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Posted: Sat Sep 16, 2006 12:52 pm
by Pure Hellspawn
Speaking of Blade Night "Flame", the Aeons of Death level has 3 different ways of death for the zombieman (and some others). Normal, Gibbed, and Burned.

So I believe making multiple gibbing methods for a monster is possible.

Posted: Sat Sep 16, 2006 1:29 pm
by Ryan Cordell
I would've picked Areith Quadrant had I not choose to join ZDoom in my early days. :P

Posted: Sat Sep 16, 2006 5:17 pm
by HotWax
Pure Hellspawn wrote:So I believe making multiple gibbing methods for a monster is possible.
A theoretically infinite number of gib deaths is possible using A_Jump and multiple sprite names.

Posted: Sat Sep 16, 2006 8:30 pm
by Kinsie
Marty Razor Kirra wrote:For the Mortal Kombat effect, you should make it so the helmet flys toward the player. That, my friend, would be awesome. I'll check out the mod once I get Doom installed...again :P (Yes, I own the Collector's Edition, so no need to question how I got it :P)
Yeah, I still need to make the monster-specific pieces for the Chaingunner, Demon/Spectre and Player.

Posted: Sat Sep 16, 2006 11:43 pm
by Unknown_Assassin
Those gore effects are simply amazing.

I certainly look forward to this project.

Posted: Sat Sep 16, 2006 11:45 pm
by solarsnowfall
Blade Nightflame wrote:I'm afraid that might only be done with one of ACS functions.

And that would make some systems crawl if you gibbed too many at the same time (ala Kill Monsters.)
And why exactly would running scripts slow down the game more than spawning them from DECORATE, hmmm? It's not really how you get them there, it's how many. That's the one thing that bothers me about these "Gore Mods" (which have suddenly all sprung up at once), have they been tested on maps with several thousand monsters? Regaurdless of whether you use script or not, I think you'll get some slowdown. Say your map has 100 monsters, and they all spawn 5 gib actors. You're trading off 100 for 500 actors on the map. That's not so bad, but if you have 5,000 actors you end up with 25,000, which can amount to a noticeable difference. Even if they all have planned disappearances at some point, a heavy killfest can easily get out of hand. And yes, there are plenty of maps out there that make 5,000 monsters seem quite trivial.

Posted: Sun Sep 17, 2006 1:39 am
by Kinsie
Show me a level with "several thousand" monsters that's both playable and not NUTS or a joke wad.

Take your time.

EDIT: Framerate-wise I realised the custom blood was eating the most framerate, so I made it easily disablable by commenting out a line in DECORATE. So yeah, win.

Posted: Sun Sep 17, 2006 7:04 am
by Wills
Hell Revealed.

Hell Revealed II.

Alien Vendetta.

Though the monstercounts don't reach into the "thousands", it's certainly enough to cause slowdown.

Posted: Sun Sep 17, 2006 10:23 am
by Jimmy
Wills wrote:Though the monstercounts don't reach into the "thousands", it's certainly enough to cause slowdown.
It does on HMP on HR2 MAP32, tho. :wink:

Posted: Sun Sep 17, 2006 10:33 am
by Ryan Cordell
Kinsie wrote:EDIT: Framerate-wise I realised the custom blood was eating the most framerate, so I made it easily disablable by commenting out a line in DECORATE. So yeah, win.
Which one's? Yours or mine?

Posted: Sun Sep 17, 2006 1:14 pm
by Unknown_Assassin
Wills wrote:Hell Revealed.

Hell Revealed II.

Alien Vendetta.

Though the monstercounts don't reach into the "thousands", it's certainly enough to cause slowdown.
Actually...there are some levels that have up to the thousands such as Alien Vendetta Level 24 and 25.

None of them reached to two thousand though.

Posted: Sun Sep 17, 2006 2:26 pm
by Phobus
5000 odd gib actors from monsters is enough though :P

Hell, even Warpzone would be too much with this wad, and probably much smaller maps as well.

Posted: Sun Sep 17, 2006 5:42 pm
by Apothem
Just make sure the gibs/blood splats don't lag too much. Good way to check this is on map 06 on UV, activate the squisher on the spider mastermind. ;)

Otherwise, this looks very promising. :)

Posted: Sun Sep 17, 2006 6:17 pm
by Nightmare Doom
I hope this mod supports Nash's gore mod aswell... (For gore hounds)

Posted: Sun Sep 17, 2006 6:23 pm
by Pure Hellspawn
Try Deus Vult or Holy Hell. Deus Vult level 5 has about 3,000 monsters. Holy Hell level 5 has exactly 20,000 monsters. Holy Hell Level 1 alone has 6,767, level 2 has 5,035, level 3 has 3,464, and level 4 has 4,778. Level 5 is just levels 1 through 4 combined for both DV and HH.