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

PostPosted: Fri Mar 20, 2020 3:02 am
by Nash
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 allExpand view

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)

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

PostPosted: Sun Mar 22, 2020 8:03 pm
by Kazudra
Feedback so far;
Beta 1.1 is a blast. The variants prove to be great.
Only one major issue though, Colored blood seems to have weird behavior; the gore is correct, and most of the blood is correct but you'll see some red popping through.

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

PostPosted: Mon Mar 23, 2020 7:10 am
by Nash
So one of the most common complaints about this mod was that the art style for the wall decals do not match the floor blood. As I've explained before in the past, this is because blood decals on walls are rendered with the 'Shaded' renderstyle, while the floor blood is rendered with a 'Normal' renderstyle.

It was impossible to make opaque wall blood decals that can be universally colored by any monster blood color. Yes, there are mods that have done opaque blood decals before, this is nothing new - however notice that they just stay red. You cannot have opaque COLORED blood decals on the wall.

Well after some help from some very nice developers, I decided to submit such a feature to be added into GZDoom.

So what does this all mean?





The next version of NashGore will eliminate the inconsistent/faded blood wall decals. :) When will it be out, you ask? Well, we'll have to wait for GZDoom 4.3.4 to be officially released first. In the mean time, I am still ironing things out, fixing bugs, adding new features.

Stay tuned for a developer update video soon.

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

PostPosted: Mon Mar 23, 2020 7:37 am
by Tesculpture
With the latest github build, shattering a frozen enemy always produces some leftover gore, even if the Ice Effects option is turned off.

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

PostPosted: Mon Mar 23, 2020 7:59 am
by Nash
Tesculpture wrote:With the latest github build, shattering a frozen enemy always produces some leftover gore, even if the Ice Effects option is turned off.


Fixed.

---------------

A quick note to anyone who's trying out the bleeding edge Github builds - I have been silently working on the mod and there are a ton of new features being experimented on, so the Github version is currently a little unstable. Feel free to test and report stuff but I don't recommend you load up the Github build for a serious playthrough because the code is very hot right now. :)

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

PostPosted: Mon Mar 23, 2020 8:19 am
by Barry Burton
I played through Doom 64 Retribution last night and no baddies that were squished under doors produced stretchy guts. Using GZ 4.3.3 and the latest Nash Gore master zip. Just thought you might want to know. :)

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

PostPosted: Mon Mar 23, 2020 8:49 am
by Nash
Barry Burton wrote:I played through Doom 64 Retribution last night and no baddies that were squished under doors produced stretchy guts. Using GZ 4.3.3 and the latest Nash Gore master zip. Just thought you might want to know. :)


Thanks. I know what's going on. Doom 64 Retribution defines valid Crush states for the monsters. In GZDoom, when a monster has valid Crush states, the generic-looking pile of meat does not spawn. NashGore's squishy meat relies on that generic meat to spawn.

I'll think of how to fix this a little later. I'm just writing this for self documentation.

[EDIT] Fixed.

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

PostPosted: Mon Mar 23, 2020 9:16 am
by Pompous Seed
Nash wrote:The next version of NashGore will eliminate the inconsistent/faded blood wall decals.

:O

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

PostPosted: Mon Mar 23, 2020 1:00 pm
by Lagi
The blood footprint from military shoes dont really fit into fantasy setting.

thats why would you be so kind to include below, together with some super-neural-AI formula to auto include it if the wad is from Heretic or Hexen. You could also add some new option in menu for manual switch, if modern technology failed us.

P.S. I hope it look moderately like medieval shoe footmark

Spoiler:

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

PostPosted: Mon Mar 23, 2020 3:14 pm
by Lagi
your mod is brilliant and i think its should be auto included in GZdoom.

In case if that would happen, would be rationally to include more anatomy assortment of potential monsters, than only the one whose tissue is consisting of various colored liquids and little brighter soft, conduit-y viscera organs.

    Disciples - after ordination, his body tissue are now also made of some violet matter, that create purple sparks. Would it be possible to create a custom blood with admixtures of magenta glitter (in shape of sparks?) for him?

    Sabreclaw - he is some bio-mechanical monster. Clearly inspired from Nostromo passenger. I assume he explode from the ignition of the fuel in his body. A liquid that is very prone to oxidation apparently. Thats why I think he should spout with black, naphtha like blood (which can be easly done), with some flames that occure here and there.

    Knight - its awaken skeleton, clad in armor (in top half at least). Whose motorics function of muscle tissue are replace by Green Aether (I assume the same that propel the Ethereal crossbow). Upon being strike, he should release green clouds of smoke, spread bone debris and armor pieces.

    Lich - maybe you cannot tell by this sprite, but he is lock in steel chassis, and should be losing some gray chunks of steel.


I note in your mod, folder with gibs, blood etc. if I draw the bits interesting for me, would you help me to include them in your mod (so I can use it together with my)?
any advice? (besides "shut up, and first draw something already" :))

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

PostPosted: Mon Mar 23, 2020 4:39 pm
by Kagur
Hahaha... you are awesome Lagi :lol:

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

PostPosted: Tue Mar 24, 2020 11:26 am
by Bodhisattva
Talking about blood colour... I wonder, would it be hard to add a simple option to force all blood to be red?

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

PostPosted: Tue Mar 24, 2020 12:16 pm
by Nash
All blood is already red by default. :P NashGore does not ship with coloured (blue/green) blood. You must have a coloured blood mod loaded.

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

PostPosted: Tue Mar 24, 2020 3:13 pm
by Bodhisattva
Nash wrote:All blood is already red by default. :P NashGore does not ship with coloured (blue/green) blood. You must have a coloured blood mod loaded.

I know. I mean, if I play a mod like Colourful Hell that has a different blood colour for every tier of enemies, would it be possible for your mod to make all the blood red if the player doesn't want to look at rainbow-stained floors and walls? Now I manually edit some monster randomizers that have too much coloured blood, but it would be much more convenient if a gore mod could do it automatically. If you don't want to bother with this, maybe I could change a couple of lines in your mod myself? Not sure if it's that easy, though.

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

PostPosted: Tue Mar 24, 2020 3:18 pm
by Nash
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.