Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
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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.
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.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
I appreciate it! My mod is coming together slowly since it's the first time I'm doing stuff for ZDoom and I slack a lot, plus the issue is minor, so this is no problem at all. Thank you so much for such a grand contribution to this community, honestly.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
You're welcome. :) For what it's worth, I have every intention to get the next version out ASAP - I can't really promise a timeline but a couple months from now, MAX, would be lovely (as it'd also be a huge weight off my shoulders!). But yeah, we'll see what happens. :) Thanks for your support!
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
I've heard some people talking about how they can gib with SSG using Nashgore, but I can't for the life of me find anyway how to! Having the option to see gibs-galore using the SSG or chainsaw would be amazing (as seen in the newest version of Smoothdoom)- not sure if this is in the realm of something you could implement in the next version of Nashgore, or maybe something like a gibbing threshold?
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
I'm sorry but as part of the "universal mod" principle - weapon-specific gibbing mechanics won't be added. That would mean I would have to add code specifically for Doom's SSG and chainsaw, which violates "this mod is generic and doesn't assume what game you pair it with" idealogy. :)
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
@Nash, I know I'm pretty late and someone probably might have asked this, But Do you have the normals and specular (masks) of the model textures? I wanted to add PBR to them and saw you already had plans to but didn't went through because you've explained what would happen if you make them Solid and stuff, I get the Z-Fighting stuff, but I really don't mind it since I have the blood toned down which actually doesn't generate that much blood and thus Z-Fighting is almost nil, well at least for me.
But anyway if you still have those Normals and Masks, then can I please have them? Thanks.
But anyway if you still have those Normals and Masks, then can I please have them? Thanks.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Do I suggest mod compatibility on this page, or BLUDTYPE?
There is a feature in hideous destructor that would work amazing with this mod.
There is a feature in hideous destructor that would work amazing with this mod.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Feel free to write the actor class names here in this thread, and I'll add them.Rocket1 wrote:Do I suggest mod compatibility on this page, or BLUDTYPE?
There is a feature in hideous destructor that would work amazing with this mod.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Okay, I just played "Nobody Told Me About id" and I *really* like the way the blood on the wall is also a sprite there. Is there a way to do that with this mod? Like, I love the option to change blood spots on the floor to sprites (feels more "Doom" to me for whatever reason) but was kinda surprised there's not a corresponding option for walls (or, that the option doesn't also affect walls?)
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
There won't be an option to change the wall blood to sprites, but in the work-in-progress version of the mod, the styling of the wall decal assets have been changed to match the blocky/chunky pixel art of the rest of the world in Doom.
Also, a technical problem with that changing the wall decal style in-game is that it's not possible (you cannot dynamically change what blood decal gets generated when something gets shot in-game - it is all handle in the engine's C++).
The best that could possibly be done is to load in an external mod that replaces the wall decals with a sprite-looking variant. That would mean I'd need to maintain two files, which I'm not in favor of.
Someone else is of course free to make a "sprite-based wall decal replacer" submod for NashGore if they want.
Also, a technical problem with that changing the wall decal style in-game is that it's not possible (you cannot dynamically change what blood decal gets generated when something gets shot in-game - it is all handle in the engine's C++).
The best that could possibly be done is to load in an external mod that replaces the wall decals with a sprite-looking variant. That would mean I'd need to maintain two files, which I'm not in favor of.
Someone else is of course free to make a "sprite-based wall decal replacer" submod for NashGore if they want.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Thanks. Makes sense. Mostly I think it's just my own like... when I see the decals layered over a texture, and the pixels are different sizes and not aligned, it really throws something in me off. But a separate sprite, not integrated into the texture, doesn't bother me. Just my own quirks. Though I will say, in the time between I found your Decals mod, and that, for whatever reason, seems to have made it at least a lot less distracting. Thanks for taking the time to answer!
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Has been fixed for the next version of the mod.dakka wrote:Just wanted to point out that on GZD 4.8.2 the squishy stringy flesh effect (whatever it's called) when enemies are crushed under something is no longer working, they just get crushed and nothing else.
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Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
I enjoy using your mod, however I think there should be a option how much damage a weapon must deal at least before it gibs the monsters as some weapon mods have things like machine guns that do a lot of damage. Also will there be a option for a shootable corpse like universal gibs does? I managed to modify your code so that corpses are shootable by stealing it from universal gibs but its done in a very janky way.
Here is the download link: https://u.smutty.horse/mjyerdytltg.zip (It's quite a dirty code as I didn't tried to do changes from the UG cvar values.)
Here is the download link: https://u.smutty.horse/mjyerdytltg.zip (It's quite a dirty code as I didn't tried to do changes from the UG cvar values.)
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