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 v1.0 OFFICIAL RELEASE
Is it possible to get universal gibbing in there? I.e. gibbing for monsters that don't have their own gib state - like pinkies and cacos for example.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
I think that has been asked several times. How would it be done for monsters without any visible gibbing sprites? Should the monster just disappear while tossing out gib pieces out of thin air?
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Maybe play some "unspecified gib explosion" animation that is scaled proportionally to the monster size< then toss the gibs?
I think the Universal Gibs mod already does it this way, but it doesen't play nice with your mod when loaded together.
I think the Universal Gibs mod already does it this way, but it doesen't play nice with your mod when loaded together.
- HeemboGlobin
- Posts: 12
- Joined: Sun Jun 23, 2019 11:26 am
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Well I deleted the hires folders and that works as expected, but either due to bugs or a mistake I made I'm seeing a couple issues. Cacos consistently spawn a bit of red nashgore wall blood in addition to their blue blood, and Cacos/Barons/Hellknights all seem to spawn a wall blood texture from Smooth Doom. Red blood seems fine afaik. I can't actually seem to find where that one SD blood texture is even located, it doesn't appear to be in GORE or any other texture folder. I wasn't quite sure what you meant about Smooth Doom, so I tried deleting everything in SPRITES/GORE except for the gibs folder, but I think I probably misunderstood your instructions. As far as I can tell these errors still happen when using the base files without having edited the hires folder or anything else.Kazudra wrote: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)
https://imgur.com/a/Za3KMzY?
EDIT: I guess these things aren't specific to the modded version, happens with the official version too. Anyone know how to get SD+NGM's gibs working together and NGM's blood replacing SD (and remove partial red blood spawning with cacos)? I tried the fix on the front page but that broke SD's gibbing.
Last edited by HeemboGlobin on Sat Apr 18, 2020 6:11 pm, edited 1 time in total.
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Don't know why it took so damn long, but better late than never.
v1.01 Hotfix has been released.
This version fixes only 3 essential issues:
- The sprite clashing with Smooth Doom's Imp fireballs
- Crash in multiplayer related to footprints
- Squishy gibs (doors/crushers) work again
Download: https://www.moddb.com/mods/nashs-gore-m ... 101-hotfix
v1.01 Hotfix has been released.
This version fixes only 3 essential issues:
- The sprite clashing with Smooth Doom's Imp fireballs
- Crash in multiplayer related to footprints
- Squishy gibs (doors/crushers) work again
Download: https://www.moddb.com/mods/nashs-gore-m ... 101-hotfix
- Barry Burton
- Posts: 87
- Joined: Tue Sep 03, 2019 2:20 pm
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Great stuff as always. I was wondering if you could help me. I'm using Nashgore and Darkdoomz 1.8. When I have the torch switched on sometimes some of the blood splats on the walls flicker. Is this something that could be fixed in Nashgore or Darkdoomz or is it a limitation of GZDoom? If it's a limitation of GZDoom, is it something that could be addressed by Graf and crew or are we just stuck with the flickering? Cheers for any pointers/explanation. 
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
That has nothing to do with NashGore, it's a general issue with the way GZDoom's decals are rendered:
viewtopic.php?f=122&t=62449&hilit=decal+flicker#p1078486
viewtopic.php?f=2&t=59390
In conclusion, the reason this happens is that decals are currently not using per pixel lighting. Meaning, decals cannot get partial lighting - as soon as 1 tiny dynamic light pixel "touches" a decal, the ENTIRE decal lights up. When that tiny dynamic light pixel moves away from the decal, the entire decal becomes dark again. That manifests in that "flickering" people are describing. As Graf has repeatedly said regarding the matter, this is something that he'd like to see fixed properly (to change it to per pixel decal lighting).
viewtopic.php?f=122&t=62449&hilit=decal+flicker#p1078486
viewtopic.php?f=2&t=59390
In conclusion, the reason this happens is that decals are currently not using per pixel lighting. Meaning, decals cannot get partial lighting - as soon as 1 tiny dynamic light pixel "touches" a decal, the ENTIRE decal lights up. When that tiny dynamic light pixel moves away from the decal, the entire decal becomes dark again. That manifests in that "flickering" people are describing. As Graf has repeatedly said regarding the matter, this is something that he'd like to see fixed properly (to change it to per pixel decal lighting).
- Barry Burton
- Posts: 87
- Joined: Tue Sep 03, 2019 2:20 pm
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Thanks for the links and the explanation. I really appreciate it. I'll just bide my time and let Graf get to it when they have time and/or the interest.
I noticed another thing. I tried out the new Nashgore with D4V and when I fired the plasma rifle blood spurts would emanate from the gun along with the radioactive symbol used in the the D4V mod. I didn't have that happen with the previous build. Again, I don't know where the clash lies (I'm not very clever!). Just thought I'd let you know in case it's something you'd be interested in.
Anyway, thanks for all your hard work and your great mods - I have quite a few of them on autoload.
I noticed another thing. I tried out the new Nashgore with D4V and when I fired the plasma rifle blood spurts would emanate from the gun along with the radioactive symbol used in the the D4V mod. I didn't have that happen with the previous build. Again, I don't know where the clash lies (I'm not very clever!). Just thought I'd let you know in case it's something you'd be interested in.
Anyway, thanks for all your hard work and your great mods - I have quite a few of them on autoload.
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Cannot reproduce. I tested with D4V v3.2 and NashGore v1.01 Hotfix. Disabled my autoload so that only those 2 mods are loaded cleanly. Firing the plasma rifle doesn't produce any glitches.Barry Burton wrote:
I noticed another thing. I tried out the new Nashgore with D4V and when I fired the plasma rifle blood spurts would emanate from the gun along with the radioactive symbol used in the the D4V mod.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
With an in-development build of NashGore (it's not available anywhere currently) and Smooth Doom, plus the BLUDTYPE patch for Smooth Doom loaded - along with autoloads disabled for a clean testing environment - I am unable to reproduce your problem. The Cacos and Barons bleed their correct blood colours in all situations no matter what. I'm going to assume whatever it is that's causing your problem has already been fixed on NashGore's end.HeemboGlobin wrote:Anyone know how to get SD+NGM's gibs working together and NGM's blood replacing SD (and remove partial red blood spawning with cacos)? I tried the fix on the front page but that broke SD's gibbing.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
It's not NashGore, it's Smooth Doom's Blood system, something gets lost in translation and every Gib with colored blood will make 1 red splash.Nash wrote:With an in-development build of NashGore (it's not available anywhere currently) and Smooth Doom, plus the BLUDTYPE patch for Smooth Doom loaded - along with autoloads disabled for a clean testing environment - I am unable to reproduce your problem. The Cacos and Barons bleed their correct blood colours in all situations no matter what. I'm going to assume whatever it is that's causing your problem has already been fixed on NashGore's end.HeemboGlobin wrote:Anyone know how to get SD+NGM's gibs working together and NGM's blood replacing SD (and remove partial red blood spawning with cacos)? I tried the fix on the front page but that broke SD's gibbing.
Solution; Remove the entire blood system letting NashGore work freely.
- Attachments
-
- Gore.txt
- Blood-fix for Smooth Doom + NashGore
- (6.84 KiB) Downloaded 63 times
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
There are some problems with this approach:Sinael wrote:Maybe play some "unspecified gib explosion" animation that is scaled proportionally to the monster size< then toss the gibs?
1) You cannot inject new states into existing actors (monsters). So even if I made some generic-looking gib explosion animation sequence, there's no way for me to get the monster to play it. Sure, there might be some trickery where I can assign the "sprite" field directly to overwrite the sprites of the currently-played state on a monster, but this sounds janky as hell.
2) Since injecting new states into existing actors isn't possible, how about simply spawning a new actor on top of the dying actor? The purpose of this new actor would be to simply act as a container for playing the generic gib animation. Well, the problem with this is that it will double the actor count (and therefore affect performance), so this isn't gonna fly. One could in theory make the generic gib actor destroy itself at the end of the animation, but that'd be inconsistent with vanilla behaviour, as gibbed bodies are supposed to stick around indefinitely.
I'm unsure which method Universal Gibs uses, but I am inclined to suspect it's method #2. I don't think I'm willing to accept the performance trade-off.
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
I'm not doing anything in UG like described in Sinael's post. The gibbed actor simply disappears. No gib animation is present. Crude, but effective.
- HeemboGlobin
- Posts: 12
- Joined: Sun Jun 23, 2019 11:26 am
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
I replaced the GORE.txt in Smooth Doom's DECO folder with the one you provided (is that what I was supposed to do?) and I seem to still be getting the same issue as before with cacos. Did I mess up or is something not working as intended?Kazudra wrote:It's not NashGore, it's Smooth Doom's Blood system, something gets lost in translation and every Gib with colored blood will make 1 red splash.
Solution; Remove the entire blood system letting NashGore work freely.
EDIT: I didn't realize till now, the caco blood bug seems to be something that happens even when running the latest unmodified version of Smooth Doom with no additional addons, dang. Not sure how I didn't notice it before. Guess I'll go post about this issue on the Smooth Doom thread.
Last edited by HeemboGlobin on Mon Apr 20, 2020 2:32 am, edited 1 time in total.
Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
As far as bludtype is concerned I have a few questions. There are some mods it doesn't seem to work with. For example DoomRL monsters doesn't show any kind of new nashgore effects even when I go into the mod and change the bludtype to RedBlood, GreenBlood, BlueBlood. Another mod I'm having issues with is Complex doom. It does work meaning I can see all the new gore effects but the gibbing is definitely different from your gore mod.
I would appreciate your help to fix this but with that being said I don't expect you to if it seems like a hassle or you have better things to do I mean it is a free mod. I Just thought I would ask is all.
I would appreciate your help to fix this but with that being said I don't expect you to if it seems like a hassle or you have better things to do I mean it is a free mod. I Just thought I would ask is all.
