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

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

Postby HorrorMovieGuy » Sat Dec 01, 2018 3:51 am

I've noticed that when playing this with the "champions" mod, the corpse blood pool and the blood splurts don't translate properly.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Sat Dec 01, 2018 4:30 am

HorrorMovieGuy wrote:I've noticed that when playing this with the "champions" mod, the corpse blood pool and the blood splurts don't translate properly.


That is because under the hood, Champions does not actually set a proper blood colour property to monsters. This is evident even if playing Champions without nashgore - you'll notice that Champions' monsters leave red blood decals on the walls.

For Champions, only blood actors from hitscans seem to be translated (using an event handler) and that nashgore's stuff even translates at all is just by luck. :P

I'm not sure if I can or will do anything about this, as I am trying to avoid adding mod-specific compatibility into nashgore.

(If I have to start adding compatibility code into nashgore, that'd mean my mod isn't so universal after all... :P)
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Gorman Frebmane » Sat Dec 01, 2018 4:46 am

You don't have to make it a part of nashgore, just more as a patch file that you keep updating more than anything.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Sat Dec 01, 2018 4:50 am

I won't be adding any Champion-specific fixes because technically, my mod isn't doing anything wrong. It perfectly reads a monster's BloodColor property and will work as intended if that property was set correctly.

Champions does not set the BloodColor property on any monster. Good news is, there is a pending SetBloodColor feature request for GZDoom so if that function makes it into the engine, Champions (and any other mod that wants to alter BloodColor the correct way) should be updated to use that. Nashgore would just work as intended from there.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby WallyTheBoogieBug » Sat Dec 01, 2018 6:10 am

Nash wrote:
WallyTheBoogieBug wrote:Oh, I dont know if this was also mentioned, but crushed corpses (the ones that spawn the gore trails) can't be resurrected by archviles.


Is this not vanilla gameplay behaviour? Dead monsters crushed by doors can never be resurrected because the original monster Actor is already Destroy()'ed and cleared from memory by then.


Thinking about it you are actually correct, when I made that post I was mistakenly thinking in my head that only corpses crushed by crushers couldn't be resurrected, not doors too. You're right, they all can't be resurrected regardless of how they are crushed, I apologize. It can sometimes be hard keeping track of the weird rules behind the arch-vile's resurrection power.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Sat Dec 01, 2018 6:57 am

Instructions for quick fix to elevator/block movement bug posted in the first post. Please apply this fix on your own while waiting for the next update, which will take a while to be prepared.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Blue Shadow » Sat Dec 01, 2018 8:44 am

In GZDoom, by default, crushed dead bodies can't be resurrected, unless the compatibility flag to allow that is enabled.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Enjay » Sat Dec 01, 2018 9:29 am

Nash wrote:Is this not vanilla gameplay behaviour? Dead monsters crushed by doors can never be resurrected because the original monster Actor is already Destroy()'ed and cleared from memory by then.

Sort of. It's certainly vanilla (G)ZDoom gameplay (due to fixing bugged gameplay), but in vanilla Doom, crushed enemy corpses can be brought back as ghosts: https://doomwiki.org/wiki/Ghost_monster

Ghost monsters are a right pain in the neck and are really only important in maps that specifically aim to use them.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Gideon020 » Sat Dec 01, 2018 10:26 pm

Great so far, but the only complaint I have is that the wall decals kill my framerate due to the number that get stacked on top of each other. Any tips on how to alleviate this?
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Sun Dec 02, 2018 2:58 am

Gideon020 wrote:Great so far, but the only complaint I have is that the wall decals kill my framerate due to the number that get stacked on top of each other. Any tips on how to alleviate this?


If you don't mind a little editing yourself, open up nashgore.pk3 in SLADE, navigate to zscript/NashGoreHandler.zc and delete line 109.



I will add an Option to tune this feature in the next update.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Pompous Seed » Tue Dec 04, 2018 2:48 pm

Just a couple more bug reports: sometimes gibs spawn even if monsters don't enter their xdeath state, and blood spurts are present after killing lost souls (probably for pain elementals, too).
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Rip and Tear » Tue Dec 04, 2018 2:59 pm

I like the random flipping of frozen enemies, but it might be worth implementing a 'blacklist' for enemies that aren't symmetrical enough for the random flipping to look right (for example, the Ettin's club can switch hands when frozen currently).
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nems » Tue Dec 04, 2018 8:18 pm

Nash wrote:0.9 beta released. HAVE FUN!


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

Postby Sinael » Tue Dec 04, 2018 9:42 pm

IDK why but sometimes (albeit rarely) I bump into monster corpse as if it was a solid obstacle momentarily, before I continue moving normally, as if the obstacle got instantly removed after I bumped into it. It happened more often with imps for some reason. This is in vanilla Ultimate Doom, no other mods involved.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Wed Dec 05, 2018 2:46 am

Sinael wrote:IDK why but sometimes (albeit rarely) I bump into monster corpse as if it was a solid obstacle momentarily, before I continue moving normally, as if the obstacle got instantly removed after I bumped into it. It happened more often with imps for some reason. This is in vanilla Ultimate Doom, no other mods involved.


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