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

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RikohZX
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by RikohZX »

I can't remember what game it was, but there was this one title where killing frozen foes had frozen gibs fly outwards too. Might be more compatible to just have frozen death states come with color-swapped or tweaked frozen gibs that may or may not shatter when they hit something?
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HorrorMovieRei
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by HorrorMovieRei »

I pictured it more along the lines of this scene from Jason X. Basically, spawning fewer of the regular, unfrozen gibs, and a whole bunch of small, frozen meat chunks, that could probably shatter upon hitting the floor, as the post above brilliantly suggested here. Buuuuut, I'm just spitballing here :p
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by Nash »

Image

Worked on the ice death a bit.

I tried translating the gibs to the built-in 'Ice' translation but it looked like shit. :S So I'm just going to leave the gibs untranslated for now.
MrJohnny
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by MrJohnny »

That does look better, but it looks a bit off-putting since the ice chunks are so much lighter than the preceding ice monster. If you're interested, kodi's translation is a nice reference: viewtopic.php?f=37&t=54889
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by Nash »

Image

Matched the ice chunks to the vanilla Hexen's frozen death frames instead. I haven't tested this in non-Hexen but I think the built-in 'Ice' translation is within that colour range anyway so it should look okay.

EDIT:

Image

Smol filesize, big on features. :D
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HorrorMovieRei
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by HorrorMovieRei »

Now, that's what I call a cool ice death.

I'm not sorry
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Rip and Tear
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by Rip and Tear »

The ice death looks good. Might look a bit better if some of the chunks flew out with a little more speed.
Awez
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by Awez »

I have been following this for years, seeing it actually come out is very surreal. I haven't been this hyped about a video game, hell for a mod in a long ass time. Thank you so much dude, please bear my children;
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RikohZX
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Re: Nash's Gore Mod: Vengeance Edition [Teaser out now]

Post by RikohZX »

Your stuff is almost always ridiculously optimized, Nash, geez louise.
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Nash »

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Spaceman333
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Spaceman333 »

Nash wrote:0.9 beta released. HAVE FUN!
:surprise: :rock:
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Marisa the Magician
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Marisa the Magician »

I have a bug to report. If a projectile has +EXTREMEDEATH it doesn't cause gibs to spawn.
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namsan
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by namsan »

Few suggestions:

1. I want an option that allow attacks like explosions or plasma ball to bleed enemies. When I use weapons like plasma rifle or rocket launcher, Enemies don't bleed at all except when they die. I know it's same as vanilla, but I feel this is boring.
2. Currently small blood particles don't leave blood decals to the floor. I think it's intentional, but I'm glad if I can get an option that make small blood particles to leave small blood decals.
3. I'm really glad if high-damage attacks can bleed the enemy more than normal attacks. This change would make "powerful but has a slow rate of fire" weapons more satisfying.
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RikohZX
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by RikohZX »

Seems due to the way the models for blood work, they can not only block you on elevators if one's above you, but they can also cause doors to get jammed if an enemy dies next to them. Especially polyobject doors.
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Post by Nash »

RikohZX wrote:Seems due to the way the models for blood work, they can not only block you on elevators if one's above you, but they can also cause doors to get jammed if an enemy dies next to them. Especially polyobject doors.
Can you describe how to accurately reproduce this repeatedly?
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