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PostPosted: Thu Oct 11, 2007 8:21 pm
by Nash
Don't worry UA; I've spent a lot of time tweaking and optimizing this mod (this is about a years' worth of work)... it has always been about optimization pretty much all the way.

The blood and gibs have a duration of 1 minute by default. Several A_CheckSight hacks are used to make sure the gameplay remains smooth.

I consider my mod to be one of the most forgiving "enhancement" WADs around. Trust me on that.

PostPosted: Fri Oct 12, 2007 8:58 am
by HotWax
Hopefully it won't be too hard to alter them to stick around forever, though, for those of us who like to review the carnage caused by earlier battles and don't mind a little loss in FPS as a result... :twisted:

PostPosted: Fri Oct 12, 2007 10:01 am
by Nash
That's the reason why I made a patch called the abusive patch that you load after the gore mod to make the blood and gibs permanent.

PostPosted: Fri Oct 12, 2007 12:24 pm
by Unknown_Assassin
Thanks for the tweaking. :D

Nash wrote:That's the reason why I made a patch called the abusive patch that you load after the gore mod to make the blood and gibs permanent.


Wow, you had this all thought out. :)

Re: Nash's Gore Mod

PostPosted: Mon Jan 14, 2008 2:51 pm
by cheeseandbaloney
i cant find this mod anywhere. the link doesnt work for me, anyone have any ideas?

Re: Nash's Gore Mod

PostPosted: Mon Jan 14, 2008 6:36 pm
by Kappes Buur
While Nash's link does not work:

Well, I don't know if this is the latest version or not. It's the one I am using most of the time.

Just one word of advise, don't use 'killmonsters' when this is loaded and the map has a few more monsters than normal. :D

[edit1] link removed

Re: Nash's Gore Mod

PostPosted: Mon Jan 14, 2008 10:46 pm
by Nash
I'd seriously release NashGore v2.0 if Randy released the next official version of ZDoom...

Re: Nash's Gore Mod

PostPosted: Tue Jan 15, 2008 12:39 am
by Kinsie
Nash wrote:I'd seriously release NashGore v2.0 if Randy released the next official version of ZDoom...
GZDoom.

Re: Nash's Gore Mod

PostPosted: Tue Jan 15, 2008 7:54 am
by Dancso
Kappes Buur wrote:While Nash's link does not work:

Well, I don't know if this is the latest version or not. It's the one I am using most of the time.

Just one word of advise, don't use 'killmonsters' when this is loaded and the map has a few more monsters than normal. :D

Use that on nuts.wad! :lol:
It will run with 666 fps for sure! :P
-666, actually xD

Re: Nash's Gore Mod

PostPosted: Sat Feb 23, 2008 6:44 am
by Nightmare Doom
Any news from this mod since the latest version of ZDoom has been released recently.

Re: Nash's Gore Mod

PostPosted: Sat Feb 23, 2008 3:36 pm
by Nash
Well I'm still in Australia so there's nothing I can do about that right now...

(Flight leaving in 2 hours yay!)

Re: Nash's Gore Mod

PostPosted: Fri Feb 29, 2008 4:11 am
by hitmanx
HURRY UP! :twisted:

Re: Nash's Gore Mod

PostPosted: Fri Feb 29, 2008 8:29 am
by Ryan Cordell
Nash can just delay the wad by how many times people have asked for it's release, y'know. ;)

Re: Nash's Gore Mod

PostPosted: Fri Feb 29, 2008 12:52 pm
by Nash
I'd really like to release this ASAP but ever since I came back to my country, I've been overwhelmed withb work... that's what you get when you leave your country for 3 weeks...

I can't promise when I'll release the second version of this mod, but I really would like to as soon as possible because it's about damn time already anyway...

Re: Nash's Gore Mod

PostPosted: Fri Feb 29, 2008 2:15 pm
by Medricel
Nash wrote:I've been overwhelmed withb work... that's what you get when you leave your country for 3 weeks...

Almost defeats the purpose of taking a vacation at all :?