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

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.

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

Postby Nash » Wed Nov 21, 2018 7:25 pm




Screenshots:
Spoiler:


Requires GZDoom 4.1.3.
OpenGL renderer preferred. May work in the software renderer but floor splats might appear glitchy, and overall software renderer performance is slower anyway, so please use OpenGL hardware rendering if possible.

DO NOT USE QZDOOM.
QZDoom is an experimental source port meant for unstable features, and is not recommended or meant for regular gameplay!

HOW TO PLAY: Extract nashgore.pk3 from the ZIP file, and drag and drop nashgore.pk3 on to gzdoom.exe, or use your favourite launcher to load it up.

IMPORTANT: Please ensure nashgore.pk3 is loaded last, or fairly late in your load order!

The father of gore mods. The original brutal modification for (G)ZDoom returns, with a Vengeance.

All ZScriptified.
All new code.
All new graphics.
All new sounds.
Universal compatibility.

Any game, any mod. It just works!

I highly welcome your criticism and any changes or suggestions you may have. Please report any oddities you find and help make this mod better!

FEATURES:

- Lots of blood and gore... or none at all! Customize almost every feature of Nash's Gore Mod
- Pool of blood under corpses
- Footprints
- Stretchy meat when corpses are squished under doors
- A satisfying SPLAT! when corpses fall from a tall height
- Blood spurting out from corpses
- Enhanced ice death effects
- Keybind to delete all gore effects in the map if things get too laggy

README:

Spoiler:


FAQ:

1) Cacodemons and Barons/Hellknights still have red blood!

NGM does not define any colours for any monsters, to maintain universal compatibility. You're going to have to load a mod that defines blood colours for monsters. For vanilla Doom, you may download a tiny patch I made (see attachment).

2) The blood splats on the floor and on the walls look vastly different, like they're in two different art styles!

This is because of limitations imposed by GZDoom. There are 2 render modes at play here: shaded and solid. Shaded is the one you see on the walls - it has smooth translucency. Solid is the one you see on the floor and ceiling - they're completely opaque. So what's the problem with making them both match?

If I make floor blood shaded, there will be a ton of Z fighting problems. This happens when models are given a render style other than solid. Blood splats will appear in front of sprites even when they aren't supposed to.

What if I just make the wall decals solid instead? The problem with this is solid wall decals cannot be colourized. So if I do that, blood on walls will forever be red.

So as you can see, there's just no way to make all blood splats render in a consistent style because they each have their own quirks.

3) I am playing Smooth Doom and I don't see any new blood effects!

That is because Smooth Doom (and probably a few other mods out there) define their own blood actors. You must create a new lump called BLUDTYPE and list down the blood actors that Smooth Doom uses, so that they can be replaced. Please consult NGM's readme file for more info, or just download the BLUDTYPE example from the forum attachments.

4) Why do I have to download a separate patch for Smooth Doom compatibility? REEEEEEEEEEEEE!!!!

Nash's Gore Mod: Vengeance Edition aims to be a truly universal add-on. Yes, initially the 0.9 beta had Smooth Doom support - I actually didn't intend to ship the mod with that. The code was there to test the BLUDTYPE lump functionality... I happened to be testing Smooth Doom while I was working on the mod, and accidentally left the BLUDTYPE lump in there. The Smooth Doom BLUDTYPE lump was supposed to be removed, and was always meant to be a separate download. As for WHY am I doing this... well, as I said, as a universal mod, I would rather not merge mod-specific support into the main mod itself. I do not want to be biased towards any mod. So, my solution was the BLUDTYPE lump. YOU define the blood effects for the mods that YOU play. And finally, the last reason is I simply cannot keep up with every mod that's released out there, so BLUDTYPE was designed to be something that users of the mod will update without my intervention.


MODDERS:

Feel free to include Nash's Gore Mod in your projects, as long as I am given credit for it. You must include the readme text file in your mod. Headers in all ZScript files must remain intact.

YOU MUST CREDIT "NASH MUHANDES" IF ANY OF MY GRAPHICS OR SPRITES ARE USED IN YOUR MOD! They are original artwork, please respect my hustle!

You don't need to ask for my permission to embed NGM into your projects! Happy modding!


> DOWNLOAD NASH'S GORE MOD: VENGEANCE EDITION <
> Github Repository <

Smooth Doom imp ball flickering bug was fixed AFTER v1.0 was released, the only way to play with the fixes is to download an in-development build on Github! I don't have an ETA on v1.5 or whatever the next official release is as I have a very busy schedule!

Spoiler: "Old versions, no longer supported"
Attachments
nashgore-smoothdoom-BLUDTYPE.pk3
BLUDTYPE example for Smooth Doom
(239 Bytes) Downloaded 532 times
cblood.pk3
Patch to make Cacodemons and Barons/Hellknights have coloured blood
(240 Bytes) Downloaded 1894 times
Last edited by Nash on Fri Sep 20, 2019 2:21 am, edited 17 times in total.
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: Nash's Gore Mod: Vengeance Edition

Postby BROS_ETT_311 » Wed Nov 21, 2018 9:39 pm

*Heavy breathing intensifies :shock:
User avatar
BROS_ETT_311
 
Joined: 03 Nov 2017

Re: Nash's Gore Mod: Vengeance Edition

Postby Toberone » Wed Nov 21, 2018 11:18 pm

100% Less Spaghetti
Toberone
 
Joined: 12 May 2013

Re: Nash's Gore Mod: Vengeance Edition

Postby SiFi270 » Thu Nov 22, 2018 4:11 am

Will it still look that incredible when a monster's supposed to bleed green/blue/etc. blood?
User avatar
SiFi270
 
Joined: 10 Feb 2015
Location: Does anyone put a serious answer here?

Re: Nash's Gore Mod: Vengeance Edition

Postby Tormentor667 » Thu Nov 22, 2018 6:48 am

Wohoo :)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Nash's Gore Mod: Vengeance Edition

Postby NantoCodd » Thu Nov 22, 2018 7:01 am

I spotted Duke3d-styled stretchy gibs on the door.
User avatar
NantoCodd
 
Joined: 18 Jul 2013
Location: The Ultimate DOOUMB

Re: Nash's Gore Mod: Vengeance Edition

Postby HorrorMovieGuy » Thu Nov 22, 2018 9:07 am

Looks messy as hell, I love it <3
User avatar
HorrorMovieGuy
Witch cat that lives in the swamp
 
Joined: 24 May 2013

Re: Nash's Gore Mod: Vengeance Edition

Postby Nash » Thu Nov 22, 2018 3:32 pm

SiFi270 wrote:Will it still look that incredible when a monster's supposed to bleed green/blue/etc. blood?







Unlike some similar attempts in the past, ALL of NGVE's gore effects are properly colourized by the monsters' blood colours. NGVE aims to be truly universal with any monster mod you play with!

It just works!
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: Nash's Gore Mod: Vengeance Edition

Postby Trusty McLegit » Thu Nov 22, 2018 3:47 pm

Yes yes yes! I've been hoping for something like this, but I didn't think it'd actually happen. Any ETA?
User avatar
Trusty McLegit
 
Joined: 07 Feb 2016

Re: Nash's Gore Mod: Vengeance Edition

Postby SiFi270 » Thu Nov 22, 2018 4:26 pm

Nash wrote:Unlike some similar attempts in the past, ALL of NGVE's gore effects are properly colourized by the monsters' blood colours. NGVE aims to be truly universal with any monster mod you play with!

It just works!

Well then, color me impressed. :mrgreen:
User avatar
SiFi270
 
Joined: 10 Feb 2015
Location: Does anyone put a serious answer here?

Re: Nash's Gore Mod: Vengeance Edition

Postby ate0ate » Thu Nov 22, 2018 4:30 pm

Woohoo! Color! I've been using Droplets pretty religiously. Love the mod partly due to the color working with every mod I've thrown at it quite well. Nice to have some choices out there when this comes out. Looks quite nice thus far.
User avatar
ate0ate
 
Joined: 24 Jun 2018

Re: Nash's Gore Mod: Vengeance Edition

Postby AL-97 » Thu Nov 22, 2018 6:36 pm

Nashblud is my go-to gore mod. Seeing it expanded upon, and reading that it is compatible with monster mods is just... wow! I'm hyped!
User avatar
AL-97
 
Joined: 07 Dec 2016

Re: Nash's Gore Mod: Vengeance Edition

Postby YukesVonFaust » Thu Nov 22, 2018 7:01 pm

Finally, after 12 years, it's getting a remake.
Will there be shootalbe corpses like in universal gibs?
User avatar
YukesVonFaust
Kicking Asses and Taking Names
 
Joined: 09 Feb 2015
Location: in your area, where else
Discord: Yukes von Faust#9009
Operating System: Windows Vista/7 64-bit

Re: Nash's Gore Mod: Vengeance Edition

Postby namsan » Fri Nov 23, 2018 1:26 am

Wow it looks quite awesome. I love to see blue or purple gibs in Doom.
I'm looking foward for release.
User avatar
namsan
Loves English but hates Revenants
 
Joined: 31 Mar 2012
Location: Japan
Discord: Namsan#8146

Re: Nash's Gore Mod: Vengeance Edition

Postby Awez » Fri Nov 23, 2018 3:32 am

Dear god my prayers have come true. Please release it soon, I NEED THIS MOD!
Awez
Lurking
 
Joined: 02 Jun 2016
Location: 'Murrica

Next

Return to Graphic/Audio Patches

Who is online

Users browsing this forum: No registered users and 3 guests