by ChopBlock223 » Tue May 03, 2022 2:31 pm
Throwaway suggestion which I don't see being given any serious consideration, but I'll just shoot my shot because of the very remote possibility that someone thinks it's a good idea.

- These frames are from the Atari Jaguar port, the Playstation releases used a slightly scaled down version.
- facesplode.gif (40.01 KiB) Viewed 717 times
I think it would be extremely cool if there was native support for the special animation frames used in some of the old console ports of Doom which shows the face on the HUD gibbing when the player, well, gibs. I figure if one of the loaded .wads/.pk3s has the relevant frames, the animation is used for the player's XDeath state, assuming the feature is toggled on, otherwise it's skipped and the HUD face defaults to normal behavior.
The frames could even be included in .wads aimed at Vanilla or Boom ports, and they'd do nothing there, but if you played with GzDoom, you'd get that animation, maybe even an altered or all new animation if the .wad in question has an all new HUD face set.
I'm well aware that you could already achieve the same end result with something such as SBARINFO, but Combine_Kegan's cries of pain has made me afraid of that format, and this would make implementation on the creator end swift and painless.
If you read this far, thank you, you can now throw this trivial suggestion in the recycling bin.
Throwaway suggestion which I don't see being given any serious consideration, but I'll just shoot my shot because of the very remote possibility that someone thinks it's a good idea.
[attachment=0]facesplode.gif[/attachment]
I think it would be extremely cool if there was native support for the special animation frames used in some of the old console ports of Doom which shows the face on the HUD gibbing when the player, well, gibs. I figure if one of the loaded .wads/.pk3s has the relevant frames, the animation is used for the player's XDeath state, assuming the feature is toggled on, otherwise it's skipped and the HUD face defaults to normal behavior.
The frames could even be included in .wads aimed at Vanilla or Boom ports, and they'd do nothing there, but if you played with GzDoom, you'd get that animation, maybe even an altered or all new animation if the .wad in question has an all new HUD face set.
I'm well aware that you could already achieve the same end result with something such as SBARINFO, but Combine_Kegan's cries of pain has made me afraid of that format, and this would make implementation on the creator end swift and painless.
If you read this far, thank you, you can now throw this trivial suggestion in the recycling bin.