Universal Gibs - Now With Presets!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Universal Gibs

Postby Lud » Fri Apr 20, 2018 6:02 am

- Redesigned the menu.
- Added a blood brightness option. Doesn't work on gibs themselves, only pools and trails.
Lud
 
Joined: 11 Feb 2016

Re: Universal Gibs

Postby Lud » Sat Apr 21, 2018 11:30 am

- Gibs no longer use fake warp and instead utilize a shader. Thanks to Graf's fix not long ago, shaders now work properly on alphamaps.

EDIT: Oh, this means GZDoom 3.3.0+ is required. Alpha textures fix is not present in previous versions.
Lud
 
Joined: 11 Feb 2016

Re: Universal Gibs

Postby Lud » Sat Apr 21, 2018 11:46 am

- Fixed blood pools warping outside of water.

Whoops.
Lud
 
Joined: 11 Feb 2016

Re: Universal Gibs

Postby Spaceman333 » Sat Apr 21, 2018 2:56 pm

Thank you! Much appreciated. :D
User avatar
Spaceman333
 
Joined: 14 Oct 2016

Re: Universal Gibs

Postby Lud » Sat May 05, 2018 3:13 pm

- Added "Doom Blood" gib trail mode. This makes the mod fully compatible with Droplets. Looks really damn good, in fact. However, a trail density of 1-3 is recommended to avoid lag.
- Increased density range to 1-6, was 1-4.
- Minor visual adjustments to the sliding trails.

EDIT: Blood color is ignored on Doom Blood trail mode. See known issues. No fix atm. Will attempt something, still.
Last edited by Lud on Sat May 05, 2018 3:50 pm, edited 1 time in total.
Lud
 
Joined: 11 Feb 2016

Re: Universal Gibs

Postby Lud » Sat May 05, 2018 3:50 pm

- Fixed issue with Doom Blood trails not respecting color.
Lud
 
Joined: 11 Feb 2016

Re: Universal Gibs

Postby Samarai1000 » Mon May 07, 2018 10:48 am

I have to say, I'm absolutely amazed as to how well this mod sticks to it's "universal" tag, ESPECIALLY with the new "Doom blood" trails.
I didn't think Guncaster's proto-ketchup (since, y'know, it's a blood mod that's made by Mark, I'm assuming it's similar to ketchup) would work well with this, but then it completely defied my expectations by just working fine with absolutely no problems whatsoever. Aside from optimization and vision obstruction, but those aren't bugs. Great job on this, Lud.
https://streamable.com/hkzzr
Samarai1000
 
Joined: 26 Sep 2016

Re: Universal Gibs

Postby Lud » Mon May 07, 2018 1:34 pm

Thank you! I think I saw the video on /vr/ as well. :P
Lud
 
Joined: 11 Feb 2016

Re: Universal Gibs

Postby Someone64 » Wed May 09, 2018 4:58 am

I absolutely love the Doom Blood option for gibs but with the amount of blood it puts out, it can get beyond Brootal Doom versions of nutty in how much blood comes out despite turning trail options as low as possible. May I suggest allowing even lower amounts of blood to come out when gibs happen? I currently have trail size down to 4 and density to 1 and it still manages to cover entire small rooms with 1 enemy's blood when using Nashgore. I can't imagine how laggy it could get when using something like Droplets.
Someone64
 
Joined: 23 Feb 2016

Re: Universal Gibs

Postby Lud » Wed May 09, 2018 7:32 am

- Increased Density limit to 12.

This should make density of 1 not spawn blood so often.
Lud
 
Joined: 11 Feb 2016

Re: [FINAL] Universal Gibs

Postby Gay69 » Sun May 20, 2018 6:49 pm

Hey there Lud. I understand that this version may be the final version. But in the older version I kinda got the idea that it was an error in the code when, the enemies got gibed they spawned extra ammo and weaponry. But could you please add that as an option? I would love it. :D
Gay69
Banned User
 
Joined: 14 Nov 2017

Re: [FINAL] Universal Gibs

Postby Lud » Mon May 21, 2018 2:58 am

This goes beyond the scope of the mod. I suggest looking into implementing it as a separate mod.
Lud
 
Joined: 11 Feb 2016

Re: [FINAL] Universal Gibs

Postby Gay69 » Mon May 21, 2018 3:22 pm

And the scope of this mod what it is? To gib enemies right? Why not gibing them with a reason? The reason being the one I mentioned?
Gay69
Banned User
 
Joined: 14 Nov 2017

Re: [FINAL] Universal Gibs

Postby wildweasel » Mon May 21, 2018 3:24 pm

Nothing stopping you from reimplementing that yourself - these mods are open by design, after all.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

Re: [FINAL] Universal Gibs

Postby Lud » Mon May 21, 2018 3:38 pm

The moment this mod starts changing gameplay elements and behaviour, it stops being a graphic patch and starts having more things that could possibly break in nasty ways. It cost me an arm and a leg to get this working with resurrection. Adding more functionality like the one you requested would open a whole new can of worms. Sorry, I won't add gameplay-changing functionality.
Lud
 
Joined: 11 Feb 2016

PreviousNext

Return to Graphic/Audio Patches

Who is online

Users browsing this forum: No registered users and 4 guests