Nash's Gore Mod

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Post by Nash »

Don't worry UA; I've spent a lot of time tweaking and optimizing this mod (this is about a years' worth of work)... it has always been about optimization pretty much all the way.

The blood and gibs have a duration of 1 minute by default. Several A_CheckSight hacks are used to make sure the gameplay remains smooth.

I consider my mod to be one of the most forgiving "enhancement" WADs around. Trust me on that.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Hopefully it won't be too hard to alter them to stick around forever, though, for those of us who like to review the carnage caused by earlier battles and don't mind a little loss in FPS as a result... :twisted:
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Post by Nash »

That's the reason why I made a patch called the abusive patch that you load after the gore mod to make the blood and gibs permanent.
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie

Post by Unknown_Assassin »

Thanks for the tweaking. :D
Nash wrote:That's the reason why I made a patch called the abusive patch that you load after the gore mod to make the blood and gibs permanent.
Wow, you had this all thought out. :)
cheeseandbaloney
Posts: 9
Joined: Thu Jan 03, 2008 11:56 pm

Re: Nash's Gore Mod

Post by cheeseandbaloney »

i cant find this mod anywhere. the link doesnt work for me, anyone have any ideas?
User avatar
Kappes Buur
 
 
Posts: 4037
Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

Re: Nash's Gore Mod

Post by Kappes Buur »

While Nash's link does not work:

Well, I don't know if this is the latest version or not. It's the one I am using most of the time.

Just one word of advise, don't use 'killmonsters' when this is loaded and the map has a few more monsters than normal. :D

[edit1] link removed
Last edited by Kappes Buur on Sun Apr 20, 2008 1:56 am, edited 3 times in total.
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Nash's Gore Mod

Post by Nash »

I'd seriously release NashGore v2.0 if Randy released the next official version of ZDoom...
User avatar
Kinsie
Posts: 7333
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: Nash's Gore Mod

Post by Kinsie »

Nash wrote:I'd seriously release NashGore v2.0 if Randy released the next official version of ZDoom...
GZDoom.
User avatar
Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: Nash's Gore Mod

Post by Dancso »

Kappes Buur wrote:While Nash's link does not work:

Well, I don't know if this is the latest version or not. It's the one I am using most of the time.

Just one word of advise, don't use 'killmonsters' when this is loaded and the map has a few more monsters than normal. :D
Use that on nuts.wad! :lol:
It will run with 666 fps for sure! :P
-666, actually xD
Nightmare Doom
Posts: 487
Joined: Tue Oct 12, 2004 7:21 pm

Re: Nash's Gore Mod

Post by Nightmare Doom »

Any news from this mod since the latest version of ZDoom has been released recently.
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Nash's Gore Mod

Post by Nash »

Well I'm still in Australia so there's nothing I can do about that right now...

(Flight leaving in 2 hours yay!)
User avatar
hitmanx
Posts: 418
Joined: Sat Dec 18, 2004 4:58 am

Re: Nash's Gore Mod

Post by hitmanx »

HURRY UP! :twisted:
User avatar
Ryan Cordell
Posts: 4348
Joined: Sun Feb 06, 2005 6:39 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: Nash's Gore Mod

Post by Ryan Cordell »

Nash can just delay the wad by how many times people have asked for it's release, y'know. ;)
User avatar
Nash
 
 
Posts: 17326
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Nash's Gore Mod

Post by Nash »

I'd really like to release this ASAP but ever since I came back to my country, I've been overwhelmed withb work... that's what you get when you leave your country for 3 weeks...

I can't promise when I'll release the second version of this mod, but I really would like to as soon as possible because it's about damn time already anyway...
User avatar
Medricel
Posts: 1138
Joined: Sat Nov 20, 2004 9:47 am

Re: Nash's Gore Mod

Post by Medricel »

Nash wrote:I've been overwhelmed withb work... that's what you get when you leave your country for 3 weeks...
Almost defeats the purpose of taking a vacation at all :?

Return to “Abandoned/Dead Projects”