More gore

Being a sick fuck, I sorely missed beating corpses until they gibbed, or having pieces fly everywhere when I sent an M203 round into a horde of zombies, and I disliked the Egon Gun automatically dissolving giblets.

I’m wondering how easy it is to make the requirements for gibbing easier, or at least, remove the dissolve feature from the Egon.

I’m still trying to conceptualize a way to do more modern dismemberment using the supplied gib assets plus modified stuff.

Gee, and the day after I started a mod against this type of thing.

I think this console command allows gluon gibs to remain if that’s what you mean: “gib_system_allow_gluon_fx 0”

I sure miss gibbing everything with crowbar too. I’m little disappointed that they didn’t allow instant NPC gib with explosives like in This video

I wish somebody could recreate the l4d gibs effect with a few tweaks to fit BM

Maybe the l4d1 effects would be possible. Idk.

Well I’m not a coder but I know a thing here and there.
Let’s say that if you shoot a arm hitbox enough times, the hitbox will disappear and the model will be replaced with a armless model, while a arm model is spawned in place of the hitbox and havok force is applied to it so it’ll fly back.
I don’t know if it’s possible to do so, but in my ears it sounds pretty easy.

If I pick up enough Maya over the semester, I may try a gore overhaul over the summer.

Man, your avatar is so appropriate right now.

When he posted this I actually thought it was a joke meant to be the opposite of MasterShadic’s thread

I still wouldn’t mind a more refined gore/feedback system.

you really don’t know what you’re talking about, do you?

Jack Freeman is actually right, I coded my gib system that way a few years ago.
It just detects which hitbox got hit with which damage and then decides to switch the sub-model and spawn a gib model.
So we had Character models in our mod which had like 8-10 submodels. One which was ok and one that was gored for each limb, then we had a file in which the hitbox-submodel relations were described and what model to spawn.
Worked pretty good and was fun to play with.
But btw, you can’t disable hitboxes afaik and as the enemies died anyways when losing a limb it wasn’t a problem.

In l4d it just switches the bodygroup on the model, the same way headcrabs are toggled on/off on zombies, then spawns a gib prop.

yeah, I described that.

what was this for?

I wrote that for the mod “Prison Island”, unfortunately the mod failed to get finished.

EDIT: here is some dev-vid I made of the prototype with a place-holder model: https://www.moddb.com/members/pfannkuchen-gesicht/videos/early-tests-of-the-gib-system
And here is a model which was prepared for this: https://www.moddb.com/members/pfannkuchen-gesicht/images/a-little-preview-of-the-next-pi-update

U need to play Soldier of Fortune again :wink:

Ah, man that sucks. It looked pretty cool too.

That’s what I meant.
But I’d love to see limbs flying out from big enough explosions like tripmines and satchels instead of silly gib model we have today.

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