "g" in Addon download link. I was lazy to download it manually, so I found a server already hosted with it. Unfortunatelly for me being bad at coop, it was hosted with Alien Vendetta. I could not pass the start of map01. D2 is very challenging now. Then I moved to normal Zblood server, and it was pure fun! Somehow I felt like Caleb is more fat compared to original.
P.S. How to shake off that bad hand? I tried to tap USE like in original, it did nothing though. Then I F1'd, but it had skulltag survival info screen. Perhaphs you want to replace this picture too.
Thanks for the feedback. The newest update allows getting rid of hands with the use button -In previous versions, any explosive damage would get rid of them-. Slightly increased caleb's forward speed as well.
F1 page was being covered by that annoying f1_coop file. I hate that thing :Z

As for AV, ye first map is hard as hell I just skip it and then its bearable -Although I've already nerfed phantasms to the floor with paper hp and minimal resistances instead of immune to almost everything beside bullets.
Last edited by Cruduxy on Thu Sep 18, 2014 2:25 pm, edited 1 time in total.
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Pawlacz
 
Posts: 19
Joined: Wed Sep 10, 2014 8:28 pm

RE: ZBlood X : Addon 1.21

#5

Post by Pawlacz » Thu Sep 18, 2014 3:22 pm

Cruduxy wrote: The newest update allows getting rid of hands with the use button -In previous versions, any explosive damage would get rid of them-. Slightly increased caleb's forward speed as well.
F1 page was being covered by that annoying f1_coop file. I hate that thing :Z
Sounds good.
Cruduxy wrote: I've already nerfed phantasms to the floor with paper hp and minimal resistances instead of immune to almost everything beside bullets.
In my opinion it would be sufficient enough if the phantasm would "flash" a bit from time to time instead of having the player going near to him as currently or the previous version of it, the phantasm is hard to kill on area where there is alot of obstacle it would be doable against 1 phantasm but against 2 phantasm it is much harder well atleast for me anyway.

Otherwise it is pretty much a good mod
my image album link: http://imgur.com/a/thn3O#0

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: ZBlood X : Addon 1.21

#6

Post by Cruduxy » Sat Sep 20, 2014 7:32 pm

Version 1.22 of the addon is ready for play!

This version has some bugs but nothing gamebreaking.

This update focused on fine-tuning whacky mechanics and adding things every blood fanatic loves. Updates that have been widely asked for are colored for easier search.
Spoiler: Update Notes (Open)
=======================
1.22
Cleanup Update
=======================
*Small visual changes are not listed here.
*Updated red spiders poison
Will no longer cause an earthquake
Is now Cumilative instead of stacking.
Duration and intensity will increase if too many spiders bite caleb.
Closer to original poisoning than the previous one.
Screen gets an orangish hue while poisoned.
Doesn't continue if the player dies.
*Changed spider mothers hp
The first 2 of them on the map will have 2000 hp.
All others will have 1000 less hp.
-That is, custom spawned ones with above 2000 hp will have 1000 less hp.
This should reduce how grindy some maps are currently.
*Fire Weapons will now burn targets over time
Timing your shots will allow you to kill things with minimal ammo usage.
Spraycan burns the target every 25 shots.Targets behind original only suffer ripper damage.
The player himself can catch on fire damage from many sources.
Enter water to put yourself out.
Players being burned from some sources will die and not give a frag to the enemy.
Includes spraycan altfire and hellhound attacks.
Flaregun and spraycan main shot burns are non-lethal but tick health rapidly.
*Flareguns will now home on targets with extreme accuracy. -In blood, it was a challenge itself to miss with this thing!
If the flaregun cannot fire a burning shot -cursor not directly on target.
It'll shoot the old high damage projectile instead.
-Damage output is nearly same just that it burns targets faster-
Altfire flare will burn the player if it explodes nearby him\her.
*Reworked LifeLeech so it isn't a fire copy of tesla rifle :
Now shots recover 1hp and ammo whenever they hit anything that has blood.
Before players could use spirit armor as ammo, now it steals 4 of it per shot and damages you at same time.
If you don't have essence power you'll take 2 damage up from 1
Making it a great weapon ONLY if the player plans carefully when to use it.
Gave it twinkling component to the shot trails.
*Updates to Hell Hands
Previously, only one player could be choked at any time. No longer it is a case.
Instead of suiciding on a player already being choked, the hand will run around at fast speed.
Added burn death animation.
Slightly -very low- increased the spawn chances of them since they are no longer as op as before.
Fixed the player becoming immune to choking sometimes after respawn.
*Updates to Spiders
Improved the animations and behaviour of spider mothers.
Improved the walking animation of little spiders.
Spider Mothers are no longer blocked by their kids.
Spider Mother might push caleb off high areas.
Increased Green Spiders poison damage a bit.
Spiders take a lot higher damage from fire now.
If spiders see the player is holding a spraycan, they'll freak out and run around.
Some spiders are now "climbers" and will lend a hand for other spiders to climb.
Nerfed the speed at which spider mothers breed.
*Updates to Hell Hounds
Improved their jumping around. They won't suddenly appear on floor anymore.
Their breath attacks will put the player on fire.
It does way less damage as well.
HellHounds will attempt to bite burning players until fire ends.
HellHounds bites will deal more damage to burning players.
They will attempt to jump to avoid sequential attacks.
*Increased the number of rats that spawn.
*Fixed remote dynamite spawning with the sprites of proximity dynamite.
Also fixed its weapon animations randomly glitching.
*If the player doesn't have enough ammo to altfire tesla rifle, it'll do a normal fire burst instead.
*Phantasm melee damage is now a set 42 instead of random between 8 and 80...
Their missiles also deal 23 damage.
Overall they no longer can kill players with just 2 melee attacks.
Getting combo'd by their melee then missile is still dangerous.
*Hopefully reduced the randomness of tnt damage registering and explosives spawning.
*Fixed the playr's "It Burns" sound repetation.
*Updates to GillBeasts
GillBeasts will idle if there is no player around them for a while.
They can also leave water -This sadly doesn't work on the default maps because of the mapping style..
If you load a mapset with lots of waters and cacodemons you might get to see it.
*Updates to Cerberus
Will attempt to attack in a pattern to clear the area.
Has a bit higher attack initiation time.
Now the fight with him is less luck-based and more timing based.
Sorry people with high pings you might have a terrible time vs them.
*Buffed the attack speed of tesla akimbo and made its altfire do normal attack
*Reduced the duration of GunsAkimbo -down 7 secs-
Download Link : http://www.[bad site]/download?file= ... on1.22.pk3

Doom2 patch got a minor patch. It just reduced the hp of phantasms and gargoyles in it. -Beside getting everything in the main patch if that counts!
http://www.[bad site]/download?file= ... doom2d.wad
Last edited by Cruduxy on Sun Sep 21, 2014 12:38 am, edited 1 time in total.
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RE: ZBlood X : Addon 1.22

#7

Post by Cruduxy » Mon Sep 22, 2014 12:16 am

A new updated version of the addon is available now. As well as new versions of the additional file to guarntee better gameplay experiences.
Download links and screenshots in the main post


unofficial update to monster placements in the mappack :
Why : The previous maps were VERY clusterfucked with enemies. Any improvement to an enemy needed 3 nerfs to balance it out. Cultists weren't hiding to shoot your back.
And the biggest reason, there was way too many Spider Mothers\Gargoyles\StoneGargoyles\Phantasms around. The spider mothers especially were bringing the game to a paranoic snoozefest. 10 gargoyles in one room was practically impossible to survive.

This unofficial version of the mappack isn't flawless but is a lot better to play. The later challenging levels remain challenging but added some "checkpoint" areas for multiplayer which people can back to saving time.

Update to the doom compatibility patch:
Butchers that replace doomimps no longer deal shittons of damage within a second. A lot of the other monsters have been tweaked around again and hopefully this version is playable instead of being nightmare tier difficulty.

Ninja Update to the doom compat patch :
http://www.[bad site]/download?file= ... doom2f.wad
Enabled more items to drop and removed the fanatic buff in doom 2 maps.

updates to the addon:
*Improved fire weapons again. Made fire cumilative etc.
*Also improved the player himself getting burned alive.
*Some monsters that were nerfed for the mappack had their nerfs reduced.
*Players passing through each other is now default. Doesn't include your attacks.
*Aclyotes and Zealots were improved overall. -Green and blue cultists-
Spoiler: Full update notes (Open)
=======================
1.23
OverSights
And
Nightmares
=======================

*Fixed IT BURNS playing whenever the player is shot if he was burned even once.
*Players will now pass each other. You can even pull silly mind tricks
on opponents through this.
*Improved the hit detection of fire weapons
*Updates to FlareGun:
Better synced the weapon's animations.
If the shot target is upclose to the player, they will burn faster.
Altfire will burn caleb longer.
*Flaregun now burns nearby targets faster.
*Burning damage while already on fire will extend the previous duration.
*Enabled brown cultists to throw tnt once again.
*Updates to zealots [Blue Cultists]
Kept their windup time but they'll attack rapidly afterward
Can now throw proximity TNT. -Even if it isn't in original blood.
Isn't really that much of a buff. If you are running in the open you'll die regardless.
HP doubled
Pain chance reduced.
*Updates to Aclyotes [Green Cultists]
They'll randomly throw their tnt at the player's direction
Their tnt can and will push the player back while sliding
Possibly to a painful death.
+25 Max Hp
*Health Pickup cannot push caleb while flying.
*Inverted the previous nerfs to grey and brown cultists
Grey cultists now only shoot 2 warning shots instead of 6. and their damage increased
Brown Cultists no longer deal pistol damage with their attacks.
*Increased the explosion range of cultist tnt
*Phantasm : Removed all nerfs due to the maps having way less of them.
Damage nerfs are gone.
They gained back the 100 hp they lost.
Reduced pain chance.
Will spend way less time in -hit me am slowed- mode.
Extra damage from weapons gone.
*Inverted the resistance changes to stone gargs and spider mothers.
*Butcher's vomit effects will no longer push players.
Last edited by Cruduxy on Mon Sep 22, 2014 7:20 pm, edited 1 time in total.
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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#8

Post by Zergeant » Fri Jul 10, 2015 2:02 am

Necro bump, but with good reason. Hosting a server works fine, but attempting to join it slaps you with a "Protected lump authentication failed" in your face, this goes for any player that tries to join. Pretty severe and cripples the mod to singleplayer only.

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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#9

Post by Cruduxy » Fri Jul 10, 2015 1:06 pm

The version in this is outdated. Can you try the instructions in http://forum.zdoom.org/viewtopic.php?f= ... +x#p784713 first post for help?

Btw there is an even newer version on http://www.[bad site]/wads . Just search for zblood and you'll find version 1.26.
I never got to work more on this mod but if its broken I'll fix it.
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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#10

Post by Zergeant » Fri Jul 10, 2015 1:41 pm

Must be a bug in Doomseeker or something because I booted the server up today with the same wads as yesterday and suddenly I could join it. But then I changed zbloodaddon1.23.pk3 for 1.26 and it went back to "protected lump files". It seems that if you want to change the wads you'll have to close down and re-open Doomseeker before hosting again.

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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#11

Post by Cruduxy » Fri Jul 10, 2015 2:16 pm

Good to hear. If you find anything game braking I'll try to fix it.
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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#12

Post by Zergeant » Fri Jul 10, 2015 2:46 pm

Well since you mentioned it, killing the Spider Mother at the end of Map 7 (Camp Crystal Lake) doesn't open the exit door. In the wad zbludmapsv1.1 where there is a Cerberus instead, it does open after killing the Cerberus. Might have something to do with BossDeath triggers in the Decorate.

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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#13

Post by Cruduxy » Fri Jul 10, 2015 5:17 pm

Checked the decorate and you are right. I have it disabled but didn't note why I originally did that so I can't remember.

Personally I think that map is broken beyond belief and shouldn't even be played. The only reason people liked it is because it is fun. But I have no idea why is it mapped like that (Water teleporting people outside map, crashfests, traps not always working). If the spidermothers break another map I'll do a fix wad but if its just this map I'd just delete this map from map rotation every single time.
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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#14

Post by Zergeant » Fri Jul 10, 2015 10:32 pm

Indeed it is, cannot remember the number of times we've had to restart that map because of everyone getting teleported outside. I can try and check some other maps since I suspect the reason you disabled it is because killing Spider Mothers with BossDeath triggered sectors prematurely in some maps.

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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#15

Post by EnsaladaDeTomate » Wed Aug 26, 2015 6:02 pm

Will tesla cannon's akimbo alt fire from plasma pack be added in the future?

Heres a video showing it btw:

https://youtu.be/RYXNUnbP68k?t=226

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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#16

Post by Cruduxy » Thu Aug 27, 2015 11:08 am

I doubt I'll work on this wad unless a better map pack for blood exists :P.
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RE: ZBloodX Addon : Update 1.23 [22/9] + Screenshots

#17

Post by Cruduxy » Sat Sep 12, 2015 5:15 pm

Bump for a new version. Version 1.30 is here. Containing nothing but suggestions by players.

Link to changelog : http://pastebin.com/rq2RiQA7

FAQ :
1) Where to post suggestions :

In-Game online. IRC. or pm via the forum.

2) This is different than the real blood!?
No one maps for zblood anymore. So this addon has been slowly moving toward stuff players online ask for and want instead. The mappack still gets some changes from time to time but no new maps [Most recent being is some lighting modifications and a nightmare version of map32].

3)Game is extremely difficult:
The servers online are generally hosted on ultra-violence where monsters come in large numbers and have higher stats. If you host a server on lower difficulties you'll notice you are tankier and dish out more damage!

4)Can't see in the server:
Alot of the time the server will have the default opengl settings enforced. This generally causes the game to be darker since most people have ambient light enabled. The only work around is gamma or playing in software mode.

5)Stone Gargoyles are impossible to kill:
Stone Gargoyles don't use their ranged attack if you are a certain distance near them. Circle Strafing is not the way to beat them. Stutter stepping while you attack is the best method. If you get launched in the air by their attacks make sure to dodge the melee\ranged attack afterward.

Best weapon against them is the tesla. Worst weapons are the fire based weapons (Deal no damage).

6)Phantasms are very difficult:
Most weapons do not damage the phantasm. And they can pass through walls. Try to find a large room where they can't freely flank you and fight with the shotgun (Altfire) or tommy gun. Only attack when they are visible. Sometimes they move without turning invisible, this is just an attempt to make you waste ammo!

Wad order to play the addon :
1)ZBloodXv1.1
2)ZBloodAddon1.30.pk3
3)zbludmaps_unofficial_R3.wad

Download Links :
ZbloodX v1.1 : http://www.[bad site]/download?file=zbloodxv1.1.wad
ZBloodAdddon1.30 : http://www.[bad site]/download?file= ... on1.30.pk3
ZBludMaps : http://www.[bad site]/download?file= ... ial_r3.wad

Host command for BestEver and TSPG:
.host iwad="doom2.waD" hostname="ZBlood : Bloody Festive" Gamemode="Survival" wad="zbloodxv1.1.wad,zbloodaddon1.30.pk3,zbludmaps_unofficial_R3.wad" skill=3 config="pegg_zblood.cfg"

Hint : This is mostly designed around multiplayer but still ok in singleplayer. If a map is extremely difficult\has no ammo make sure to report it!
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RE: ZBloodX Addon : Update 1.3 [12\9\2015]

#18

Post by Ivan » Mon Sep 14, 2015 3:08 am

I don't really like the changes to the maps and the monsters. There are some huge inconsistencies present.
- Zombies don't die to one sawedoff shot, they are also too thin.
- Cultists do instant dashes on damage (they were merely walking sideways in the game).
- Life leech effects aren't clientside I think.
- Hellhounds would never jump like that, that's super annoying.
- Gargoyles play melee sound twice during a melee attack.
- Bloated butchers don't die to 2 flare shots.
- Tommy gun animation is super choppy.
- Cultists are a bit too tiny. (Scale wise)
- Zombie movement does not watch vanilla. (Although they never really truly did, it's a bit worse here as they somehow randomly change directions too often)
- The rats should only make a melee sound if their hit was successful. Right now, the sound can pile up and become really annoying.
- Flaregun animation is super glitchy, it's like, leaving an after effect as it fires. (Ping around 150 but shouldn't matter)
- The invisibility plays the "Invisibility" sound on pickup, shouldn't happen.

For now these are all I spotted. I've noticed many of the phantasms were removed from map that they usually were present. I don't know why though.
Last edited by Ivan on Mon Sep 14, 2015 3:09 am, edited 1 time in total.
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RE: ZBloodX Addon : Update 1.3 [12\9\2015]

#19

Post by Danzoa » Mon Sep 14, 2015 5:40 am

Ivan wrote: I don't really like the changes to the maps and the monsters. There are some huge inconsistencies present.
- Zombies don't die to one sawedoff shot, they are also too thin.
- Cultists do instant dashes on damage (they were merely walking sideways in the game).
- Life leech effects aren't clientside I think.
- Hellhounds would never jump like that, that's super annoying.
- Gargoyles play melee sound twice during a melee attack.
- Bloated butchers don't die to 2 flare shots.
- Tommy gun animation is super choppy.
- Cultists are a bit too tiny. (Scale wise)
- Zombie movement does not watch vanilla. (Although they never really truly did, it's a bit worse here as they somehow randomly change directions too often)
- The rats should only make a melee sound if their hit was successful. Right now, the sound can pile up and become really annoying.
- Flaregun animation is super glitchy, it's like, leaving an after effect as it fires. (Ping around 150 but shouldn't matter)
- The invisibility plays the "Invisibility" sound on pickup, shouldn't happen.

For now these are all I spotted. I've noticed many of the phantasms were removed from map that they usually were present. I don't know why though.
Yeah, have to agree on all of those, especially the fact that zombie's don't die of one Alt-fire shot from the sawed off and the butchers not dying from 2 flare shots.

I think the best thing to do right now is to try and re-create it as close as possible, if you need something to take notes from, look at BloodCM over at Duke4.net, it's nearly identical to the original game, maybe you could check out the code of that certain mod.
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RE: ZBloodX Addon : Update 1.3 [12\9\2015]

#20

Post by Ivan » Mon Sep 14, 2015 2:20 pm

They have entirely different ways of handling things (I've initially been modding for Eduke) and different health / damage values. At best you should try to just compare with the original game. If it's inconvenient then that mod can be used as it's easier to access and is also close to the original.
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=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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