Question?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- armymen12002003
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Question?
Is there any way to get rid of the gore and corpses without editing maps?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49237
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Question?
Yes, by editing the sprites themselves.
- armymen12002003
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Re: Question?
Or, if you just want them to no be there, DECORATE replacements (that would be easy for placeable corpse decorations and so on at least).
- armymen12002003
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Re: Question?
ok thanks what would be the decorate code for it?
Re: Question?
You'd have to make a separate DECORATE entry for each one but a simple example would be...
That would replace the placeable gibbed marine bodies with an invisible sprite.
If you look through the files deadthings.txt and doomdecorations.txt in the actors/doom folder of zdoom.pk3 you'll probably find most of the things that you want to change. Don't edit those files directly though. Make add-on patches like the example above. With some decorations (such as impaled bosies), you might also want to do things like remove their SOLID flag so that the invisible replacement doesn't block movement or, alternatively, make them use a different sprite (like a pillar or something) so that maps aren't messed up by you removing items that would normally block movement.
Code: Select all
actor armymenGibbedMarine : GibbedMarine replaces GibbedMarine
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
If you look through the files deadthings.txt and doomdecorations.txt in the actors/doom folder of zdoom.pk3 you'll probably find most of the things that you want to change. Don't edit those files directly though. Make add-on patches like the example above. With some decorations (such as impaled bosies), you might also want to do things like remove their SOLID flag so that the invisible replacement doesn't block movement or, alternatively, make them use a different sprite (like a pillar or something) so that maps aren't messed up by you removing items that would normally block movement.
- armymen12002003
- Posts: 1421
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Re: Question?
thanks enjay
Re: Question?
For more info, you would not need to fully redefine every actor that you wanted to have the same properties. e.g.
That replaces the gibbed marine (as before) but also replaces the (ungibbed) dead marine decoration. However, to keep the code simple, the deadmarine replacement inherits its definition from the newly defined gibbedmarine replacement and then replaces the deadmarine with that definition. I hope that makes sense.
[edit] BTW, these definitions don't remove the actor: there is still something there. It's just invisible and non-solid. I did it that way just in case some map relies on there being something there. It is possible to simply have the actor vanish entirely and not be there at all.
Code: Select all
actor armymenGibbedMarine : GibbedMarine replaces GibbedMarine
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadMarine : armymenGibbedMarine replaces DeadMarine
{}
[edit] BTW, these definitions don't remove the actor: there is still something there. It's just invisible and non-solid. I did it that way just in case some map relies on there being something there. It is possible to simply have the actor vanish entirely and not be there at all.
- armymen12002003
- Posts: 1421
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Re: Question?
i think im getting it now when i take away the solid flag would it look like this -SOLID?
this is how i got it so far am i doing it right?
this is how i got it so far am i doing it right?
Code: Select all
actor armymenGibbedMarine : GibbedMarine replaces GibbedMarine
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadCacoDemon : DeadCacodemon replaces DeadCacodemon
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadDemon : DeadDemon replaces DeadDemon
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadDoomimp : DeadDoomImp replaces DeadDoomImp
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadLostSoul : DeadLostSoul replaces DeadLostSoul
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadMarine : armymenGibbedMarine replaces DeadMarine
{}
actor armymenDeadShotgunGuy : DeadShotgunGuy replaces DeadShotgunGuy
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenDeadZombieMan : DeadZombieMan replaces DeadZombieMan
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenBloodyTwitch : BloodyTwitch replaces BloodyTwitch
{
-SOLID
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenBrainStem : BrainStem replaces BrainStem
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
Re: Question?
Yes: -SOLID is the way to remove the solid flag.
Your example probably works but if you look at my second code snippet above, you'll see how to simplify things further. If you are just replacing the solid ones with an invisible non-solid actor, then you can inherit from the replacement gibbed marine for them too because it's already non-solid and invisible.
Your example probably works but if you look at my second code snippet above, you'll see how to simplify things further. If you are just replacing the solid ones with an invisible non-solid actor, then you can inherit from the replacement gibbed marine for them too because it's already non-solid and invisible.
- armymen12002003
- Posts: 1421
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Re: Question?
ok i think im gettin it now thanks for the help 

Re: Question?
Just as a minor point, there isn't a huge need to replace the dead lost soul. Although it does exist as an actor, it disappears as soon as the map starts. If you play a map with one of them on it right in front of the player start (SLIGE maps used to do this) then you may see a brief glimpse of the last frame of a lost soul death. After that, the actor is gone.
I *think* the only reason the actor exists is because the original (pre-release) design of the lost soul left a small pile of shattered bone fragments when it died (although they were implemented badly and floated) and id software made an actor to allow that pile of bones to be placed in a map. When the design of the lost soul changed to the flaming skull that explodes and vanishes, the dead lost soul actor was left in the DOOM.EXE and so it needs to still be supported in ZDoom.
I *think* the only reason the actor exists is because the original (pre-release) design of the lost soul left a small pile of shattered bone fragments when it died (although they were implemented badly and floated) and id software made an actor to allow that pile of bones to be placed in a map. When the design of the lost soul changed to the flaming skull that explodes and vanishes, the dead lost soul actor was left in the DOOM.EXE and so it needs to still be supported in ZDoom.
- armymen12002003
- Posts: 1421
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Re: Question?
ok lol i'll go ahead & get rid of the dead lost actor
- armymen12002003
- Posts: 1421
- Joined: Wed Jun 01, 2011 10:25 pm
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Re: Question?
Ok i think i finally figured it out
did i do it right?
did i do it right?
Code: Select all
actor armymenGibbedMarine : GibbedMarine replaces GibbedMarine
{
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenGibbedMarineExtra : armymenGibbedMarine replaces GibbedMarineExtra
{}
actor armymenDeadCacoDemon : armymenGibbedMarine replaces DeadCacodemon
{}
actor armymenDeadDemon : armymenGibbedMarine replaces DeadDemon
{}
actor armymenDeadDoomimp : armymenGibbedMarine replaces DeadDoomImp
{}
actor armymenDeadMarine : armymenGibbedMarine replaces DeadMarine
{}
actor armymenDeadShotgunGuy : armymenGibbedMarine replaces DeadShotgunGuy
{}
actor armymenDeadZombieMan : armymenGibbedMarine replaces DeadZombieMan
{}
actor armymenBloodyTwitch : BloodyTwitch replaces BloodyTwitch
{
-SOLID
States
{
Spawn:
TNT1 A -1
Stop
}
}
actor armymenBrainStem : armymenGibbedMarine replaces BrainStem
{}
actor armymenColonGibs : armymenGibbedMarine replaces ColonGibs
{}
actor armymenGibs : armymenGibbedMarine replaces Gibs
{}
actor armymenHangBNoBrain : armymenBloodyTwitch replaces HangBNoBrain
{}
actor armymenHangNoGuts : armymenBloodyTwitch replaces HangNoGuts
{}
actor armymenHangTLookingDown : armymenBloodyTwitch replaces HangTLookingDown
{}
actor armymenHangTLookingUp : armymenBloodyTwitch replaces HangTLookingUp
{}
actor armymenHangTSkull : armymenBloodyTwitch replaces HangTSkull
{}
actor armymenLiveStick : armymenBloodyTwitch replaces LiveStick
{}
actor armymenMeat2 : armymenBloodyTwitch replaces Meat2
{}
actor armymenMeat3 : armymenBloodyTwitch replaces Meat3
{}
actor armymenMeat4 : armymenBloodyTwitch replaces Meat4
{}
actor armymenMeat5 : armymenBloodyTwitch replaces Meat5
{}
actor armymenNonsolidMeat2 : armymenGibbedMarine replaces NonsolidMeat2
{}
actor armymenNonsolidMeat3 : armymenGibbedMarine replaces NonsolidMeat3
{}
actor armymenNonsolidMeat4 : armymenGibbedMarine replaces NonsolidMeat4
{}
actor armymenNonsolidMeat5 : armymenGibbedMarine replaces NonsolidMeat5
{}
actor armymenNonsolidTwitch : armymenGibbedMarine replaces NonsolidTwitch
{}
actor armymenSmallBloodPool : armymenGibbedMarine replaces SmallBloodPool
{}
Re: Question?
So far so good. I don't know why you still have a full definition for "armymenBloodyTwitch" instead of the shorter version though. Also, I notice that these are still visible in game:
The attached file may help track them down. I think it contains all the vanilla Doom actors.
Spoiler:Not sure if you want to replace them all or not, but they are still there.
The attached file may help track them down. I think it contains all the vanilla Doom actors.