Random Deaths & Decoration (version 1.63 Savage Edition)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Armaetus
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Re: Random Deaths & Decoration (1.2 now out, 1.5 imminent)
I believe using both Smooth Doom and RDND will cause conflicts, especially since both have a number of death sequences for the monsters and yes I have used some Smooth Doom assets, particularly walking, attacking and pain frames for them.
- Armaetus
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Re: Random Deaths & Decoration (1.5 on /idgames/, ModDB!)
1.5 is live on ModDB! Check first post!
- The Zombie Killer
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Re: Random Deaths & Decoration
Dunno if anyone eventually said this, but I thought I'd mention that in Zandronum, one of the 0-tic states in spawn has to be 1-tic long (or longer). It doesn't support both being 0 last time I checked.Mikk- wrote:You need to have two lines of 0 tic calls otherwise the first occurence in a Spawn state is skipped over. e.g.Mr. Chris wrote: When I did the 0 tic duration with the usage of the TNT1A0 sprite placeholder, the randomization for the states on that line did not work for me.Code: Select all
Spawn: TNT1 A 0 TNT1 A 0 A_Jump(128, "Frame2") Frame1: EXMP A -1 stop Frame2: EXMP B -1 stop
- Armaetus
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Re: Random Deaths & Decoration (1.5 on /idgames/, ModDB!)
From doing testing in multiplayer, I still seem to get randomization with it. I thought having a zero tic with TNT1A0 would also show nothing for a split second before stuff shows from what I remember.
Even with code like this?
I'll see what I can do and post the proper fix version afterwards. -Fixed and reuploaded!
Even with code like this?
Code: Select all
ACTOR SomeDudesLeg : Meat5 replaces Meat5
{
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
TNT1 A 0 A_Jump(128, "Alt")
TNT1 A 0 A_Jump(32, "Alt2", "Alt3")
GOR5 A -1
Stop
Alt:
GOR5 D -1
Stop
Alt2:
GOR5 B -1
Stop
Alt3:
GOR5 C -1
Stop
}
}
- Armaetus
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Re: Random Deaths & Decoration (1.5 on /idgames/, ModDB!)
RDND 1.5 /idgames/ link is up, go ahead and give it some love/feedback!
- Armaetus
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Re: Random Deaths & Decoration (1.5b HOTFIX!)
Another hotfix was uploaded a couple nights ago, it fixes the awkward Chaingunner walking state.
- Armaetus
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Re: Random Deaths & Decoration (1.51!)
I have updated the file to 1.51, I will upload it after some further testing.
What's new:
-Smooth pain, shooting and idle anims for former human and former sergeant after procrastinating on it for a week or so.
-Added a new imp death sequence.
-[TBA?]
This is just a minor update release and only ModDB's version will be uploaded since 1) Ty's been MIA for about a month over at Doomworld's /idgames/ and 2) I don't want to clog up the archives with multiple releases of different versions.
Also, if Brutal Doom V20 has new deaths that aren't absurd and overly gory, I'll be sure to implement them.
What's new:
-Smooth pain, shooting and idle anims for former human and former sergeant after procrastinating on it for a week or so.
-Added a new imp death sequence.
-[TBA?]
This is just a minor update release and only ModDB's version will be uploaded since 1) Ty's been MIA for about a month over at Doomworld's /idgames/ and 2) I don't want to clog up the archives with multiple releases of different versions.
Also, if Brutal Doom V20 has new deaths that aren't absurd and overly gory, I'll be sure to implement them.
- Armaetus
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Re: Random Deaths & Decoration (1.51 soon)
1.51 has been uploaded but is waiting auth from ModDB. I'll update the OP when it does tomorrow.
- Armaetus
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Re: Random Deaths & Decoration (1.51 available!)
1.51 is now live, check the first post!
Re: Random Deaths & Decoration (1.51 available!)
I just remembered this mod and downloaded it. I like the fact you implemented "smooth doom" stuff in here but you didn't put GLdefs in.
- Armaetus
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Re: Random Deaths & Decoration (1.51 available!)
Correct, I have no need for them as I don't want to make it overly fancy like Smooth Doom or other mods.
- Armaetus
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Re: Random Deaths & Decoration (1.52 available!)
I know this has been buried for a while but I started to put a little bit more work into RDND again, adding extra content while keeping the weapons code untouched. Not sure when 1.6 comes but it'll definitely be later this year.
If I decide to muck around with GLDEFS, I'll see if I can do that.
Partial version additions:
1.6 - 2017
-New Sergeant death
-New Revenant death
-New Mancubus death
-New Demon death
-New Arch-Vile death
..the rest is secret
If I decide to muck around with GLDEFS, I'll see if I can do that.
Partial version additions:
1.6 - 2017
-New Sergeant death
-New Revenant death
-New Mancubus death
-New Demon death
-New Arch-Vile death
..the rest is secret
Re: Random Deaths & Decoration (1.6 in works)
It's a cool mod. Good decoration replacement mods are few and far between unfortunately.
- Armaetus
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Re: Random Deaths & Decoration (1.6 in works)
I wish Zandronum 3.0 was up to code because it shits on itself because it doesn't support "nodelay" for a couple of the enemies I use it in some frames. This forces me to make a Zandronum copy with some edits to DECORATE.
- Armaetus
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Re: Random Deaths & Decoration (1.6 in works)
Messing with some of the messages. Not the most exciting but there's some translation to multiple languages, particularly Russian, Italian and Dutch.