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DJShrimpy

No Corpses (nocorpse.wad)

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This is for people who have crappy computers and get slowed down when there are a lot of things on screen. This is nocorpse.wad and it removes all the dead bodies for monsters and players, so your crappy computer won't get choppy during Skulltag Invasion, or maps with lots of monsters.



Squeaky clean! :)


DOWNLOAD (1.55KB)
http://www.freewebs.com/djshrimpywads/NOCORPSE.zip

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Lame.

All you have to do, to do this properly, is a DeHackEd patch that gives the last death frame of each monster a duration (instead of -1). You can make the corpses last a while, or disappear immediately (duration 0).

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Antidote said:

It works with any .wad? Or just skulltag invasion?

All it does is remove the dead bodies, so it should work with just about any Wad. It was specifically made for Skulltag though.

myk said:

All you have to do, to do this properly, is a DeHackEd patch that gives the last death frame of each monster a duration (instead of -1). You can make the corpses last a while, or disappear immediately (duration 0).

You go do that.

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Doesn't the renderer still have to "draw" the blank sprites?

myk's solution sounds like it would actually work, if not work better.

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nocorpse.deh - makes all the monster corpses disappear after four seconds.

The various types of decorative corpses and dead monsters that you can place directly into a map are not included. Code for the following things is included, but disabled:

  • Players - I have no idea of the effect disappearing player corpses would have on deathmatch respawns. Anyway you'd probably be better off changing max_player_corpses (or whatever your port calls this Boom option, if it supports it)
  • Lost souls - doesn't leave corpse
  • Pain elementals - also doesn't leave a corpse
  • Pools of blood - used for corpses squashed under doors and crushers, but also used as a decoration; squashed corpses are comparatively very rare and maps might look odd if half the blood vanishes from them at the start :)
  • MBF helper dogs - only used in MBF
I haven't tested this very much but it seems to work all right with Prboom.

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Yeah, DJShrimpy's method still has the engine keeping track of the (invisible) things. On the other hand, it is convenient if you want the monsters to be able to respawn, because if they are really removed with DeHackEd, they don't come back (just like Lost souls and Pain elementals normally don't respawn).

To avoid making a wad with a load of equivalent empty graphics lumps one can change the last death frame of each monster to use the SMT2 sprite number (95, subsprite 0), which is added as a blank graphic. You can also change the name of SMT2 to something like BLNK to make it more useful with Doom2 (no need for DeuSF). With two lumps (or one if you already had a DeHackEd patch) you replace all the same stuff and make it invisible.

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The only complication I see is that if you start a server, the server master and whoever joins in must use it too. But it isn't really a problem as nobody knows what is the deh file for, and once inside the server nobody should really complain, and people whith high pings will have a better speed.

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