invictius Posted April 16, 2017 Always wanted to see this in a wad. Would have to take them down quick if resurrecting cyberdemons were an option on the table. 0 Quote Share this post Link to post
scifista42 Posted April 16, 2017 With my vanilla-compatible mod, you can get this experience in any wad. 2 Quote Share this post Link to post
Empyre Posted April 16, 2017 Vile Curse takes the idea even further: all monsters can resurrect all monsters, but it uses DECORATE, so a ZDoom-based port is required. 1 Quote Share this post Link to post
bonnie Posted April 16, 2017 (edited) Wouldn't you be able to do that in vanilla doom by exchanging all chase states with vilechase ones? Or is the archvile hard coded as being the only enemy who can do so because I don't see the resurrection animation states for the archvile in whacked Edited April 16, 2017 by bonnie 0 Quote Share this post Link to post
scifista42 Posted April 16, 2017 (edited) Vilechase is hardcoded to jump into state number 266 upon reviving a corpse. The Archvile's reviving animation starts at state 266 and ends by going to the Archvile's walking animation. Under this model, all non-Archvile monsters using Vilechase would become looking like Archviles after reviving a corpse, until they were forced to enter their own attack / pain / death animations upon attacking / receiving damage / getting killed. However, I've once read on some old Doom website about DEHACKED tricks that if state 266 is defined to immediately redirect itself to state 0, then Vilechase does not redirect the animation there upon reviving a corpse, allowing monsters using Vilechase to revive corpses while staying in their respective walking animations, at the cost that the Archvile loses his unique reviving animation. Edited April 16, 2017 by scifista42 5 Quote Share this post Link to post
invictius Posted April 17, 2017 10 hours ago, Empyre said: Vile Curse takes the idea even further: all monsters can resurrect all monsters, but it uses DECORATE, so a ZDoom-based port is required. Tried this on the latest gzdoom, the previous version, and zdoom - getting decorate/script errors and it won't start. 0 Quote Share this post Link to post
Empyre Posted April 17, 2017 10 hours ago, invictius said: Tried this on the latest gzdoom, the previous version, and zdoom - getting decorate/script errors and it won't start. I think I know the cause of that problem. Vilecurse supports, and therefore requires, the Skulltag monsters. Load skulltag_actors.pk3 (which comes with Zandronum) before vilecurse, and if it still doesn't work, load skulltag_data.pk3 after skulltag_actors and before vilecurse. (A few minutes later): I made a quick edit of vilecurse that removes support for Skulltag monsters. Now it will work by itself on any mapset (that doesn't have Skulltag monsters): vilecurse_v1_noskulltag.wad. 0 Quote Share this post Link to post
invashawk Posted February 28, 2021 (edited) On 4/17/2017 at 3:00 AM, scifista42 said: With my vanilla-compatible mod, you can get this experience in any wad. ik this is 4 years old but is this compatible with gameplay mods or is that a no go cuz it aint wrkin for me when i have gmplay mods Edited March 1, 2021 by invashawk 0 Quote Share this post Link to post
ILOVEDOOM! Posted March 12, 2021 On 2/28/2021 at 10:48 AM, invashawk said: ik this is 4 years old but is this compatible with gameplay mods or is that a no go cuz it aint wrkin for me when i have gmplay mods well you just answered your own question, it doesnt work with gameplay mods 1 Quote Share this post Link to post
baja blast rd. Posted March 12, 2021 (edited) To make this necro bump worthwhile lol, here is one by NoReason, played through by @David Asaad who has a cool channel. Edited March 12, 2021 by rd. 2 Quote Share this post Link to post
Albatross Posted March 12, 2021 Forget cyberdemons; Skinny.wad by Obsidian has an archvile that resurrects himself! https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/skinny 2 Quote Share this post Link to post
invashawk Posted March 16, 2021 On 3/13/2021 at 4:33 AM, ILOVEDOOM! said: well you just answered your own question, it doesnt work with gameplay mods yeah ik, im just retarded sometimes and was wondering if that was a problem on my end 1 Quote Share this post Link to post
Roofi Posted March 16, 2021 I played neodoom recently. Arch-viles are replaced by Vixens which can litteraly resurrect everything. It's not a good example because they are also the shittiest and most overpowered bosses I have ever encountered. 0 Quote Share this post Link to post
Maes Posted March 16, 2021 Or you can just play in Nightmare mode, where every monster auto-respawns. 2 Quote Share this post Link to post
BoxY Posted March 16, 2021 (edited) Nobody mentioned Long Road No Turns yet? Insanely fun wad that makes heavy use of this mechanic. Everything gets a raise state, including pain elementals and lost souls somehow. Edited March 16, 2021 by BoxY 0 Quote Share this post Link to post
Colusio Posted March 20, 2021 On 4/17/2017 at 8:48 PM, Empyre said: vilecurse_v1_noskulltag.wad. Played "refueling base" (map10 doom 2) and "stronghold" (map 9 TNT) on uv. All went well and suddenly a was totally overwhelmed. I think uv max of refueling base is possible with this enhancement but I'm not 100% sure. I love this mod. 0 Quote Share this post Link to post
Stupid Bunny Posted March 20, 2021 I sure hope scifista is doing ok :< 1 Quote Share this post Link to post
ILOVEDOOM! Posted March 20, 2021 13 hours ago, StupidBunny said: I sure hope scifista is doing ok :< Huh? What happened? Im sorry for asking dumb questions but last time i was active here was a year ago iirc 0 Quote Share this post Link to post
Andromeda Posted March 21, 2021 23 hours ago, ILOVEDOOM! said: Huh? What happened? Im sorry for asking dumb questions but last time i was active here was a year ago iirc They haven't connected to Doomworld in around two and a half years now, especially strange given they were a very active member. 0 Quote Share this post Link to post
Deadwing Posted March 21, 2021 In struggle, arch-villes resurrect Spiders Mastermind, but I think it's used in one map only. 0 Quote Share this post Link to post
Uncle 80 Posted March 21, 2021 Just once, in all my Doom-playing years have I actually seen a Pain Elemental get ressurrected - Killed one directly under a door as it closed, and its death animation and the door were so perfect in sync that the PE became a pool of blood. Moments later I open the door again, and an Archvile is waiting... Don't remember if this was in 1.666 or 1.9 exe 1 Quote Share this post Link to post
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