[Skulltag] UTNT - Invasion

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Graf Zahl
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Post by Graf Zahl »

I certainly hope it contains it as an option, not as an integral part of the project.
Sorry, but enjoying 'enhanced' gore is a sign of a disturbed mind IMO! :P
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Tormentor667
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Post by Tormentor667 »

If you tell me if there's a way to actvate or deactivate it within the game, I'd be okay with that ;) But as it is right now, it's fully integrated into the resource and I'm most likely not going to remove it :) I wouldn't call the "Enhanced Gore" but maybe something more realistic (concerning the gibs when zombies explode)
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Post by Doomshadow »

We had a nice, bloody party on a UTNT server yesturday :D
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Post by Tormentor667 »

Hehe, great man :) I'm happy if you like it ;)
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Nash
 
 
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Post by Nash »

If you don't like the nashgore stuff, you can just comment out or remove the Blood replacement and you'll never ever see the new gore effects.

The latest version of nashgore on my hard disk is very forgiving... I've done a great deal to make sure it behaves as close to Blood's (the game) gore effects as possible by making use of the new "gravity" property. It was never an FPS hogger in the original game so that's a good thing. They also disappear a lot faster.

To me, the satisfaction in playing Blood came from the fact that the blood spots disappear too quickly so you never get enough of it. It just makes you want to blast every monster with the shotgun. That's what I'm trying to achieve.
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Zippy
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Post by Zippy »

Even easier, Torm can just include it as a seperate package to the project, contained in the same download:

Code: Select all

UTNT.zip
---UTNT.pk3
---nashgore.pk3
Then, if you want to play with it, you just include it when you run ZDoom.
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Kappes Buur
 
 
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Post by Kappes Buur »

@NiGHTMARE Thanks for the help.

@Tormentor667 Are you sure, you posted the correct version of UTNT? I am missing the sidedefs of the skybox in map01.
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Post by Tormentor667 »

@Kappes - Sure. It works fine for me and everyone else. Which version do you use?
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Kappes Buur
 
 
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Post by Kappes Buur »

Tormentor667 wrote:@Kappes - Sure. It works fine for me and everyone else. Which version do you use?
Eh, that was quick. The text file, which comes with UTNT_INV.ZIP says version 1.02, and for Skulltag it is st-v097c3.zip
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Post by Tormentor667 »

Strange, very strange. It works fine for me and I use 0.97c3 as well. Beyond, with 1.02, I meant the version of the pk3, not the one thats needed for skulltag ;) No diea what to suggest right now... it seems like in your screenshot, theres something wrong with the way your Skulltag handles the Line_Horizon specials... :(
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Post by NiGHTMARE »

Line_horizon is broken in Skulltag's current openGL renderer (it's taken from ZDoomGL, and thus possibly predates line_horizon). Fortunately, the next version of Skulltag will use GZDoom's renderer, and this bug will go away.

For now, you can either ignore the problem or use software mode :).
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Post by Csonicgo »

The gore isn't that bad a lag but the extreme amount of monsters was so I hope you fixed that from the last time we tested it torm ;)
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