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Old 04-24-2005, 03:05 PM   #41
Ras

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Re: Blood and Gore pack
I've been keeping up with all of the gore packs in the other thread. Is there any reason I need to download the file linked above? Anything brand new to this release?
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Old 04-24-2005, 03:06 PM   #42
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Re: Blood and Gore pack
So, maybe someone, who knows something about programming, can "unhardcode" that (?)
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Old 04-24-2005, 03:07 PM   #43
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Re: Blood and Gore pack
Yes, there is some new stuff. The only real update is I redid the painskins, making the first two bloodier, and it also has the blood particle system.
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Old 04-24-2005, 03:08 PM   #44
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Re: Blood and Gore pack
I think the only way to do that is to edit the program itself. I don't know much about programming, but I know about that.
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Old 04-24-2005, 03:44 PM   #45
Ras

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Re: Blood and Gore pack
Thanks. Downloading now.
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Old 04-24-2005, 04:14 PM   #46
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Re: Blood and Gore pack
Well, there goes my nice offer, right outta the windo :P

I'm glad it's available, though
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Old 04-24-2005, 05:45 PM   #47
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Re: Blood and Gore pack
hey, I was gonna take the offer, but terminx posted it first. I emailed it to him last night.
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Old 04-24-2005, 06:15 PM   #48
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Re: Blood and Gore pack
Quote:
Hellbound said:
So, maybe someone, who knows something about programming, can "unhardcode" that (?)
Basically, to do the kinds of things you want you have no choice but to use EDuke32 (and actually, you'd need to use a version with a feature I haven't even publically made note of yet, so you'd really need a version of EDuke32 newer than what is currently available).

This is why EDuke32 exists -- to enable some very cool things to be done via CONs.

Anyhow, the current development version EDuke32 gives you CON control over any hard-coded actors. Causing the JIBS actors to spawn something upon hitting the ground is incredibly trivial.
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Old 04-24-2005, 06:59 PM   #49
Ras

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Re: Blood and Gore pack
The monsters.def in the latest gore pack seems to omit the slimers. If anyone is back to sprites, here is the code in case you need it:

// Protozoid Slimer (2370)
definemodel "highres/sprites/monsters/2370_slimer.md2" 2 0
definemodelskin 0 "highres/sprites/monsters/2370_slimer.png"
definemodelanim "roof1" "roof1" 1 0
definemodelframe "roof1" 2370 2370
definemodelanim "floor1" "floor1" 1 0
definemodelframe "floor1" 2371 2371
definemodelanim "hang1" "hang1" 1 0
definemodelframe "hang1" 2372 2372
definemodelanim "hang1" "hang1" 1 0
definemodelframe "hang1" 2373 2373
definemodelanim "floor2" "floor2" 1 0
definemodelframe "floor2" 2374 2374
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Old 04-24-2005, 07:13 PM   #50
Dr. Kill

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Re: Blood and Gore pack
yeah, oops. I forgot that. I kept the slimer code separate.
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Old 04-24-2005, 08:05 PM   #51
Killd a ton

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Re: Blood and Gore pack
in stead of chaning the "original" def files just use the user.def it is what it is there for any way. this will also make the pack compatible with users that dosen't have the 04/04 hrp installed
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Old 04-24-2005, 11:16 PM   #52
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
hey, I was gonna take the offer, but terminx posted it first. I emailed it to him last night.
Don't worry, it's no big deal
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Old 04-25-2005, 12:19 AM   #53
Hellbound
 

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Re: Blood and Gore pack
Quote:
TerminX said:
Quote:
Hellbound said:
So, maybe someone, who knows something about programming, can "unhardcode" that (?)
Basically, to do the kinds of things you want you have no choice but to use EDuke32 (and actually, you'd need to use a version with a feature I haven't even publically made note of yet, so you'd really need a version of EDuke32 newer than what is currently available).

This is why EDuke32 exists -- to enable some very cool things to be done via CONs.

Anyhow, the current development version EDuke32 gives you CON control over any hard-coded actors. Causing the JIBS actors to spawn something upon hitting the ground is incredibly trivial.
But that's another changes... I think it'ss not good thing that anyone who want to play HRP, must use Eduke32. Or... I don't know. Parkar, you're the HRP creator, waht do you think ?
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Old 04-25-2005, 01:56 AM   #54
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Re: Blood and Gore pack
I have been considering including eDuke32 in the next pack, atleast as a option.
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Old 04-25-2005, 06:58 AM   #55
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Re: Blood and Gore pack
Hey, TerminX, have you got some time to create New Gibs System ? I'm not trained in Eduke32 and I'm sure, You'll do that better!
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Old 04-25-2005, 01:07 PM   #56
Dr. Kill

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Re: Blood and Gore pack
I had a system for jibs to stay, but it was a bit crappy, but I've been trying to fix it up. With my code, I would get strange errors in game like pipebombs, my jibs and the explosions disappearing randomly. I don't know why, maybe it was because I use "qspawn" to make my actors. I do that so I don't jam the game as bad. With my system I had to create useractors to do it. I also had to make another copy of the original art so I didn't have a duplicate definitions problem, so I guess it would be "illegal". We could probably use my eduke code when someone gets the Jibs done, but I need to work on it more.
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Old 04-25-2005, 01:24 PM   #57
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
I had a system for jibs to stay, but it was a bit crappy, but I've been trying to fix it up. With my code, I would get strange errors in game like pipebombs, my jibs and the explosions disappearing randomly. I don't know why, maybe it was because I use "qspawn" to make my actors. I do that so I don't jam the game as bad. With my system I had to create useractors to do it. I also had to make another copy of the original art so I didn't have a duplicate definitions problem, so I guess it would be "illegal". We could probably use my eduke code when someone gets the Jibs done, but I need to work on it more.
If you use qspawn, you must never kill the sprite from the CON files. Ever.
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Old 04-25-2005, 01:52 PM   #58
Dr. Kill

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Re: Blood and Gore pack
So that's why i had problems. My code may work after all. What if I use the similar command where it makes all instances of that actor go away like bullet holes. What was it called? I saw it one day on the eduke 32 site. I think I found it: Insertspriteq
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Old 04-25-2005, 02:05 PM   #59
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
So that's why i had problems. My code may work after all. What if I use the similar command where it makes all instances of that actor go away like bullet holes. What was it called? I saw it one day on the eduke 32 site. I think I found it: Insertspriteq
That's not what that command does. Use qspawn to spawn an actor in the sprite queue, use insertspriteq to insert an already spawned actor into it. NEVER KILL THE ACTORS, AS PREVIOUSLY STATED.

I don't think you quite understand the point of the command: the game notes the sprite ID and kills the actor when there is no more room in the sprite deletion queue. There is no need (and no way, without screwing things up) to delete the sprite manually.
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Old 04-25-2005, 02:12 PM   #60
Dr. Kill

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Re: Blood and Gore pack
oh. What I want to do is kill the damn thing like the bloodpools or bullet holes. Whatever, I can't code worth shit.
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Old 04-25-2005, 02:17 PM   #61
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
oh. What I want to do is kill the damn thing like the bloodpools or bullet holes. Whatever, I can't code worth shit.
..if you just want to kill the damn thing like blood pools or bullet holes, simply use qspawn to spawn it and then leave it the hell alone. The game does it for you, as previously explained.
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Old 04-25-2005, 02:35 PM   #62
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Re: Blood and Gore pack
alright. I get it now The code I used for my blood particle system was based on the code from eduke that they used to make a sprinkler effect. It has killit in the code, so I have to remove it. A while back I made an ultra gorey version of eduke, but it used art from blood, sw, redneck rampage demo and the full version, so I can't release it. That's ok because my code is buggy as hell. Maybe I'll clean up my code, make some new graphics, and have you release it for me. Thanks for the help, I'm not that good at con code. The stuff I did was cut and paste and trial and error.
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Old 04-25-2005, 04:33 PM   #63
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
alright. I get it now The code I used for my blood particle system was based on the code from eduke that they used to make a sprinkler effect. It has killit in the code, so I have to remove it. A while back I made an ultra gorey version of eduke, but it used art from blood, sw, redneck rampage demo and the full version, so I can't release it. That's ok because my code is buggy as hell. Maybe I'll clean up my code, make some new graphics, and have you release it for me. Thanks for the help, I'm not that good at con code. The stuff I did was cut and paste and trial and error.
I find myself to be quite good at EDuke32 blood effects.
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Old 04-25-2005, 04:36 PM   #64
Dr. Kill

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Re: Blood and Gore pack
ME WANT!!! Email it to me Please! My code made the game bloody... but DAMN! I think i'll go work on my code now!
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Old 04-26-2005, 08:36 AM   #65
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Re: Blood and Gore pack
I've been working on an eye model, I saw that when you blow up an alien you can see his eye falling apart can that eye be replaced by a model? it could look great to explode aliens and see their body parts on the floor.

Or maybe we can do something like Soldier of Fortune 2 where you can shot at death bodies and smash their body parts
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Old 04-26-2005, 09:18 AM   #66
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
ME WANT!!! Email it to me Please! My code made the game bloody... but DAMN! I think i'll go work on my code now!
Try it for yourself, tis the best way to learn something

Quote:
Eric R. said:
Or maybe we can do something like Soldier of Fortune 2 where you can shot at death bodies and smash their body parts
Um.. good luck on that
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Old 04-26-2005, 01:02 PM   #67
Dr. Kill

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Re: Blood and Gore pack
Soldier of Fortune 2 didn't have that great of a story, but I loved the gore
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Old 04-26-2005, 01:08 PM   #68
Dr. Kill

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Re: Blood and Gore pack
Quote:
Hudson said:
Quote:
Dr. Kill said:
ME WANT!!! Email it to me Please! My code made the game bloody... but DAMN! I think i'll go work on my code now!
Try it for yourself, tis the best way to learn something
I did, but my code DEPENDS on manually killing the actor. In my code, one actor flies in the air, it spawns other actors that fall to the ground and shoot blood all over the walls. It is very important that they are killed, else they keep on spawning more and more suff. I probably could use my code as it was, I'll just take out qspawn, but even before i used qspawn i got errors. They might have been caused by too many sprites being spawned though! One time I made so much gore that the blood looked like ketchup! I need to work on my code, but I still think terminx's will always be superior.
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Old 04-26-2005, 02:07 PM   #69
Dr. Kill

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Re: Blood and Gore pack
Hellbound, I was lookin through your code for the blood particle system, and I noticed that you made a different set of actors for the green blood. Couldn't you have just wrote:

"ifspawnedby ANEWBEAST
spritepal whatever"

under every actor instead of making a whole new set of actors? I'm pretty sure that would work. Nevermind, I see you just did it in a different way then I was thinking. I might try using your particle system to make some effects for the toilet water/fire hydrant water.
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Old 04-26-2005, 03:02 PM   #70
TerminX

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Re: Blood and Gore pack
Quote:
Dr. Kill said:
but I still think terminx's will always be superior.
That's just because when I need a clever new function, it's trivial to make a new CON command for it.

Anyway.. don't use qspawn for the actor you have to kill, only for what becomes a decal laying on the ground or on a wall.
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Old 04-26-2005, 03:46 PM   #71
Dr. Kill

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Re: Blood and Gore pack
yeah, I'll keep messin. I didn't think of that. BTW, I made a neat water effect using Hellbound's code. I didn't post the con (it's about 53kb too big to post), just the code needed, and a small screen shot. Check it out.
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Old 04-26-2005, 03:50 PM   #72
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Re: Blood and Gore pack
Quote:
Dr. Kill said:
Hellbound, I was lookin through your code for the blood particle system, and I noticed that you made a different set of actors for the green blood. Couldn't you have just wrote:

"ifspawnedby ANEWBEAST
spritepal whatever"

from what i`ve seen in hellbounds code that wont work, he calls an actor who moves around wich in time spawns another actor, only the first actor wil be the right pal whilst the second one wil remain the original value.

there could be a workaround though.
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Old 04-26-2005, 03:59 PM   #73
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Re: Blood and Gore pack
Exactly
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Old 04-26-2005, 04:00 PM   #74
Dr. Kill

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Re: Blood and Gore pack
Like I said, nevermind. I see how did it.

Anyway, if you just stumbled in here, I made a water effect. To get the code, go to the "In addition to Blood & Gore enhancements... " thread. I figured it would make more sense to put it there since it isn't blood. Here is the pic.
Attached Images
File Type: gif 835637-waterpuddles.gif (63.5 KB, 100 views)
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Old 04-27-2005, 12:09 AM   #75
Hellwolve
Re: Blood and Gore pack
And here's the pack you'll need as well for the effect:

http://hellwolve.blessed-oddity.com/...fects_pack.zip
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Old 04-27-2005, 06:46 AM   #76
Killd a ton

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Re: Blood and Gore pack
i'm putting the finishing tutch on the ribs jib
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Old 04-27-2005, 07:21 AM   #77
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Re: Blood and Gore pack
cool
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Old 04-27-2005, 01:09 PM   #78
Dr. Kill

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Re: Blood and Gore pack
Hey, Killd a ton. When you release the jibs, could I use them in my little eduke particle system project that i've been workin on for years? I'll be sure to give you credit. I'd need to make new actors to avoid the "duplicate definition" thing. Terminx showed me how dumb I am, and I think I know how to do my code right now! I did code the water effect right though. That took some work. The hardest part was to get the water to go on the floor for so long, quit being spawned, and never go away, but I figured it out. I need to redownload the con file tutorial I had on the old pc. For some reason, it won't open on this pc.
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Old 04-27-2005, 03:31 PM   #79
Dr. Kill

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Re: Blood and Gore pack
I made a cool blood effect for EDuke32! It is a mess! I will probably post a screenshot soon, and have someone post a zip later. The only difference between the eduke32 version of the blood effect, and the jfduke original is the ammount flying through the air. I might actually be able to do this trick without Eduke32. I'll go try.

Here's a pic:
Attached Images
File Type: gif 836364-newultragore.gif (74.9 KB, 109 views)
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Old 04-27-2005, 04:45 PM   #80
Dr. Kill

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Re: Blood and Gore pack
Here's the con files for Eduke32
Attached Files
File Type: zip 836426-EDuke32gorecode.zip (29.6 KB, 96 views)
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