Random Deaths & Decoration (version 1.63 Savage Edition)

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Armaetus
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Random Deaths & Decoration (version 1.63 Savage Edition)

Post by Armaetus »

After getting burnt out and frustrated with Brutal Doom (which in January 2015 I later abandoned completely), I still wanted vanilla gameplay but I liked having alternate deaths for the monsters (and other things) so I put together this for my entertainment and yours:

Download - v1.63 - ModDB link now live!

SCREENSHOTS: HERE

Older screens here:
Spoiler:
This does not touch weapons code at all, so use whatever weapons mod you desire that doesn't alter the monsters. Be sure to load it after RDND.

Features:
-Multiple alternate deaths for nearly every monster (sans Cyber)
-Correct blood for cacos and hell nobles
-Randomly chosen gore decorations!
-Randomly chosen tree decorations!
-Proper SS Nazi uniform color
-Some smooth animations courtesy of Smooth Doom mod!
-Works with ZDoom, Zandronum and GZDoom!
-Demons can be gibbed! (1.2+)
-Full compatibility with Zandronum! (Except GLDEFS, which are absent in its version)
-Brand new Nazi voiceover (1.5+)
-Romero's Rotations implemented (1.5+)
-Many miscellaneous message changes (1.6+)
-Great for multiplayer co-op!

Oh and credits:
Spoiler:
Version history:
Spoiler:
RECOMMENDED MODS TO USE WITH RDND:
-Droplets
-NashGore (Use Droplets OR NashGore)
-SpriteShadow
-Minor Sprite Fixing Project (load BEFORE RDND)
-Perkristan's Smooth Weapon Anims

Old versions:
Spoiler:
Current issues:
-Hell Knight's arm doesn't spawn in Zandronum multiplayer. I don't know why but the code is correct (identical to, just tweaked) and the demon arm death works fine.
-CREDITS lump looks weird under Zandronum under non-4:3 screen ratio when not looking at it via "Read This!" "Help/F1 button.
Last edited by Armaetus on Sun Apr 28, 2019 2:46 pm, edited 76 times in total.
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Hellstorm Archon
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Re: Random Deaths & Decoration

Post by Hellstorm Archon »

Oh cool, I needed a break from Brutal Doom.

Will play when I get the chance.
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Breezeep
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Re: Random Deaths & Decoration

Post by Breezeep »

Lokks nice. trying it out now.
Blue Shadow
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Re: Random Deaths & Decoration

Post by Blue Shadow »

Mr. Chris wrote:-Does not work with Zandronum at all, since it does not support the NODELAY flag in DECORATE.
You could've gone with the old way of having a 0-tic duration as the first state under the Spawn state label.
-Cacodemons look slightly washed out in a few frames in software mode due to conversion from PNG to Doom GFX.
What was the reason for converting them?
-Implement inverted arm loss death for demon/spectre, needs proper velocity going right.
The solution I offered in the "How do I..." thread works for me, I just tested it; with negative velocity the arm went into the opposite direction.
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Armaetus
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Re: Random Deaths & Decoration

Post by Armaetus »

@Blue Shadow: For ZDoom compatibility, not sure if it supported PNG 32 bit? I also tested -8 with GZDoom and it just dropped on the ground where it fell for some reason.

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.
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Mikk-
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Re: Random Deaths & Decoration

Post by Mikk- »

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.
You need to have two lines of 0 tic calls otherwise the first occurence in a Spawn state is skipped over. e.g.

Code: Select all

Spawn:
	TNT1 A 0 
	TNT1 A 0 A_Jump(128, "Frame2")
Frame1:
	EXMP A -1
	stop
Frame2:
	EXMP B -1
	stop
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Armaetus
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Re: Random Deaths & Decoration

Post by Armaetus »

I did try that but it briefly shows nothing where a marine corpse or hanging/impaled body would be in the player's sight. (IE E1M1)
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Re: Random Deaths & Decoration

Post by Hellser »

Mr. Chris wrote:@Blue Shadow: For ZDoom compatibility, not sure if it supported PNG 32 bit? I also tested -8 with GZDoom and it just dropped on the ground where it fell for some reason.

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.
ZDoom 'supports' PNG 32-bit. By down-paletting them to 256 color. Also, your method should be:

Code: Select all

Spawn:
TNT1 A 0
TNT1 A 0 A_DoSomeCodeHere
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Armaetus
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Re: Random Deaths & Decoration

Post by Armaetus »

Thanks, I'll remember I won't need to downpalette any future additions to this mod, which I know I will want to (IE Cyberdemon death, normal Zombieman deaths and SS Nazi normal deaths)

The original version of this mod was in WAD format but that would have made it more difficult to deal with stuff as I expanded it .
Gez
 
 
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Re: Random Deaths & Decoration

Post by Gez »

Hellser wrote:
Mr. Chris wrote:@Blue Shadow: For ZDoom compatibility, not sure if it supported PNG 32 bit? I also tested -8 with GZDoom and it just dropped on the ground where it fell for some reason.

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.
ZDoom 'supports' PNG 32-bit. By down-paletting them to 256 color. Also, your method should be:

Code: Select all

Spawn:
TNT1 A 0
TNT1 A 0 A_DoSomeCodeHere
Alternatively:

Code: Select all

Spawn:
TNT1 AA 0 A_DoSomeCodeHere
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TheMightyHeracross
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Re: Random Deaths & Decoration

Post by TheMightyHeracross »

Mr. Chris wrote: Oh and credits:
.......
-TheMightyHeracross
:shock:

What am I on there for? I don't know how to sprite!
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Armaetus
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Re: Random Deaths & Decoration

Post by Armaetus »

You helped me with DECORATE questions, as did Gez and Ed.

Also, some video publicity by a Doomworld forum goer:

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Armaetus
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Re: Random Deaths & Decoration

Post by Armaetus »

Also upcoming for 1.1:

-New Arch-Vile death
-2 Commando deaths
-1 new Imp alt gib death
-New variants for big tree
-2 new SS Nazi deaths
-Idle state for SS Nazis
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Armaetus
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Re: Random Deaths & Decoration

Post by Armaetus »

1.1 is now live!

Also some screenshots of the SS Nazis for the curious:
Spoiler:
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Re: Random Deaths & Decoration (V1.1 out now!)

Post by FreddBoy »

Glad you chose a dark map to show them off :P But seriously, very good work as always Mr . Chris, I'm liking the new SS uniforms a lot.

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