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Garrett_42 wrote:Hello everyone, I have a question about the nashgore mod, namely, is it possible to disable blood and other effects for individual entities(something like a blacklist)? I will be glad of any help.
Try this - viewtopic.php?f=46&t=69564 (another one of Nash's glorious mods, "CBlood")
It basically allows you to override the blood properties of a given actor/class. Should look a little something like this:
class CBloodYourActorHere : CBlood
{
Default
{
+NOBLOOD
}
}
Hope this helps. If not, you could just add +NOBLOOD to whatever actor it is you're trying to remove the effects from.
Garrett_42 wrote:Hello everyone, I have a question about the nashgore mod, namely, is it possible to disable blood and other effects for individual entities(something like a blacklist)? I will be glad of any help.
Try this - viewtopic.php?f=46&t=69564 (another one of Nash's glorious mods, "CBlood")
It basically allows you to override the blood properties of a given actor/class. Should look a little something like this:
class CBloodYourActorHere : CBlood
{
Default
{
+NOBLOOD
}
}
Hope this helps. If not, you could just add +NOBLOOD to whatever actor it is you're trying to remove the effects from.
Hello Nash, sorry to bother you.
But seems that the latest GZDOOM build doesnt show the BloodSplats.
I thought It was me, but Even PB 3.0 which uses your gore as base has those missing.
Edit: Nevermind me, reinstalled everything and it works.
MasterZeroFlash wrote:Imagine if this was re-released as "Nasi Goreng" (or even "Nashi GoreVeng") just to continue the food-related theme >_<
Jokes aside, it looks like a cool mod that could very well take a spot as sort of an "Autoload" mod, so to speak.
I can say for absolute certainty that nashgore is ALWAYS on my load order in Doom Launcher. I'd only make an exception for Chex Quest and non-violent TCs such as Sonic Robo Blast, and currently I have neither in my HDD.
i would rate your mod cuz its nice with feedback on it
- Hitting with projectile weapons can't spread the gores
- Stepping on a blood pool will shrink back to the corpse
- Blood on a water floor texture wont disappear (unless they will disappear on underwater)
That last one is because you need to explicitly set the terrain of the liquid flat as "liquid" in the TERRAIN lump and assign that terrain type to the flat's textures. Enjay's Revised Splashes is a start.
Plasmazippo wrote:That last one is because you need to explicitly set the terrain of the liquid flat as "liquid" in the TERRAIN lump and assign that terrain type to the flat's textures. Enjay's Revised Splashes is a start.
Do I understand correctly that some of the blood actors (namely the slowly expanding blood pool) in NashGore get removed together with the actor being removed? How can I patch this?
Video:
Code (short, note comments):
Spoiler:
Death:
MTCN A 0 A_JumpIfInventory("Ammo", 1, 8)
MTCN A 5
MTCN B 5 A_Scream
MTCD A 5
MTCD B 5 A_NoBlocking
MTCD CD 5
MTCX A -1
Stop
MTCN A 5 // jump goes here, this is needed so monster can't be resurrected, also used for some monsters that self-res with certain chance
MTCN B 5 A_Scream
MTCD A 5
MTCD B 5 A_NoBlocking
MTCD CD 5
MTCX A 10
MTCX A 1 A_SpawnItem ("ManticoreCorpse") // happens here, pool starts expanding and immediatelly disappears
Stop
XDeath:
MTCN A 5
MTCN B 5 A_XScream
MTCD A 5
MTCD B 5 A_NoBlocking
MTCD CD 5
MTCX A 10
MTCX A 1 A_SpawnItem ("ManticoreCorpse") // should also happen here. probably.
Stop
Raise:
MTCD D 0 A_GiveInventory("Ammo", 1)
MTCD DCBA 4
MTCN BA 4
Goto See
}
}
ACTOR ManticoreCorpse
{
Radius 20
Height 56
+NOINTERACTION
+FLOORCLIP
+MOVEWITHSECTOR
GRAVITY 1
XScale 0.46
YScale 0.383
States
{
Spawn:
MTCX A -1
Stop
}
}
Can you point out what should I patch in NashGore to prevent this? I would greatly appreciate it.
Let me know if you need more detail. Thanks!
Thanks for the video. It is much more clear what the problem actually is.
Unfortunately this isn't a quick fix. Basically, NashGore is currently hardcoded to only support one corpse blood pool per monster. There is also some weird jank going on that's maintaining pointer relationships between the monster and the blood pool. It is currently not able to handle spawning more blood pools after a monster has been resurrected.
I know your video shows the blood pool disappearing, but upon checking with the latest development version of NashGore (not released yet) - the blood pool doesn't disappear anymore BUT, a resurrected monster who dies for a second time will simply not spawn any more blood pools.
To fix this would require me to retool quite a bit of code to allow monster corpses to spawn multiple corpse blood pools regardless of how many times they were resurrected. I've added this to the to-do list for the next release of the mod.
It also happens if monster just goes to that second section of Death right away (some monsters go there by chance using A_Jump) without ressing, pool starts expanding and just disappears.
Tho since u say my version is outdated, I will redownload and try again.
Will let u know if it helps.
rayburn wrote:Tho since u say my version is outdated, I will redownload and try again.
I don't have an ETA on when the new version will be out. It's still not released yet. It's a huge update that I am taking my time to refine to make sure it's near-perfect and there are minimal bugs. :D
But yeah, as of the latest version, the corpse blood doesn't disappear. But this highlights a problem in that resurrected monsters will never spawn a second (or third, or fourth or... or...) corpse blood pool after resurrection.
It's by no means difficult to refactor the code to make a monster support infinite cirose blood pools... it's just that I'm a little occupied with other tasks for some time now and I'll need to sit down and make this change carefully and make sure I don't break anything else in the mod... :P