it wont work with custom monsters since they will need sprites for that,mod is universalSolfish wrote:Could you add fire death? It would be amazing to set everything on fire with cleric.
Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
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The Projects forums are only for 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]
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
i have that too but nash described a couple pages back how to fix it(still lags tho but not as bad)luigiman0640 wrote: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.
- BerserkerNoir
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
He described about the performance boost for the next release when It comes to Bloodspots, not wall Decals, Decals have always been a Major impact in the performance when there are too many of them.Gorec wrote:i have that too but nash described a couple pages back how to fix it(still lags tho but not as bad)
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Keep the amount of decals at a reasonable limit. GZDoom's default of 1024 should suffice, honestly.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
For anyone trying to run this on GZDoom 3.7.2., herre is the fix:
in zscript/nashgorehandler.zc, replace this piece of code (start at line 95):
with this:
in zscript/nashgorehandler.zc, replace this piece of code (start at line 95):
Code: Select all
override void WorldThingSpawned(WorldEvent e)
{
// monster?
bool isMonster = e.Thing.bIsMonster;
// plug in generic monster behaviour
if (isMonster && !e.Thing.CountInv("NashGoreActor"))
{
e.Thing.A_GiveInventory("NashGoreActor", 1);
}
}
Code: Select all
override void WorldThingSpawned(WorldEvent e)
{
if(e.Thing)
{
// monster?
bool isMonster = e.Thing.bIsMonster;
// plug in generic monster behaviour
if (isMonster && !e.Thing.CountInv("NashGoreActor"))
{
e.Thing.A_GiveInventory("NashGoreActor", 1);
}
}
}
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Oh wow, what a noob mistake there. Sorry about that.
A cleaner way is to just plug
at the top of the function. Right above the "// monster?" comment. This way you don't mess up the indentation levels.
A cleaner way is to just plug
Code: Select all
if (!e.Thing) return;
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Just so I understand this correctly, instead of replacing the above mentioned lines, just put your comment right above "// monster?"Nash wrote: Right above the "// monster?" comment. This way you don't mess up the indentation levels.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Like this:
Code: Select all
override void WorldThingSpawned(WorldEvent e)
{
if (!e.Thing) return;
// monster?
bool isMonster = e.Thing.bIsMonster;
// plug in generic monster behaviour
if (isMonster && !e.Thing.CountInv("NashGoreActor"))
{
e.Thing.A_GiveInventory("NashGoreActor", 1);
}
}
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
I mean,like turning the corpse into black color and leaving a bit of smoke.Gorec wrote:it wont work with custom monsters since they will need sprites for that,mod is universalSolfish wrote:Could you add fire death? It would be amazing to set everything on fire with cleric.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
I think I found what you're talking about. What I did definitely made the wall decals less performance intensive.Gorec wrote:i have that too but nash described a couple pages back how to fix it(still lags tho but not as bad)luigiman0640 wrote: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.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Any quick fix for a +extremedeath not gibbing monsters properly?
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Just wanting to say that this mod is very nice (in a gorish way), I like that there are no gore gibs that stay like other gore mods, so it can be used with any kind of monster mod. With bolognese, I had the problem of huge gore chunks appearing when my Left 4 Dead infected got gibbed, but with thiso ne, it's perfect. Thank you!
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Sinael wrote:Any quick fix for a +extremedeath not gibbing monsters properly?
not yet, any gibbing that is from XDeath Flag just plays the standard gibbing animation assignated to the monster, if theres any custom gibs (like the ones from Colorful Hell or Guncaster) those will be used.
Lets hope the next release has a function for those, because there are many mods with them.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
THE RETURN
Last edited by Ligmatism on Thu Jul 30, 2020 7:59 am, edited 3 times in total.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
The gore doesn't seem to like lifts. I blew up the guys sitting on the circular lift area of doom 2 map09 and each time the lift would move the game lagged hard.