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

plynthus

Members
  • Content count

    30
  • Joined

  • Last visited

About plynthus

  • Rank
    Green Marine

Recent Profile Visitors

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

  1. plynthus

    Doom 1-3 on the Switch?!

    When it comes to gameplay(in Doom and Doom II at least on Xbox One and Switch versions) I think there's something very important missing. Quick access to different weapons. Scrolling through all the weapons one at a time is way too slow for Doom games. The d-pad does nothing. There's no reason not to assign those for different weapons. You only need the 4 d-pad buttons. Xbox Live Arcade versions did that. If I remember correctly one was for Fist/Chainsaw/Pistol, one for Shotgun/Super Shotgun, one for Chaingun/Rocket Launcher and one for Plasma Rifle/BFG. And it worked perfect. I played Doom 1 yesterday and for example I kept shooting Demons and Spectres that I normally would punch or chainsaw, because it's too slow to switch. I know this has been mentioned but I’m also wondering what is reason for No Rest For The Living episode not being included. Still happy to see the master levels in there!
  2. plynthus

    SIGIL - New Romero megawad [released!]

    I received my Standard and Beast Boxes yesterday. My Beast Box number is as high as 1346. No wonder it took a while to send these out.
  3. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    UPDATED JULY 5TH: REPLACER SETTINGS now has A LOT of different spawn chance options! A missing options is included as an extra .pk3 file. This one comes with a problem: Thanks again whatup876! If you hadn't asked about adding menus to this. I wouldn't have done this, at least for a while. It was a fun challenge for sure! I just hope I can fix the "missing options" problem at some point. EDIT: NEW UPDATE JULY 7TH -Basically the same things, but done better. And I added an option to turn ON/OFF Demon/Spectre/Lost Soul replacers with long range attacks. (check the original post)
  4. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    I spoke too soon again... The Ambush flag issue is fixed now. But +BossDeath doesn't seem to transfer. Meaning after you kill the Barons/Baron replacers in E1M8 for example. Nothing happens. Or after killing Cyberdemon or it's replacer in E2M8. At least I think +BossDeath does that. Adding +BossDeath and A_BossDeath manually to each Baron or Cyberdemon replacer didn't help either. Worked fine when it was just RandomSpawner. But to have the spawn options the way I have. Now it's SpawnItemEx, which spawns the RandomSpawner, which spawns the monster. Here's a short video demonstrating the problem in E1M8 and E2M8. If you want to mess around with the broken version. Download here. (right-click and “save as”, if the link doesn't work) All these settings are working for all the monsters in it: Only the boss levels are a problem right now. As well as Dead Simple with Mancubus and Arachnotron triggers. I'll update the main download link as soon as this is fixed. Help would be very welcome, as I currently don't know how to fix it. Also no need for alternate versions after this has been fixed. Edit: I think the +BossDeath transfers fine after all. Problem is because GZDOOM probably doesn’t count the replacers as Barons or Cyberdemons anymore. Because the “replaces baronofhell” is not on the randomspawners themselves anymore. I'm working on a temporary solution. Hopefully it's only temporary. Baron of Hell, Mancubus, Arachnotron, Cyberdemon and Spidermastermind aren't going to have any extra settings unfortunately. Two different ways I've tried to include the settings for them so far. 1. - caused them not to trigger their special triggers at all.(the video shows this one) 2. - caused their special triggers happen immediately.(for example e2m8 ended as soon as you entered the map) The second would be a small-ish price to pay to include more settings for Baron, mancubus and arachnotron. because those don't end the level immidiately. But with the second option I would have only been able to add "Default", "Replacers Only" and "Off" settings. And it's a lot more work to do than the first way. So I'm putting the options for those enemies on hold right now... It's really annoying though, because the problem only affects few maps. But it does break them. I'll upload that version tomorrow July 5th, unless I encounter more bigger problems while testing.
  5. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    Weeabooscumbags I kind of answered also to what you said in my previous post for cjmax1. I'm sorry, if it's not for you. I know there are a lot people who only play with those mods. I made this the kind of mod I would like to play. And released it hoping that people who also prefer more vanilla type gameplay would enjoy it. Making it compatible for those mods is not going to be my first priority. Any extra mods with this might or might not work. But like I said in the previous post. I am definitely open to it. As long as I don't have to sacrifice anything. And would still play the same without extra mods. And I'll look into it in the future. Not in the next version though. As soon as I finish those menus I want to update the mod, because it's going to be a big change. Thank you!
  6. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    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: 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!
  7. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    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.
  8. plynthus

    GZDOOM Heretic/Hexen Automap question

    (not important anymore)
  9. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    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: 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)
  10. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

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

    GZDOOM Heretic/Hexen Automap question

    (not important anymore)
  12. EDIT: "Automap Options Draw Map Background - Off That's it! I can't believe I missed it. Would delete the post if I could." Original question:
  13. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    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.
  14. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    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! Thank you!
  15. plynthus

    VDP-MonsterRandomizer - UPDATED AUGUST 12TH

    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!
×