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

PostPosted: Thu Dec 20, 2018 9:34 am
by affandede
Nash wrote:Got a little cool treat for y'all. Ya boy just went mad hard with that optimization game!


Da boy is da best.

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

PostPosted: Thu Dec 20, 2018 10:42 am
by Pompous Seed
This is literally the best thing ever.

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

PostPosted: Thu Dec 20, 2018 2:43 pm
by HorrorMovieGuy
As someone who plays Doom on a glorified toaster, I can't thank you enough for this absurd level of optimization!

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

PostPosted: Fri Dec 21, 2018 3:08 am
by Neccronixis
Alot of mods with extra gore scale the blood sprites down so it doesn't appear big compared to the monsters - but they end up looking like hires sprites compared to everything else. What makes this such a fantastic blood mod is that it adheres to the original aesthetic of DOOM, and looks exactly like other games from the time period. To improve on this, can I suggest developing a simple blood impact splatter animation (to replace the vanilla doom one that drops to the floor) who's pixels are 1:1 of the monster sprite resolution? Gifty's Deadmarine mod has blood impact sprites that demonstrates this effect.

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

PostPosted: Wed Dec 26, 2018 3:00 pm
by BerserkerNoir
I thought this was already optimized, but even further is overkill, now I´m Hyped for the next release.

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

PostPosted: Fri Dec 28, 2018 8:59 am
by Spaceman333
Nash wrote:Got a little cool treat for y'all. Ya boy just went mad hard with that optimization game. ;)


Oh man I can't wait to run this on extreme sized levels with 1000 monsters on them! :rock:

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

PostPosted: Thu Jan 10, 2019 4:21 pm
by Cyanide
When an Arch-vile raises a monster, which has had it's death animation flipped, it does not flip the raise animation.

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

PostPosted: Sun Jan 13, 2019 8:14 pm
by Sinael
Found a small (but significant) bug: if the weapon has +EXTREMEDEATH flag, then it will only gib monsters vanilla-style, not the new nashgore-style. Discovered when playing with Dakka (impaler weapon)

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

PostPosted: Mon Jan 14, 2019 4:57 pm
by grubfisher
Spaceman333 wrote:
Nash wrote:Got a little cool treat for y'all. Ya boy just went mad hard with that optimization game. ;)


Oh man I can't wait to run this on extreme sized levels with 1000 monsters on them! :rock:


Yes! I'll finally play Sunder outside of postcard mode!

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

PostPosted: Tue Jan 15, 2019 5:42 am
by RiboNucleic Asshat
While I don't mind the clashing styles of the floor blood and wall blood, I find it rather irritating that the overall tone of the floor blood is visually much darker than the wall blood.
You can see what I mean in this image:



The blood on the floor is mostly dark cyan, while the wall blood is much lighter in comparison.
If you lightened the flat blood texture and toned down the contrast a bit, I think it would look much better.

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

PostPosted: Tue Jan 15, 2019 7:45 am
by Nash
I'm trying to see if I can submit a PR to GZDoom that lets modders make opaque + colourizable blood decals on walls. If that gets added into the engine, then all will be good and consistent as I will replace the wall decal art with completely opaque graphics.

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

PostPosted: Wed Jan 16, 2019 4:36 am
by Sinael
Nash wrote:I'm trying to see if I can submit a PR to GZDoom that lets modders make opaque + colourizable blood decals on walls. If that gets added into the engine, then all will be good and consistent as I will replace the wall decal art with completely opaque graphics.


Another good idea would be an additional option to make switches (i.e. activateable linedefs that do not move) untaintable, or/and make decals placed on them to always be semitransparent, or any other way to see the switches behind all the blood because I can't count how many times i messed a switch because it was completely covered up.

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

PostPosted: Sat Jan 26, 2019 7:27 am
by Midnight_King
Those blood sprays from the dead bodies, I love it <Smash TV Announcer>

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

PostPosted: Sat Feb 02, 2019 8:47 pm
by Solfish
Could you add fire death? It would be amazing to set everything on fire with cleric.

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

PostPosted: Sun Feb 03, 2019 2:52 am
by luigiman0640
Am I the only one who's getting lagging issues with the wall decals? I love this mod, but whenever I look at or get near copious amounts of blood on the walls, my game starts to chug quite a bit.