Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Armaetus
- Posts: 1255
- Joined: Fri Mar 13, 2009 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: New York State
- Contact:
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
I look forward to the next version that comes out.
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Is there a way to turn off the blood stains on walls?
- Trusty McLegit
- Posts: 264
- Joined: Sun Feb 07, 2016 8:42 pm
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Are you still looking for testers?
- Tesculpture
- Posts: 187
- Joined: Sun Feb 07, 2016 3:22 am
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
I support actor-based wall splats for a couple of reasons:
-The current decal splats are massively resource intensive. My computer can handle lots of blood and gore actors on the ground, but as soon as I look too closely at a blood covered wall, I get only 10FPS.
-Actor based splats, I'm guessing, will only show up if actual blood splatter occurs - I've noticed with decal blood that monsters will cover surrounding walls with splat decals even if the attack damaging them is not one that triggers blood.
-The current decal splats are massively resource intensive. My computer can handle lots of blood and gore actors on the ground, but as soon as I look too closely at a blood covered wall, I get only 10FPS.
-Actor based splats, I'm guessing, will only show up if actual blood splatter occurs - I've noticed with decal blood that monsters will cover surrounding walls with splat decals even if the attack damaging them is not one that triggers blood.
-
- Posts: 16
- Joined: Sun Jul 22, 2018 12:17 pm
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
might I suggest an option, having a setting to change the gravity of which the blood falls from the Classic setting? It seems kind of floaty, even compared to your old version of your blood mod that was used for DoomRL Monsters. that seemed more realistic.
-
- Posts: 42
- Joined: Tue May 31, 2016 2:49 pm
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
One thing I noticed in repeated playthroughs with this gore mod is that blood pools block the player from walking in low ceiling rooms until the blood pool disappears. I am wondering if this issue is going to be resolved.
- Samarai1000
- Posts: 160
- Joined: Sun Sep 25, 2016 7:04 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Somewhere in Canada
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
That's a known issue with an easy fix on the main post. This fix will likely be integrated into the mod if it gets updated again.Smashhacker wrote:words
- Armaetus
- Posts: 1255
- Joined: Fri Mar 13, 2009 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: New York State
- Contact:
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
The fix is listed on the first post.
- bisousbisous
- Posts: 32
- Joined: Sat Jun 03, 2017 10:13 pm
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Would it be possible to have an auto-gore clean up option? I keep having to press the clean up gore key If I'm playing slaughter maps
- Iron Droog
- Posts: 14
- Joined: Thu Aug 17, 2017 8:06 am
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Dunno if anyone posted this. There is a certain bug that brings a cacophony of footsteps when i playing certain mods with new nashgore. Thing is: i kill enemies and then this cacophony starts. At first i thought it has something to do with mod's options but i tinkered with those options and still nothing has changed. Does anyone else has the same footsteps issues?
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
My guess would be that the mods in question use terrain definitions to make footsteps sounds when things hit the floor and some of the gore actors are activating the sounds.
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
That has already been fixed a long time ago and will be in the next version (which is overdue; I know... but I've been busy, sorry)Iron Droog wrote:Dunno if anyone posted this. There is a certain bug that brings a cacophony of footsteps when i playing certain mods with new nashgore. Thing is: i kill enemies and then this cacophony starts. At first i thought it has something to do with mod's options but i tinkered with those options and still nothing has changed. Does anyone else has the same footsteps issues?
- Hexereticdoom
- Posts: 653
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
- Contact:
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Awaiting impatiently for the definitive v1.0 release, but please take your time Nash. I'm sure it will worth the wait!
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Thought about adding a "junk" blood type for cyber based enemies, just bits of tech scrap flying off and junk along with some blood (Or none)? That and a way to exclude a monster from the blood effects (say a skull or ghost enemy) through a flag in the monster's code?