Clean Up Hell - cleaning simulator

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NakaTeleeli
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Clean Up Hell - cleaning simulator

Post by NakaTeleeli »


The demons of hell have broken loose and the only one around to do anything about it is you, a lowly janitor. You've got to stop the invasion and make sure the place is still clean so the team can come back to work Monday. To do this you have:

A barrel. Just stuff the meat in there so you can properly dispose of it later.
A UAC powerwasher. Modified from a decommissioned plasma rifle, it'll get the blood right out.
Water Purification bombs. All that toxic waste has gotten everywhere and can't possibly be work-safe.
Cycle through all weapons with 0!

A mod inspired by games like Viscera Cleanup Detail, where you can make your own mess. Sometimes a clean workspace is its own reward.

This took a week or two to make. Though Ultimate Doom is shown it also works with Doom 2+ and even Hexen/Heretic. I wanted it to be very compatible with other mods and maps, so there are a few things I didn't do that I maybe could have. I give you the weapons via ACS so I don't have to make a new player class. One of the biggest sticking points is decals. I would have loved to let you clean bullet holes off the walls, but I simply could not find a way to interact with decals. I had to disable the default ones, and if you use a mod that adds more they will be uncleanable. As for compatibility it should work with most mods but it is only able to clean the blood, gore, and bodies in default Doom and what is spawned by the modified Brutal Bolognese I have included. (Though you can probably stuff custom enemies in the barrel)

Though this is intended as a silly cleaning mod it can affect gameplay. When picking up bodies they are removed so an Archvile could not revive them. The purification bombs remove damage from sectors and change the floor texture, so could obviously affect taking damage if it is an intended hazard or mechanic. Changing the floor texture does not appear to alter sector triggers (like a hazard sector that rises and turns into a non-hazard) but it is something to keep in mind.
Spoiler: Google Drive Download
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tuintje
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Re: Clean Up Hell - cleaning simulator

Post by tuintje »

this is such a cool idea and i hope you expand on it :)
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Facínora
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Re: Clean Up Hell - cleaning simulator

Post by Facínora »

Okay I gotta see that.
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MsrSgtShooterPerson
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Re: Clean Up Hell - cleaning simulator

Post by MsrSgtShooterPerson »

Wow! Great idea! Maybe we can also have an option to kill/pregib the monsters on map start to focus on cleanup if prefered? :D
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Zhs2
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Re: Clean Up Hell - cleaning simulator

Post by Zhs2 »

MsrSgtShooterPerson wrote: Fri May 24, 2024 10:07 pm Wow! Great idea! Maybe we can also have an option to kill/pregib the monsters on map start to focus on cleanup if prefered? :D
If you're not worried about your computer instantly dying to multitudes of gore or are playing maps with small amounts of monsters, you could simply type "kill monsters" in the GZDoom console. If you'd like a more organic solution with about a 50/50 chance to either kill or gib a monster, I whipped this up in like five minutes. Enjoy.
killallmonsters.pk3
Kills each monster available in the map five tics apart. Will keep killing monsters in the case more spawn, for those ACS-enabled maps. Maps with out-of-bounds monster closets will have unreachable messes, sorry.
(1.09 KiB) Downloaded 61 times
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NakaTeleeli
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Re: Clean Up Hell - cleaning simulator

Post by NakaTeleeli »

Updated the mod to version 1.1

Should be available from the same link in the first post. As MsrSgtShooterPerson suggested I added an option in the options menu to automatically kill all monsters at the start of the level. As Zhs2 did it'll gib about 50% of the monsters. This still won't be the same as putting the enemies through a proper firefight, blood spraying everywhere, but if you just want to clean it's great.

Someone in the trailer video comments asked if you could grab the bodies off the walls (Like the barons in e2m8) so I added that in, as well as a great deal of other textures that you can clean. There are a lot of textures that will change to a clean version when you spray it and a few you can clean by grabbing.

Lastly I altered the score to be a mess count so you can always know just how many things you have to clean. (You can enable or disable score visibility in the options menu) This will display how many things are in the level that you can clean and when you clean something it will lower the count. This will not count textures you can clean, but does count living enemies. You may just need to dead them before you can clean them. I've tested this in a few maps and it seems to always be accurate, though be aware some messes may get made in places you can't reach without cheats. You can use IDDT to help find missing messes. Also gibbed enemies still exist, but are made invisible (This is part of the gore mod) so there may be invisible corpses around. Usually they're at the center of the big blood spots.
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Ron_Dallas
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Re: Clean Up Hell - cleaning simulator

Post by Ron_Dallas »

I like it very much) But it supports other blood packs and custom decals? I play Hell from Earth and there is custom body parts and blood decals, trash - cleaning tools didn`t work.
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NakaTeleeli
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Re: Clean Up Hell - cleaning simulator

Post by NakaTeleeli »

Unfortunately it doesn't work with custom gore and decals. I don't really have any way of knowing what another mod thinks gore is, and at an engine-level decals are untouchable.I would love to find a way to interact with decals. The mod should work alongside pretty much any weapon mods and level packs and monster packs, but custom gore and decals are unfortunately the only thing that's incompatible.

Edit: I tried again to find a way to handle decals, but it is proving quite the barrier. I can't even change the actor.decal property to be "". You can list that property in the class definition, but it's not actually listed in the actor class definition as a property.

In brighter news I'm going to change how I handle what you can pick up to be a list of things you can not pick up instead of a list of things you can, which should then handle gore and even decorations and such for pretty much any mod, as long as the actor is part of the blockmap and has a nonzero size. I wonder if I could force-add things to the blockmap and change their size with WorldThingSpawned, but then I also wonder how many problems that would cause.
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Ron_Dallas
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Re: Clean Up Hell - cleaning simulator

Post by Ron_Dallas »

I recently see the other mod, that just have withe list of actors names in it
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Zhs2
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Re: Clean Up Hell - cleaning simulator

Post by Zhs2 »

NakaTeleeli wrote: Mon May 27, 2024 1:20 pmI would love to find a way to interact with decals.
As far as I have looked into this, I know there is a thinker statnum for Decals. Unfortunately the information on thinkers is a black box to me and I don't know if decal positions are accessible from there.
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NakaTeleeli
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Re: Clean Up Hell - cleaning simulator

Post by NakaTeleeli »

Ok, so some unfortunate news. I've altered the meat detector to look for items you can not pick up instead of items you can, and it seems to work well, but it still can't pick up custom gore like what's in Hell from Earth. Since it's just supposed to be decorative all of the gore is removed from the blockmap. I tried making some general statements to add actors back to the blockmap and it either didn't work or crashed ZDoom. The issue is without making explicit exceptions for specific actors from specific mods I end up having to add almost everything to the blockmap, which includes the billion particles and trails that fly everywhere. So I've made my inverse list but I'm just going to have to say that the mod will work with custom enemies, but if your mod adds custom gore that it removes from the blockmap there's nothing I can do.

As for decals, it does seem like decals aren't actors, but an internal class that inherits from thinker called DBaseDecal. Since it's an internal class Zscript has no idea what it is and I can't access any of the variables indicating where the decal is. So it seems like specific decal cleaning isn't going to happen. However, since they are still thinkers I can use a ThinkerIterator with the statnum STAT_AUTODECAL to find all of the decals. The only useful thing I can do with them is destroy them all at once, so I set the purification bombs to also destroy all decals in the level. This should work for custom decals as well. Not ideal, but you can at least get rid of them if any slip in.

No public update just yet, I'm going to do some testing and try to use bullet puffs to make bullet holes on the wall you can clean first. May try to do the same for rockets and such if I can figure out how to find the point of impact without altering the projectile's class.
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RaZZoR
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Re: Clean Up Hell - cleaning simulator

Post by RaZZoR »

Damn, cleaning is hard

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Shatter-Thought[V-4]
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Re: Clean Up Hell - cleaning simulator

Post by Shatter-Thought[V-4] »

I just played Vanilla Doom 2 with this, and it was amusing and funny! I have some ideas to suggest on how this could be expanded to make it a more fun mod to bring in with more rewarding functionality:

A ranking system based on points gathered by every blood stain you clean, body or part you pick up, or texture you change. Raising ranks upgrades your tools so cleaning up can be slightly easier but with caveats.

The bottomless barrel could suck up multiple bodies within a short distance like a portable gravity well, but it takes some energy cells to execute the alternate fire. The range is a good 15 feet or so in a cone shape in front of the player. This could work well in pulling bodies past transparent walls that don't block weapons fire if they are not out of range, just need the bodies to disappear when brought in close enough to the player's position (Like a few in game inches in example).

The water gun can be placed as a turret so it can take care of blood stains in a room while you pick up bodies or take care of other problems, it would cost a small amount of cells to deploy but not too much, the trouble being it has to be recalled if somehow lost or walked over to manually pick it up so you can use it normally.

The grenade could be upgraded to stun enemies briefly, nothing too much (And this would not work on bosses of course), but it could give the player a brief opening to run for a better spot to fight from if enemies are too close to fight off effectively.

I think bloodstains should shrivel and disappear when on top of liquid tagged sectors, otherwise it's just extra work.

One reward system that could supplement normal demon blasting fun could be an extra item spawned in the player's spawn point the next level, like a backpack, medkit, green armor etc. for every large chunk of points gained, even if you are at top rank.

This was weird but a fun mod to mess with, a good experience! Surprisingly explosives have an interesting weakness in making a job more messy with blowing them into chunks, although with the point system this COULD make for more points depending on how they are scored, perhaps just enough that you get SLIGHTLY more points picking up every last drop and cleaning every last stain then a normal body cleanup.

Thank you so much for making this and bringing the Viscera Cleaning Detail game into Doom!
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Ferretmanjcdenton
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Re: Clean Up Hell - cleaning simulator

Post by Ferretmanjcdenton »

Hey there . This is AWESOME!
I wanted to ask how I can implement my thumbnail here in the comments ? Made a nice short video about this mod

I.... I think it went a little overboard ..

What do you think ?

Doomguy gets fired cause he can't listen.. if he would've just listened..
But nope..

His unborn demon sun got him scared

https://youtu.be/43r8MlJxhrI
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NakaTeleeli
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Re: Clean Up Hell - cleaning simulator

Post by NakaTeleeli »

Ok, just updated the mod to 1.2

-Added bullet holes and scorch marks! These are not real decals, so may behave a little oddly. The bullet holes can be tricky to find all of, but you can reduce their number with the "max gibs and blood pools" option, which now pretty much only affects bullet holes.
-Let you barrel medkits, ammo, weapons, and armor. It's unlikely you'd do it by accident, and now you can make the level even cleaner.
-Adjustments to the textures and flats you can clean. These do not affect your "mess" counter.
-A few minor balancing issues like making the very tiny brain bits larger.
-What you can pick up is now listed internally as items you can't pick up instead of can, which should make it more compatible with other maps and mods.

A few notes on usability and compatibility. If a mod or mapset introduces custom decals, gibs, or textures I will not be able to clean them. The purification bomb will still remove sector damage though. I would suggest something like Flashlight++ to help see the mess in dark areas. RadiusDebug would also be helpful for finding out of the way messes, as well as just IDDT. Not all maps are designed with you being able to clean it in mind, so some enemies and messes may be unreachable. Don't feel bad if you have to noclip or fly to get to some.

If any bugs or issues come up I'll do my best to fix them, but don't really intend to add much more right now. Shatter-Thought those are really neat ideas! I'll certainly keep them in mind if I decide to really upgrade the mod.
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