No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Thanks, I'll look into it.
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Alright, I added another file on ModDB that addresses the cacodemon weirdness (1.5). Let me know if anything else pops up!
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
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)
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
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.
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
0:44 - 0:46 on that video
What weapon mod is that, next to Russian Overkill mod
What weapon mod is that, next to Russian Overkill mod
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
The mod is Final Doomer, Back to Saturn X mode.YasuoProjectX wrote:0:44 - 0:46 on that video
What weapon mod is that, next to Russian Overkill mod
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Why not have the mancubus goto sleep when it dies gets tired?
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
you got my idea, thanksGamingMarine wrote:The mod is Final Doomer, Back to Saturn X mode.YasuoProjectX wrote:0:44 - 0:46 on that video
What weapon mod is that, next to Russian Overkill mod
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
The body removal mechanic would probably be great as its own little minimod for cleaning up after slaughterwads.
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Good idea. I will keep this in mind. The only problem is that his infinite snoring might get a tad annoying.[HotPocket] wrote:Why not have the mancubus goto sleep when it dies gets tired?
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
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?).
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?).
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
That does sound plausible. I'll put that on my to-do list.
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
Can you provide a alternate download link? Cause Moddb Isn't Working for me
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
I know this is compatible with Russian Overkill and Trailblazer, BUT... What about Guncaster?
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Re: No Ultra-Violence: An Anti-Gore Mod [1.4] (Mod DB)
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!