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

Posted: Fri Oct 29, 2021 5:05 pm
by BROS_ETT_311
Garrett_42 wrote:Hello everyone, I have a question about the nashgore mod, namely, is it possible to disable blood and other effects for individual entities(something like a blacklist)? I will be glad of any help.
Try this - viewtopic.php?f=46&t=69564 (another one of Nash's glorious mods, "CBlood")
It basically allows you to override the blood properties of a given actor/class. Should look a little something like this:

class CBloodYourActorHere : CBlood
{
Default
{
+NOBLOOD
}
}

Hope this helps. If not, you could just add +NOBLOOD to whatever actor it is you're trying to remove the effects from.

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

Posted: Sat Oct 30, 2021 12:46 am
by Garrett_42
BROS_ETT_311 wrote:
Garrett_42 wrote:Hello everyone, I have a question about the nashgore mod, namely, is it possible to disable blood and other effects for individual entities(something like a blacklist)? I will be glad of any help.
Try this - viewtopic.php?f=46&t=69564 (another one of Nash's glorious mods, "CBlood")
It basically allows you to override the blood properties of a given actor/class. Should look a little something like this:

class CBloodYourActorHere : CBlood
{
Default
{
+NOBLOOD
}
}

Hope this helps. If not, you could just add +NOBLOOD to whatever actor it is you're trying to remove the effects from.
I checked. Unfortunately, it doesn't work.

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

Posted: Fri Jan 07, 2022 1:37 pm
by BerserkerNoir
Hello Nash, sorry to bother you.
But seems that the latest GZDOOM build doesnt show the BloodSplats.
I thought It was me, but Even PB 3.0 which uses your gore as base has those missing.
Edit: Nevermind me, reinstalled everything and it works.

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

Posted: Fri Jan 07, 2022 10:58 pm
by Nash
BerserkerNoir wrote:but Even PB 3.0 which uses your gore as base has those missing.
Can I get a link to where you downoaded the PB 3.0?

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

Posted: Fri Jan 07, 2022 11:17 pm
by BerserkerNoir
Nash wrote:
BerserkerNoir wrote:but Even PB 3.0 which uses your gore as base has those missing.
Can I get a link to where you downoaded the PB 3.0?
Sure, its here:
https://github.com/pa1nki113r/Project_Brutality

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

Posted: Sun Jan 09, 2022 12:11 pm
by MasterZeroFlash
Imagine if this was re-released as "Nasi Goreng" (or even "Nashi GoreVeng") just to continue the food-related theme >_<

Jokes aside, it looks like a cool mod that could very well take a spot as sort of an "Autoload" mod, so to speak.

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

Posted: Sun Jan 09, 2022 4:31 pm
by Plasmazippo
MasterZeroFlash wrote:Imagine if this was re-released as "Nasi Goreng" (or even "Nashi GoreVeng") just to continue the food-related theme >_<

Jokes aside, it looks like a cool mod that could very well take a spot as sort of an "Autoload" mod, so to speak.
I can say for absolute certainty that nashgore is ALWAYS on my load order in Doom Launcher. I'd only make an exception for Chex Quest and non-violent TCs such as Sonic Robo Blast, and currently I have neither in my HDD.

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

Posted: Sun Feb 06, 2022 12:37 pm
by YasuoProjectX
i would rate your mod cuz its nice with feedback on it

- Hitting with projectile weapons can't spread the gores
- Stepping on a blood pool will shrink back to the corpse
- Blood on a water floor texture wont disappear (unless they will disappear on underwater)

7.9/10 overall

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

Posted: Sun Feb 06, 2022 12:45 pm
by Plasmazippo
That last one is because you need to explicitly set the terrain of the liquid flat as "liquid" in the TERRAIN lump and assign that terrain type to the flat's textures. Enjay's Revised Splashes is a start.

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

Posted: Wed Feb 09, 2022 1:04 pm
by YasuoProjectX
Plasmazippo wrote:That last one is because you need to explicitly set the terrain of the liquid flat as "liquid" in the TERRAIN lump and assign that terrain type to the flat's textures. Enjay's Revised Splashes is a start.
thanks for the help imma try to do this

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

Posted: Sat Feb 12, 2022 5:47 pm
by PKr
It's been a while... Still haven't seen those effects in the action. :(

Any chance for a new version this or next year? Or are you tired of this project by now?

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

Posted: Thu Feb 24, 2022 6:51 am
by rayburn
Greetings @Nash

Do I understand correctly that some of the blood actors (namely the slowly expanding blood pool) in NashGore get removed together with the actor being removed? How can I patch this?

Video:


Code (short, note comments):
Spoiler:
Can you point out what should I patch in NashGore to prevent this? I would greatly appreciate it.
Let me know if you need more detail. Thanks!

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

Posted: Thu Feb 24, 2022 7:08 am
by Nash
Thanks for the video. It is much more clear what the problem actually is.

Unfortunately this isn't a quick fix. Basically, NashGore is currently hardcoded to only support one corpse blood pool per monster. There is also some weird jank going on that's maintaining pointer relationships between the monster and the blood pool. It is currently not able to handle spawning more blood pools after a monster has been resurrected.

I know your video shows the blood pool disappearing, but upon checking with the latest development version of NashGore (not released yet) - the blood pool doesn't disappear anymore BUT, a resurrected monster who dies for a second time will simply not spawn any more blood pools.

To fix this would require me to retool quite a bit of code to allow monster corpses to spawn multiple corpse blood pools regardless of how many times they were resurrected. I've added this to the to-do list for the next release of the mod.

In short: this isn't a quick fix, sorry!

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

Posted: Thu Feb 24, 2022 7:12 am
by rayburn
It also happens if monster just goes to that second section of Death right away (some monsters go there by chance using A_Jump) without ressing, pool starts expanding and just disappears.
Tho since u say my version is outdated, I will redownload and try again.
Will let u know if it helps.

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

Posted: Thu Feb 24, 2022 7:16 am
by Nash
rayburn wrote:Tho since u say my version is outdated, I will redownload and try again.
I don't have an ETA on when the new version will be out. It's still not released yet. It's a huge update that I am taking my time to refine to make sure it's near-perfect and there are minimal bugs. :D

But yeah, as of the latest version, the corpse blood doesn't disappear. But this highlights a problem in that resurrected monsters will never spawn a second (or third, or fourth or... or...) corpse blood pool after resurrection.

It's by no means difficult to refactor the code to make a monster support infinite cirose blood pools... it's just that I'm a little occupied with other tasks for some time now and I'll need to sit down and make this change carefully and make sure I don't break anything else in the mod... :P