The anti bd mod, making gibs dissapear all together?

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maseter
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The anti bd mod, making gibs dissapear all together?

Post by maseter »

Was there ever a mod done, where enemies, instead of gibbing, would simply teleport away, or disappear in some other fasion?
This would prevent the clutter of angle 0 leftovers across the map, they really stand out and bother me when using voxels...

Like the lost soul enemy sprite for example, but with the generic stock Teleport fog
like when monsters teleport in, just in reverse, this way nothing has to be redrawn.
Image

Something to replace this parts essentially:
Image

With the TFOG Teleporter animation:
Image

It would be fitting as well, to blast monsters back to whatever dimension they came from!
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Beed28
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Re: The anti bd mod, making gibs dissapear all together?

Post by Beed28 »

For simple mods where defeated Doom enemies teleport instead of dying outright, there's none to my knowledge. For gameplay mods, though, there's Samsara (which has been since abandoned), which features Chexguy from the Chex Quest series (see below) who defeats enemies by actually teleporting them away (although monsters still leave corpses if they're killed by anything else). There's also my Contra Doom mod, where enemies don't leave corpses when killed, although they die with an explosion effect instead of "teleporting".

There's also Chex Quest 3, which collects all three of Chexguy's adventures, where defeated enemies actually are teleported away.
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maseter
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Re: The anti bd mod, making gibs dissapear all together?

Post by maseter »

Your Contra mod is exactly what i had in mind, EXACTLY!

Would it be hard to spin just this feature into a standalone mini mod?
(maybe with less Contra like uplift in the standalone version...)

>although monsters still leave corpses if they're killed by anything else
Could this be solved by simply replacing those sprites with blanks?

And just so everyone can see it in action:
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Caligari87
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Re: The anti bd mod, making gibs dissapear all together?

Post by Caligari87 »

It should be possible, just need to redefine all Death and XDeath states to have a telefog sprite sequence instead. Copy-Paste would get you 80% of the way there easily.

8-)
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Re: The anti bd mod, making gibs dissapear all together?

Post by Matt »

Code: Select all

actor zapimp : doomimp replaces doomimp
{
	+noblood
	states
	{
	death:
		TROO H 10 A_Pain //A_Scream for zombies and other critters who don't make obvious gurgling/hitting-floor/exploding sounds
		TNT1 A 10 A_SpawnItemEx("TeleportFog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_NoBlocking
		TNT1 A -1
	xdeath:
		stop
	raise:
		TNT1 A 4 A_SpawnItemEx("TeleportFog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TROO H 10 A_Pain
		goto see
	}
}
und so weiter
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maseter
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Re: The anti bd mod, making gibs dissapear all together?

Post by maseter »

Thanks Vaecrius, it works, now enemies telefrag back to hell, like they should!
Weiter weiter, yes, it's just a matter of fixing the Pain: sprite for other monsters.

Like for the poor possessed zombieman here:

Code: Select all

actor zapimp : doomimp replaces doomimp
{
	States
	{
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
   death:
      TROO H 10 A_Pain
      TNT1 A 10 A_SpawnItemEx("redfog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
      TNT1 A 0 A_NoBlocking
      TNT1 A -1
   xdeath:
      stop
   raise:
      TNT1 A 4 A_SpawnItemEx("redfog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
      TROO H 10 A_Pain
      goto see
   }
}
I also shortened the Teleport animation, and recoloured the sprites from greenish to redish:

Code: Select all

ACTOR redfog
{
	Translation "112:127=32:47"
	+NOBLOCKMAP
	+NOTELEPORT
	+NOGRAVITY
	RenderStyle Add
	States
	{
	Spawn:
		TFOG ABABCDEFG 6 Bright
		Stop
	}
}
This way the teleport fog stays green, but the teledeath fog is red:
Image

I will also add a different scale for each enemy, and rotate it sideways for the spider mastermind.
Last edited by maseter on Wed Mar 30, 2016 9:26 am, edited 1 time in total.
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Caligari87
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Re: The anti bd mod, making gibs dissapear all together?

Post by Caligari87 »

You don't need to redefine the whole monster, dude. Just the parts that change, like Vaecrius did. Save some space and code.

8-)
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Clownman
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Re: The anti bd mod, making gibs dissapear all together?

Post by Clownman »

Why not just censor all the gore on the sprites and make "Goreless Doom"? :P

There were attempts to do it but they never got finished.
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maseter
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Re: The anti bd mod, making gibs dissapear all together?

Post by maseter »

Caligari87 wrote:You don't need to redefine the whole monster, dude. Just the parts that change, like Vaecrius did. Save some space and code.
Done and Done!
Clownman wrote:Why not just censor all the gore on the sprites and make "Goreless Doom"? :P
There were attempts to do it but they never got finished.
My problem was with the angle 0 leftover monster sprites, especially when everything else is a voxel.
You may have noticed that i also removed the the +NOBLOOD part from Vaecrius' original code snippet.

Image
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maseter
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Re: The anti bd mod, making gibs dissapear all together?

Post by maseter »

The WolfenDoom Astrostein episode has an even better, true teleport frag effect:

So i wasn't dreaming about this, i must have seen it in WolfenDoom but forgot...
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Re: The anti bd mod, making gibs dissapear all together?

Post by Matt »

Can't watch vid, what does "true" mean in this context?
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maseter
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Re: The anti bd mod, making gibs dissapear all together?

Post by maseter »

Vaecrius wrote:Can't watch vid, what does "true" mean in this context?
True in a beam me up Scotty like Star Trek way, as it's set in space were you have a proton gun:
Image

Thanks again for your code Vaecrius, it works and looks great turned red.
Now those imps are rotting in hell and the janitor can have some rest :)!

And this is how it works in Contra Doom, enemies explode just like in the 8-bit Contra:
Image
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Re: The anti bd mod, making gibs dissapear all together?

Post by Matt »

You're welcome, and thanks for explaining.

Neat effect... somehow I was thinking more like, it actually teleports the target somewhere which could make for interesting gameplay (or awful gameplay, depending very much on the map design and how the teleport destination is determined, basically like Assault in multiplayer with unlimited instant respawns)
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maseter
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Re: The anti bd mod, making gibs dissapear all together?

Post by maseter »

I found yet another mod with a similar effect!

The secondary fire of the zapper in NeoDoom makes enemies fade away:
ftp://ftp.fu-berlin.de/pc/games/idgames ... eodoom.zip

Image

So plenty of examples to work with now...
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