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TF2 Gore v2.0


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FredJed223
Senior Member
Join Date: Feb 2008
Old 08-07-2008 , 22:57   Re: TF2 Gore v1.2 by Pinkfairie
Reply With Quote #31

Quote:
Originally Posted by russell99ky View Post
can someone post a complied version 1.2 please!!

Here you go. 1.2 compiled. But its always a good idea to compile yourself. Directions are in the first post.
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File Type: smx TF2Gore.smx (5.9 KB, 137 views)
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DiscoBBQ
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Join Date: Jan 2005
Location: Clemson, South Carolina
Old 08-08-2008 , 01:00   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #32

Released 1.3, This is a vital update.

You will need to redownload the stocks and the source to recompile locally.

Special thanks to FredJed223 for letting me test on his server.
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DJ Tsunami
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Join Date: Feb 2008
Location: The Netherlands
Old 08-08-2008 , 06:00   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #33

Don't you think it's better to put up a pre-compiled version? Not everyone wants to go through the trouble of compiling locally.
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SixSicSix
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Join Date: Jan 2008
Old 08-08-2008 , 09:26   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #34

I'd like to request two things:

Monochrome killcam (black and white for screenshots)
Ultra gibs (NOTE)

Note: Gibs could be controlled by a cvar, sm_gibs 1 for extra party gibs, or sm_gibs 2 for bones and blood gibs

I'd really like to see a lot more blood/gibs. For the gibs, you could check this out:
http://forums.alliedmods.net/showthread.php?t=75099
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DiscoBBQ
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Location: Clemson, South Carolina
Old 08-08-2008 , 10:45   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #35

@Tsunami: I put up a compiled version, for some reason I thought it was against the rules to post a compiled version, but I checked the plugin rules and I was mistaken.

@SixsicSix: Monochrome overlay is do-able, but the gibs would get a little hairy and require a lot of precaching and would definatly cause alot more strain on the server and the client's frame rate. This is a slim to none chance on the gibs. The only possibility for more gibs would be calling the default exploding on non-exploding deaths, i.e., sniper kills.
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FredJed223
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Join Date: Feb 2008
Old 08-08-2008 , 17:02   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #36

Quote:
Originally Posted by Pinkfairie View Post
@Tsunami: I put up a compiled version, for some reason I thought it was against the rules to post a compiled version, but I checked the plugin rules and I was mistaken.

@SixsicSix: Monochrome overlay is do-able, but the gibs would get a little hairy and require a lot of precaching and would definatly cause alot more strain on the server and the client's frame rate. This is a slim to none chance on the gibs. The only possibility for more gibs would be calling the default exploding on non-exploding deaths, i.e., sniper kills.

Thanks, Testing 1.3 now.
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DiscoBBQ
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Old 08-08-2008 , 20:11   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #37

Lemme know how it goes
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FredJed223
Senior Member
Join Date: Feb 2008
Old 08-08-2008 , 22:51   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #38

Quote:
Originally Posted by Pinkfairie View Post
Lemme know how it goes

Been using 1.3 for about 5 hours now. Haven't heard any complaints at all!

Thanks!
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DiscoBBQ
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Join Date: Jan 2005
Location: Clemson, South Carolina
Old 08-08-2008 , 22:56   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #39

Good deal, I've been testing my mod thoroughly to find the cause of the FPS drops. I've narrowed it down pretty well and have mastered the effect of making it looks gorey than it is with less particles by adding delays between the releases of blood sprays. I plan on releasing 1.4 as the final version to this mod.

The main source of lag was from the low damage & high rate of fire weapons, i.e., flamethrowers and miniguns. Everytime damage was done it would call the particles causing alot of lag. Imagine 100 calls to the blood from a heavy weapons guy being hit with a syringe gun compared to 1 call of blood from the same hwg from a sniper headshot. I've added a buffer to 1.4 to prevent this type of lag.

Another was tons of particles being called within a small timeframe for almost no increased visual effect. Instead of calling 5 blood streams at one time, I place one every .1 interval for .5 seconds and get a much gorey effect for the same calculations.

The final change was removing the a call to the decal function. This function called a particle and a decal, which was almost unnoticeable for people with the default mp_decals. Instead I'm going to try to force mp_decals 2000 on players which will cause zero strain on the server and little to none on the client for a lot of visuals.
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Last edited by DiscoBBQ; 08-08-2008 at 23:05.
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Spikeectf2
Member
Join Date: Apr 2008
Old 08-09-2008 , 00:08   Re: TF2 Gore v1.3 by Pinkfairie
Reply With Quote #40

running this on 3 very popular servers on same box not 1 complaint

opteron 1222 4 gig
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