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.

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

Postby affandede » Thu Dec 20, 2018 9:34 am

Nash wrote:Got a little cool treat for y'all. Ya boy just went mad hard with that optimization game!


Da boy is da best.
Last edited by Blue Shadow on Fri Dec 28, 2018 9:47 am, edited 1 time in total.
Reason: There was no need to quote the screenshots as well.
User avatar
affandede
 
Joined: 11 Nov 2017

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

Postby Pompous Seed » Thu Dec 20, 2018 10:42 am

This is literally the best thing ever.
Pompous Seed
 
Joined: 05 Aug 2016

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

Postby HorrorMovieGuy » Thu Dec 20, 2018 2:43 pm

As someone who plays Doom on a glorified toaster, I can't thank you enough for this absurd level of optimization!
User avatar
HorrorMovieGuy
バルバルバルバルバルバルバルバル!
 
Joined: 24 May 2013

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

Postby Neccronixis » Fri Dec 21, 2018 3:08 am

Alot of mods with extra gore scale the blood sprites down so it doesn't appear big compared to the monsters - but they end up looking like hires sprites compared to everything else. What makes this such a fantastic blood mod is that it adheres to the original aesthetic of DOOM, and looks exactly like other games from the time period. To improve on this, can I suggest developing a simple blood impact splatter animation (to replace the vanilla doom one that drops to the floor) who's pixels are 1:1 of the monster sprite resolution? Gifty's Deadmarine mod has blood impact sprites that demonstrates this effect.
User avatar
Neccronixis
 
Joined: 23 Dec 2011

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

Postby BerserkerNoir » Wed Dec 26, 2018 3:00 pm

I thought this was already optimized, but even further is overkill, now I´m Hyped for the next release.
User avatar
BerserkerNoir
 
Joined: 10 Nov 2016
Location: Veracruz, Mexico
Discord: BerserkerNoir#7735
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: Intel (Modern GZDoom)

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

Postby Spaceman333 » Fri Dec 28, 2018 8:59 am

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


Oh man I can't wait to run this on extreme sized levels with 1000 monsters on them! :rock:
Last edited by Blue Shadow on Fri Dec 28, 2018 9:46 am, edited 1 time in total.
Reason: There was no need to quote the whole post.
User avatar
Spaceman333
 
Joined: 13 Oct 2016

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

Postby Cyanide » Thu Jan 10, 2019 4:21 pm

When an Arch-vile raises a monster, which has had it's death animation flipped, it does not flip the raise animation.
User avatar
Cyanide
Spotlight Team
 
Joined: 15 Feb 2013
Location: 6 ft. under

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

Postby Sinael » Sun Jan 13, 2019 8:14 pm

Found a small (but significant) bug: if the weapon has +EXTREMEDEATH flag, then it will only gib monsters vanilla-style, not the new nashgore-style. Discovered when playing with Dakka (impaler weapon)
User avatar
Sinael
Russian Ripman
 
Joined: 18 Oct 2011

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

Postby grubfisher » Mon Jan 14, 2019 4:57 pm

Spaceman333 wrote:
Nash wrote:Got a little cool treat for y'all. Ya boy just went mad hard with that optimization game. ;)


Oh man I can't wait to run this on extreme sized levels with 1000 monsters on them! :rock:


Yes! I'll finally play Sunder outside of postcard mode!
grubfisher
 
Joined: 16 Nov 2018

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

Postby RiboNucleic Asshat » Tue Jan 15, 2019 5:42 am

While I don't mind the clashing styles of the floor blood and wall blood, I find it rather irritating that the overall tone of the floor blood is visually much darker than the wall blood.
You can see what I mean in this image:



The blood on the floor is mostly dark cyan, while the wall blood is much lighter in comparison.
If you lightened the flat blood texture and toned down the contrast a bit, I think it would look much better.
User avatar
RiboNucleic Asshat
avatar by Skelegant
 
Joined: 09 May 2013
Location: Exactly where I am
Discord: Ribonucleic Asshat#7687
Twitch ID: ribonucleicasshat
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

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

Postby Nash » Tue Jan 15, 2019 7:45 am

I'm trying to see if I can submit a PR to GZDoom that lets modders make opaque + colourizable blood decals on walls. If that gets added into the engine, then all will be good and consistent as I will replace the wall decal art with completely opaque graphics.
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

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

Postby Sinael » Wed Jan 16, 2019 4:36 am

Nash wrote:I'm trying to see if I can submit a PR to GZDoom that lets modders make opaque + colourizable blood decals on walls. If that gets added into the engine, then all will be good and consistent as I will replace the wall decal art with completely opaque graphics.


Another good idea would be an additional option to make switches (i.e. activateable linedefs that do not move) untaintable, or/and make decals placed on them to always be semitransparent, or any other way to see the switches behind all the blood because I can't count how many times i messed a switch because it was completely covered up.
User avatar
Sinael
Russian Ripman
 
Joined: 18 Oct 2011

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

Postby Midnight_King » Sat Jan 26, 2019 7:27 am

Those blood sprays from the dead bodies, I love it <Smash TV Announcer>
User avatar
Midnight_King
O T A K U
 
Joined: 16 Mar 2018

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

Postby Solfish » Sat Feb 02, 2019 8:47 pm

Could you add fire death? It would be amazing to set everything on fire with cleric.
Solfish
 
Joined: 24 Jun 2017

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

Postby luigiman0640 » Sun Feb 03, 2019 2:52 am

Am I the only one who's getting lagging issues with the wall decals? I love this mod, but whenever I look at or get near copious amounts of blood on the walls, my game starts to chug quite a bit.
User avatar
luigiman0640
 
Joined: 28 Apr 2014

PreviousNext

Return to Graphic/Audio Patches

Who is online

Users browsing this forum: Jm4n99887 and 1 guest