-UPDATE- AccuDeathV3.2: A Doom/Heretic/Hexen Mod Friendly Accurate Death Effects Mod

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Airehnr66
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-UPDATE- AccuDeathV3.2: A Doom/Heretic/Hexen Mod Friendly Accurate Death Effects Mod

Post by Airehnr66 »



AccuDeathV3.2 Released! (GZDoom 4.14.2 required)

AccuDeath is a mod friendly Doom/Heretic/Hexen mod for GZDoom that adds simple color and effects to death animations based on the damage type of the killing blow. These damage types were added to every projectile as needed for all three games, resulting in more accurate death animations for both player and enemy sprites. Fire based attacks such as Imp fireballs and Mancubus flames will light up their victims before burning them to a smokey corpse with multiple color variations. Plasma and lightning attacks create similar results. A large list of possible damage types you may encounter from many popular mods have been implemented to extend the support for these effects. Any mods that add a supported damage type to their projectiles or inherit from existing ones will create the appropriate effect when used. Many existing custom monsters and weapons already utilize a supported damage type, with more to be added down the road.
In addition to death effects, this mod fixes monster blood colors without the use of actor replacement to avoid incompatibilities with other mods. Rockets will now always gib, which makes gore mods a perfect pairing with this mod.



Download here:
https://www.moddb.com/mods/accudeath/do ... cudeathv32


***New in V3.2***

Dynamic Lights
Deaths now emit dynamic lights for improved realism which can be enabled or disabled in AccuDeath options.

Code Overhaul
AccuDeath's code has gone through a massive restructuring which has allowed for easy implementation of new damage types and floors to include for support by both author and users.

DeHackEd Detection
It is now possible for AccuDeath to detect a loaded DeHackEd lump and add support for new weapons and projectiles. As of now, Legacy of Rust and a few other DeHackEd lumps are currently supported with more to be added in future updates.

Improved Death Effects
Slight tweaks to effects color and pixels create improved effects results.

Bug Fixes
Fixed VM abort crashes in DoomRL Arsenal and BrutalDoom (special thanks to Starman the Blaziken).


---Previous Updates from V3.1---

-New menu options to toggle certain damage types and enable/disable check for existing custom death states.
-More added support for popular custom weapon and monster packs as well as popular maps.
-Minor bug fixes.

___Supported Mod List___:
Spoiler:
More GIFs:
Spoiler:

Recommended loading first or very early in load order. Requires GZDoom 4.14.2 or higher.
Last edited by Airehnr66 on Mon Jun 02, 2025 1:05 am, edited 4 times in total.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

AccuDeath has now been updated to AccuDeathV2.0 with big changes. Death effects are now universal and extend to both monsters and players. Damage types were added to all necessary projectiles from Doom/Heretic/Hexen to allow full compatibility with all three games. See original post for video and screenshots.
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mamaluigisbagel
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by mamaluigisbagel »

I'm curious, (though maybe an obvious answer) does this game give accurate deaths to enemies killed by Legacy of Rust's weapons (The Incinerator and Calamity Blade) since they both use fire? Love the idea of this mod and will add it to my vanilla presets, but was just wondering about that.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

mamaluigisbagel wrote: Mon Sep 02, 2024 3:01 pm I'm curious, (though maybe an obvious answer) does this game give accurate deaths to enemies killed by Legacy of Rust's weapons (The Incinerator and Calamity Blade) since they both use fire? Love the idea of this mod and will add it to my vanilla presets, but was just wondering about that.
It depends on how those weapons are ported to GZDoom. If official support is added for Legacy of Rust within the engine it’s possible but those weapons would need damage type “fire” within their code to work properly. Most projectiles in Doom didn’t seem to use damage types so I doubt they’d be added for those weapon attacks either.

That being said, I know I’ve seen a few Legacy of Rust weapon mods for GZDoom popping up that I haven’t looked into, but if they have damage types of “fire” they should have no issues. It wouldn’t be hard for someone to add that line of code for the weapons if they don’t already.
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hitmanx
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by hitmanx »

Nice mod, looks to be nice and compatible too.

I was wondering how have you made your screenshots look like that? They have a real 'back of the box screenshots' look that I really dig.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

hitmanx wrote: Tue Sep 03, 2024 12:07 am Nice mod, looks to be nice and compatible too.

I was wondering how have you made your screenshots look like that? They have a real 'back of the box screenshots' look that I really dig.
Thank you. I’m not too sure how I got the look honestly. The screens were too dark originally so I just raised some of the levels using Pixelmator Pro until it looked decent.
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mamaluigisbagel
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by mamaluigisbagel »

Airehnr66 wrote: Mon Sep 02, 2024 3:57 pm That being said, I know I’ve seen a few Legacy of Rust weapon mods for GZDoom popping up that I haven’t looked into, but if they have damage types of “fire” they should have no issues. It wouldn’t be hard for someone to add that line of code for the weapons if they don’t already.
Would it be that difficult to add these damage types to the code, at least for someone not too familiar with coding? I've dabbled in making small edits and patches, so if it's that easy, I might not mind trying it for my personal file.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

It should be pretty easy. You'll want to modify the code of the projectile itself and not the weapon code. Most will look like this in something like Slade:

Code: Select all

Class FireProjectile : Actor
{
	Default
	{
		Projectile;
		Height 2;
		Radius 2;
		+BRIGHT
	}
}
Within the Default block you'll want to add the DamageType "Fire"; line like this:

Code: Select all

Class FireProjectile : Actor
{
	Default
	{
		Projectile;
		Height 2;
		Radius 2;
		+BRIGHT
		DamageType "Fire";
	}
}
That should be all you need for the mod to take care of the rest. I'm sure I'll eventually add support on my end so the code won't have to be modified to work, which is definitely the preferred method.
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mamaluigisbagel
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by mamaluigisbagel »

Got it, appreciate the instructions. I'll see what I can do. I know it's preferred for you to add support, and I have no problem with waiting. One of the reasons I'm asking about it is it helps me learn, because I do want to eventually learn how to mod myself :)


UPDATE: I think I found a bug. When I started Sigil 1, all Cacodemon corpses were instead live Cacodemons.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

mamaluigisbagel wrote: Thu Sep 05, 2024 5:28 pm UPDATE: I think I found a bug. When I started Sigil 1, all Cacodemon corpses were instead live Cacodemons.
Thanks for the bug report. I did indeed reproduce the issue with just AccuDeath. It looks like the CheckReplacement() method of replacing monsters was the cause. Using the "replaces" keyword directly in the actor code instead of using Event Handlers took care of the issue. Oddly enough I've found CheckReplacement() to be unreliable in my last mod as well.

Luckily your timing is perfect too, as I just started work on the next update this morning so it will be included once released. Keep me posted on any other bugs you might find.
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by inkoalawetrust »

Hmm, this mod seems to be pretty universal (In terms of mod compatibility), but some things could be implemented better so it doesn't replace anything at all.

The blood colors on the monsters could be changed without replacing them at all, while you can't directly change blood colors like you can damage types, what you CAN do is use CopyBloodColor(). Then all you need are some dummy actors to define with the blood colors you want (i.e AD_BlueBloodDummy), then you can check in WorldThingSpawned() when a vanilla monster is spawned, spawn in one of those dummy actors, copy their blood color to the target actor, then destroy the dummy, something like this:

Code: Select all

Class AD_DummyBlood : Actor
{
	Override Void PostBeginPlay() {Destroy();} //Just in case someone tries spawning it in.
}

Class AD_BlueBloodDummy : AD_DummyBlood
{
	Default
	{
		BloodColor "Blue";
	}
}

Class AccuDeathSpawnHandler : EventHandler //Modifies default parameters of spawned Actor
{
	override void WorldThingSpawned(WorldEvent e)
	{
		If (E.Thing.GetClassName() == "Cacodemon")
		{
			Actor Dummy = Actor.Spawn("AD_BlueBloodDummy");
			If (Dummy)
			{
				E.Thing.CopyBloodColor (Dummy);
				Dummy.Destroy();
			}
		}
	}
}
That covers all the monster replacements except the Archvile, where I see you made a copy of it so you can add a flag to A_VileAttack() to make it actually use the Fire damage type. Do not have to worry about mod replacements breaking things it'd be best to just make the WorldThingDied() event also check for if the vanilla archvile killed something in particular, like so:

Code: Select all

				else if(e.inflictor.damageType == "Fire" || e.damagesource.GetClassName() == "Archvile")
				{
					e.thing.translation = "FireDeath";
					e.thing.bBRIGHT = true;
					AccuDeathEffectsBase.Create(e.thing);
					return;
				}
These two changes should allow it to not require replacing anything at all and potentially not working with other mods that also change those things.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

---Progress Report---

I have been working on some updates that have brought AccuDeath closer to my original vision and will be testing hopefully sometime soon! At first I was aiming for an incremental update, but there's enough changed and improved that I felt a full 3.0 was appropriate. There have been some bug fixes but also plenty of new/returning additions:

Accurate damaging floor deaths will be returning!
This feature was originally part of version 1.0 before being sacrificed for the versatility of the current 2.0 version. I've since figured out how to reimplement the feature while still keeping things mod friendly. So the player sprite will once again meet a fiery death on lava, a green demise on nukage, and a bloody end on blood floors. This now extends to both Heretic and Hexen's lava floors!

Extended mod support
I figured out how to implement checks for multiple different damage types and even checks in situations where damage type is either ignored or nonexistent. The BFG will now correctly burn all victims to a crisp, and both of Heretic's gauntlets create color accurate deaths! With the ability to check multiple damage types, I added support for a bunch of damage types found in many popular weapon and monster packs, as well as any generic terms I could think of to further extend the mod's reach in compatibility. New damage types can now be easily added down the road.

New death effects
As mentioned in the previous feature, more weapons and monsters supported means more death effects are needed. In addition to a few brand new death effects to go along with the newly supported damage types, existing death effects have been improved with randomization and new pixel effects for all fire deaths to emulate small embers rising from a burning victim.

Corpse decoration bug fixed!
Thanks to mamaluigisbagel for discovering that Cacodemon corpse decorations placed in a map are spawned as live ones in the current 2.0 version. I have since fixed this issue and both apologize to anyone who may have encountered extra monsters in their play throughs and simultaneously wonder how many of my own play throughs were made more difficult because of these extra monsters!
inkoalawetrust wrote: Mon Oct 14, 2024 6:34 am These two changes should allow it to not require replacing anything at all and potentially not working with other mods that also change those things.
Thank you for those! I eventually discovered basically that same method for the Archvile situation which took care of that, but CopyBloodColor() was the one thing I was looking for to solve the actor replacement problem for the blood fixed monsters. The blood dummy method will fit perfectly alongside the rest of the WorldThingSpawned code. Thanks to you we can probably say goodbye to the rest of the actor replacements and avoid any further oddball bugs like the one mentioned.

I'm hoping to finish some current play throughs and adding the feedback provided today before finally testing this next version. Can't say exactly when that will be other than soon.
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by mamaluigisbagel »

Eagerly waiting for the new update! I've been trying to not use the mod since discovering that bug, and I already miss it :lol:
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by inkoalawetrust »

Oh also, maybe you should check if the actor that died has a Death state of the damage type that killed it using FindState(). i.e checking for

If (!FindState("Death.Fire",True))

So that the custom fire death effects will NOT be applied to actors that already have their fire death state.
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Airehnr66
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Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]

Post by Airehnr66 »

inkoalawetrust wrote: Fri Oct 25, 2024 10:58 am Oh also, maybe you should check if the actor that died has a Death state of the damage type that killed it using FindState(). i.e checking for

If (!FindState("Death.Fire",True))

So that the custom fire death effects will NOT be applied to actors that already have their fire death state.
This was something I started thinking about early into version 2.0 when the effects extended to monsters and custom player classes. I did find that some custom death states still benefit from the effects like smoke clouds and decided to hold off until a later update. I've been thinking about adding a small options menu entry to toggle certain parts of the mod on and off. Color translation would be one of those options to allow custom death states to play out as intended but still create the mod's effects alongside it, or to omit the effects entirely if a custom death state exists. That will likely be something I look into for the next update as I didn't want to further delay the latest version.


That being said... version 3.0 is now released with a lot of updates and bug fixes as mentioned in my last post. First post has been updated with all the details and download link!

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