Nash Posted April 15 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-next/downloads/nashgore-next-v10 23 Share this post Link to post
Nems Posted April 15 Sorry to hear about your arm and health. D: I hope you recover quickly! Definitely gonna give this a spin on my next playthrough <3 (currently wrapping up an Ancient Aliens playthrough lol). 1 Share this post Link to post
gemini0 Posted April 16 It's beautiful... Much smearier, and the new wall decals being opaque is wonderful. I used to use a version of the old Nashgore that made the wall decals opaque to patch the floor ones, and now I'm glad I don't have to! 0 Share this post Link to post
kalensar Posted April 16 Rock on bro! I'll give this a whirl. I also have a variation I built based for my own projects, but never put it as a separate pack. 0 Share this post Link to post
Donowa Posted April 17 i'm away from my pc for the week and can't try this out, what does this look like? 0 Share this post Link to post
SyntherAugustus Posted April 17 Feel better! The improvements are great! 0 Share this post Link to post
Nems Posted April 19 So after playing around with it, I have to say that Nashgore's back bay-bee! :D The ability to gib corpses is probably my favorite feature in this release. I also really dig the overall gore effects in general. I didn't really come across anything that I'd consider a bug (there was a bit of slow down on my PC when gibbing large groups of zombiemen but I'm on a lower end PC that's over four years old so that's on me :P). 0 Share this post Link to post
DrR0Ck Posted April 24 Very sorry to hear about your health challenges; hope you're feeling better soon. I'm happy to report that your CBlood Ultimate Edition add-on appears to work nicely with Nashgore Next. Haven't done extensive testing yet, but so far, so good. Otherwise, and apart from the BLUDTYPE actor overrides is there a preferred way to handle colored blood in Nashgore Next? 0 Share this post Link to post
gemini0 Posted May 2 On 4/24/2024 at 9:24 AM, DrR0Ck said: is there a preferred way to handle colored blood in Nashgore Next? Actors have a BloodColor property that can be set. If making a mod, this makes their blood be colored, including when using NashGore: 1 Share this post Link to post
CacoTwoShoes Posted August 15 (edited) Hi @Nash, I would like to place a feature request: a Vanilla+ blood mode. So far, "Default" spawns three kinds of blood objects every time a hitscan attack connects: 1. an impact puff, looking much like the one from duke3d 2. one or several larger splashes that follow a ballistic trajectory but vanish mid-air 3. one or several blood drops that follow a ballistic trajectory and actually hit the ground In Vanilla mode, the tiny blood drops each indicate a successful hitscan attack and are great for immediate visual feedback on spread/accuracy. In Default mode, even with blood intensity set to a mere 0.1, blasting mobs at point blank with an SSG results in literal crimson clouds oftentimes larger than the monster itself. A hypothetical "Vanilla+" could keep the best of both worlds: every time a hitscan attack connects, one or several "Type 3." (see above) blood drops are spawned, with no impact puff or larger by-splashes. Something like that would look just like vanilla but also much cooler. 1 Share this post Link to post