Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Tue Mar 24, 2020 3:21 pm
by Bodhisattva
Nash wrote:Nope, that's not possible. Run-time modification of any actor's blood color is not supported by the engine. You would have to edit Colorful Hell to remove the blood colors from all the monsters. This isn't even something my mod can do anything about.
I see. Thanks for the answer!
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Tue Mar 24, 2020 5:49 pm
by MrJohnny
Would it be possible for you to make an option for users to use the "default" blood models for the "classic" blood type?
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Tue Mar 24, 2020 5:53 pm
by Nash
You mean huge blood splats for the classic blood type?
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Tue Mar 24, 2020 7:50 pm
by MrJohnny
Yes, that is correct.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Wed Mar 25, 2020 2:17 am
by Nash
I'll have to think about that. Trying to avoid feature creep by making too many optional/configurable things...
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Thu Apr 02, 2020 9:15 am
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:
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?
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Thu Apr 02, 2020 12:45 pm
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:
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.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Thu Apr 02, 2020 1:52 pm
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.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Fri Apr 03, 2020 12:55 pm
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.
Death:
tnt1 A 0 A_jump(192, "split")//, "cuthead")
SNKE G 5
SNKE H 5 A_Scream
SNKE IJKL 5
SNKE M 5 A_NoBlocking
SNKE NO 5
SNKE P -1
Stop
split:
TNT1 A 0 A_Jump (128, "splitM")
snkh A 11 {A_Scream; A_NoBlocking;}
TNT1 A 0 A_SpawnItemEx("snakeTorso",1,10,27,Random(-1,0),2,2)
snkh b 8
snkh cde 8
snkh f 8
snkh g -1
Stop
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 ):
I want to add special blood debris into existing recolored blood. I want sabreclaw (heretic monster) to has black blood and sparks of flames (last attached pictures) instead of red blood.
2a. I can set black default blood and not set custom blood type,
it works with Gore mod - nice black splash of liquid, with Black bloodPools, fountain, wall decals. But NO flames.
2b. or i can remove "TNT1 A 0 A_SpawnItemEx("blood")" from my custom bloodtype (check below code) -
then there is NO black splashing liquid (neither red liquid splashes), but with flames, however BloodPool, fountain, wall decals are nicely black.
2c. [below code] -
I can have RED blood, with flames, with BLACK bloodpool,fountains,walls decals .
But I cannot receive BLACK blood splashes, with Flames & with BLACK bloodpool,fountains,walls decals
any advice?
I think something could be done with the "blood" replacement in NashGore mode to allow also changing blood splashes color.
actor clinkblood : blood
{
States
{
Spawn:
TNT1 AAA 0
TNT1 A 0 A_SpawnItemEx("blood")
TNT1 A 4 A_SpawnItemEx("flameblood", 0,random(-10,-2), random(-5,10))
TNT1 A 0 A_SpawnItemEx("flameblood", 0,random( 2,10), random(-5,10))
Stop
}}
Spoiler:
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Thu Apr 09, 2020 1:59 pm
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"
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Tue Apr 14, 2020 1:10 pm
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.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Tue Apr 14, 2020 10:46 pm
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.
Re: Nash's Gore Mod: Vengeance Edition v1.0 OFFICIAL RELEASE
Posted: Wed Apr 15, 2020 1:20 am
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.