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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


After getting burnt out on Brutal Doom, 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 1.11 - /idgames/ link live!
Download 1.2 - Coming soon!

Screenshots:
http://i.imgur.com/HXzELQw.jpg
http://i.imgur.com/IBoxk3h.jpg
http://i.imgur.com/wk6PIV2.jpg
http://i.imgur.com/aHRchAv.jpg
http://i.imgur.com/mRgrc6B.jpg
http://i.imgur.com/5tZ3fEd.jpg - Shows randomness for dead things *New*

This does not touch weapons at all, so use whatever weapons mod you desire that doesn't alter the monsters.

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
-Works with vanilla ZDoom!

Oh and credits:
-id software
-Rogue Entertainment
-Brutal Doom and its contributors
-Beautiful Doom
-Minor Sprite Fix Project contributors
-Neutered.wad
-Blox (Realm667)
-Vader (Realm667)
-Neoworm (Realm667)
-ItsNatureToDie (Realm667)
-Kinsie (Realm667)
-Minigunner (Realm667)
-Eriance (Realm667)
-osjclatchford (Realm667)
-Phil108 (Realm667)
-Captain Toenail (Realm667)
-Skulltag team
-Russian Overkill team
-Project MSX team
-SLADE
-Ed the Bat & The MightyHeracross from ZDoom forums
-Gez
-Bloax
-Marphy Black
-Monolith
-NantoCodd & Gifty from ZDoom forums


Current issues:
-Random decoration module does not work with Zandronum.

__________________
Chris's uploads - Link
Brutal Video Vault
Brutal Tumblr

Last edited by Glaice on 07-19-14 at 22:21

Old Post 04-25-14 06:02 #
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SFoZ911
Member


Posts: 360
Registered: 10-08


*second screenshot*

It looks so freaking wierd that gibblets, I don't think i'll ever get use to it. other then that sounds pretty good. thats exactly what I did for myself except I added weapon casing and some minor visual touchups.

Old Post 04-25-14 06:30 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Yea, PLAYW0 most people are used to the head part on the right side.

Old Post 04-25-14 21:09 #
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Xegethra
Junior Member


Posts: 213
Registered: 02-14


This looks pretty neat, I'll check it out for sure!

Well, just checked it out....I like it, although I only went through the first two levels of Doom 1....but I like it so far.

I might make a video of the mod later on.


*Edit*
I did make a video, I'm uploading it now...I just went through a corridor with a series of rooms with a load of enemies in them, to see what deaths occur.

Last edited by Xegethra on 04-25-14 at 22:30

Old Post 04-25-14 21:22 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Yea, levels with larger populations make for efficient use of the mod, same goes for maps that make good use of marine corpses and hanging/impaled bodies/skulls.

Old Post 04-25-14 23:20 #
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Xegethra
Junior Member


Posts: 213
Registered: 02-14


Here is the video, nothing too fancy. I think perhaps I'll play through some WADs and show some more off in future.

https://www.youtube.com/watch?v=iWO1sYEXYfM

Old Post 04-25-14 23:22 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Cool video, you forgot one thing: the SS Nazis. They have no new normal deaths but only have an X flipped gib death and their uniforms are the proper coloration. I am on the lookout for normal SS normal death sequences tho.

Old Post 04-25-14 23:54 #
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plums
Senior Member


Posts: 2011
Registered: 08-13



Mr. Chris said:
Does not work with Zandronum at all, since it does not support the NODELAY flag in DECORATE. Until the Zan team get off their asses and implement this, this mod will not work with that source port.


NODELAY is nice but you can almost always do the same thing by having 'TNT1 A 0' as your first frame.

Anyhow I just watched Xegethra's video, looks like you don't have any alt death for the pinkies? I know some of the Realm667 pinky variants have forward-falling deaths, you might be able to recolour those and use them.

Old Post 04-26-14 00:02 #
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Xegethra
Junior Member


Posts: 213
Registered: 02-14


The Demon does have an alternate death, it wasn't captured in my video though.

However I am rendering another video where I am playing through my levels, just to show off some enemies in actual gameplay. There are a few deaths in there that don't show up in the demo video I made.

*Edit*
Video done.

Here it is!

I have to say, the mod works well in normal gameplay. Giving some nice visual variety that fits in pretty much spot on. It looks like it could be original Doom content.

Last edited by Xegethra on 04-26-14 at 08:16

Old Post 04-26-14 01:41 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


There are like 6 or 7 alternate deaths for the demon, they just have a lower chance of happening, especially the overkill deaths. The same applies to zombies and imps with their overkill frames.

For technical blabber regarding the number of death sequences, total does not include the original death sequence:
Zombieman has 5 alternate deaths. (Plus 1 alt gib)
Sergeant has 7. (+1 alt gib)
Imp has 8. (+1 alt gib)
Commando has 4.
Demon has 6.
Cacodemon has 4.
Baron has 5.
Knight has 6.
Mancubus has 7.
Revenant has 3.
Arch-Vile has 2.
Arachnotron has 2.
Spiderdemon has 1.
SS Nazi has 0. (+1 alt gib)

Last edited by Glaice on 04-26-14 at 02:34

Old Post 04-26-14 02:25 #
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Xegethra
Junior Member


Posts: 213
Registered: 02-14


That many variations? Nice!

Old Post 04-26-14 04:04 #
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Captain Red
Pants


Posts: 5425
Registered: 06-01


I fond these on the zdoom forums ages ago and I think you'll agree that they'd be a good fit for this mod but I can't for the life of me remember who the original author was, so I don't know, ask around maybe?

http://i.imgur.com/Meb2Q0E.png

Old Post 04-26-14 07:18 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Inquiring over there and will implement these in the next version if it's open for use.

Edit: osjclatchford did, he stated I can use them if I want, which I will.

Last edited by Glaice on 04-27-14 at 13:44

Old Post 04-26-14 07:51 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Also upcoming for 1.1:

-New Arch-Vile death
-2 Commando deaths
-1 new Imp alt gib death
-Demon gib death
-New variants for big tree
-2 new SS Nazi deaths
-Idle state for SS Nazis

Last edited by Glaice on 05-03-14 at 05:42

Old Post 04-28-14 06:13 #
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Pirx
Forum Regular


Posts: 780
Registered: 11-04


good work here, mr. chris. that's something i wanted to see since i played doom and discovered that all dead bodies show always the same side, regardless how they fall... that is _long_ ago ;)

good because it makes the game more varied and gory without altering gameplay.

Old Post 04-28-14 23:01 #
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gemini09
Senior Member


Posts: 1201
Registered: 04-03


Sounds good. I will take a look when I get the chance. To me personally, the Cacodemon needs to stay faithful in order to be an option.

Old Post 04-28-14 23:20 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


I found some original Caco look deaths but I would have to find more to ditch the BD color Caco.

Maybe it's possible to use Translation but I have no idea where to start on changing like 3 colors and making sure it does not interfere with other colors on him.

If possible, any help would be appreciated.

Last edited by Glaice on 04-30-14 at 17:39

Old Post 04-29-14 18:16 #
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gemini09
Senior Member


Posts: 1201
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Unfortunately I don't know such a trick either. If I could I'd love to lend a hand, as it's directly for my own my benefit too.

Anyhow; have a good weekend:)

Edit; if you have at least one variation [with the original Cacodemon color], then I'd say it's already golden, despite being just a mere one single variation. I'd still rather go with that.

Old Post 05-02-14 23:16 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


I'm almost ready with 1.1, I just need to find some time to put in the DECORATE so the dead monster placed things uses random corpses instead of the original death frame.

Old Post 05-03-14 05:42 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


1.1 is now live!

Also some screenshots of the SS Nazis for the curious:

http://i.imgur.com/0bdkege.jpg
http://i.imgur.com/KTLkKYN.jpg
http://i.imgur.com/LQm7cfy.jpg

Old Post 05-06-14 18:32 #
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Clonehunter
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Huh, how simple would it be, to say, for me to come in and add my own death animations, etc. in the wad for my use? I'd imagine it's just be some copy and paste in the decorate and new file names, thus relating to: Easy to Do. But I could be wrong. I haven't even opened the wad to know if this uses decor... No wait, I see it's mentioned.

Old Post 05-06-14 19:55 #
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Getsu Fune
formerly Hurricyclone


Posts: 1056
Registered: 06-13



This does not touch weapons at all, so use whatever weapons mod you desire that doesn't alter the monsters.


will this work with Russian Overkill by any chance? I ask because the Nazi is the only monster slightly altered by that mod.

__________________
why is it that when people discuss something to do with any form of morality what so ever it turns into a (rather entertaining to watch and often fun to get involved in just for lolz) rather heated argument involving actual insults? -mrthejoshmon

Old Post 05-06-14 21:47 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


It should work, try loading it before or after Russian Overkill. The only things touched on the nazis were the idle/spawn state, the firing state and death states.

Old Post 05-07-14 07:17 #
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Getsu Fune
formerly Hurricyclone


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actually I couldn't even run the pk3, this happened.

__________________
why is it that when people discuss something to do with any form of morality what so ever it turns into a (rather entertaining to watch and often fun to get involved in just for lolz) rather heated argument involving actual insults? -mrthejoshmon

Old Post 05-07-14 14:40 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Your GZDoom is out of date, 1.8.2 is out.

Get the newer version and it should work.

Old Post 05-07-14 16:58 #
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Getsu Fune
formerly Hurricyclone


Posts: 1056
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ah that explains it. thanks.

did a test run in Wolfenstein on 1.8.2., nothing bad happened, so it works.

__________________
why is it that when people discuss something to do with any form of morality what so ever it turns into a (rather entertaining to watch and often fun to get involved in just for lolz) rather heated argument involving actual insults? -mrthejoshmon

Old Post 05-07-14 17:34 #
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Vorpal
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Posts: 356
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This is cool, I like how it remains neutral in terms of altering gameplay, so that we can load our own mods on top of it!

Old Post 05-08-14 18:19 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


For the exception of Brutal Doom, heh.

Old Post 05-09-14 04:21 #
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Glaice
formerly Mr. Chris


Posts: 4889
Registered: 07-02


Added new screenshot to show the 1.11 random dead placed monsters.

__________________
Chris's uploads - Link
Brutal Video Vault
Brutal Tumblr

Old Post 05-14-14 20:22 #
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J.B.R
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Posts: 233
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This looks great and benefits Doom in terms of animations and graphics.
And that guy osjclatchford made some RTCW weapons reskins that you can check at gamebanana.

Old Post 05-19-14 18:14 #
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