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

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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »

You mean huge blood splats for the classic blood type?
MrJohnny
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by MrJohnny »

Yes, that is correct.
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »

I'll have to think about that. Trying to avoid feature creep by making too many optional/configurable things...
DoomeRez
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by DoomeRez »

Hey all!

How can I change the default blood color (to yellow)?

I need this because I am playing Alient TC wad atm, and I tried to change blood colors for all enemies separately (and it worked for the most part), but when I did this for objects that are used for alien sacks:

Code: Select all

Actor CBlood_ShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn
{ 
	BloodColor "C8BA4A"
}
or this

Code: Select all

Actor CBlood_FlyingSkull : FlyingSkull replaces FlyingSkull
{ 
	BloodColor "C8BA4A"
}
It broke those objects (sprites reverted back to default doom textures, you can't shoot them, etc).

Can somebody help me out?
Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Kazudra »

DoomeRez wrote:Hey all!

How can I change the default blood color (to yellow)?

I need this because I am playing Alient TC wad atm, and I tried to change blood colors for all enemies separately (and it worked for the most part), but when I did this for objects that are used for alien sacks:

Code: Select all

Actor CBlood_ShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn
{ 
	BloodColor "C8BA4A"
}
or this

Code: Select all

Actor CBlood_FlyingSkull : FlyingSkull replaces FlyingSkull
{ 
	BloodColor "C8BA4A"
}
It broke those objects (sprites reverted back to default doom textures, you can't shoot them, etc).

Can somebody help me out?
It's being treated as a new replacement, as the one lowest in load order will over-ride the previous.

It's best if you changed the blood color and the enemy replacement in the same script.
DoomeRez
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by DoomeRez »

Kazudra wrote:It's being treated as a new replacement, as the one lowest in load order will over-ride the previous.

It's best if you changed the blood color and the enemy replacement in the same script.
Thanks for your reply!

I am changing it in a decorate.txt file. Not sure where else I could add the script. All the normal monsters work fine if I define the bloodcolor in decorate.txt, it's the decoration objects that stop working properly.
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Lagi
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Lagi »

Nash wrote:
Lagi wrote:In my mod, enemies are often cut in pieces. I test that, the blood pool is not being created on the limbs that are spawn, only under main corpse. Any idea if You could or how I could fix it?

f.ex: I would like the top torso of ophidian to also create pool of blood under.
Spoiler: my snake death code

Code: Select all

actor SnakeTorso
{
    // an actor must be a monster to enable NashGore code
    Monster
    
    // don't add to the kill counter
    -COUNTKILL
    
    States
    {
    Spawn:
        TNT1 A 0 NoDelay
        {
            // mark this actor as NashGore-enabled
            A_GiveInventory("NashGoreActor", 1);
            
            // an actor must "officially die" to trigger NashGore's death logic
            A_Die();
        }
        
    // rest of your code
    }
}
 
Try this...

(the above code assumes you are using DECORATE... if you are using ZScript, do the necessary adjustments to the code, like adding a Default block, and changing the class definition syntax, etc)
Thanks, I do this and it works (hit and dead ; ctrlC+V, as always quality of coding in my execution :D):

Code: Select all

actor snakeTorso:  impskull
{gravity 0.25
Radius 24
Height 14
monster
-countkill
				  States
						  {
						  Spawn:
						         TNT1 A 0 NoDelay
        {
            A_GiveInventory("NashGoreActor", 1);
         
        }
							snkh hhi 4 A_CheckFloor("Hit")
							wait
						  Hit:
							snkh j -1 A_Die
							stop	
						Death:
							snkh j -1 
							stop
						
						  }
}
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »

Image
Image

NashGore Did It First(tm)
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Lagi
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Lagi »

absolutely dashing progress


I need help, if you dont mind :)
Spoiler:
Warrex
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Warrex »

Nash, do you want to give a reason why you took down your github repo?

Edit: Nash added this to the first post: "Project relicensing for the new version is in progress, Gtihub repo will be back after the next version is officially released"
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HeemboGlobin
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by HeemboGlobin »

Could someone who has it please send me the last available development build directly (if that's alright?), I wanted to try nashgore with smooth doom but I ran into the imp fireball thingy. Otherwise I'll just wait till the next release I guess.
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BerserkerNoir
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by BerserkerNoir »

HeemboGlobin wrote:Could someone who has it please send me the last available development build directly (if that's alright?), I wanted to try nashgore with smooth doom but I ran into the imp fireball thingy. Otherwise I'll just wait till the next release I guess.
Check this.
viewtopic.php?f=46&t=67699
There is a patched Smooth Doom and Nashgore as well, if that works for you.
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HeemboGlobin
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by HeemboGlobin »

BerserkerNoir wrote: Check this.
viewtopic.php?f=46&t=67699
There is a patched Smooth Doom and Nashgore as well, if that works for you.
Hey thanks for the heads up, I've actually seen that before and was planning to give it a go sometime. Kazudra told me how to fix an error with the green blood in Smooth Doom recently and also briefly mentioned the mod so I checked out the project page then. In general though upscaling isn't something I'm typically too keen on. Can't stand texture filtering either, I like my crispy pixels nice and raw lol.
Kazudra
Posts: 126
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Kazudra »

HeemboGlobin wrote:
BerserkerNoir wrote: Check this.
viewtopic.php?f=46&t=67699
There is a patched Smooth Doom and Nashgore as well, if that works for you.
Hey thanks for the heads up, I've actually seen that before and was planning to give it a go sometime. Kazudra told me how to fix an error with the green blood in Smooth Doom recently and also briefly mentioned the mod so I checked out the project page then. In general though upscaling isn't something I'm typically too keen on. Can't stand texture filtering either, I like my crispy pixels nice and raw lol.
You can delete the "HiRes" folders to convert them back into native res, as for Smooth Doom, all you need is that GORE file (removes blood, replace with Nashgore's blood and enjoy the Gibs from both mods)
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Nash
 
 
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Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE

Post by Nash »



Introducing the Slaughtermap Mode! When enabled, it will alter NashGore to be active only when monsters are near you (adjustable distance and amount of active actors), rather than enabling NashGore level-wide. What this means is, slaughtermaps will actually be somewhat playable. I don't guarantee good framerates, but at least you'll have a chance to play NashGore with insane monster counts.

So how does it fair? I will be trying Okuplok (23,217 monsters!!!), with a fairly stacked load order:



Notice that I have also SpriteShadows loaded, which will be brutal because it usually will double the actor count. But thanks to some upstream optimization, that too is playable with slaughtermaps (as you'll see in the next few images).

tl;dr even just these two mods alone - SpriteShadow and NashGore - will be an absolutely killer stress test.

Disclaimer: of course I'm playing with cheats here, specifically god mode and sv_fastweapons 2 and sv_infiniteammo 1. My goal here is to stress test, not to challenge myself to play and conquer this map under normal circumstances.





On average, I am getting 20 - 30 FPS. That is absolutely CRAZY! Under normal circumstances, with SpriteShadow and NashGore alone, it would literally be unplayable. I mean the game would literally just freeze as soon as the battle starts. I had to finally disable SpriteShadows (temporarily) at that room on that last image - it finally dipped to single digit frames soon after I took the screenshot. :^)



Despite that - I finally made it to the end (at some point I re-enabled SpriteShadow, after that room was cleared - it was playable again). I missed 7 monsters, but look at that frame rate - 119 FPS with all monsters dead. With Slaughtermap Mode disabled, this would not be possible - it would drop to single digits, regardless if the monsters are awake, alive or dead. That is because, as I said in the first paragraph - NashGore is unconditionally enabled map-wide. Yes, this also means that with Slaughtermap Mode enabled, actors outside your little "ring" will not received NashGore effects - meaning if you shoot a zombieman with a rocket launcher and it hits outside of the active range, the zombieman won't spawn the NashGore gib effects (it will just XDeath vanilla-style). But I mean come on, in a typical slaughtermap situation, you realistically won't have time to even notice the missing effects - you'd be struggling to stay alive with bad frame rates anyway. :P

Oh and the cherry on top? Slaughtermap Mode is 100% multiplayer-compatible. Tested and working. Each player will act as a radius to determine which monsters to optimize.

So now I can unironically claim that yes, NashGore can handle the measly 10,617 monsters of nuts.wad, because it's capable of handling Okuplok's 23,217 monsters. :P

There is a huge update coming. The mod has received so many new features and bug fixes that the next version might as well be dubbed version 2.0. I will be posting a video update soon to showcase the new goodies coming in the next version. Stay tuned!

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