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NashGore NEXT v1.0

Posted: Mon Apr 15, 2024 9:48 am
by Nash
My arm got dislocated and I am not in the best of health. In light of this, I am releasing NashGore NEXT early as it's better to release it early than miss the previously-announced deadline.

There were going to be things like release streams, after parties and other fancy stuff planned that all had to be cancelled because of this.

I will return with a more ceremonious release when my health is better.

Please enjoy and looking forward to hear your thoughts!

Nash Muhandes

Download: https://www.moddb.com/mods/nashgore-nex ... e-next-v10

Re: NashGore NEXT v1.0

Posted: Mon Apr 15, 2024 12:55 pm
by Carrotear
So far, one thing I noticed was that the bfg and plasma rifle doesn't gib corpses.

Aside from that, this is neat or as they would say "Juicy". Also, I hope you feel better soon.

Re: NashGore NEXT v1.0

Posted: Mon Apr 15, 2024 1:20 pm
by Rowsol
The slaughtermap option is a game changer. The performance hit is the biggest issue with the past mod and this helps immensely.
I like to load up Profane Promiseland to test performance of mods.
With the last version and this one with that option turned off, it's completely unplayable, sitting at 1 fps.
With it on, the fps fluctuates for about a minute then settles at 45 fps, which is pretty much what I get normally without mods.
To be honest, I don't even know why someone would choose not to use it. Slaughtermap or not. I for one am always looking for extra frames.
Question. Assuming it works similarly to Rachel's booster mod, what is the range you have set? I personally use 2500 for her mod which is why I ask. Preferably it would match up.

I had hoped the precision check option would fix lift lag. A good test spot is the lift on map09 of doom 2. Even with it off, the lag drops are pretty rough. https://youtu.be/v4o5gAgmlyE

Thanks for the update!

Re: NashGore NEXT v1.0

Posted: Tue Apr 16, 2024 6:10 pm
by DarkkOne
I LOVE IT. This, by default, looks how I typically try to fiddle previous version into looking (with regard to decals, etc) and over all, I really like the additions.

Re: NashGore NEXT v1.0

Posted: Thu Apr 18, 2024 3:43 am
by Carrotear
Another thing I noticed is that the mod only fully works on vanilla monsters. Custom monster can't be gibbed the same way. Custom monster's corpses can be gibbed though.

I tested this on Random Death and Decorations mod and it doesan't work on them. The corpses can be gibbed.

Did more testing, Smooth Doom monsters and (I think?) Project malice monsters fully work.

Re: NashGore NEXT v1.0

Posted: Thu Apr 18, 2024 5:35 am
by Bob Beaky
Man, that sucks. I'm sorry you haven't got to enjoy the release as much as you'd planned. I hope you get better soon. Regarding the mod, I'm really enjoying it. So much polish. Loving it. :)

Re: NashGore NEXT v1.0

Posted: Thu Apr 18, 2024 11:59 pm
by Jay Two
This is awesome. Everything looks fantastic and runs without issue. I do have a couple of silly suggestions though: 1) add the option to enable both classic and default blood. 2) add the option to switch “gib blood type” (classic/default/both… basically the same as the “blood type” setting, but for xdeaths). I like using the classic blood option, but the gibs look better with the default blood. Just a thought. Seriously nice job though. There is so much polish and attention to detail that it’s insane. This is my favorite mod by far. I can’t play without it.

Re: NashGore NEXT v1.0

Posted: Sun May 12, 2024 5:23 pm
by KometFox
How do I make a projectile that causes splash damage not gib the corpse in your mod? I set my flame projectile all flags that is relevant to blood and gore to false so that it doesn't produce any blood.

Re: NashGore NEXT v1.0

Posted: Mon Jul 01, 2024 6:54 pm
by Rex705
This is very cool and a nice upgrade from the previous Nash Gore. This is part of my default setup for all my YouTube vids because it works with everything. The only issue I have noticed is corps become like a wall. When I try to shoot something behind it hits the corpse until it gibs but enemies have no problem shooting me over a corpse.

Re: NashGore NEXT v1.0

Posted: Mon Jul 15, 2024 11:36 am
by Reisal
Given I've used the previous NashGore mods in the past, what major changes does this version have compared to the other ones?

Re: NashGore NEXT v1.0

Posted: Wed Aug 21, 2024 11:08 am
by moerasGrizzly
I currently have one problem with this: The Sound Volume setting doesn't appear to do anything - or at least, not what I expect it to. Changing the slider does not turn the sound of blood splashes hitting the ground off.

I do like me some nashgore, thank you for keeping it updated :-)

Re: NashGore NEXT v1.0

Posted: Fri May 02, 2025 7:28 pm
by Emperor Joker
cool mod, but it doesn't work on some monsters from Project Malice
you can update with mod again, this time for custom monsters

Re: NashGore NEXT v1.0

Posted: Sat May 03, 2025 2:26 pm
by Rowsol
Emperor Joker wrote: Fri May 02, 2025 7:28 pm cool mod, but it doesn't work on some monsters from Project Malice
you can update with mod again, this time for custom monsters
Why would you bother? Malice has it's own gore.

Re: NashGore NEXT v1.0

Posted: Sat May 03, 2025 9:20 pm
by BerserkerNoir
Emperor Joker wrote: Fri May 02, 2025 7:28 pm cool mod, but it doesn't work on some monsters from Project Malice
you can update with mod again, this time for custom monsters
What you need is checking bludtype file inside Nashgore and write the actors from Project Malice to be overriden.

Re: NashGore NEXT v1.0

Posted: Sun May 04, 2025 11:51 am
by Randumb
But seriously; I hope you feel better, Nash. You have possibly the best Doom blood mod ever.