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Posts posted by zooloo75
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i cant keep up Zooloo lol...
1.9 works great... havent tried 2.0
fiddled around with the helmet idea with Head Gore and Bloodlust
Awesome, can't wait for the release! -
UPDATE
New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.0.zip
v2.0:
Added ingame settings menu, accessible from the escape menu.
Swapped low health blood splatters with high health blood splatters for a more realistic effect.
Blood splatters on surfaces now have a random direction.
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Got some help from Greenfist (author of the ReColor addon) on getting the settings menu accessible from the ingame escape menu. Shout out to him!
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The current version of this mod is outstanding, and I love how it is constantly updated and expanded. Great work Zoo.
I've just tested it and I'm happy to see that many imperfections of the previous releases were fixed, and that some great improvements were made. I'll surely try it again, again and again because, in my opinion, this mod is a must have.
I'm looking forward to seeing advanced head wounds and... and an MP compatible version as well... If/when possible, of course. (I hope it is)
Keep up the good work Zooloo, this is getting better every day.
Thank you for your kind words.
I am planning on a MP version of BloodLust. It'll be simplified for both performance-sake and because of the useful data I'd be missing for not using the HitPart event handler (which is one of the big things holding BL back from MP).
I personally don't play MP, since it's nothing but WasteLife, hence my lack of urgency to get this MP-compatible, but I do understand that there are some groups who actually do play ArmA the way it's meant to be played (don't bother arguing with me about this), and I do want to bring them one of the most anticipated features they've been waiting for for quite some time now.
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I'd also like to add that in v2.0, I've randomized splatter rotations on surfaces -- before, splatters were always facing the same direction when they were placed on surfaces, this was something that I didn't notice until today, and thankfully with a bit of guidance from NetFusion on the math side of things, I've been able to get this fixed :)
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Had an interesting occurrence after sitting on a grenade.
You gonna eat that?
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Lovin those exit sprays! Thanks again zooloo75
Nice vid! Added to Steam Workshop page :)
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Small update today. I will be working on an ingame settings menu for v2.0.
UPDATE!
New version available: http://files.bitdungeon.org/arma/@bloodlust_v1.9.zip
v1.9:
Bullet caliber now affects amount of blood splatter emitted.
Added more blood splatter textures.
Tweaked values.
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do you think a 4 engine bomber fly's better on just 2 of the engines? maximum speed will be obtained when all 4 engines are working. Are you saying the RV engine use's Distributed algorithm
What a game engine is doing is irrelevant when you find out it is not effectively using all available resource (cores) .
"Evolution according to Amdahl's law of the theoretical speedup in latency of the execution of a program in function of the number of processors executing it, for different values of p. The speedup is limited by the serial part of the program. For example, if 95% of the program can be parallelized, the theoretical maximum speedup using parallel computing would be 20 times."
Thnx for the responses I got the answer I was looking for, no need for further discussion.
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Currently working on reworking the splatter system to take ammo caliber and health (health is already present in current version) into account.
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Yea, I had that issue during the transition. Had to disable shadows on the .p3d in object builder.Hey Zooloo, did you ever get a weird dark shadow-effect around your blood plane when you moved away from the "UserTexture1m_F" model? I'm seeing a strange effect that at first I thought might be ambient occlusion, but I disabled that in Options but it's still there. Annoying as fck it's stopping me from releasing anything.
It seems that models without a shadow LOD will have soft shadows applied to them instead. Go into Object Builder, select all vertices, press E, then untick the Shadows checkbox.
Good luck, can't wait to try out your version!
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When you understand algorithms and data structures, you'll appreciate how good the current engine actually is.
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I would like to see blood washing away during rainy weather. This is something you see in real life and video as opposed to video games. AKA, if it's dumping rain, a pool of blood should displace very quickly, especially if at an angle.
Of course, I'm sure this would be exceptionally difficult to implement in A3.
Edit: I almost typed A4--ain't that some shit?
Cool idea, but that'd be a pain in the ass to implement (mostly due to art assets), and it wouldn't be too great on performance.
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Hate to say it but that top pic looks ridiculous, looks cartoonish, you'd never see that in real life, it isn't believable, maybe beliveable if it was a small vapor cloud but not a huge
splash like the guy is a walking blood water balloon.
Blood on the ground is overkill I mean your getting hit by a small piece of metal if not a bit bigger depending on the size of the rd and gun its coming from.
Imo blood is believable when someone is dead and theres a pool of blood there because the body is bleeding, but to have a huge splatter mark on the ground tells you that the would be victim
is running around with an extra 5 gallons of blood in a backpack when he gets hit. Maybe hes a medic, lol
Can we tone it down just a tad so it dont look like a bomb went off next to people every time you shoot someone with a non50cal weapon.
Definitely something wrong with his screenshots, lol, but you do bring up a good point. Right now, blood splatter size depends on the health of the body part hit. This could be combined with different texture sets depending on an ammo caliber range as well.
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Good news about the update: with the implementation of my animation system, this brings potential for animated splatters and other effects. Maybe blood pools forming?
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UPDATE!
New version available: http://files.bitdungeon.org/arma/@bloodlust_v1.8.zip
v1.8:
Expanded upon vaporization with a new gib model and more blood splatters.
Added blood spray animations for exit wounds.
Added weight to gibs, reducing bounciness.
Bug fixes (such as floating bleed splatters) and code refactoring.
Spent most of the day finishing the implementation of blood sprays, squashing bugs (gah!!! majority of the day wasted here), and refactoring the code base.
Consider donating beer money. I seriously need it.
:beeeers:
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Man cant wait for that spikey bloodlettin!
Anyheys heres link for my scream mod https://dl.dropboxusercontent.com/u/62320088/%40FrogScreams.rar
Id like to eventually tie severity of yells in with severity of hits -also dont know if anyone notice but in my GoreInc video posted earlier in this thread, I had guys scream different stuff when seeing nightmarish stuff around them like "Oh this is bullshit!!!" when soemone nearby exploded in GIBS. That was all dynamic I put in Slx Wounds, but Im gonna be putting that down now as between this and GoreHeads, everything is nicely covered.
Tried out your mod! Love it! :D
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Man cant wait for that spikey bloodlettin!
Anyheys heres link for my scream mod https://dl.dropboxusercontent.com/u/62320088/%40FrogScreams.rar
Id like to eventually tie severity of yells in with severity of hits -also dont know if anyone notice but in my GoreInc video posted earlier in this thread, I had guys scream different stuff when seeing nightmarish stuff around them like "Oh this is bullshit!!!" when soemone nearby exploded in GIBS. That was all dynamic I put in Slx Wounds, but Im gonna be putting that down now as between this and GoreHeads, everything is nicely covered.
Awesome! Can't wait to try this out ingame! BloodLust v1.8 is keeping me very occupied right now :P
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indeed but i've noticed a lot of blood is going through the player models making only small bits of it to be seen do you think you can fix that?
Are you referring to the position that the spray is spawned? If so, I've fixed it already -- positioned it a bit further ahead.
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Alright, I've got the blood sprays just the way I want them.
Now to fix that floating bleed splatter bug.
v1.8 sure is something, isn't it? ;)
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Decided to get rid of the cloud spray. I prefer the spiky sprays more. Consistency is key! :D
The cloudy spray doesn't really look too believable on a flat plane / billboard model as much as the spiky spray does.
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make it opaque so it actually looks cloudy. then it would look good. liked the spikey ones much better though. can't you combine them?
I have all 4 animations chosen at random. The cloudy one seems to overwhelm the spiky ones though.
FYI, opaque is how much an object CAN'T be seen through :P
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Some action in v1.8:
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BloodLust (Version 2022.04.13)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted