For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Requires GZDoom 4.1.3.
OpenGL renderer preferred. May work in the software renderer but floor splats might appear glitchy, and overall software renderer performance is slower anyway, so please use OpenGL hardware rendering if possible.
DO NOT USE QZDOOM.
QZDoom is an experimental source port meant for unstable features, and is not recommended or meant for regular gameplay!
HOW TO PLAY: Extract nashgore.pk3 from the ZIP file, and drag and drop nashgore.pk3 on to gzdoom.exe, or use your favourite launcher to load it up.
IMPORTANT: Please ensure nashgore.pk3 is loaded last, or fairly late in your load order!
All ZScriptified.
All new code.
All new graphics.
All new sounds.
Universal compatibility.
Any game, any mod. It just works!
I highly welcome your criticism and any changes or suggestions you may have. Please report any oddities you find and help make this mod better!
FEATURES:
- Lots of blood and gore... or none at all! Customize almost every feature of Nash's Gore Mod
- Pool of blood under corpses
- Footprints
- Stretchy meat when corpses are squished under doors
- A satisfying SPLAT! when corpses fall from a tall height
- Blood spurting out from corpses
- Enhanced ice death effects
- Keybind to delete all gore effects in the map if things get too laggy
1) Cacodemons and Barons/Hellknights still have red blood!
NGM does not define any colours for any monsters, to maintain universal compatibility. You're going to have to load a mod that defines blood colours for monsters. For vanilla Doom, you may download CBLOOD ULTIMATE EDITION.
2) The blood splats on the floor and on the walls look vastly different, like they're in two different art styles!
This is because of limitations imposed by GZDoom. There are 2 render modes at play here: shaded and solid. Shaded is the one you see on the walls - it has smooth translucency. Solid is the one you see on the floor and ceiling - they're completely opaque. So what's the problem with making them both match?
If I make floor blood shaded, there will be a ton of Z fighting problems. This happens when models are given a render style other than solid. Blood splats will appear in front of sprites even when they aren't supposed to.
What if I just make the wall decals solid instead? The problem with this is solid wall decals cannot be colourized. So if I do that, blood on walls will forever be red.
So as you can see, there's just no way to make all blood splats render in a consistent style because they each have their own quirks.
3) I am playing Smooth Doom or some other mods and I don't see any new blood effects!
Feel free to include Nash's Gore Mod in your projects, as long as I am given credit for it. You must include the readme text file in your mod. Headers in all ZScript files must remain intact.
YOU MUST CREDIT "NASH MUHANDES" IF ANY OF MY GRAPHICS OR SPRITES ARE USED IN YOUR MOD! They are original artwork, please respect my hustle!
You don't need to ask for my permission to embed NGM into your projects! Happy modding!
SiFi270 wrote:Will it still look that incredible when a monster's supposed to bleed green/blue/etc. blood?
Unlike some similar attempts in the past, ALL of NGVE's gore effects are properly colourized by the monsters' blood colours. NGVE aims to be truly universal with any monster mod you play with!
Nash wrote:Unlike some similar attempts in the past, ALL of NGVE's gore effects are properly colourized by the monsters' blood colours. NGVE aims to be truly universal with any monster mod you play with!
Woohoo! Color! I've been using Droplets pretty religiously. Love the mod partly due to the color working with every mod I've thrown at it quite well. Nice to have some choices out there when this comes out. Looks quite nice thus far.