This thing has gotten too big for its britches, and the whole thing has changed again. Now we have fog and shaking when hit from the Ultimate DoomVisor mod, Zombiemen drop pistols, the Doom 64 Cacodemons have blue blood, lots more stuff is breakable via Cosmetic Doom and some Plutonia textures have been raised to 2K via Hoover1979.
Just when you thought it couldn't get any more ridiculous! Still need a hell of a lot of refinement to look as focused and together as some other megamods. But I'm working on unifying all the disparate features even as I add more. Adding the fog from the Ultimate DoomVisor seems to have made the sprites more acceptable, at least in the distance. A spooky silhouette is a spooky silhouette, right?
So I've thrown that fog in, and as of right now it'll be a random color that changes for each level. We also now have a bit of a camera shake when you're hit, and I actually didn't use the code from UDV, though I wanted to. Just threw in a subtle radius_quake to show that there's been an impact.
Zombiemen now drop their pistols instead of a clip, because that makes more sense to me. Now you get double the ammo when you take one of them out, which should help with all the added challenges I'm tossing at you.
Since people love cacodemons with blue insides, bleeding blue blood, I've decided to oblige. Now you can have the best of both worlds--Doom 64 monsters and Cacos who bleed blue! I recolored their sprites in Slade--maybe I could have done a better job. No idea. But I think it's pretty cool.
Lamps, hanging bodies, impaled dudes and trees have all been rendered breakable with effects taken from Cosmetic Doom. Yeah, it's a bit weird having models break into sprites, but it's the best I can do until breakable models come along. It's still awesome.
And 10 more of Hoover1979's textures have been thrown in, all for Plutonia. As yet, I don't have a good system going to separate textures with the same name between Plutonia, TNT and the other Doom games, so there will be some glitches. Roll with it and this thing will be perfected. Maybe by, like, version 30, but it'll get there.
This mod is good for GZDoom 4.5.0. Might not work in Vulkan.