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.
Post Reply
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them
Contact:

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

Post by HorrorMovieRei »

I've noticed that when playing this with the "champions" mod, the corpse blood pool and the blood splurts don't translate properly.
User avatar
Nash
 
 
Posts: 17433
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 »

HorrorMovieGuy wrote:I've noticed that when playing this with the "champions" mod, the corpse blood pool and the blood splurts don't translate properly.
That is because under the hood, Champions does not actually set a proper blood colour property to monsters. This is evident even if playing Champions without nashgore - you'll notice that Champions' monsters leave red blood decals on the walls.

For Champions, only blood actors from hitscans seem to be translated (using an event handler) and that nashgore's stuff even translates at all is just by luck. :P

I'm not sure if I can or will do anything about this, as I am trying to avoid adding mod-specific compatibility into nashgore.

(If I have to start adding compatibility code into nashgore, that'd mean my mod isn't so universal after all... :P)
Gorman Frebmane
Posts: 116
Joined: Sat Jan 13, 2018 3:17 am

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

Post by Gorman Frebmane »

You don't have to make it a part of nashgore, just more as a patch file that you keep updating more than anything.
User avatar
Nash
 
 
Posts: 17433
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 »

I won't be adding any Champion-specific fixes because technically, my mod isn't doing anything wrong. It perfectly reads a monster's BloodColor property and will work as intended if that property was set correctly.

Champions does not set the BloodColor property on any monster. Good news is, there is a pending SetBloodColor feature request for GZDoom so if that function makes it into the engine, Champions (and any other mod that wants to alter BloodColor the correct way) should be updated to use that. Nashgore would just work as intended from there.
User avatar
WallyTheBoogieBug
Posts: 47
Joined: Sun Apr 22, 2012 6:56 am

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

Post by WallyTheBoogieBug »

Nash wrote:
WallyTheBoogieBug wrote:Oh, I dont know if this was also mentioned, but crushed corpses (the ones that spawn the gore trails) can't be resurrected by archviles.
Is this not vanilla gameplay behaviour? Dead monsters crushed by doors can never be resurrected because the original monster Actor is already Destroy()'ed and cleared from memory by then.
Thinking about it you are actually correct, when I made that post I was mistakenly thinking in my head that only corpses crushed by crushers couldn't be resurrected, not doors too. You're right, they all can't be resurrected regardless of how they are crushed, I apologize. It can sometimes be hard keeping track of the weird rules behind the arch-vile's resurrection power.
User avatar
Nash
 
 
Posts: 17433
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 »

Instructions for quick fix to elevator/block movement bug posted in the first post. Please apply this fix on your own while waiting for the next update, which will take a while to be prepared.
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

In GZDoom, by default, crushed dead bodies can't be resurrected, unless the [wiki=Compatibility_options#Crushed_monsters_can_be_resurrected]compatibility flag[/wiki] to allow that is enabled.
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

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

Post by Enjay »

Nash wrote:Is this not vanilla gameplay behaviour? Dead monsters crushed by doors can never be resurrected because the original monster Actor is already Destroy()'ed and cleared from memory by then.
Sort of. It's certainly vanilla (G)ZDoom gameplay (due to fixing bugged gameplay), but in vanilla Doom, crushed enemy corpses can be brought back as ghosts: https://doomwiki.org/wiki/Ghost_monster

Ghost monsters are a right pain in the neck and are really only important in maps that specifically aim to use them.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

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

Post by Gideon020 »

Great so far, but the only complaint I have is that the wall decals kill my framerate due to the number that get stacked on top of each other. Any tips on how to alleviate this?
User avatar
Nash
 
 
Posts: 17433
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 »

Gideon020 wrote:Great so far, but the only complaint I have is that the wall decals kill my framerate due to the number that get stacked on top of each other. Any tips on how to alleviate this?
If you don't mind a little editing yourself, open up nashgore.pk3 in SLADE, navigate to zscript/NashGoreHandler.zc and delete line 109.



I will add an Option to tune this feature in the next update.
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 »

Just a couple more bug reports: sometimes gibs spawn even if monsters don't enter their xdeath state, and blood spurts are present after killing lost souls (probably for pain elementals, too).
User avatar
Rip and Tear
Posts: 185
Joined: Tue May 02, 2017 3:54 pm

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

Post by Rip and Tear »

I like the random flipping of frozen enemies, but it might be worth implementing a 'blacklist' for enemies that aren't symmetrical enough for the random flipping to look right (for example, the Ettin's club can switch hands when frozen currently).
User avatar
Nems
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

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

Post by Nems »

Nash wrote:0.9 beta released. HAVE FUN!
Spoiler:
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 »

IDK why but sometimes (albeit rarely) I bump into monster corpse as if it was a solid obstacle momentarily, before I continue moving normally, as if the obstacle got instantly removed after I bumped into it. It happened more often with imps for some reason. This is in vanilla Ultimate Doom, no other mods involved.
User avatar
Nash
 
 
Posts: 17433
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 »

Sinael wrote:IDK why but sometimes (albeit rarely) I bump into monster corpse as if it was a solid obstacle momentarily, before I continue moving normally, as if the obstacle got instantly removed after I bumped into it. It happened more often with imps for some reason. This is in vanilla Ultimate Doom, no other mods involved.
Post Reply

Return to “Graphic/Audio Patches”