IMO such an advanced port like Zandronum cannot afford shittiness like corpses all being oriented the same way.
This has been handled in Crispy Doom, a fork of Chocolate Doom, with a special case for Arch-Vile resurrected monsters not to stay mirrored.
Randomly mirrored corpses and death animations, like in Crispy Doom
- Zodomaniac
- New User
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- Joined: Fri Mar 30, 2018 7:20 am
Re: Randomly mirrored corpses and death animations, like in Crispy Doom
okay
Why does it need to be an engine feature, though? You can easily do it with a TEXTURES lump and an extra death state for each monster (assuming you’re just doing it for vanilla monsters and not a mod with 50+ monsters).
Would still be cool to have if it wasn’t too hard to write into the engine, however it would probably have to be in GZDoom first.
Why does it need to be an engine feature, though? You can easily do it with a TEXTURES lump and an extra death state for each monster (assuming you’re just doing it for vanilla monsters and not a mod with 50+ monsters).
Would still be cool to have if it wasn’t too hard to write into the engine, however it would probably have to be in GZDoom first.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community