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Beed28

[ZDoom] Fading Corpses Universal (AKA I hate leaving corpses lying)

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I'm one of the few people who absolutely hates leaving monster corpses lying around, cluttering up the place. Thankfully, with the power of A_RadiusGive and A_FadeOut, slain monsters will slowly fade away to nothingness, thus, solving the eternal problem of those massive Cacodemon corpses obscuring your view. It also works with almost anything. Doom monsters, Heretic monsters, Hexen monsters, even custom monsters, you name it.

Requires the latest SVN revisions of ZDoom or GZDoom!

http://forum.zdoom.org/download/file.php?id=26185

Changelog
V1.0
- First release.

Known Issues
- Monsters crushed into gibs will not fade out, unless compat_corpsegibs is on.
- If an Arch-vile resurrects a monster that's faded, the revived monster can be very translucent depending on how faded it was.
- If a monster had a really long death state, it fade out completely and be removed before it can complete its state (and thus not be able to run any intended action functions afterwards).
- Because the monster actors are removed after fading out, monsters will not respawn with either the Nightmare! difficulty or if sv_monsterrespawn is on.

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So...Archviles lose much of their threat now then? Do the monsters actually completely leave poof gone? Or just "appear" gone?

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This is useless, people are complaining about corpses fading out in modern games, not the opposite. Corpses are useful if you want to indicate where you've been already so you won't spin around the map constantly.

And if you don't like the cacodemon corpses obscuring your view, you could replace the corpse sprite to be more squashed.

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FuzzballFox said:

So...Archviles lose much of their threat now then? Do the monsters actually completely leave poof gone? Or just "appear" gone?


They do completely go. Greyfalll on the ZDoom forums has made a patch though that just makes them "appear" gone, which allows for monster respawning, Arch-vile resurrections, and doesn't cut off their death state.

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