No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Posted: Fri Feb 09, 2018 7:17 am
by MrJohnny
What is it?
This is pretty much the exact opposite of a gore mod. An anti-gore mod, if you will. You won't find a smidge of the red stuff here, no siree. What's that, need more details? Say no more! - Blood has been replaced with sparkles! Comes in red, green and blue! - No more gibs! Instead of monsters just melting into a boring ol' red paste, they erupt into a shower of confetti or simply "poof" into nothing. - Monster sprites have been wiped clean! No more pesky bloodstains! - No more messy textures! - Don't like looking at dead things? This mod has got you covered! You have the option to toggle corpses in the "ultra-violence" options menu! - Optional extra deaths just for kicks! - 100% less DSSLOP!
Credit
All credit is commented in a custom lump within the pk3; if you wish to use any resources, please give credit where credit is due. If there are any discrepancies in the credits list, please send me a PM as soon as possible to resolve the issue.
Special Thanks - Special thanks goes to HorrorMovieGuy, who started making a goreless doom mod himself but never finished. He posted a bunch of nifty sprites here on the forums. His post is where I drew my inspiration - and a large portion of this mod's assets. Without this fellow, I wouldn't be posting this thing.
Spoiler: Known Bugs
There are currently no known bugs. If any should arise, please report them as soon as possible.
if(inflictor.GetClassName() == "BFGBall")
{
mod = 'BFG';
}
else if(inflictor.GetClassName() == "PlasmaBall")
{
mod = 'BFGSplash';
}
else if(...)
Use "else if". The differance is, if the condition is met, it won't check every single next "else if". So it skips hundreds of lines of code.
Or you could even use more neat "switch" word.
switch(inflictor.GetClassName())
{
case 'BFGBall': mod = 'BFG'; break;
case 'PlasmaBall': mod = 'BFGSplash''; break;
(...)
}
Good luck with more programming!
Re: No Ultra-Violence: An Anti-Gore Mod
Posted: Fri Feb 09, 2018 5:01 pm
by MrJohnny
Thanks, I appreciate the advice! My zscript is basically nonexistent ATM. I've been mostly working with decorate for years now and haven't touched much else. Hopefully that'll change relatively soon. Relatively.
Re: No Ultra-Violence: An Anti-Gore Mod
Posted: Fri Feb 09, 2018 6:13 pm
by jablon1000
Why you hate Doom so much?
Re: No Ultra-Violence: An Anti-Gore Mod
Posted: Fri Feb 09, 2018 6:25 pm
by Matt
chronoteeth wrote:you know with a bit of tweaking you can make this work without it being a joke
Who said this mod was a joke? This is great! (I'm genuinely, unironically happy for some more variety in effects than another take on red falling debris and liquid decals)
The dead mancubus creeps the fuck out though. (good work!)
Re: No Ultra-Violence: An Anti-Gore Mod
Posted: Fri Feb 09, 2018 6:31 pm
by Naniyue
I LOVE the deflating cacodemon! And the way the corpses poof back into their own dimension looks very pretty! Keep up the good work!
EDIT: How about adding this to Reelism?
Re: No Ultra-Violence: An Anti-Gore Mod
Posted: Fri Feb 09, 2018 8:17 pm
by RobotJoe
they're just sleepin!
Re: No Ultra-Violence: An Anti-Gore Mod
Posted: Fri Feb 09, 2018 8:38 pm
by Matt
...that would actually be an interesting mod, make them wake up at any moment...