Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX

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Armaetus
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Armaetus »

I look forward to the next version that comes out.
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Grizzly
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Grizzly »

And my axe!
sdaa
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by sdaa »

Is there a way to turn off the blood stains on walls?
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Trusty McLegit
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Trusty McLegit »

Are you still looking for testers?
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Tesculpture
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Tesculpture »

I support actor-based wall splats for a couple of reasons:

-The current decal splats are massively resource intensive. My computer can handle lots of blood and gore actors on the ground, but as soon as I look too closely at a blood covered wall, I get only 10FPS.

-Actor based splats, I'm guessing, will only show up if actual blood splatter occurs - I've noticed with decal blood that monsters will cover surrounding walls with splat decals even if the attack damaging them is not one that triggers blood.
devilemporium
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by devilemporium »

might I suggest an option, having a setting to change the gravity of which the blood falls from the Classic setting? It seems kind of floaty, even compared to your old version of your blood mod that was used for DoomRL Monsters. that seemed more realistic.
Smashhacker
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Smashhacker »

One thing I noticed in repeated playthroughs with this gore mod is that blood pools block the player from walking in low ceiling rooms until the blood pool disappears. I am wondering if this issue is going to be resolved.
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Samarai1000
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Samarai1000 »

Smashhacker wrote:words
That's a known issue with an easy fix on the main post. This fix will likely be integrated into the mod if it gets updated again.
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Armaetus
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Armaetus »

The fix is listed on the first post.
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bisousbisous
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by bisousbisous »

Would it be possible to have an auto-gore clean up option? I keep having to press the clean up gore key If I'm playing slaughter maps
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Iron Droog
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Iron Droog »

Dunno if anyone posted this. There is a certain bug that brings a cacophony of footsteps when i playing certain mods with new nashgore. Thing is: i kill enemies and then this cacophony starts. At first i thought it has something to do with mod's options but i tinkered with those options and still nothing has changed. Does anyone else has the same footsteps issues?
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Enjay
 
 
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Enjay »

My guess would be that the mods in question use terrain definitions to make footsteps sounds when things hit the floor and some of the gore actors are activating the sounds.
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Nash »

Iron Droog wrote:Dunno if anyone posted this. There is a certain bug that brings a cacophony of footsteps when i playing certain mods with new nashgore. Thing is: i kill enemies and then this cacophony starts. At first i thought it has something to do with mod's options but i tinkered with those options and still nothing has changed. Does anyone else has the same footsteps issues?
That has already been fixed a long time ago and will be in the next version (which is overdue; I know... but I've been busy, sorry)
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Hexereticdoom
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Hexereticdoom »

Awaiting impatiently for the definitive v1.0 release, but please take your time Nash. I'm sure it will worth the wait! :D
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Murix
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Re: Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

Post by Murix »

Thought about adding a "junk" blood type for cyber based enemies, just bits of tech scrap flying off and junk along with some blood (Or none)? That and a way to exclude a monster from the blood effects (say a skull or ghost enemy) through a flag in the monster's code?
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