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

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Bodhisattva
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Bodhisattva »

Nash wrote:Nope, that's not possible. Run-time modification of any actor's blood color is not supported by the engine. You would have to edit Colorful Hell to remove the blood colors from all the monsters. This isn't even something my mod can do anything about.
I see. Thanks for the answer!
MrJohnny
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by MrJohnny »

Would it be possible for you to make an option for users to use the "default" blood models for the "classic" blood type?
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »

You mean huge blood splats for the classic blood type?
MrJohnny
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by MrJohnny »

Yes, that is correct.
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »

I'll have to think about that. Trying to avoid feature creep by making too many optional/configurable things...
DoomeRez
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by DoomeRez »

Hey all!

How can I change the default blood color (to yellow)?

I need this because I am playing Alient TC wad atm, and I tried to change blood colors for all enemies separately (and it worked for the most part), but when I did this for objects that are used for alien sacks:

Code: Select all

Actor CBlood_ShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn
{ 
	BloodColor "C8BA4A"
}
or this

Code: Select all

Actor CBlood_FlyingSkull : FlyingSkull replaces FlyingSkull
{ 
	BloodColor "C8BA4A"
}
It broke those objects (sprites reverted back to default doom textures, you can't shoot them, etc).

Can somebody help me out?
Kazudra
Posts: 126
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Kazudra »

DoomeRez wrote:Hey all!

How can I change the default blood color (to yellow)?

I need this because I am playing Alient TC wad atm, and I tried to change blood colors for all enemies separately (and it worked for the most part), but when I did this for objects that are used for alien sacks:

Code: Select all

Actor CBlood_ShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn
{ 
	BloodColor "C8BA4A"
}
or this

Code: Select all

Actor CBlood_FlyingSkull : FlyingSkull replaces FlyingSkull
{ 
	BloodColor "C8BA4A"
}
It broke those objects (sprites reverted back to default doom textures, you can't shoot them, etc).

Can somebody help me out?
It's being treated as a new replacement, as the one lowest in load order will over-ride the previous.

It's best if you changed the blood color and the enemy replacement in the same script.
DoomeRez
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by DoomeRez »

Kazudra wrote:It's being treated as a new replacement, as the one lowest in load order will over-ride the previous.

It's best if you changed the blood color and the enemy replacement in the same script.
Thanks for your reply!

I am changing it in a decorate.txt file. Not sure where else I could add the script. All the normal monsters work fine if I define the bloodcolor in decorate.txt, it's the decoration objects that stop working properly.
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Lagi
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Lagi »

Nash wrote:
Lagi wrote:In my mod, enemies are often cut in pieces. I test that, the blood pool is not being created on the limbs that are spawn, only under main corpse. Any idea if You could or how I could fix it?

f.ex: I would like the top torso of ophidian to also create pool of blood under.
Spoiler: my snake death code

Code: Select all

actor SnakeTorso
{
    // an actor must be a monster to enable NashGore code
    Monster
    
    // don't add to the kill counter
    -COUNTKILL
    
    States
    {
    Spawn:
        TNT1 A 0 NoDelay
        {
            // mark this actor as NashGore-enabled
            A_GiveInventory("NashGoreActor", 1);
            
            // an actor must "officially die" to trigger NashGore's death logic
            A_Die();
        }
        
    // rest of your code
    }
}
 
Try this...

(the above code assumes you are using DECORATE... if you are using ZScript, do the necessary adjustments to the code, like adding a Default block, and changing the class definition syntax, etc)
Thanks, I do this and it works (hit and dead ; ctrlC+V, as always quality of coding in my execution :D):

Code: Select all

actor snakeTorso:  impskull
{gravity 0.25
Radius 24
Height 14
monster
-countkill
				  States
						  {
						  Spawn:
						         TNT1 A 0 NoDelay
        {
            A_GiveInventory("NashGoreActor", 1);
         
        }
							snkh hhi 4 A_CheckFloor("Hit")
							wait
						  Hit:
							snkh j -1 A_Die
							stop	
						Death:
							snkh j -1 
							stop
						
						  }
}
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »

Image
Image

NashGore Did It First(tm)
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Lagi
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Lagi »

absolutely dashing progress


I need help, if you dont mind :)
Spoiler:
Warrex
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Warrex »

Nash, do you want to give a reason why you took down your github repo?

Edit: Nash added this to the first post: "Project relicensing for the new version is in progress, Gtihub repo will be back after the next version is officially released"
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HeemboGlobin
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by HeemboGlobin »

Could someone who has it please send me the last available development build directly (if that's alright?), I wanted to try nashgore with smooth doom but I ran into the imp fireball thingy. Otherwise I'll just wait till the next release I guess.
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BerserkerNoir
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by BerserkerNoir »

HeemboGlobin wrote:Could someone who has it please send me the last available development build directly (if that's alright?), I wanted to try nashgore with smooth doom but I ran into the imp fireball thingy. Otherwise I'll just wait till the next release I guess.
Check this.
viewtopic.php?f=46&t=67699
There is a patched Smooth Doom and Nashgore as well, if that works for you.
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HeemboGlobin
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by HeemboGlobin »

BerserkerNoir wrote: Check this.
viewtopic.php?f=46&t=67699
There is a patched Smooth Doom and Nashgore as well, if that works for you.
Hey thanks for the heads up, I've actually seen that before and was planning to give it a go sometime. Kazudra told me how to fix an error with the green blood in Smooth Doom recently and also briefly mentioned the mod so I checked out the project page then. In general though upscaling isn't something I'm typically too keen on. Can't stand texture filtering either, I like my crispy pixels nice and raw lol.
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