Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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.
User avatar
BoneofMalkav
Posts: 79
Joined: Thu May 22, 2014 6:04 am
Graphics Processor: nVidia with Vulkan support
Location: It's Never Worth The Risk
Contact:

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by BoneofMalkav »

Nash wrote:
Sinael wrote:That's great to hear! More GZDoom games.
One question though - has the issue of it not nashgore-ing enemies by weapons with +EXTREMEDEATH been fixed?
Care to recommend me a mod where I can test the EXTREMEDEATH thingy really easily?

(WTF I hate Coke! Where's my god damn rootbeer?!)
DoomKraken's Monster Randomizer V4 has an enemy or 2 that use EXTREMEDEATH (The only monster I can remember off the top of my head that uses that in the mod is a revenant variant I forgot the name of.)
User avatar
BerserkerNoir
Posts: 87
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by BerserkerNoir »

BoneofMalkav wrote:DoomKraken's Monster Randomizer V4 has an enemy or 2 that use EXTREMEDEATH (The only monster I can remember off the top of my head that uses that in the mod is a revenant variant I forgot the name of.
Hes referring to the Weapons with +EXTREMEDEATH flag, those weapons gib enemies but dont spawn gibs at all.
Enemies with Custom XDEATH states work properly as long you do enough damage to them.
User avatar
Sinael
Posts: 244
Joined: Tue Oct 18, 2011 8:57 am

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Sinael »

Nash wrote: Care to recommend me a mod where I can test the EXTREMEDEATH thingy really easily?

(WTF I hate Coke! Where's my god damn rootbeer?!)
I think I reported that before - Ijon's DAKKA mod has a +EXTREMEDEATH on its Rocketlauncher replacement - Impaler. With Nashgore it only gibs minor enemies like zombiemen and imps and does not gib anything else. It gibs them in a vanilla way - just sprites with no extra effects or flying blood/gibs.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Bobby »

A bug but please keep it in, sometimes when enemies die gibs fly out but the body is normal. This could be turned into a half-gibbed system.
User avatar
BerserkerNoir
Posts: 87
Joined: Thu Nov 10, 2016 10:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Veracruz, Mexico

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by BerserkerNoir »

Nash wrote: Care to recommend me a mod where I can test the EXTREMEDEATH thingy really easily?
(WTF I hate Coke! Where's my god damn rootbeer?!)
Final Doomer with Plutonia Class, the Heavy MachineGun (Plasma Rifle Replacement)
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Nash »



How come nobody reported to me that the floor splats did not appear on sloped floors?! :P

(obligatory "mod isn't dead" post)

Also, late reply to this but:
Rowsol wrote:The gore doesn't seem to like lifts. I blew up the guys sitting on the circular lift area of doom 2 map09 and each time the lift would move the game lagged hard.
This isn't really NGMV's fault but just the way GZDoom works. You will get the same hard lagging if you summoned 500 medikits on top of a lift and the lift starts moving.

To be more technical, the floor thinker seems to not like it when many actors are standing on top of a lift...
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by MrJohnny »

*Nash does the impossible*

:O

Also, is there any chance of opaque decals in the foreseeable future? Maybe?
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Nash »

Pompous Seed wrote:*Nash does the impossible*

:O

Also, is there any chance of opaque decals in the foreseeable future? Maybe?
Not without the engine supporting it. It's beyond my control right now.

I made a bug report about a seldom-used DECALDEF feature that *MIGHT* aid me in making opaque decals but I don't know.
User avatar
namsan
Posts: 147
Joined: Sat Mar 31, 2012 4:27 am
Preferred Pronouns: He/Him
Location: Japan

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by namsan »

You are awesome, Nash. I hope we can use the updated version of your mod soon. :D
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Nash »

Okay, I finally found some time to REALLY sit down with this mod.

The following issues are already fixed and will be ready for the next version:

- Fixed most of the reported VM aborts
- Blood no longer blocks movement
- EXTREMEDEATH weapons now properly spawn NGMV's gib effects
- No more clash with sprites named "0000"
- Do not flip sprite when frozen
- Blood splats now correctly appear on slopes
- Fixes for monsters that do not bleed, blood-related effects no longer spawn on them
- Fixed crushed gibs not appearing for cyberdemon and spider mastermind

Changes/Improvements

- Up to 2125% performance improvement thanks to taking advantage of GZDoom's JIT and careful actor Tick() optimization (x64 only)
- Replaced the tiny, circular "blood particle" sprites with a set of animated blood particles
- Improved (hopefully) the sprite versions of blood splats
- Gigantic blood mists when you gib something removed

I have a few more improvements I'd like to add before I can officially declare 1.0 complete, namely: overhaul/redo all the sounds, do something about the visually-inconsistent look of floor and wall splats, underwater blood effects, and generally make shit look more brutal...
Last edited by Nash on Fri May 10, 2019 6:04 pm, edited 2 times in total.
User avatar
Hipnotic Rogue
Posts: 110
Joined: Fri Jul 15, 2016 5:06 am

Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Hipnotic Rogue »

This is great news. Is that really over 2000 times performance improvement?! That's some leap - Can't wait!

Can I ask for one thing in the next release? Would it be possible to have an option for black blood for the Spectre? Don't know why but I've always found Spectres having red blood weird.

Regardless, looking forward to the next version. :)
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Nash »

PRIVATE BETA TESTERS WANTED!

To make sure I don't botch up the official release, I am looking for people to privately test the work-in-progress version of this mod. I'm looking for about 5 - 10 people max. If you're interested in helping me find bugs, just post here saying you're interested, and I'll get back to you via PM!
User avatar
Cyanide
Spotlight Team
Posts: 319
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Cyanide »

I'm down for some testing!
Saad356
Posts: 5
Joined: Sat Dec 22, 2018 7:10 am
Location: Dhaka,Bangladesh

Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Saad356 »

I would love to test a new version! :yup:
User avatar
mgtroyas
Posts: 8
Joined: Sat Mar 25, 2017 9:06 am

Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by mgtroyas »

Count with me!
Post Reply

Return to “Graphic/Audio Patches”