Search found 3 matches

by Star-X
Mon May 17, 2021 7:13 pm
Forum: Gameplay Mods
Topic: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Replies: 66
Views: 30197

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

I know it's been a looooong while, but may I recommend one last thing? Include some form of Zscript or whatever that makes any enemy not from vanilla Doom 2 (i.e. every enemy from Doom 64, modded enemies in full map packs like Golden Souls, etc etc) automatically gib using this mod's unique style. I ...
by Star-X
Sun Mar 25, 2018 4:32 pm
Forum: Gameplay Mods
Topic: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Replies: 66
Views: 30197

Re: No Ultra-Violence: An Anti-Gore Mod [1.2]

OK, so I've played through the entirety of Doom 1 and Doom 2 with this mod, and I've noticed a few bugs which mar an otherwise amazing mod: 1. Cyberdemons and Spider Masterminds don't count for the purposes of triggering end-of-level triggers or specific-enemy gates (not sure on the technical terms ...
by Star-X
Mon Mar 19, 2018 10:24 am
Forum: Gameplay Mods
Topic: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Replies: 66
Views: 30197

Re: No Ultra-Violence: An Anti-Gore Mod [1.2]

Any chance you could tweak this mod to work on Zandronum as well? I tried to do it myself, but I have no idea how to edit the txt files in the actors folder to actually, yknow, function on anything but GZDoom dev builds. Mostly asking because Zandronum supports bots that aren't dumber than a sack of ...

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