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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Sun Mar 31, 2019 9:45 am
by MrJohnny
Thanks, I'll look into it.

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Tue Apr 02, 2019 4:54 pm
by MrJohnny
Alright, I added another file on ModDB that addresses the cacodemon weirdness (1.5). Let me know if anything else pops up!

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Wed Apr 03, 2019 9:43 am
by Gorec
forgot to say-maybe u should make a delay for pain elemental pop cuz it makes lost souls appear instantly and hit u if too close(died couple of times)

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Wed Apr 03, 2019 11:12 am
by MrJohnny
An understandable request. However, I think I like it that way. I kinda wanted the pain elemental to just *POP*. To me it makes sense for the lost souls to violently erupt from their host.

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Fri Jun 21, 2019 10:00 am
by YasuoProjectX
0:44 - 0:46 on that video

What weapon mod is that, next to Russian Overkill mod

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Fri Jun 21, 2019 10:39 am
by GamingMarine
YasuoProjectX wrote:0:44 - 0:46 on that video

What weapon mod is that, next to Russian Overkill mod
The mod is Final Doomer, Back to Saturn X mode.

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Fri Jun 21, 2019 12:27 pm
by [HotPocket]
Why not have the mancubus goto sleep when it dies gets tired?

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Sun Jun 30, 2019 5:12 am
by YasuoProjectX
GamingMarine wrote:
YasuoProjectX wrote:0:44 - 0:46 on that video

What weapon mod is that, next to Russian Overkill mod
The mod is Final Doomer, Back to Saturn X mode.
you got my idea, thanks :)

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Sun Jun 30, 2019 8:17 pm
by Gideon020
The body removal mechanic would probably be great as its own little minimod for cleaning up after slaughterwads.

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Sun Aug 11, 2019 6:32 pm
by MrJohnny
[HotPocket] wrote:Why not have the mancubus goto sleep when it dies gets tired?
Good idea. I will keep this in mind. The only problem is that his infinite snoring might get a tad annoying.

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Mon May 17, 2021 7:13 pm
by Star-X
I know it's been a looooong while, but may I recommend one last thing?

Include some form of Zscript or whatever that makes any enemy not from vanilla Doom 2 (i.e. every enemy from Doom 64, modded enemies in full map packs like Golden Souls, etc etc) automatically gib using this mod's unique style. I.e. confetti pop every time a Doom 64 Pinkie dies, regardless of damage.

That single change would up this mod's compatibility from "anything based on vanilla Doom 2" to "practically everything ever made for GZDoom", and in theory it shouldn't be too hard to code (in pseudocode, if enemy type not present in doom2.wad, then confetti gib on death). I am not a Zscript programmer, so I have no idea if such an idea would work, but tbh it can't hurt to try.

Making it an optional toggle would also work, in case for whatever reason 100% guaranteed confetti gibs breaks a custom enemy's death script (I know you fixed all of them in the original game, but who knows what kinds of coding BS might come into play when forcing custom scripted NPCs to always gib?).

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Wed May 19, 2021 3:27 pm
by MrJohnny
That does sound plausible. I'll put that on my to-do list.

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Sun Apr 03, 2022 8:20 am
by Nicacat
Can you provide a alternate download link? Cause Moddb Isn't Working for me

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Fri Apr 22, 2022 6:53 am
by Regios
I know this is compatible with Russian Overkill and Trailblazer, BUT... What about Guncaster?

Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)

Posted: Thu Sep 14, 2023 8:25 am
by GermanPeter
Hey, is it okay if I use this mod as a base for a mod of my own? I'd give full credit of course!