Nash's Gore Mod: Vengeance Edition [TESTERS WANTED!]

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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Gorec » Sun Feb 03, 2019 4:10 am

Solfish wrote:Could you add fire death? It would be amazing to set everything on fire with cleric.

it wont work with custom monsters since they will need sprites for that,mod is universal
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Gorec » Sun Feb 03, 2019 4:12 am

luigiman0640 wrote:Am I the only one who's getting lagging issues with the wall decals? I love this mod, but whenever I look at or get near copious amounts of blood on the walls, my game starts to chug quite a bit.

i have that too but nash described a couple pages back how to fix it(still lags tho but not as bad)
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby BerserkerNoir » Sun Feb 03, 2019 2:13 pm

Gorec wrote:i have that too but nash described a couple pages back how to fix it(still lags tho but not as bad)


He described about the performance boost for the next release when It comes to Bloodspots, not wall Decals, Decals have always been a Major impact in the performance when there are too many of them.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Hellser » Wed Feb 06, 2019 1:21 pm

Keep the amount of decals at a reasonable limit. GZDoom's default of 1024 should suffice, honestly. :)
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Cherno » Wed Feb 06, 2019 3:29 pm

For anyone trying to run this on GZDoom 3.7.2., herre is the fix:

in zscript/nashgorehandler.zc, replace this piece of code (start at line 95):

Code: Select allExpand view
override void WorldThingSpawned(WorldEvent e)
   {
      // monster?
      bool isMonster = e.Thing.bIsMonster;

      // plug in generic monster behaviour
      if (isMonster && !e.Thing.CountInv("NashGoreActor"))
      {
         e.Thing.A_GiveInventory("NashGoreActor", 1);
      }
   }


with this:

Code: Select allExpand view
override void WorldThingSpawned(WorldEvent e)
   {
      if(e.Thing)
      {
         // monster?
         bool isMonster = e.Thing.bIsMonster;

         // plug in generic monster behaviour
         if (isMonster && !e.Thing.CountInv("NashGoreActor"))
         {
            e.Thing.A_GiveInventory("NashGoreActor", 1);
         }
      }
   }
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Wed Feb 06, 2019 8:41 pm

Oh wow, what a noob mistake there. Sorry about that.

A cleaner way is to just plug

Code: Select allExpand view

if 
(!e.Thing) return;
 


at the top of the function. Right above the "// monster?" comment. This way you don't mess up the indentation levels.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Beezle » Thu Feb 07, 2019 5:37 am

Nash wrote: Right above the "// monster?" comment. This way you don't mess up the indentation levels.

Just so I understand this correctly, instead of replacing the above mentioned lines, just put your comment right above "// monster?"
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Nash » Thu Feb 07, 2019 5:47 am

Like this:

Code: Select allExpand view

override void WorldThingSpawned
(WorldEvent e)
{
    if (!
e.Thing) return;

    
// monster?
    
bool isMonster e.Thing.bIsMonster;

    
// plug in generic monster behaviour
    
if (isMonster && !e.Thing.CountInv("NashGoreActor"))
    {
        
e.Thing.A_GiveInventory("NashGoreActor"1);
    }
}
 
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Solfish » Thu Feb 07, 2019 10:43 am

Gorec wrote:
Solfish wrote:Could you add fire death? It would be amazing to set everything on fire with cleric.

it wont work with custom monsters since they will need sprites for that,mod is universal

I mean,like turning the corpse into black color and leaving a bit of smoke.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby luigiman0640 » Sun Feb 10, 2019 7:55 pm

Gorec wrote:
luigiman0640 wrote:Am I the only one who's getting lagging issues with the wall decals? I love this mod, but whenever I look at or get near copious amounts of blood on the walls, my game starts to chug quite a bit.

i have that too but nash described a couple pages back how to fix it(still lags tho but not as bad)

I think I found what you're talking about. What I did definitely made the wall decals less performance intensive.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Sinael » Tue Feb 12, 2019 12:48 pm

Any quick fix for a +extremedeath not gibbing monsters properly?
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Cherno » Tue Feb 12, 2019 4:34 pm

Just wanting to say that this mod is very nice (in a gorish way), I like that there are no gore gibs that stay like other gore mods, so it can be used with any kind of monster mod. With bolognese, I had the problem of huge gore chunks appearing when my Left 4 Dead infected got gibbed, but with thiso ne, it's perfect. Thank you! :twisted:
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby BerserkerNoir » Tue Feb 12, 2019 7:41 pm

Sinael wrote:Any quick fix for a +extremedeath not gibbing monsters properly?



not yet, any gibbing that is from XDeath Flag just plays the standard gibbing animation assignated to the monster, if theres any custom gibs (like the ones from Colorful Hell or Guncaster) those will be used.
Lets hope the next release has a function for those, because there are many mods with them.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Chewcumber » Fri Feb 15, 2019 7:51 am

THE RETURN

Edit: Kudos to all the posts about lift issues. Having the same issue, such as MAP03: The Gauntlet of Doom 2, where the blood models specifically have a tendency to stop the lift altogether, sometimes making finishing the level impossible without the use of cheats.
Last edited by Chewcumber on Wed Feb 27, 2019 7:25 pm, edited 2 times in total.
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Re: Nash's Gore Mod: Vengeance Edition [v0.9 Beta Release]

Postby Rowsol » Sat Feb 16, 2019 12:35 am

The gore doesn't seem to like lifts. I blew up the guys sitting on the circular lift area of doom 2 map09 and each time the lift would move the game lagged hard.
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