Universal Gibs
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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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- Posts: 2383
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Re: Universal Gibs
- XY/Z multipliers can now be in the 0.25-10.0 range instead of 0.50-3.0.
Don't know why I didn't do that sooner.
Don't know why I didn't do that sooner.
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Re: Universal Gibs
Does the "always gib" option work perfectly for you? I tried the latest version and setting the gibbing threshold to 0.0 didn't seem to register, while 0.1 worked fine.
Btw, can you also add an option to scale the hp of a corpse? I'd like them to pop more easily sometimes, while make it harder other times, depending on the mod set up I roll with.
Btw, can you also add an option to scale the hp of a corpse? I'd like them to pop more easily sometimes, while make it harder other times, depending on the mod set up I roll with.
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Re: Universal Gibs
Works just fine for me.
Also,
- Added corpse health multiplier.
Also,
- Added corpse health multiplier.
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Re: Universal Gibs
Probably some wierd mod combination/configuration on my end then, hmm.
Thank you for the corpse hp multiplier.
Thank you for the corpse hp multiplier.
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- Joined: Thu Feb 11, 2016 9:59 am
Re: Universal Gibs
- Added option to remove all gibs from the map. It's on top of the UG menu.
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- Posts: 154
- Joined: Tue Jun 28, 2016 6:31 pm
Re: Universal Gibs
I just noticed there's a bit of an issue with Pain Elementals - when the game auto-destroys one of its summoned Lost Souls, they immediately explode into gibs. If there's more than one Pain Elemental doing this, the frame rate quickly tanks.
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Re: Universal Gibs
- Lost souls that die with their spawning (pain elemental death) will not get gibbed. Due to the implementation of this, "kill monsters" and "mdk" CCMDs will no longer gib monsters.
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Re: Universal Gibs
I made a crappy video showing some features, if you wanted one for the main post.
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Re: Universal Gibs
McAdded to the McOP. Big thankies from McSpankies.
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Re: Universal Gibs
- Gibs' origin point is now more spread out instead of always being centered on the spawning actor. Possible issue with actors that change their size using A_SetSize, but that's probably rare.
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Re: Universal Gibs
- Hotfix for some debugging leftovers.
Temporarily removed the mdk/kill monsters/lost soul telefrag gib fix and forgot to put it back in.
Temporarily removed the mdk/kill monsters/lost soul telefrag gib fix and forgot to put it back in.
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Re: Universal Gibs
Script error, "UniversalGibs-master.zip:zscript.txt" line 30:
Unknown identifier 'bNOEXTREMEEATH'
Unknown identifier 'bNOEXTREMEEATH'
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Re: Universal Gibs
Fixed. Just noticed it myself. Was spacing out and forgot to test. Thanks for reporting.
That should be all now. I blame it on Git for screwing up the line when I copy pasted from the Diff viewer.
That should be all now. I blame it on Git for screwing up the line when I copy pasted from the Diff viewer.
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Re: Universal Gibs
Would it be possible to have a global brightness slider for the blood splats and particles? I've been having a blast playing with this addon through over 16 playthroughs now, yet I think that the blood is just a bit too bright.
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Re: Universal Gibs
Yeah, implemented it just now, but I had to go out. Will push the changes a bit later along with a menu redesign, since the main page had one too many options already. Moved most of the rarely-used stuff to an Advanced Options menu and all the visual adjustment crap to Visual Options.