Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
plynthus

VDP-MonsterRandomizer - UPDATED JULY 7TH(spawn chance options added)

Recommended Posts

Posted (edited)

Download "Vanilla Doom Plus" -monster randomizer

(UPDATED JULY 7TH) (Basically same as July 5th, but done better. Plus an added an option to turn ON/OFF Demon/Spectre/Lost Soul replacers with long range attacks.)

REPLACER SETTINGS now has A LOT of different spawn chance options!


 

Spoiler

For Doom II/Final Doom:

menudoom2.jpg.763881fab6658fbf34663deebdc96199.jpg

 

For Doom/Ultimate Doom:

menudoom1.jpg.9302234ea35ef366f8184156a46c8fd8.jpg

info.jpg.b18cbac461241c6dc241377eda173620.jpg

extraoptions2.jpg.b020b7a9159e1df5027886ef1367f8a8.jpg

 

 

Hello,

 

This is a mod I originally made for myself. I was desperately looking for a monster randomizer like this, and I couldn't find one.

So I started editing "DoomKrakken's Monster Randomizer"... and really liked what it started to shape into.

So I decided to start from scratch. So that I can also share this with everyone, in case there's anyone else out there also looking for a mod like this.

 

The name "Vanilla Doom Plus" might be a little misleading.

To me "vanilla doom" just means doom without any extra mods. Playing vanilla style(no jumping etc.), but still using a source port.

I use GZDOOM and it's the only source port I have tested this mod with.

Works with Doom, Ultimate Doom, Doom 2 and Final Doom. And should work with any mod that only adds maps.

 

My goal was to make a monster randomizer that only adds monsters. And still would be well balanced, if you're playing maps that have been designed for vanilla gameplay. I've mainly been testing with Ultimate Doom and Doom II.

 

Every monster that replaces a certain enemy has the same(or smaller) radius and height settings, so they shouldn't get stuck anywhere.

Every monster has a specific set of monsters that can replace them.

When killed, every monster that replaces shotgunguy will either drop a shotgun or shotgun shells... Same idea with chaingunners and zombieman. This is to maintain ammo balance closer to the original.

 

I also wanted that each "group" of monsters wouldn't infight other monsters from the same group. For example the monsters that replace imps wouldn't infight with each other at all.

I didn't know how I could have done that at first. Thanks to user Tango for pointing me to the right direction on how to do it!! It was an easy fix and works very well now.

Some enemies do have attacks that can still cause infighting, but I think it's rare enough.

And also monsters that replace monsters that normally would infight with each other(like zombies and lost souls) are untouched.

 

BY DEFAULT SETTINGS:

This is a more "subtle" monster randomizer.

You'll see a lot of regular monsters(over 50%). It's very much Doom, but there's a lot more variety.

There is about 220 added monsters. Some of them just are very rare.

More common monsters like imps and zombieman have a higher chance to be just regular versions of themselves.

 

There is a "REPLACER SETTINGS" menu with A LOT of options for Spawn chances etc.

Spoiler

For Doom II/Final Doom:

menudoom2.jpg.763881fab6658fbf34663deebdc96199.jpg

 

For Doom/Ultimate Doom:

menudoom1.jpg.9302234ea35ef366f8184156a46c8fd8.jpg

info.jpg.b18cbac461241c6dc241377eda173620.jpg

extraoptions2.jpg.b020b7a9159e1df5027886ef1367f8a8.jpg

Thanks to whatup876 for suggesting for me to do these option menus!

 

A missing options is included as an extra .pk3 file. This one comes with a problem:

Spoiler

 

missingoptions.jpg.744983a8dce99186386317eae6fa6bc7.jpg

(BY USING VDP-DOOM1.PK3 or VDP-DOOM2.PK3 THIS PROBLEM SHOULDN'T HAPPEN AT ALL)


The "VPD-MissingOptions.wad" adds options for these monsters
into the "REPLACER SETTINGS" menu(for both games):
-Baron Of Hell - DOOM1
-Cyberdemon - DOOM1
-Spider Mastermind - DOOM1
-Mancubus - DOOM2
-Arachnotron - DOOM2
(all the other monsters already have options available without having to load vdp-missingoptions.wad)


BUT THERE'S A BIG PROBLEM with having these options for those monsters.

In the original games, these maps will be broken:

 

in ULTIMATE DOOM:

E1M8 - "BaronSpecial" won't be triggered. Nothing happens after killing the Barons/Replacers.
E2M8 - "CyberdemonSpecial" won't be triggered. Nothing happens after killing the Cyberdemon/Replacer.
E3M8 - "SpiderMastermindSpecial" won't be triggered. Nothing happens after killing the SpiderMastermind/Replacer.
E4M8 - Nothing happens after killing the SpiderMastermind/Replacer.

 

in DOOM II/FINAL DOOM:

MAP07 - "Map07Special" won't be trigg

 

VIDEO EXAMPLE OF THE PROBLEM

 

I included this "missing options" version, because it only affects 5 maps. And it's a lot of missing options.
Based on my testings, so far. You can use the same save file between these versions.

 

So if you know what you're playing..
-You can play with missing options, and save before entering one of those maps.
-Load your save file by only using VDP-DOOM1.pk3 or VDP-DOOM2.pk3.
-Save again after finishing the map. And load missing options again.
Or just use IDCLIP or something, because it's still a lot of trouble for one map here and there.

 

HOPEFULLY this is only a temporary solution.
And I will be able to fix the problem in the future.

 

 

Some power-ups have about 1 out of 30 chance to be replaced by another one. For example SoulSphere can be replaced with LifeSphere which gives you 300 health.
And some decoration objects can be replaced by stationary monsters and mimics.
These are very rare, and those can be turned ON/OFF from the options menu.

 

I also have changed a lot of properties of the monsters... Health, painchance, attacks etc.

For example if something replaces Baron of Hell. I want it to have ABOUT the same amount of health.

And if something is replaced by an enemy that could kill you a lot faster than the original monster. They probably have less health than the monster they replaced. But these are not very common.

 

 

 

VIDEOS(using earlier versions of this mod):

Spoiler

40 added monsters on June 25th update

 

Full Doom II Playthrough on Ultra Violence I think maps 08, 09, 10, 16, 17, 18 and 27 are the best for showcasing the monster variety with the mod.

Includes "No Rest For The Living" Episode!

 

Full Ultimate Doom Playthrough on Ultra-Violence (couple more videos before it's completed. SIGIL included.) I did use a Super Shotgun(using another mod) simply to make it more fun. There's a lot of monsters you won't see in Ultimate Doom, because all the added monsters will replace a specific monster. So no Doom II monsters means a lot less new monsters... Nevertheless, I enjoyed doing this one a lot!

And I also updated this mod between each episode.

 

Final Doom: The Plutonia Experiment MAP29 Odyssey of Noises

Doom II: MAP10 Refueling Base Different playthrough from the full Doom II videos. A lot of different monsters appeared.

(there's been multiple updates since I recorded these videos)

 


SCREENSHOTS:

Spoiler

 

Screenshot_Doom_20190522_201523.png.d9ffff98cd57492db38c08222d0423cb.png

 

Screenshot_Doom_20190522_201948.png.ec746dff237c0902d6e2cbe0223360e5.png

 

Screenshot_Doom_20190522_202131.png.cda16dfc0d30072245533ee491a65089.png

 

Screenshot_Doom_20190522_203006.png.0ba674fa563d046cab08ab30ee1ba11c.png

 

Screenshot_Doom_20190522_203626.png.e282aa5abcb95ddfcfc9755df6ff73db.png

 

Screenshot_Doom_20190522_203719.png.97e08afa7bb820a4db5587647e5a467c.png

 

 

 

 

 

 

This is FAR from perfect. That was never the goal. I just had a lot of fun making this.

I originally stopped working on this about 8 months ago. This week I decided to do couple minor tweaks to it, and finally share it.

EDIT: I have done a lot of changes since the release!

 

I made this the way I liked it.

Obviously thanks to every cool monster made by various people!!

 

I hope you'll have fun with it too!

 

ALL THE CREDIT GOES TO:

ID Software (obviously)

Raven Software

Everyone who have worked on any of these monsters.

Realm667

DoomKrakken and DoomKrakken's Monster Randomizer. I used it a lot to see how these things are done in Slade.

And huge thanks to Doomworld users: Tango, Bryan T and whatup876!! For helping me to fix couple issues with the mod. And great suggestions.

Edited by plynthus

Share this post


Link to post
1 hour ago, plynthus said:

I didn't know how I could have done that.

 

check out the Species actor property, it'll help you do exactly what you're looking for!

 

anyway, the mod looks cool :D I do love me some monster randomizers

Share this post


Link to post
1 minute ago, Tango said:

 

check out the Species actor property, it'll help you do exactly what you're looking for!

 

anyway, the mod looks cool :D I do love me some monster randomizers

Thanks for the info! I'll look more into this tomorrow. I'll post an update if I manage to make it work. Thanks.

Share this post


Link to post
Posted (edited)

I'm currently working on it. It's really easy fix. Thanks again Tango!

I tested in MAP12: The Factory. The red building that has a lot of imps inside it. They would pretty much all kill each other before.

But now nothing. So it's MUCH better now.

Monsters that replace monsters that already would infight with their own kind. I'll still let them infight with everyone of course.

 

UPDATE!(edit)

It's updated now. Some monsters have attacks that still can cause infighting, but I think it's rare enough.

 

On another subject...

Does anyone know how fix this?

I used to have a chance for D'Sparil from Heretic to replace Cyberdemon(not the most fitting, but I liked it).

The problem was that when you kill it. It will also kill every remaining monster in the map. In some maps that is a problem.

To my knowledge it should be something this DECORATE definition: https://zdoom.org/wiki/Classes:Sorcerer2

I just couldn't figure it out. It's not that important... But if it is an easy fix, I would want to do it.

Edited by plynthus

Share this post


Link to post

Well, from looking at the link A_Sor2DthInit "Kills all the monsters alive, friendly or not, and sets the calling actor's special1 field to 7. This is used to make D'Sparil's death animation loop several times" so just get rid of that.

Share this post


Link to post
21 minutes ago, Bryan T said:

Well, from looking at the link A_Sor2DthInit "Kills all the monsters alive, friendly or not, and sets the calling actor's special1 field to 7. This is used to make D'Sparil's death animation loop several times" so just get rid of that.

Thank you for your help Bryan T! I believe what you suggested for me to do would work.

The problem I have now is that I never added heretic monster decorates. I think they just are in zdoom by default. I only added sprites and sounds.

Now I have no idea how to remove something from those decorates. I also tried adding it manually as sorcerer3, but the game wouldn't start anymore.

 

Again if there's an easy fix, I would love to know. But it's not a huge loss if I can't make this work.

 

Thanks!

Share this post


Link to post
Posted (edited)

Okay, try this code and change the cyberdemon spawner accordly (Sorcerer1a). I haven't tested this but it should work fine.

 

Sorcerer1a : Sorcerer1
{
  States
  {
  Death:
    SRCR E 7
    SRCR F 7 A_Scream
    SRCR G 7
    SRCR HIJK 6
    SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SRCR MN 5
    SRCR O 4
    SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SRCR MN 5
    SRCR O 4
    SRCR L 12 A_ChangeFlag("SOLID",0)
    SRCR P -1 A_SpawnItemEx("Sorcerer2a") //A_SorcererRise
  }
}

ACTOR Sorcerer2a : Sorcerer2
{
  States
  {
  Spawn:
    SOR2 AB 4 NoDelay
    SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SOR2 DEF 4
    SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, FALSE, ATTN_NONE)
    Goto See
  Death:
    SDTH A 8
    SDTH B 8
    SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SDTH DEFDEFDEFDEFDEFDEFDEF 7
    SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SDTH H 6
    SDTH I 18
    SDTH J 6 A_NoBlocking
    SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SDTH LMN 6
    SDTH O -1 A_BossDeath
    Stop
  }
}

 

Edited by Bryan T

Share this post


Link to post
13 hours ago, Bryan T said:

Okay, try this code and change the cyberdemon spawner accordly (Sorcerer1a). I haven't tested this but it should work fine.

 


Sorcerer1a : Sorcerer1
{
  States
  {
  Death:
    SRCR E 7
    SRCR F 7 A_Scream
    SRCR G 7
    SRCR HIJK 6
    SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SRCR MN 5
    SRCR O 4
    SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SRCR MN 5
    SRCR O 4
    SRCR L 12 A_ChangeFlag("SOLID",0)
    SRCR P -1 A_SpawnItemEx("Sorcerer2a") //A_SorcererRise
  }
}

ACTOR Sorcerer2a : Sorcerer2
{
  States
  {
  Spawn:
    SOR2 AB 4 NoDelay
    SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SOR2 DEF 4
    SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, FALSE, ATTN_NONE)
    Goto See
  Death:
    SDTH A 8
    SDTH B 8
    SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SDTH DEFDEFDEFDEFDEFDEFDEF 7
    SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SDTH H 6
    SDTH I 18
    SDTH J 6 A_NoBlocking
    SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, FALSE, ATTN_NONE)
    SDTH LMN 6
    SDTH O -1 A_BossDeath
    Stop
  }
}

 

Thank you so much for this!!

It worked perfect! The download link is now updated. I also thanked you and Tango at the end of the original post.

I only wish I would have come here for help when I was originally working on this about 8 months ago. Would have saved me a lot of hours that didn't even pay out.

People here seem to be very willing to help.

Thanks again!

Share this post


Link to post
Posted (edited)

For now I don't have anything on my to do list for this mod.

If anyone plays this.. feel free to let me know of any problems you might have with this.

 

If the problem is that new monsters don't show up often enough... That was my goal. I wanted the game to stay Doom, but you would keep finding more and more new monsters to add to the experience. You can play through all of Doom and Doom II, and there still would be monsters you haven't seen yet.

That said... just because it was my goal. I know it doesn't mean that you have to like it.

 

I downloaded all the monsters from Realm667. Most of the ones I didn't add, either didn't fit visually(sure I kept many that didn't fit... but if I liked them enough to keep them) or gameplay wise. I also nerfed and resized many of the monsters to fit Doom better. So if you want me to add a monster... I most likely have tried it already.

Unless they're new of course. Haven't checked for any new ones since I downloaded them about 8 months ago. So suggestions are still welcome!

 

(edit)

I didn't know you could scroll the realm667 bestiary by "Modified Date". I'm currently checking if there's new monsters that I would like to add.

Edited by plynthus

Share this post


Link to post

Come to think of it I think simply replacing "Sorcerer2" would've sufficed without having to alter Sorcerer1, not that it matters. If the code works that's all that matters. If you're as curious as I you can change one line and spawn Sorcerer1 to see.

 

ACTOR Sorcerer2a : Sorcerer2 replaces Sorcerer2

 

Share this post


Link to post
11 minutes ago, Bryan T said:

Come to think of it I think simply replacing "Sorcerer2" would've sufficed without having to alter Sorcerer1, not that it matters. If the code works that's all that matters. If you're as curious as I you can change one line and spawn Sorcerer1 to see.

 


ACTOR Sorcerer2a : Sorcerer2 replaces Sorcerer2

 

It worked! Like you said, not that it matters.

Because gameplay is exactly the same either way.

 

I'm still keeping Sorcerer1a because I also added "Species Cyberdemon" and "-NO TARGET" so that it would infight with everything except Cyberdemons, or any monster that replaces Cyberdemon. But I removed the "States" part of the code.

 

I won't update the download link for this until there's some changes that affect gameplay.

 

Thank you again!

Share this post


Link to post

Simply having them share the same species is good enough to avoid damaging and infighting each other (aside from radius damage but since this guy has NORADIUSDMG that's not a concern). NOTARGET makes it so other monsters can't fight back like the archvile has by default. Not sure if that's what you were going for but figured I'd mention it.

Share this post


Link to post
6 hours ago, Bryan T said:

Simply having them share the same species is good enough to avoid damaging and infighting each other (aside from radius damage but since this guy has NORADIUSDMG that's not a concern). NOTARGET makes it so other monsters can't fight back like the archvile has by default. Not sure if that's what you were going for but figured I'd mention it.

You are right about that!

I think I didn't make it very clear what I meant.

Both Sorcerer1 and Sorcerer2 has "+NOTARGET" by default. So I added "-NO TARGET". I didn't know that changing the + to - would work until I tried it. Now they can fight other monsters and also can be fought back. Which is the way I wanted.

Share this post


Link to post
Posted (edited)

I made a separate version just for fun that removes all of the regular Doom monsters, and only has the new ones. It's a lot more chaotic and the balance suffers a lot. But it can be a lot of fun! DOWNLOAD link for the latest version in the original post.

(Edit: In hindsight taking away the original monsters completely was unnecessary. I should just make them very rare. Future versions will have that.)

 

And I've been updating the link for the mod with new versions few times.

I finished a full Doom 2 playthrough today, and wrote a big list of changes I needed to make.
Did all those(fixing and balansing) and then went through all of the monster decorates, and made a lot of changes. Just trying to make cheap deaths as rare as possible... But this is a monster randomizer, so it can't be 100% avoided.


All these changes aren't necessary for these monsters normally. Like if they're being used in a map specifically designed to have those monsters in specific settings. But I must think about all the possible situations in the original maps. It can cause too much trouble if an enemy that doesn't shoot is replaced by something that does. Those are more rare and I've altered their health, pain chance and other stuff. Or if a non-flying enemy would be replaced by a flying one. Those are also rare.

 

Also I have a question for anyone who might know about this:
Is there a way to import Wolfenstein 3D enemies to Doom?

Not directly from the original game. I know it's a different engine. But remade versions for Doom. Kind of like in Wolfenstein 3D TC.
There probably is a way to take them from Wolfenstein 3D TC, but I assume those are not for free use? 

 

I'm asking because I would love to add some of them to replace the Wolfenstein SS soldiers, even if they're only in 2 maps in the official iwads.
Currently nothing is replacing them.

Edited by plynthus

Share this post


Link to post
Posted (edited)

EDIT: This post had a code related question. But I found the answers on my own so I removed the text... Was a long one.

Edited by plynthus

Share this post


Link to post
Posted (edited)

A big update here! Over 40 added monsters(here's a video showing all the new ones), so now there's about 180 in total. And also did a lot more changes again:

Spoiler

(some of the changes)

I also added few extra power-ups which are very rare. For example 1 out of 30 SoulSpheres will be replaced by LifeSphere which gives you 300 health. I want to keep this specifically as a monster randomizer, that's why I'm only adding a few and keeping them very rare.

 

Also you should get more ammo now. Enemies that replace ShotgunGuys and ChaingunGuys used to drop a "shell" or "clip", if they didn't drop a shotgun or chaingun.

Well, shotgun gives you 8 shells, and "shell" gives you only 4. So now they most of them will drop 2 "shells". And enemies that do drop a shotgun, but have noticeably more health than the original ShotgunGuy. They will drop an additional "shell" on top of the shotgun. Same idea with the ChaingunGuy. They will drop more "clips" than just one.

And I also did a lot more balancing on top of that... Especially with the new added monsters.

 

I know it's quiet in here, but the mod has been downloaded for close to 200 times overall... Which also isn't too much, I assume.

But I still think that I should make a new post if I have something bigger to update.

And this is probably the last big one. Hopefully not... I've enjoyed this more than I thought I would!

 

I hope you'll have fun with mod!

 

Thank you for all these great monsters! To everyone who has been involved in making them. I wouldn't have been able to make anything like this without you.

 

 

EDIT:

The big update was June 25th. I uploaded another one today June 26th. Added 3 more monsters(including one to replace Spider Mastermind), 2 power-ups(still rare), and a lot more changes that will affect the gameplay in a good way, I believe.

Edited by plynthus

Share this post


Link to post
Posted (edited)

I'm going to give this a whirl today. I do think this needs a better name. Vanilla Doom Plus is too vague.

I think you'll have a better reception if you post this on the zdoom forums.

Edited by Bryan T

Share this post


Link to post
Posted (edited)

Thanks Bryan T!

 

Yeah, I agree the name is not great. "Vanilla+" was the temp title, and when I released it, I changed it to "Vanilla Doom Plus".

Other names I had in my mind were something like "Monster Closet 667", because most of the monsters were downloaded from Realm667. Or something else with "Monster Closet" in the title. But I want a name that tells the player that this is a more subtle randomizer. So I chose Vanilla Doom Plus(which of course doesn't really say anything about being a monster randomizer).

I'll think about it for sure!

 

And thanks for recommending zdoom forums! I'll look into it soon. Probably when it's time for the next update.

I never thought this would get much attention anyway. All I want is that people who would like this kind of monster randomizer would be able to find it easily.

 

And thanks again for your help with the problem I had with D'Sparil!

Share this post


Link to post

I tried this mod for a while and i like the idea of it, but i got some questions.

* Was this inspired by Colorfull Hell but with the idea of it being less OP compared to CH?

* Did you made this with weapons mods in mind? I mixed your mod with Dakka for example and its berserk replacing power up was gone. (i got regular berserk when Dakka had its own berserk replacement)

* Have you ever thought of an options menu for the mod? Like whether or not someone wants enemies replacing props or new power ups or even costumization for the overall difficulty. (like messing around with spawn chances for example)

* In case you couldn't figure out how to do options/CVARs, is that why you made alternative versions of the mod?

 

Share this post


Link to post
Posted (edited)
15 hours ago, whatup876 said:

I tried this mod for a while and i like the idea of it, but i got some questions.

* Was this inspired by Colorfull Hell but with the idea of it being less OP compared to CH?

* Did you made this with weapons mods in mind? I mixed your mod with Dakka for example and its berserk replacing power up was gone. (i got regular berserk when Dakka had its own berserk replacement)

* Have you ever thought of an options menu for the mod? Like whether or not someone wants enemies replacing props or new power ups or even costumization for the overall difficulty. (like messing around with spawn chances for example)

* In case you couldn't figure out how to do options/CVARs, is that why you made alternative versions of the mod?

 

 

whatup876

 

* For the longest time I played Doom without any mods. I still do for the most part. So when I first learned and got interested in the idea of monster randomizers, custom enemies etc. This is the type of randomizer that came to my mind. And was something I really hoped to find. I tried a lot of them including Colorfull Hell. I'd say it's as much inspired by it than the others. It was a fun one definitely, but I didn't play with any of them long until I started making this.

 

* Personally I wanted just a monster randomizer with the original weapons. I think the weapons in Doom are so perfect. Of course I want anyone who plays this to play the way they want. I specifically wanted this to be balanced in a way that you could beat the original games(even 100%) without adding anything else. Still needs more work, but for that I think it's working very well already.

1 out of 30 berserks is replaced by a power-up that is basically berserk and souldsphere in one(recent addition). That's probably why it showed up normally when you tried.

 

* I learned as I went when making this mod. When I started. If I had to nerf an enemy, lowering their health was pretty much all I was able to do. As I didn't understand much and everything felt overwhelming at the time. So I believe I thought about an options menu and immediately was like: "No... I could never do that." And haven't thought about it since.

I've learned a lot since then. That's why I'm adding some enemies that I originally thought would be too OP even when they had lower health.

But options menu? Still unknown territory to me. But you definitely got me interested in the idea! It would be great to have that. Because I'm sure there are a lot of people who don't agree with the choices I've made here.

 

So far the Power-Ups make sence for the most part. Like 1/30 SoulSpheres is replaced by item that gives you 300 health. Same with armor. That's the reason I ended putting them in. But being able to turn them off would be a great option to have.

 

* I made the alternate versions because I think some people might think this is too tame. Not enough new monsters appearing.

I didn't even think about the possibility of an options menu when I first made them. But I'll definitely be looking into it. Might take awhile though... I am learning, and not 100% sure where I should begin. I hope I'll get somewhere with it. It would definitely replace the alternate versions completely!

 

Do you know if any other randomizer has done options menu like that?

Looking into that kind of mod in Slade would help a lot. It's always interesting and easier way to learn when you see good examples of how that kind of things have been made.

 

Thank you!

Edited by plynthus

Share this post


Link to post

i know Colorfull Hell and MetaDoom (Which also has some monster randomization in it and balance around it) have options menus.

 

Colorfull Hell has options for behaviour changes, which classes of enemies are on/off (Such as black/white/grey/FIREBLU/EX/abyss/cyan monster classes) or how bonuses drops work.

 

Because CH ranks enemy tiers with colors, the more powerfull ones are optional.

 

MetaDoom on the other hand can let you completely randomize the monster spawns (Since otherwise the mod tries to be balanced around monster randomization), turn off certain monsters and turn off certain behaviours in case they break maps.

And also optional Wolfenstein SS/Commaner Keen/Props replacements and how gore/blood works.

 

I think the issue with one or both mods is if they use ZScript or at least a different code from your mod.

 

Share this post


Link to post
Posted (edited)

Thank you for the answers! Very interesting stuff.

 

I meant to remove my question by editing the comment, because I tested Colorful Hell after asking you. But I didn't know about MetaDoom. Going to check it out too.

 

I actually got a lot more done yesterday than I thought.

About first 1-2 hours was a lot of trial and error. Nothing was working. Then I started to understand little better how it works.

I used Colorful Hell and Custom Doom to learn.

 

I got on/off settings done for example "Power-Up Replacers" and "ShotgunGuy Replacers". And they work.

For ZombieMan Replacers I did "On", "Off", "More"(more likely for the custom monsters to appear), "Replacers Only". They all worked and that's what I would do to each monster. Still have to do more testing before going through all that trouble.

 

One weird side effect did occur..

I have a test map for this mod. It has rooms that each are filled with one enemy type. There's two switches in front of it. Other kills all the monsters in the room, and the other makes them respawn. That's for testing to see how often all the monsters actually appear in the game. Been very helpful.

 

Now as soon as I did this menu thing. Every now and then when I press the switch to make them respawn. The original monsters(only the original) appear as nothing.

But no matter how many times I restarted they always appeared at the start of the level. So it has something to do with the respawning thing.

So in vanilla maps it wouldn't be a problem, but in scripted things it could. Stayed up way too late trying to figure it out.

That's one thing why I got to do more testing and stuff before doing this to all the monsters.

 

The downloadable version hasn't been updated. I'll update it as soon as I think it's ready.

 

And yes I wrote all that also hoping that anyone who reads it might have some idea what's the problem. I haven't been messing with SpawnID's... on purpose at least.

 

And thanks again whatup876! For the idea and helpful information.

 

 

EDIT:

I figured the problem. And not only did I fix it, but also managed to make the whole thing a lot more simple.

Now I just got to do it for all the monsters. If everything goes well, I'll probably get it done during this weekend and update the download link.

Edited by plynthus

Share this post


Link to post
Posted (edited)

I got all this "finished" today and the actual spawning itself seems to work perfect:

1816854541_Replacersettings.jpg.db9ffd871b14fb1840fac5221b7bd60a.jpg

 

But I encountered a big problem, which unfortunately was something I didn't notice in my test map. Only when I tried this in the actual game.

 

I also posted this on Zdoom forums, because I've tried everything:

 

Here's code directly from the decorate:

 

ACTOR ZombiemanReplacer replaces Zombieman
{
states
{
Spawn:
POSS A 0
Goto Scripted
Scripted:
POSS A 0 A_JumpIf(CallACS("CH_ZombieReplacer") == 0, "Off")
POSS A 0 A_JumpIf(CallACS("CH_ZombieReplacer") == 1, "On")
POSS A 0 A_JumpIf(CallACS("CH_ZombieReplacer") == 2, "More")
POSS A 0 A_JumpIf(CallACS("CH_ZombieReplacer") == 3, "ReplOnly")
POSS A 0
Goto On
Off:
POSS A 0 A_SpawnitemEx("Zombieman2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG) //Replacers Off
stop
On:
POSS A 0 A_SpawnitemEx("ZombiemanDefault",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG) //Default
stop
More:
POSS A 0 A_SpawnitemEx("ZombiemanFrequent",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG) //Replacers more frequent
stop
ReplOnly:
POSS A 0 A_SpawnitemEx("ZombiemanReplacers",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG) //Replacers Only
stop
}
}

ACTOR ZombiemanDefault: RandomSpawner
{
    DropItem "Zombieman2" 255, 2
    DropItem "ZombiemanReplacers" 255, 1
}

ACTOR ZombiemanFrequent: RandomSpawner
{
    DropItem "Zombieman2" 255, 1
    DropItem "ZombiemanReplacers" 255, 5
}


"Zombieman2" being the regular zombieman. "ZombiemanReplacers" is ACTOR that is also a RandomSpawner, which has all the custom enemies in it.
I can't seem to get the "SXF_TRANSFERAMBUSHFLAG" to work with this.

Enemies that are supposed to be "deaf" aren't anymore.
Only when I set it to "Replacers Off" it works. Because I put the actual ACTOR name "Zombieman2" to "A_SpawnitemEx", and not another randomspawner.

 

I didn't have this problem before I made the menu options.

 

Is there anything I can do?

 

The RandomSpawners automatically carried the AMBUSH FLAG before... And "A_SpawnitemEx" also carries it if you use "SXF_TRANSFERAMBUSHFLAG".
But when I use both, it doesn't work anymore. Everything spawns as they should! They're just missing the "Ambush" flag.

 

I'll continue to try to make it work tomorrow.

But any help would be great!! I've spent hours trying to make it work. I am still new to this stuff.

Share this post


Link to post

I don't know how to exactly help but in these forums, you could find someone that can.

I hope this turns out well.

 

Also, do you have a link to the ZDoom thread you've made?

Just wondering.

Share this post


Link to post
Posted (edited)

Zdoom forum link

Just asking the same question there. I might not be able to make it work this way after all...

It's really dissapointing because I was so happy how well it worked until I noticed the problem. It would have improved the mod A LOT!

 

I will at least make on/off options for the replacers of each original monster. And keep the Power-Up and Misc. ON/OFF which already works as they should. And I will thank you whatup876 for suggesting these to me.

 

Currently it looks like if I also want to keep the options for "Frequent" spawns and "Replacers Only". The monsters would lose the "Ambush Flag". As in enemies that are supposed to be deaf, aren't anymore. That's a big problem... Too big.

 

And also if I want to keep the properties of the random spawners(spawn chances of each different enemy types). Which also is very important to this mod.

I can't use an alternate solution that I know of.

 

Also just making the ON/OFF switches became more complicated... At least slower to do. But at least I know a way I can do that.

 

I'll still look more into this. Any alternate ways to do this even if I had to do the menu stuff from scratch. I just really loved how it worked until I noticed the problem. It would have been very easy to add even more spawning options.

 

The updated version might not be ready this weekend after all. If the problem hadn't occured it would have been ready yesterday with all 4 spawning options.

 

 

Also to anyone who plays this. I know that this recently added enemy might be a problem:

Spoiler

Screenshot_Doom_20190629_203051.png.054b25b4075ab216256e81ffdcbff475.png

PyroSuccubus

I used it as a Cacodemon replacer. But it doesn't fly often. I'll be doing something to it. I like the design. Either I'll make it fly more, or it will replace another monster.

 

 

 

UPDATE JUNE 30TH:

(download link updated)

Spoiler

Added few menu options(for now), added 2 more enemies, 1 power-up, and added couple ammo kits to replace certain ammo drops. Also made an enemy that replaces cacodemon to fly all the time, because it used to fly only occasionally.

529444825_Replacersettings2.jpg.7424cfaf429152b1bdb3f8b8dc63b84f.jpg

 

Edited by plynthus

Share this post


Link to post

I just downloaded the last version of the mod and tested it with Combined Arms, turned off item/prop replacers from your mod and noticed something:

* In ZDL (the launcher i used) if you put the weapons mod before Vanilla Doom Plus, some items are changed to vanilla Doom, even the berserk. (similar to what happened with Dakka)

* But then i changed the mod load order (Vanilla Doom Plus first THEN Combined Arms) and i started seeing the proper CA items in my playthrough.

 

I guess the order can affect this, but at least i found a solution for this weird item replacement thing.

 

Meanwhile, there was this specific part in map 2 where i found an invisible, yet solid object that can almost block paths and when i hit it, i got a sound that plays when the axe hits actual enemies.

My personal theory is that the invisible object that i'm hitting might be something related to gibs from an enemy. (or even an actual dead enemy, who knows)

And that dead pinky, if i recall, might be the blind Pinky.

 

Screenshot_Doom_20190701_185921.png

Share this post


Link to post
Posted (edited)

whatup876

It probably is BlindPinky. It happened to me once or twice. But the weird thing is that I couldn't replicate it. And when it happened it was only blocking from one side.

I checked the DECORATE of that monster, and the function "A_NoBlocking" was missing from its "death" section. But even so it almost never does that.

I added it there just in case now. It'll be there with the next update! That kind of thing can break a level.

Thanks for reminding me! I was supposed to fix it earlier.

 

Also I know what's causing the Berserk problem, but there's not much I can do about it.

RandomSpawner replaces the original Berserk. So I have to make a copy of the original Berserk. It's simply called "Berserk2".

The random spawner chooces between Berserk2(the copy of the original) and a custom power up.

So in this mod the original Berserk is now that random spawner.

And when you see the original Berserk in the game, it's actually Berserk2.

Same applies to all the original monsters as well. Zombieman2, ShotgunGuy2 etc.

Even when you turn of the Power-Ups they're still Berserk2, Soulsphere2 and so on.

Because the originals are replaced by the randomspawners.

 

And I assume the mods you're using are doing similiar things. If they're not using randomspawners, they're still also replacing the original by something else.

Anyway.. you said you got it working, so that's great!

 

Hope it works well.

 

 

It's updated now!

-The issue with BlindPinky should be fixed now.

-And changed the menu texts little bit. - No new options yet.

Edited by plynthus

Share this post


Link to post

I love to play with Monsters replacer so far I am enjoying "saegiru_enemyspawner" . I want to definitely I will check your mod out. However, I am not interested in playing Vanilla doom at all, since I played doom since Snes,psx and PC forms all those years that was all vanilla. I would like to make a small request. Since now I just want to play gameplay changing mods like project brutality and Brutal doom, I would love and i bet a lot people would too, to have  your version of monster randomizer to work as a Universal enemy spawner with YOUR NAME ON IT! not this Vanilla+ misleading naming convention you have done.... use this as example "plynthus__supercoolenemyrandomizer". Add any naming you find supercool and funny to you, since this will be your mark for years to come... As universal add on I can play this Project Brutality and Brutal doom or any other gameplay changing mod and have blast with your randomizer. That said this Vanilla+ name I have seen it before and was put off immediately by the name. I am pretty sure you get more audience if you state your name with whatever you want. 

 

THANK YOU FOR CREATING THIS MOD!!!

Share this post


Link to post

For first I want to say thank you for your effort and congratz to a cool mod, but anyway If it's not contabile with Brutal doom /project brutality, it's kind of worthless definetly for me, so please in next version focus on letting classic monsters and their variants to BD/PB and just add a new types just like saegiru did. Thanks. 

Share this post


Link to post
Posted (edited)

cjmax1

 

Thanks!

I am not very familiar with Brutal Doom or Project Brutality. I've always preferred Doom without mods. Usually just maps.

But I am open to trying to make this mod more compatible in the future. As long as I don't have to compromise the things I've done. And would still play the same in vanilla.

 

But I'm too busy right now. My to do list is pretty big. So I'll be looking into it a little later.

 

As for the name.. Bryan T also said I should change it. And I agree.

I don't think I want to have my "name" with the mod though. And "supercoolenemyrandomizer" would also give the wrong idea. I know you meant something in that direction and not exactly that.

By default settings this randomizer is more subtle. And I want a name that hints in that direction. We'll see what happens in the future.

 

If you haven't checked this one out yet. I'd recommend to wait until the next update. Tomorrow probably.

Because currently there's no settings for spawn chances. But after the update each monster are going to have about 7(varies on monster) settings.

Most monsters are going to have these settings:

Spoiler

1662591032_menuinfo.jpg.2bdeb99d839f0e387deace84e3e6f56e.jpg

 

menu.jpg.00ff635028158f655e5ec2fe26b5e5c9.jpg

 

It's going to change the mod for the better quite a bit.

 

I just got to finish it now. And do enough testing before releasing it!

 

Thanks again!

Edited by plynthus

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×