Requires the latest SVN revisions of ZDoom or GZDoom!
Spoiler: Changelog
Spoiler: Known Issues
Spoiler: Changelog
Spoiler: Known Issues
So it has a side effect of making Nightmare into Ultra-Violence 2.0 or something. Not sure if that's cool or bad... the thing that makes Nightmare so hard is the fact that they respawn. Now it will be like a harder UV, but with more ammo.Beed28 wrote:- Because the monster actors are removed after fading out, monsters will not respawn with either the Nightmare! difficulty or if sv_monsterrespawn is on.
Good job! The only gripe I found so far with this is that spectres don't "vanish" like the other corpses.Greyfalll wrote:Hey Beed, I made an update for this that should fix the Archvile/Nightmare/Really long monster death issues; All I did was give the monsters a special item which is given from the "FadingCorpses_FadeItem" to keep track of if it faded or not, then made another FadeGiver that fades monsters in if they are not dead and have that item(which also removes said item when they have become opaque to keep compatability with monsters that like to mess around with their alpha). Here: https://dl.dropbox.com/s/766xjru8ku3aoj ... G.wad?dl=0
Cheers!
Yeah, it seems to be an issue with the "Fuzzy" render style on actors. Not sure if it's a bug or if that's just the way it is. :shrug:Beed28 wrote:Good job! The only gripe I found so far with this is that spectres don't "vanish" like the other corpses.Greyfalll wrote:Hey Beed, I made an update for this that should fix the Archvile/Nightmare/Really long monster death issues; All I did was give the monsters a special item which is given from the "FadingCorpses_FadeItem" to keep track of if it faded or not, then made another FadeGiver that fades monsters in if they are not dead and have that item(which also removes said item when they have become opaque to keep compatability with monsters that like to mess around with their alpha). Here: https://dl.dropbox.com/s/766xjru8ku3aoj ... G.wad?dl=0
Cheers!