Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Postby Glaice » Mon May 13, 2019 1:53 am

I look forward to the next version that comes out.
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Postby Grizzly » Thu May 16, 2019 2:04 pm

And my axe!
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Postby sdaa » Mon Jun 03, 2019 4:27 am

Is there a way to turn off the blood stains on walls?
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Postby Trusty McLegit » Mon Jun 03, 2019 12:28 pm

Are you still looking for testers?
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Postby Tesculpture » Fri Jun 07, 2019 10:54 pm

I support actor-based wall splats for a couple of reasons:

-The current decal splats are massively resource intensive. My computer can handle lots of blood and gore actors on the ground, but as soon as I look too closely at a blood covered wall, I get only 10FPS.

-Actor based splats, I'm guessing, will only show up if actual blood splatter occurs - I've noticed with decal blood that monsters will cover surrounding walls with splat decals even if the attack damaging them is not one that triggers blood.
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Postby devilemporium » Fri Jun 07, 2019 11:25 pm

might I suggest an option, having a setting to change the gravity of which the blood falls from the Classic setting? It seems kind of floaty, even compared to your old version of your blood mod that was used for DoomRL Monsters. that seemed more realistic.
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