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What features would you like for bloodgdx?

Guest_ZinBinks_*

#1

can't think of any rn

This post has been edited by ZinBinks: 04 June 2018 - 09:21 PM

-1

User is offline   Tekedon 

  • 46

#2

Multiplayer support right now, but I know it's in the works. Multiplayer is a big part of Blood and it wouldn't feel complete without it.
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User is offline   Phredreeke 

  • 212

#3

The ability to revert to Cerberus older AI. It just looks silly to have him run around his little lava pool in E3M7.

Also there's some changes to sprite clipping but that would need to be done on a renderer level
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User is offline   Tiddalick 

  • 5

#4

The ability to mod sprites and abilities easily.
An ability to change things around a bit (like M210 has already done with the skill levels), such as restoring the old life-leech
Options for some 'quality of life' settings, such as enabling a colour gradient when invulnerable (like reflective shots), so you know when the ability is about to end.
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User is offline   Fantinaikos 

  • 278

#5

A timer to know how much is left before the power up you've collected vanish would be more useful than a DOOM style color change of the screen.

Quote

such as restoring the old life-leech


Or you can try the Weapon Mod and use the (according to Dzierzan's words) more balanced Life Leech.

This post has been edited by Fantinaikos: 05 June 2018 - 03:00 PM

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User is offline   ocpjr 

  • 0

#6

In original Blood you can add 2 functions to the same key. Such I have S = both backward movement and open. Also space bar = both jump and open. Not a huge deal but curious if it can easily be fixed? Useful for backing away from killer doors or doors with proxies behind them. And other for maps we've made with jump pads, activating exactly when you jump.
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User is offline   Spectre 

  • 0

#7

Add to main menu function permanent akimbo, skins, freelook

This post has been edited by Spectre: 18 June 2018 - 11:30 PM

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User is offline   Phredreeke 

  • 212

#8

> freelook
Have you tried pressing U...
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User is offline   Dzierzan 

  • 25

#9

Skins? Like what exactly? Changing sprites to somewhere like? Like black sawed-off? If yes, that would require art inside tileart containers plus updating animations (offsets of sprites might be wrong if only tiles are replaced)

Permanent Akimbo? Why? That sounds like a mini mod, not the actual feature this port needs.
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User is online   Manhs 

  • 13

#10

Cultist/humans Skins for multiplayer on deathmatch/tdm/ctf (but not on coop not to be confused).
It could be cool!
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User is online   Mark 

  • Honored Donor
  • 2,694

#11

The feature I would like the most is a simple game folder. Maybe when 210 is finished this is the way it might be.
In the game folder you have simply:
1. The BloodGDX executable file
2. The Blood grp file ( or whatever it is called ) from your original copy of Blood
3. A subfolder containing any added content. HRP, voxels, 3D models, new maps

Ability to choose the new content at the main menu.

This post has been edited by Mark.: 19 June 2018 - 02:37 PM

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User is offline   Stripper 

  • 5

#12

I would love to have a function to toggle akimbo (without the pickup) in the options and/or as a keybind. It may work better as a mini-mod, but as far as I can tell no such mod currently exists that allows you to always have akimbo weapons or use them at will.
But that's just a side thing, I'd much rather have a more organized folder like what Mark recommended.
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User is offline   Devon 

  • 11

#13

Controller vibration for guns etc.
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User is offline   Dzierzan 

  • 25

#14

Wouldn't toggable Akimbo be overpowered? That's basically always double damage. Of course you can currently make a mini mod which makes Akimbo always present, but certainly not toggable.
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User is offline   Tiddalick 

  • 5

#15

Always more things could be included, but here are some of mine.

1. Ability to easily mod in/out sprites or voxels to replace existing artwork.
2. An ability to have a dynamic skybox (so some of the alpha art which showed things like lightning can be included)
3. Options list like ZDOOM, so things like permanent akimbo could be turned on/off or old life leech function.
4. Quality of life options, such as a warning when invulnerability is wearing off.
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User is offline   Stripper 

  • 5

#16

View PostDzierzan, on 20 June 2018 - 01:03 AM, said:

Wouldn't toggable Akimbo be overpowered? That's basically always double damage. Of course you can currently make a mini mod which makes Akimbo always present, but certainly not toggable.


Well of course it's overpowered damage-wise, but you do burn through your ammo twice as fast, also it would be fun to match the sprite in the mirror, dual wielding. And sometimes its fun to be OP ;) .
My point was that no such mod currently exists that I can find, I didn't know it wasn't possible to make it a toggle. Was hoping for some Shadow Warrior style dual wielding.
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User is offline   Wild Dog 

  • 0

#17

Well maybe after version 1.0 an Arm port??
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User is offline   Krieghor 

  • 0

#18

Virtual Reality support.

I know, its crazy but years ago I played BloodCM + eduke32 vr (pretty bugged but ok) and recently Vivedoom + Zbloody Hell (best blood conversion for doom by far) and I really enjoyed both, especially Zbloody Hell. I would love to play the original Blood in VR. The scenarios and atmosphere are incredible, you feel you are inside the game.
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User is offline   Drogoganor 

  • 0

#19

Infinite TNT cheat code
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User is offline   Spectre 

  • 0

#20

View PostPhredreeke, on 18 June 2018 - 11:59 PM, said:

> freelook
Have you tried pressing U...



mouse movement vertically 180. now less
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User is offline   Spectre 

  • 0

#21

View PostDzierzan, on 19 June 2018 - 04:33 AM, said:

Skins? Like what exactly? Changing sprites to somewhere like? Like black sawed-off? If yes, that would require art inside tileart containers plus updating animations (offsets of sprites might be wrong if only tiles are replaced)

Permanent Akimbo? Why? That sounds like a mini mod, not the actual feature this port needs.

Skins for multiplayer
Permanent akimbo key binding as cheat code

This post has been edited by Spectre: 25 June 2018 - 08:26 PM

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User is offline   Phredreeke 

  • 212

#22

View PostSpectre, on 25 June 2018 - 08:22 PM, said:

mouse movement vertically 180. now less


That's how all Build game works AFAIK, as a side effect of how looking up and down worked in the original renderer (it's literally impossible to look straight up or down with Y-shearing)
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User is offline   Doktor haus 

  • 0

#23

Released a sound mod already, and I'd like support for replacing sounds with common formats (OGG, WAV etc) or at least for higher quality RAW files.
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User is offline   M210 

  • 458

#24

Yep, it's need to think about it
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User is offline   Xross 

  • 4

#25

Able to hit zombie "feint death" corpse with any weapon to kill it completely.
0

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