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

plynthus

Members
  • Content count

    63
  • Joined

  • Last visited

1 Follower

About plynthus

  • Rank
    Mini-Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I used to play on Hurt Me Plenty when playing something for the first time. I still do when it's a WAD I think I'll be playing more than once. Different difficulties can add a lot of replay value for being so different in many cases. Sigil II is a great example of this. The Cyberdemons in every level(+other changes) on Ultra Violence made it feel like a whole another experience after playing it on Hurt Me Plenty first. But for few years now I've mostly used a mod called "Custom Doom". Usually when I play something for the first time I set player "Damage taken" to 75% and play on Ultra Violence. Then if it feels too easy or hard I can adjust it at any point. I recommend this a lot if you want to enjoy having all the monsters and stuff of UV difficulty, but not have it be too rough. In my opinion maps are usually more fun when you have all the monsters of UV and above. These were just my examples. Same applies to lower difficulties as well of course.
  2. Take the first damage from hurt floors always after certain amount of time spent on it (same amount you have between each time you take damage on a hurt floor). Instead of depending on current tic of the game. So you could cross smaller hurt floor sectors consistently without taking damage.
  3. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    Hi Diagnosis404, Glad you like the mod. I wouldn't say this is the final version. I don't think I'll ever just decide that this is it and wouldn't come back to this anymore. I know this break has probably been the longest one so far. I've even had that "spawn any monster" feature almost done for almost 2 years now. But unfortunately I haven't gotten back to it yet. I believe I'll get back to this at some point. It just hasn't been the right time yet. I'd say the next update is still months from now. Because I'm currently not working on it and it's hard to say when I will. But once I do it shouldn't take long.
  4. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    +Currently an unfinished feature as a bonus(updated September 6th)
  5. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    New update with 30-40(depends if you count all variations) new monsters. Including multiple very rare ones. Bunch of new settings, tweaks, fixes etc. VIDEO UPDATE Details: MAKE SURE TO NOT LOAD VDP-NeutralMonster.pk3 ANYMORE If you have downloaded the August 26th version of the main mod file. It's an in-game setting now and the VDP-NeutralMonster.pk3 is outdated.
  6. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    This works. Download this file: VDP-Disable_PowerUpReplacers.pk3 Then load in this order: 1. VDP-MonsterRandomizer.pk3 2. VDP-Disable_PowerUpReplacers.pk3 3. Lambda_Code.pk3(or the other one) If I find a way to make it compatible without a separate file, I'll include it in future updates. But this works well too.
  7. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    I tried with Lambda. To my surprise load order didn't fix it. I was fairly confident that was the only problem. Right now I'm not sure how to fix it. Don't understand why it prioritizes VDP for power-ups, regardless of the load order. Also wonder if it's only these two mods. Or any mod that replaces power-ups. I've been working on another update. I'll try to look into this again before that's out. Maybe I'll come up with something I could do. Can't promise results, but I will try.
  8. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    Power-ups also are rarely/randomly replaced by new power-ups. So berserk being affected by this mod is intended. But maybe a different mod load order could fix it. Whichever mod you load last should overwrite the previous mod in cases like this. Like when both mods try to replace the same object by a different thing. The mod that was loaded after will be the one to replace it.
  9. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    One more update for now. No new monsters this time. But this increases compatibility with a lot of wads that use more advanced map formats. Details: This change also makes this mod work only on GZDoom 4.7.0 or newer. If you're using an older one you can load this with the main mod file: VDP-OldGZ_Compatibility.pk3 VDP-NeutralMonsters was also updated.
  10. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    EDIT: This is fixed now! If you see "July 17th 2022 version" in the replacer settings menu then you have the fixed version. This was the problem with earlier versions: Okay apparently there also is a problem with Map Specials with newer versions of GZDOOM. The same problem happens even with the older versions of this mod. So no need to avoid downloading the new one. details:
  11. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    Glad to hear you that from you. Yeah I liked it too. That was the first one I downloaded and messed around with before I decided to do an update. It's also good because Arachnotron doesn't have too many replacers. I also really like the updated monsters as well. Like SuperDemon's new sprites and attacks make it much nicer in my opinion.
  12. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    To anyone who downloaded the latest version(July 16th): If you're ever planning to use other mods with it. Please re-download it. I had removed a line of code which I thought was meaningless. But when I tried to load it with autoloads on. All the monsters were default ones. So it has some compatibility issues which shouldn't be there. It's fixed now. Really sorry about this one. (VDP-NeutralMonsters.pk3 didn't have this problem)
  13. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    New update. There's also been couple smaller ones between this and my last post. VIDEO UPDATE
  14. I remember reading comments of people saying it’s going to be full 32 maps. I didn’t believe it until I heard John say it himself. I think it must have been the anniversary stream where he played Knee Deep in the Dead. But the comments were before that though. Probably in the Sigil 2 post here in Doomworld. I was going to check but I can’t find the stream on twitch or YouTube.
  15. plynthus

    Quake Remastered

    This video shows very well in detail what's the problem with the analog dead zones and turn acceleration. These added as options would be so helpful. I also tried changing the dead zone settings through console on PC. (in_joystick_laxisdeadzone from 0.24 to 0.1 in_joystick_raxisdeadzone from 0.265 to 0.13) Already felt so much better! Still very playable and so much fun even with the default settings. I've played through almost everything already.
×