Gib sounds play only if the actor is gibbed (Nashgore)
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Gib sounds play only if the actor is gibbed (Nashgore)
I really love the Nashgore mod:
viewtopic.php?f=46&t=62641
So my only complain is that I hate the liquid sound that plays every time you shot someone. I mean, you shot them with the pistol, and you hear this liquid sound ever time you shot, it really gets on my nerves. After decades of playing Doom, it feels so out of place. However I like the sounds when you gib someone.
So my question is, how do you mute the liquid sounds when shooting but play them when gibbing? hope this makes sense.
I wish Nash added this to the menu so we can toggle it. I actually would ship the mod with those sounds muted by default to give it a more vanilla feel during shooting.
viewtopic.php?f=46&t=62641
So my only complain is that I hate the liquid sound that plays every time you shot someone. I mean, you shot them with the pistol, and you hear this liquid sound ever time you shot, it really gets on my nerves. After decades of playing Doom, it feels so out of place. However I like the sounds when you gib someone.
So my question is, how do you mute the liquid sounds when shooting but play them when gibbing? hope this makes sense.
I wish Nash added this to the menu so we can toggle it. I actually would ship the mod with those sounds muted by default to give it a more vanilla feel during shooting.
- Dan_The_Noob
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Re: Gib sounds play only if the actor is gibbed (Nashgore)
you might want to comment this on the nashgore thread you linked? or in the modDB page?
Re: Gib sounds play only if the actor is gibbed (Nashgore)
Ah yes, sorry I forgot to make the hit sound optional. It was a last minute feature that got sneaked in quickly. :') Will be fixed in the next official version.
In the mean time, you can open nashgore.pk3 in SLADE, open up zscript/NashGoreBlood.zc and delete the following line:

In the mean time, you can open nashgore.pk3 in SLADE, open up zscript/NashGoreBlood.zc and delete the following line:

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Re: Gib sounds play only if the actor is gibbed (Nashgore)
Nash wrote:Ah yes, sorry I forgot to make the hit sound optional. It was a last minute feature that got sneaked in quickly. :') Will be fixed in the next official version.
In the mean time, you can open nashgore.pk3 in SLADE, open up zscript/NashGoreBlood.zc and delete the following line:
Unfortuntely, this didn't fix it. I thought it fixed it, but I still can hear the sound when the blood hits the floor. Its not only the sound that it made when you shoot the enemies but also when the blood hits the floor, it feels like shooting a bucket of paint instead of just the vanilla experience of only hearing the monsters scream. Hearing this effect of blood hitting the sound its too exaggerated in my book, almost comical

The toggle button should disable all blood splatter sound effects except when gibbing, that is what I meant, not just the hitscan sound, but the sound of the blood hitting the floor if that makes sense.
Re: Gib sounds play only if the actor is gibbed (Nashgore)
Look for A_PlaySound("nashgore/bloodsplash"); inside NashGoreBlood.zc and NashGoreBloodPlane.zc and delete them.
I've also decided that instead of simple on/off, these will be volume sliders instead. That's for a future update though.
I've also decided that instead of simple on/off, these will be volume sliders instead. That's for a future update though.
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Re: Gib sounds play only if the actor is gibbed (Nashgore)
Nice, it worked. But I was playing a megawad and encountered a weird behaviour. This wad in particular:Nash wrote:Look for A_PlaySound("nashgore/bloodsplash"); inside NashGoreBlood.zc and NashGoreBloodPlane.zc and delete them.
I've also decided that instead of simple on/off, these will be volume sliders instead. That's for a future update though.
https://www.wad-archive.com/wad/Bloodstain
On map 04, the first enemy you see its a new enemy, seems like a regular soldier enemy with a shotgun, well thing is, it explodes in gibs every time you kill it, but the sprite doesnt gib, it just throws gibs in the air, kinda funny. You can test for yourself. What would be causing this? I reckon this was an universally usable wad.
- Dan_The_Noob
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Re: Gib sounds play only if the actor is gibbed (Nashgore)
probably a custom shotgunguy made for that map with a different name, so doesn't get replaced. (possibly for a certain item drop etc)Nice, it worked. But I was playing a megawad and encountered a weird behaviour. This wad in particular:
https://www.wad-archive.com/wad/Bloodstain
On map 04, the first enemy you see its a new enemy, seems like a regular soldier enemy with a shotgun, well thing is, it explodes in gibs every time you kill it, but the sprite doesnt gib, it just throws gibs in the air, kinda funny. You can test for yourself. What would be causing this? I reckon this was an universally usable wad.
Re: Gib sounds play only if the actor is gibbed (Nashgore)
Can't reproduce. I tried killing the new enemy with pistol, shotgun and chaingun, and it doesn't explode into gibs.iJustWantToWalk wrote: Nice, it worked. But I was playing a megawad and encountered a weird behaviour. This wad in particular:
https://www.wad-archive.com/wad/Bloodstain
On map 04, the first enemy you see its a new enemy, seems like a regular soldier enemy with a shotgun, well thing is, it explodes in gibs every time you kill it, but the sprite doesnt gib, it just throws gibs in the air, kinda funny. You can test for yourself. What would be causing this? I reckon this was an universally usable wad.
This might have been something that has already been fixed in the currently-in-development version of NashGore.
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Re: Gib sounds play only if the actor is gibbed (Nashgore)
Nash wrote:Can't reproduce. I tried killing the new enemy with pistol, shotgun and chaingun, and it doesn't explode into gibs.iJustWantToWalk wrote: Nice, it worked. But I was playing a megawad and encountered a weird behaviour. This wad in particular:
https://www.wad-archive.com/wad/Bloodstain
On map 04, the first enemy you see its a new enemy, seems like a regular soldier enemy with a shotgun, well thing is, it explodes in gibs every time you kill it, but the sprite doesnt gib, it just throws gibs in the air, kinda funny. You can test for yourself. What would be causing this? I reckon this was an universally usable wad.
This might have been something that has already been fixed in the currently-in-development version of NashGore.
When will the new version be out?
It's weird that you can't reproduce it. As an interesting note, if an enemy kills this guy, he doesn't gib, just dies normally.
Re: Gib sounds play only if the actor is gibbed (Nashgore)
Nothing weird about a fixed bug, friendo.
No exact ETA of the next official release but you can always grab the latest in-development version from project's Github.