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 Ahpiox » Thu Dec 06, 2018 2:56 am

Sorry, but there is a conflict of this mod with Nuke Town.
My mod have sprites named like "0001", "0002" etc, and Nashgore's TEXTURES file have this names too. Its mean all weapons, items etc will be missing, if you load it in wrong order.
Don't get me wrong (tautology at its finest), im not whinning here, and this problem is pretty avoidable, but still, for awareness.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby R4L » Thu Dec 06, 2018 3:14 pm

I'm late to the game here...

This mod is fantastic. Bolognese bogs my framerate down (currently playing through Alfonzone) but this is smooth all around. All hail the King. 8-)
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby TheMightyHeracross » Thu Dec 06, 2018 6:33 pm

Nash in 2011, second page of the Brutal Doom thread:

... and thus Nashgore 3.0 is now made redundant and obsolete. :) At least I don't have to worry about releasing anything anymore from now on.


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

Postby Nash » Thu Dec 06, 2018 11:57 pm

TheMightyHeracross wrote:Nash in 2011, second page of the Brutal Doom thread:

... and thus Nashgore 3.0 is now made redundant and obsolete. :) At least I don't have to worry about releasing anything anymore from now on.


:laff:


LOL. That was still true until 4 days before the the first post in this thread was mode. :P NGM Vengeance was never planned, it was made literally randomly that day because I felt like it...
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Pompous Seed » Tue Dec 11, 2018 8:27 am

Sometimes blood models spawn before they're flush with the ground (even if a floor check "prevents" them from spawning, you still see the model for a brief moment before it vanishes).
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Tue Dec 11, 2018 2:24 pm

Thanks all of the reports so far. I took care of most of these, but I'm gonna do much more thorough testing before I release the next version. In the mean time, if there are any extremely game-breaking bugs, I will post band-aid solutions (like what I did for the "blood blocks elevators" bug).
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby eharper256 » Tue Dec 11, 2018 4:42 pm

Another fan you've got here. Its replaced Universal Gibs for me, as the effects seem more consistant.

I was also going to report blocking corpses in Evilternity, but it seems your posted fix allieviates it fine.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Chloroxite » Wed Dec 12, 2018 4:16 pm

Quick bug report: blood pools have collision turned on, and so they can block you from moving over them. This also allows you to... push the blood back into the body... per say.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Wed Dec 12, 2018 4:23 pm

Chloroxite wrote:Quick bug report: blood pools have collision turned on, and so they can block you from moving over them. This also allows you to... push the blood back into the body... per say.


Yes this is known. Here's a fix you can apply yourself in the mean time

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

Postby m8f » Thu Dec 13, 2018 6:51 am

I absolutely love customization, and the tooltips in the menu are very fine touch!
These tooltips have a minor problem, though. Since they are displayed at the bottom of the screen, there will be problems if/when the menu becomes larger than one screen. Also tooltips' position gets weird on lower resolutions:
Spoiler:

There is a simple solution: put them on the top of the page, under the title. I tried this code, and I think it looks good on all resolutions.
Spoiler:
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby BerserkerNoir » Thu Dec 13, 2018 6:57 pm

I absolutely love this.
I always liked multicolored blood, so I used Droplets and Universal Gibs, but my computer isnt really that good to handle to many Hi-Resolution Models on the floor.
This on the other hand runs flawlessly, I really doubt changing my choice of blood mod in a while.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby affandede » Mon Dec 17, 2018 1:47 am

This is the first blood mod I've been able to run on slaughtermaps. Nicely done messer.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Thu Dec 20, 2018 4:11 am



Got a little cool treat for y'all. Ya boy just went mad hard with that optimization game. ;)

What do these numbers mean?! Well, it basically means that the CPU is now taking less time (waaaaaay less time) to process a blood actor. So you can spam the level with more blood effects without taking away too much CPU power. With an increased performance of up to 2125%; if the blood stuff were laggy before, they won't be as laggy anymore. If you have a strong computer, you can crank up the maximum amount of blood and gore waaay more now before you start to feel the CPU performance hit.

You'll finally be able to enjoy those slaughtermaps with minimal lag and maximum gore!

I'm stoked to release the next update, which also has lots of improvements in various areas and fixes to the various issues reported. Stay tuned!
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby eharper256 » Thu Dec 20, 2018 5:50 am

Sounds great. Its already by far the best performing blood mod, so even more optimisation is fantastic and probably the work of wizardry few can hope to understand.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby namsan » Thu Dec 20, 2018 7:34 am

Wow this is epic.
I thought this mod is already optimized, but you made it even better!
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