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Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 2:38 am
by Nash
YukesVonFaust wrote: Will there be shootalbe corpses like in universal gibs?
I try not to alter gameplay with NGM Vengeance (because shooting a corpse will destroy it and prevent it from being resurrected) but I'll look into adding an option for it!

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 8:28 am
by Get Phobo
Not the mod we deserve, but the mod we need.

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 9:42 am
by RikohZX
Nash wrote:
YukesVonFaust wrote: Will there be shootalbe corpses like in universal gibs?
I try not to alter gameplay with NGM Vengeance (because shooting a corpse will destroy it and prevent it from being resurrected) but I'll look into adding an option for it!
Could figure a way to have the universal gibs system compatible with your gore to save trouble, too. Seeing as it can recognize standard blood puffs which other gore mods can promptly replace.

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 11:57 am
by Nash
RikohZX wrote: Could figure a way to have the universal gibs system compatible with your gore to save trouble, too. Seeing as it can recognize standard blood puffs which other gore mods can promptly replace.
I think what will happen if you have both UG and my mod loaded is you will see both gore effects from both mods spawned at the same time. Probably won't be good for your computer's performance. =P

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 2:27 pm
by MrJohnny
YES, IT'S HAPPENING!!!!

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 2:58 pm
by RikohZX
Nash wrote:
RikohZX wrote: Could figure a way to have the universal gibs system compatible with your gore to save trouble, too. Seeing as it can recognize standard blood puffs which other gore mods can promptly replace.
I think what will happen if you have both UG and my mod loaded is you will see both gore effects from both mods spawned at the same time. Probably won't be good for your computer's performance. =P
Fair enough. Then again if someone's piling on multiple gore mods for maximum gore, they are probably nuts enough to overlook performance, but hey, that's just a theory.

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 4:20 pm
by Spaceman333
RikohZX wrote:
Nash wrote:
RikohZX wrote: Could figure a way to have the universal gibs system compatible with your gore to save trouble, too. Seeing as it can recognize standard blood puffs which other gore mods can promptly replace.
I think what will happen if you have both UG and my mod loaded is you will see both gore effects from both mods spawned at the same time. Probably won't be good for your computer's performance. =P
Fair enough. Then again if someone's piling on multiple gore mods for maximum gore, they are probably nuts enough to overlook performance, but hey, that's just a theory.

*Imagines loading up Bolognese Gore, Universal Gibs and Nash Gore Vengeance, in nuts.wad, all together*


Image

Sweet mother of mercy.

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 5:03 pm
by Nash
Have some WIP images.
Spoiler:

Re: Nash's Gore Mod: Vengeance Edition

Posted: Fri Nov 23, 2018 6:18 pm
by MrJohnny
Brutal Doom has always looked ugly to me; I prefer quality over quantity. So I reckon this will suit my taste mighty fine. Really nice stuff you've got going here. Real fancy-looking. :yup:

Re: Nash's Gore Mod: Vengeance Edition

Posted: Sat Nov 24, 2018 1:30 am
by Nash
One of my visual design principles is to make sure the artwork match Doom's pixel art style as close as possible, in terms of art style and also resolution.

EDIT: Universally compatible footprints


Re: Nash's Gore Mod: Vengeance Edition

Posted: Sat Nov 24, 2018 1:24 pm
by Agitatio
Can't wait! Also big thank you for using opaque blood to avoid Z-fighting. I can't stand it personally.

Re: Nash's Gore Mod: Vengeance Edition

Posted: Sat Nov 24, 2018 1:59 pm
by MrJohnny
Nash wrote:One of my visual design principles is to make sure the artwork match Doom's pixel art style as close as possible, in terms of art style and also resolution.
This is one practice I wish more mod-makers would adopt. I'm not into high resolution sprites or anything that looks too out of place in the base game. Also, just out of curiosity, will this have any customization options?

Re: Nash's Gore Mod: Vengeance Edition

Posted: Sat Nov 24, 2018 2:19 pm
by Nash
Pompous Seed wrote:Also, just out of curiosity, will this have any customization options?
Yes. You will be able to turn on and off almost every feature.

- Blood type: default, nashgore classic, vanilla
- Blood amount
- Gib effects: default, no wall and ceiling gibs, none
- Gib amount
- Gibbable dead bodies
- Randomly X-flip dead monster sprites
- Corpse blood (the pool of blood that grows outwards like in Duke 3D)
- Footprints (stepping on corpse blood will trigger footprints for a limited distance, and also shrink down the corpse blood until they disappear completely. Just like in Duke3D)
- Door squish effect (again, like in Duke3D. The long, stretching meat that gets spawned when a body gets crushed)
- Max amount of gore-related sprites (defaults to 1024)

I also added a keybind that instantly deletes every gore-related sprite in the map in 1 go.

Other suggestions welcome.

Re: Nash's Gore Mod: Vengeance Edition

Posted: Sat Nov 24, 2018 3:34 pm
by MrJohnny
Wow, I wasn't expecting so many options!
Nash wrote:I also added a keybind that instantly deletes every gore-related sprite in the map in 1 go.
:O

Re: Nash's Gore Mod: Vengeance Edition

Posted: Sat Nov 24, 2018 4:56 pm
by Xim
This looks awesome! Can't wait to try it out.
Any chance this will have effects for ice deaths?