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Re: Ballistic Blood for 227 (WIP)

Posted: 07 Mar 2011, 23:59
by Darkon
I'm with Sana here.. the fog cloud stays too long (should be really short I think) and it's glowy bright red...
And the sounds.. some change there would help; more splashing sounds (exploding water balloon?)

Re: Ballistic Blood for 227 (WIP)

Posted: 08 Mar 2011, 01:10
by Shivaxi
Core wrote:The second video looks pretty cool :tup:. Reminds me a bit to Mr.Loathsome's MoreBlood mutator.

The foggy blood effect/mist looks a bit exagerated indeed, taking away some of the realism. Perhaps have it visible for a very small amount of time with a fade-away effect instead of removing it completely, just an idea.


lol...this whole mod is exaggerated...but like I said before...I'm not going for realism here...I'm just trying to satisfy my blood cravings :P Also the bloody mist does fade away...it may not be too noticeable in the video though.

@Darkon: I don't think exploding a water balloon in the middle of winter is a great idea xD How do I get my mic outside to record that?......

idk i'll come up with something =P

Re: Ballistic Blood for 227 (WIP)

Posted: 08 Mar 2011, 18:30
by Darkon
Shivaxi wrote:@Darkon: I don't think exploding a water balloon in the middle of winter is a great idea xD How do I get my mic outside to record that?......

idk i'll come up with something =P


you would of course let it explode INSIDE.... :P
hence the splashing sounds....

Re: Ballistic Blood for 227 (WIP)

Posted: 08 Mar 2011, 23:33
by Shivaxi
Darkon wrote:
Shivaxi wrote:@Darkon: I don't think exploding a water balloon in the middle of winter is a great idea xD How do I get my mic outside to record that?......

idk i'll come up with something =P


you would of course let it explode INSIDE.... :P
hence the splashing sounds....


Haha I suppose...with my current setup though i'd probably get water all over my equipment lol. I may just make one using a combination of sounds takin from the gib sounds in unreal/ut99 with some watery sound i can find...actually i should check to see if the original Ballistic Blood has a sound for this in UT2k4...why didn't i think of that earlier...:P

Re: Ballistic Blood for 227 (WIP)

Posted: 09 Mar 2011, 00:41
by Buff Skeleton
Use the Deus Ex gib sounds - those are super hilarious

Re: Ballistic Blood for 227 (WIP)

Posted: 17 May 2011, 22:34
by Shivaxi
Random and Un-intended (i think) feature of upcoming 227h



Image



This just happens now due to projector decals \o/

Re: Ballistic Blood for 227 (WIP)

Posted: 17 May 2011, 23:25
by Teridax
That looks great. :tup: I always loved the blood effects for BW in UT2k4.

Re: Ballistic Blood for 227 (WIP)

Posted: 19 May 2011, 04:48
by MrLoathsome
Very nice effect.

Re: Ballistic Blood for 227 (WIP)

Posted: 02 Jun 2011, 16:21
by Age
I wonder how it may look by then when I do same than in this video:
http://www.youtube.com/watch?v=9XniNSocOE4
Old video recorded in Unreal 227f.

Re: Ballistic Blood for 227 (WIP)

Posted: 04 Jun 2011, 17:56
Nice effects :). And maybe combine Ballistic blood and S3TC textures should give to the game excellent results !

Re: Ballistic Blood for 227 (WIP)

Posted: 21 Jun 2011, 05:44
by zacman
Shivaxi wrote:
Darkon wrote:
Shivaxi wrote:@Darkon: I don't think exploding a water balloon in the middle of winter is a great idea xD How do I get my mic outside to record that?......

idk i'll come up with something =P


you would of course let it explode INSIDE.... :P
hence the splashing sounds....


Haha I suppose...with my current setup though i'd probably get water all over my equipment lol. I may just make one using a combination of sounds takin from the gib sounds in unreal/ut99 with some watery sound i can find...actually i should check to see if the original Ballistic Blood has a sound for this in UT2k4...why didn't i think of that earlier...:P

Record a room full of people talking, the background noise, then speed it up by about 10-20 times normal speed. Sounds like water. No idea why, but it does.

Re: Ballistic Blood for 227 (WIP)

Posted: 02 Aug 2012, 20:37
by Shivaxi
*BUMP*

Release imminent and coming soon!

Honestly I haven't worked on this in ages and I'm tired of making all this content and then NOT releasing any of it...so I'm going to do as I said before, release a v1.0 version, then update it later on when I work on it again. It's about time I released this anyway, my original release date being when 227g came out -_-. But yeah...so expect this soon...and if you think HDWeps lags Unreal, wait till you play THIS xD :P

Currently there's a few missing key features...like no support for green blood as of yet. Also the fact that Ballistic Blood randomely crashes Unreal after playing for a certain amount of time and I have no idea why or how to fix this.

EDIT: should this topic be moved to Content Creation? This may be a project but I figured Project Presentation was used for mapping projects only? :P

Re: Ballistic Blood for 227 (WIP)

Posted: 13 Nov 2012, 18:52
by Shivaxi
==============================
Ballistic Blood v0.1 first public release!
==============================

Files Included:


-BallisticBlood.u
-BallisticBlood.int
-BallisticBloodTextures.utx
-BeGoneNot.u
-BeGoneNot.int

==============================

Installation:

You know the drill....u and .int into system folder and .utx into textures =P

==============================

How To Run:

You can either select the Ballistic Blood mutator in the mutator list or manually use this line: Mutator=BallisticBlood.BBMut

If you wish for carcasses and gibs to never dissapear, use the BeGoneNot Mutator. Mutator=BeGoneNot.BeGoneNot WARNING: This is not recommended to be used online.

The Blood decals never vanishing you can already do by going into advanced options and changing DecalLifeSpan to 0. WARNING: This may cause your game to lag and/or crash after a while if an insane ammount of decals are spawned...this goes for any decals not just Ballistic Blood ones.

==============================

Current Supported Features:

-Supports all weapons and pawns
-New blood splatter textures (Credit to the Ballistic Blood mod for UT2k4.)
-New blood puff, spray, and splash effects that replace all original blood effects.
-Gibs now have blood spray trails.
-Hit location dependent bleeding.
-Blood effects relative to pawns velocity.
-Carcasses and gibs never disappear (BeGoneNot Mutator)
-Carcasses pre-added to levels will automatically spawn blood decals around the carcass. (NOTE: for this feature to work, DecalLifeSpan must be set to 0 in your Advanced Settings)


Current Unsupported Features (not yet implimented):

-Support for green blooded pawns.
-Support for blue blooded pawns. (maybe)
-Bloody explosion for carcasses when they are gibbed.
-Size of gibbed explosion dependent on size of carcass.
-Blood chunks dissipating in air to leave smaller blood splatters
-Pawns get bloodier the more they get damaged. (another maybe here)
-Gib blood splat size depends on gib size.


Known Bugs & Issues:

-BBBleedEmit doesn't die with the pawn it's attached to, and usually gets teleported to the center of the map for some reason.
-GPF when ridiculous amounts of blood and decals being spawned, and when reconnecting/switching maps sometimes. EDIT: Precaching seems to fix the level switch GPF.
-Low end machines will probably suffer a major performnace decrease...but I don't think this can be helped.
-Bots still spawn the default blood spray for some reason.

==============================

More Info / Contact / Bug Reporting:

forums/viewtopic.php?f=3&t=1887

==============================



DOWNLOAD:

http://shivaxi.com/unreal/downloads/BallisticBlood%20v0.1%20public%20release.zip

FIXED DOWNLOAD LINK >>> https://www.dropbox.com/s/ziu7j4wupltxi ... d.zip?dl=1


GREEN BLOOD UPDATE >>> viewtopic.php?f=2&t=1887&p=73592#p73592

Re: Ballistic Blood for 227 (WIP)

Posted: 14 Nov 2012, 04:03
by Shivaxi
I forgot to mention that the bloody carcass explosion currently only works on 3 pawns...humans, skaarj, and nali's.

EDIT: also forgot to mention that mercenaries have red blood too lol...man i suck at releases xD

Re: Ballistic Blood for 227 (WIP)

Posted: 15 Nov 2012, 03:43
by gp
This doesn't seem to be working for me. The files are where they should be and the packaged permanent gibs mutator is working. I tried using the mutator UI as well as starting the game with the console command. Any ideas?