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SansCarcass v1.0

   (10 reviews)

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Adds an empty TNT1 sprite after the last frame of monster and player death sequences, thus making the dead bodies invisible. Intended for Invasion games where hundreds of bodies clutter the floor.

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Unknown date

  
it is not able to run in Zdoom 2.5.0

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Guest

Unknown date

  
This wad is sheer dumbassery made by an asshat who doesn't actually know how the engine he's modding for works.

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Guest

Unknown date

  
Great idea. I don't know if it works, haven't tried it. Using lost soul death frame (or other similar) for all monsters really helps performance and visible sprite limit for vanilla doom. All maps should use that method (or similar) for monsters that don't get revived by archvile (make duplicate monsters out of decorations and use disappearing death frame), if map has low-fps and/or exceeds vis sprite limit.

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Guest

Unknown date

  
If you used A_FadeOut the corpses would fade away in a pleasing manner, and the actors themselves would be removed from the game...

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Guest

Unknown date

  
First off, seeing hundreds of the bodies that you killed and gloating over them is awesome. Second, since this is for zdoom, it is useless. With zdoom, you can just set the "queuecorpse" cvar to a lower number in the console and even the corpses of new monsters that aren't covered by this mod will dissapear. This is retarded beyond comprehension.

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I am morbidly dissapointed by both of the above reviewers. This literally does nothing to save CPU cycles unless you consider rendering an invisible sprite a gigantic load off your processor. The monsters are all still there and they are all still being handled by the engine like nothing ever happened, they just don't appear to the player because of a bullshit extra frame. Literally nothing else is changed.

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Unknown date

  
You do know that making an extra "invisible" sprite won't actually make the game go any faster at all, right? The game is still going to loop through the enemy in its logic code and it is still going to pass over it in it's drawing code. The lesson you need to learn here is: before you make a modification to a game to optimize it, make sure you know how the game works so you can do it properly. This wad is worthless.

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Unknown date

  
5/5 for saving CPU cycles. P.S. sv_corpsequeuesize cvar and the A_QueueCorpse and A_DeQueueCorpse functions (which must be set per actor via death state) _are hexen only_ (*coughnoobcough*). On that note, too bad this only included Doom/Doom 2 actors.

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  • File Reviews

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