Universal Gibs

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Re: Universal Gibs

Postby Accensus » Wed Mar 14, 2018 4:02 am

- XY/Z multipliers can now be in the 0.25-10.0 range instead of 0.50-3.0.

Don't know why I didn't do that sooner.
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Re: Universal Gibs

Postby Spaceman333 » Wed Mar 14, 2018 11:57 am

Does the "always gib" option work perfectly for you? I tried the latest version and setting the gibbing threshold to 0.0 didn't seem to register, while 0.1 worked fine.

Btw, can you also add an option to scale the hp of a corpse? I'd like them to pop more easily sometimes, while make it harder other times, depending on the mod set up I roll with.
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Re: Universal Gibs

Postby Accensus » Wed Mar 14, 2018 12:12 pm

Works just fine for me.

Also,
- Added corpse health multiplier.
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Re: Universal Gibs

Postby Spaceman333 » Thu Mar 15, 2018 4:15 pm

Probably some wierd mod combination/configuration on my end then, hmm.

Thank you for the corpse hp multiplier. :)
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Re: Universal Gibs

Postby Accensus » Fri Mar 23, 2018 7:06 am

- Added option to remove all gibs from the map. It's on top of the UG menu.
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Re: Universal Gibs

Postby Tekish » Fri Mar 23, 2018 9:56 am

I just noticed there's a bit of an issue with Pain Elementals - when the game auto-destroys one of its summoned Lost Souls, they immediately explode into gibs. If there's more than one Pain Elemental doing this, the frame rate quickly tanks.
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Re: Universal Gibs

Postby Accensus » Fri Mar 23, 2018 10:18 am

- Lost souls that die with their spawning (pain elemental death) will not get gibbed. Due to the implementation of this, "kill monsters" and "mdk" CCMDs will no longer gib monsters.
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Re: Universal Gibs

Postby RiboNucleic Asshat » Sat Mar 31, 2018 6:10 pm

I made a crappy video showing some features, if you wanted one for the main post.

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Re: Universal Gibs

Postby Accensus » Sat Mar 31, 2018 6:13 pm

McAdded to the McOP. Big thankies from McSpankies.
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Re: Universal Gibs

Postby Accensus » Mon Apr 16, 2018 6:09 am

- Gibs' origin point is now more spread out instead of always being centered on the spawning actor. Possible issue with actors that change their size using A_SetSize, but that's probably rare.
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Re: Universal Gibs

Postby Accensus » Mon Apr 16, 2018 6:56 am

- Hotfix for some debugging leftovers.

Temporarily removed the mdk/kill monsters/lost soul telefrag gib fix and forgot to put it back in.
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Re: Universal Gibs

Postby m8f » Mon Apr 16, 2018 7:01 am

Script error, "UniversalGibs-master.zip:zscript.txt" line 30:
Unknown identifier 'bNOEXTREMEEATH'
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Re: Universal Gibs

Postby Accensus » Mon Apr 16, 2018 7:07 am

Fixed. Just noticed it myself. Was spacing out and forgot to test. Thanks for reporting.

That should be all now. I blame it on Git for screwing up the line when I copy pasted from the Diff viewer.
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Re: Universal Gibs

Postby Spaceman333 » Thu Apr 19, 2018 9:53 pm

Would it be possible to have a global brightness slider for the blood splats and particles? I've been having a blast playing with this addon through over 16 playthroughs now, yet I think that the blood is just a bit too bright.
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Re: Universal Gibs

Postby Accensus » Fri Apr 20, 2018 3:48 am

Yeah, implemented it just now, but I had to go out. Will push the changes a bit later along with a menu redesign, since the main page had one too many options already. Moved most of the rarely-used stuff to an Advanced Options menu and all the visual adjustment crap to Visual Options.
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