DoomKraken's Monster Randomizer V4 has an enemy or 2 that use EXTREMEDEATH (The only monster I can remember off the top of my head that uses that in the mod is a revenant variant I forgot the name of.)Nash wrote:Care to recommend me a mod where I can test the EXTREMEDEATH thingy really easily?Sinael wrote:That's great to hear! More GZDoom games.
One question though - has the issue of it not nashgore-ing enemies by weapons with +EXTREMEDEATH been fixed?
(WTF I hate Coke! Where's my god damn rootbeer?!)
Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
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Please read the full rules for more details.
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.
- BoneofMalkav
- Posts: 80
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
- BerserkerNoir
- Posts: 87
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Hes referring to the Weapons with +EXTREMEDEATH flag, those weapons gib enemies but dont spawn gibs at all.BoneofMalkav wrote:DoomKraken's Monster Randomizer V4 has an enemy or 2 that use EXTREMEDEATH (The only monster I can remember off the top of my head that uses that in the mod is a revenant variant I forgot the name of.
Enemies with Custom XDEATH states work properly as long you do enough damage to them.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
I think I reported that before - Ijon's DAKKA mod has a +EXTREMEDEATH on its Rocketlauncher replacement - Impaler. With Nashgore it only gibs minor enemies like zombiemen and imps and does not gib anything else. It gibs them in a vanilla way - just sprites with no extra effects or flying blood/gibs.Nash wrote: Care to recommend me a mod where I can test the EXTREMEDEATH thingy really easily?
(WTF I hate Coke! Where's my god damn rootbeer?!)
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
A bug but please keep it in, sometimes when enemies die gibs fly out but the body is normal. This could be turned into a half-gibbed system.
- BerserkerNoir
- Posts: 87
- Joined: Thu Nov 10, 2016 10:31 pm
- Graphics Processor: nVidia (Modern GZDoom)
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Final Doomer with Plutonia Class, the Heavy MachineGun (Plasma Rifle Replacement)Nash wrote: Care to recommend me a mod where I can test the EXTREMEDEATH thingy really easily?
(WTF I hate Coke! Where's my god damn rootbeer?!)
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
How come nobody reported to me that the floor splats did not appear on sloped floors?! :P
(obligatory "mod isn't dead" post)
Also, late reply to this but:
This isn't really NGMV's fault but just the way GZDoom works. You will get the same hard lagging if you summoned 500 medikits on top of a lift and the lift starts moving.Rowsol wrote: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.
To be more technical, the floor thinker seems to not like it when many actors are standing on top of a lift...
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
*Nash does the impossible*
:O
Also, is there any chance of opaque decals in the foreseeable future? Maybe?
:O
Also, is there any chance of opaque decals in the foreseeable future? Maybe?
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Not without the engine supporting it. It's beyond my control right now.Pompous Seed wrote:*Nash does the impossible*
:O
Also, is there any chance of opaque decals in the foreseeable future? Maybe?
I made a bug report about a seldom-used DECALDEF feature that *MIGHT* aid me in making opaque decals but I don't know.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
You are awesome, Nash. I hope we can use the updated version of your mod soon.
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
Okay, I finally found some time to REALLY sit down with this mod.
The following issues are already fixed and will be ready for the next version:
- Fixed most of the reported VM aborts
- Blood no longer blocks movement
- EXTREMEDEATH weapons now properly spawn NGMV's gib effects
- No more clash with sprites named "0000"
- Do not flip sprite when frozen
- Blood splats now correctly appear on slopes
- Fixes for monsters that do not bleed, blood-related effects no longer spawn on them
- Fixed crushed gibs not appearing for cyberdemon and spider mastermind
Changes/Improvements
- Up to 2125% performance improvement thanks to taking advantage of GZDoom's JIT and careful actor Tick() optimization (x64 only)
- Replaced the tiny, circular "blood particle" sprites with a set of animated blood particles
- Improved (hopefully) the sprite versions of blood splats
- Gigantic blood mists when you gib something removed
I have a few more improvements I'd like to add before I can officially declare 1.0 complete, namely: overhaul/redo all the sounds, do something about the visually-inconsistent look of floor and wall splats, underwater blood effects, and generally make shit look more brutal...
The following issues are already fixed and will be ready for the next version:
- Fixed most of the reported VM aborts
- Blood no longer blocks movement
- EXTREMEDEATH weapons now properly spawn NGMV's gib effects
- No more clash with sprites named "0000"
- Do not flip sprite when frozen
- Blood splats now correctly appear on slopes
- Fixes for monsters that do not bleed, blood-related effects no longer spawn on them
- Fixed crushed gibs not appearing for cyberdemon and spider mastermind
Changes/Improvements
- Up to 2125% performance improvement thanks to taking advantage of GZDoom's JIT and careful actor Tick() optimization (x64 only)
- Replaced the tiny, circular "blood particle" sprites with a set of animated blood particles
- Improved (hopefully) the sprite versions of blood splats
- Gigantic blood mists when you gib something removed
I have a few more improvements I'd like to add before I can officially declare 1.0 complete, namely: overhaul/redo all the sounds, do something about the visually-inconsistent look of floor and wall splats, underwater blood effects, and generally make shit look more brutal...
Last edited by Nash on Fri May 10, 2019 6:04 pm, edited 2 times in total.
- Hipnotic Rogue
- Posts: 110
- Joined: Fri Jul 15, 2016 5:06 am
Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]
This is great news. Is that really over 2000 times performance improvement?! That's some leap - Can't wait!
Can I ask for one thing in the next release? Would it be possible to have an option for black blood for the Spectre? Don't know why but I've always found Spectres having red blood weird.
Regardless, looking forward to the next version.
Can I ask for one thing in the next release? Would it be possible to have an option for black blood for the Spectre? Don't know why but I've always found Spectres having red blood weird.
Regardless, looking forward to the next version.
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
PRIVATE BETA TESTERS WANTED!
To make sure I don't botch up the official release, I am looking for people to privately test the work-in-progress version of this mod. I'm looking for about 5 - 10 people max. If you're interested in helping me find bugs, just post here saying you're interested, and I'll get back to you via PM!
To make sure I don't botch up the official release, I am looking for people to privately test the work-in-progress version of this mod. I'm looking for about 5 - 10 people max. If you're interested in helping me find bugs, just post here saying you're interested, and I'll get back to you via PM!
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
I'm down for some testing!
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
I would love to test a new version!
Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]
Count with me!