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

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Pompous Seed
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Joined: Fri Aug 05, 2016 8:41 am

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

Post by Pompous Seed »

[imgur]https://imgur.com/jf9dbSf[/imgur]

What is it?
This is pretty much the exact opposite of a gore mod. An anti-gore mod, if you will. You won't find a smidge of the red stuff here, no siree. What's that, need more details? Say no more!
- Blood has been replaced with sparkles! Comes in red, green and blue!
- No more gibs! Instead of monsters just melting into a boring ol' red paste, they erupt into a shower of confetti or simply "poof" into nothing.
- Monster sprites have been wiped clean! No more pesky bloodstains!
- No more messy textures!
- Don't like looking at dead things? This mod has got you covered! You have the option to toggle corpses in the "ultra-violence" options menu!
- Optional extra deaths just for kicks!
- 100% less DSSLOP!



Credit
All credit is commented in a custom lump within the pk3; if you wish to use any resources, please give credit where credit is due. If there are any discrepancies in the credits list, please send me a PM as soon as possible to resolve the issue.

Special Thanks
- Special thanks goes to HorrorMovieGuy, who started making a goreless doom mod himself but never finished. He posted a bunch of nifty sprites here on the forums. His post is where I drew my inspiration - and a large portion of this mod's assets. Without this fellow, I wouldn't be posting this thing.

[spoiler=Known Bugs]There are currently no known bugs. If any should arise, please report them as soon as possible.[/spoiler]

DOWNLOAD

[spoiler=Changelog (1.4 > 1.5)]- Minor bug fixes.[/spoiler][spoiler=Changelog (1.3 > 1.4)]- Fully converted to ZScript.
- General polish.
- Eliminated pointless code.[/spoiler][spoiler=Changelog (1.2 > 1.3)]- Fixed a bug that prevents the end of the boss levels from triggering
- Fixed some texture oddities
- Fixed the archvile not attacking the player[/spoiler][spoiler=Changelog (1.1 > 1.2)]- Fixed a bug where the cyberdemon and spider mastermind would shrink instead of convulse before exploding[/spoiler][spoiler=Changelog (1.0 > 1.1)]- Fixed a weird bug that is triggered when the player dies while playing with Combined_Arms[/spoiler]
Last edited by Pompous Seed on Tue Apr 02, 2019 4:56 pm, edited 8 times in total.
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SiFi270
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by SiFi270 »

i tryd with brutal and dindt work ur mods broke thums DOWN




A "just kidding" might ruin everything but these days you can never be too sure.
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SHayden
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by SHayden »

Spoiler:
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Cherno
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Cherno »

I see crossover potential with a Kingsman TC.
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Combine_Kegan
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Combine_Kegan »

That's hilarious, and it's nice to see it's compatible with Combined_Arms!
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Sinael
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Sinael »

Why not zorch'em?
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chronoteeth
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by chronoteeth »

you know with a bit of tweaking you can make this work without it being a joke
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Spaceman333
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Spaceman333 »

Brings back memories :D :

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krokots
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by krokots »

Cool, BTW, I peeked into your code just to see how you handled stuff. A bit of advice, every time you use

Code: Select all

      if(inflictor.GetClassName() == "BFGBall")
      {
         mod = 'BFG';
      }
      if(inflictor.GetClassName() == "PlasmaBall")
      {
         mod = 'BFGSplash';
      }
      if(...)

the code unnecessary checks every "if". You should change it to

Code: Select all

      if(inflictor.GetClassName() == "BFGBall")
      {
         mod = 'BFG';
      }
      else if(inflictor.GetClassName() == "PlasmaBall")
      {
         mod = 'BFGSplash';
      }
      else if(...)

Use "else if". The differance is, if the condition is met, it won't check every single next "else if". So it skips hundreds of lines of code.
Or you could even use more neat "switch" word.

Code: Select all

      switch(inflictor.GetClassName())
      {
         case 'BFGBall':      mod = 'BFG';   break;
         case 'PlasmaBall':   mod = 'BFGSplash'';      break;
         (...)
      }

Good luck with more programming!
Pompous Seed
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Joined: Fri Aug 05, 2016 8:41 am

Re: No Ultra-Violence: An Anti-Gore Mod

Post by Pompous Seed »

Thanks, I appreciate the advice! My zscript is basically nonexistent ATM. I've been mostly working with decorate for years now and haven't touched much else. Hopefully that'll change relatively soon. Relatively.
jablon1000
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by jablon1000 »

Why you hate Doom so much?
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Matt
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Matt »

chronoteeth wrote:you know with a bit of tweaking you can make this work without it being a joke
Who said this mod was a joke? This is great! (I'm genuinely, unironically happy for some more variety in effects than another take on red falling debris and liquid decals)

The dead mancubus creeps the fuck out though. (good work!)
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Naniyue
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Naniyue »

I LOVE the deflating cacodemon! And the way the corpses poof back into their own dimension looks very pretty! Keep up the good work!

EDIT: How about adding this to Reelism?
RobotJoe
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by RobotJoe »

they're just sleepin!
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Matt
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Re: No Ultra-Violence: An Anti-Gore Mod

Post by Matt »

...that would actually be an interesting mod, make them wake up at any moment...

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