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

plynthus

Members
  • Content count

    60
  • Joined

  • Last visited

Everything posted by plynthus

  1. DOWNLOAD "Vanilla Doom Plus" -monster randomizer 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 It's an in-game setting now and the VDP-NeutralMonster.pk3 is outdated. Unfinished bonus. Adds "Spawn Any Monster" menu: VDP-SpawnAnyMonster(unfinished).wad Load this with the main mod. Load order shouldn’t matter here. I'll add this to the main mod file once it's completed and tested properly. More details: UPDATE INFO August/September 2022: PREVIOUS UPDATES: COMPATIBILITY: This monster randomizer currently has almost 300 added monsters. Every monster has a specific set of monsters that can replace them. And monsters that belong to same group mostly shouldn't infight each other. Unless the original monster already does that, like Lost Souls and Zombies for example. By default settings this is still a very "subtle" randomizer. The original monsters appear more often. To keep better balance. And also to keep surprising players with custom monsters they haven't seen yet, even after days of playing. But there is "Replacer Settings" menu where you can customize the spawn chances to your liking. How often each original monster is replaced by custom one etc. Some decoration objects also will rarely be replaced by stationary monsters and mimics. And some Power-Ups will rarely be replaced by custom ones. These can be turned off in the "Replacer Settings" menu. The goal of this mod was to make a monster randomizer that only adds monsters(I did later add the few optional custom power ups). The kind of randomizer I would like to play. The "Vanilla Doom Plus" was supposed to be a temporary name. As it can be a little misleading. I wanted more monsters + vanilla gameplay. That's why I called it that. But it's not like other people need to play that way. You can play any way you like. However I've tried to balance everything to vanilla gameplay(by default settings). Now I mainly call this VDP-MonsterRandomizer. Which also might change at some point. Originally I had no plans to make a mod myself. I was just trying to look for a mod like this, and I couldn't find one. So I started editing "DoomKrakken's Monster Randomizer". And I really liked what it started to shape into. Then I decided to start from scratch. So that I can also share this with everyone, in case anyone else was interested in this kind of randomizer. A lot of changes have been made to most of the custom monsters to make them fit better. I want monsters to be about as dangerous as the original monster they're replacing. Some deal more damage, but have less health etc. Some noticeably stronger/weaker ones are usually more rare. If you're playing Doom 1 and want even more monster variety. There's a menu called "Monster Mixer" in the "Replacer Settings" menu. You can mix some Doom II monster replacers with slight alterations into Doom 1 for specific monsters. It will make things harder as well. This mod works on GZDOOM: with DOOM, ULTIMATE DOOM, DOOM 2 and FINAL DOOM. And should at least work with any mod that only adds maps. VIDEOS(mostly using much earlier versions of this mod): SCREENSHOTS: I've had a lot of fun making this. Thanks to every cool monster made by various different people! I hope you'll also have fun playing with this! THE REAL CREDIT GOES TO: -ID Software -Raven Software -Everyone who have worked on any of these monsters(monster info and credits are in the .pk3 file itself) -Realm667 -DoomKrakken and DoomKrakken's Monster Randomizer(I used it a lot to see how these things are done in the beginning) -And huge thanks to Doomworld users: Tango, Bryan T and whatup876//Someone64(who also made this compatible with Corruption Cards mod)! For helping me to fix couple issues with the mod. And great suggestions.
  2. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    +Currently an unfinished feature as a bonus(updated September 6th)
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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:
  9. 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.
  10. 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)
  11. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    New update. There's also been couple smaller ones between this and my last post. VIDEO UPDATE
  12. 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.
  13. 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.
  14. plynthus

    Quake Remastered

    On controller the weapon wheel and D-PAD have the opposite order for left and right weapons. (weapon wheel left = nail gun, d-pad right = nail gun) Would be nice if they were the same or we could rebind the D-PAD weapons. I’ve been using both actively and works really well overall. But it’s easy to get confused every now and then. Other than that and the analog dead zone thing(X-Box one version). It’s easily been my favorite way to play this game.
  15. plynthus

    Quake Remastered

    I tested for little bit on Xbox Series X(which currently is the x-box one version) and on PC. Both with a controller. On the Xbox version it feels like the dead zone for the analog is too big. Making aiming harder. On PC it felt noticeably better with the same controller. I hope there will be an option for dead zone in the future or something Other than that this feels amazing. So happy to have Quake like this! edit: tested the switch version on pro controller. doesn't seem to have that issue. felt great.
  16. Does anyone have an idea why my "GAMEMAPS.WL6" file does not work when I load it in Wolfenstein 3D with ECWolf? It has an unfinished level in episode 1 map 1 slot. And for some reason it does work with Spear of Destiny with ECWolf. And through dosbox it works with the original Wolf3D.exe. These errors happen when starting the game, and it crashes before main menu: I had used ChaosEdit to make it. And it was the original GAMEMAPS.WL6 file from Wolfenstein 3D, not from Spear of Destiny. With a new unedited GAMEMAPS.WL6 file I can make changes to it and it still works. Just asking if this is a common issue. And there's a simple fix. Not planning to do anything bigger than a map or two for fun. And maybe it works if I just start over. But would be nice to know in case it happens again. UPDATE: I got it working by exporting the map into .MAP file. Then I copied an unedited GAMEMAPS.WL6, opened it with chaosedit, and then imported the map into that one.
  17. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    I haven't created these monsters myself. Most of the monsters are from Realm667. I only edit them a little bit(mainly stats and behaviour). Some more than others. But stuff like creating sprites, sounds and such isn't something I could do well at all. I do like the idea of having Quake monsters in Doom form. But haven't seen them available anywhere. Thanks for the suggestion.
  18. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    Sorry for late reply. Is the .pk3 file inside the .zip file if you unzip it? If not then maybe you just need to change the filename extension from .zip to .pk3 I have no idea why it would happen though. The download should be .pk3 And yes, it's possible for you to add monsters to it. But if you've never done stuff like that before. It can be hard to figure out what's wrong, if something doesn't work right. There are already so many monsters, so there's often conflicts with file names, actor names and such. For example two different monsters have a same name for a sprite. In which case the game would only load one of those sprites for both. But you'll learn if you really want to do it.
  19. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    A new update with the added monsters and some fixing/tweaking/balancing is now available. The main download link is now updated. VIDEO UPDATE Also I didn't add the "spawn any monster" menus on this update. I just randomly got inspired to add more monsters, and editing them ended up taking so much time. But hopefully next time.
  20. Not a big issue at all, probably not even an issue for most but... Could the position of “level stats” be adjusted a little lower or the upper right corner in a future update? If you’re moving at all while checking the stats. It’s easy to accidentally pick up something, and the notification will block the kill count for few seconds.
  21. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    I forgot the Miscellaneous Replacers from the list of monsters. Here they are: Swarm EyeEx EyePoison EyeSpider EyeBat SpiderImpHead Trite Tentacle1 Tentacle2 SentientGlowingMushroom StoneImpHidden1 StoneImpHidden2 StoneImpHidden3 StoneImpHidden4 TeslaCoil GemTurret SentientMushroom Hornet I'll also update the earlier post. I hope that's everything now. I'm pretty sure EyeSpider, EyeBat and Tentacle2 are unused normally. But they came with the other ones so they can still be spawned.
  22. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    saibog Thank you for your example. I'm actually new at this kind of stuff. I've been learning as I go. So what you just wrote, is all new to me as well. And I really can't tell if would it work that way. But I don't think my way is going to be that bad after all. It's just a lot of text. But mostly copying and pasting. I did this another test today, and it didn't take long at all. monsterspawnmenu.wad(better to use this without the monster randomizer) It adds a menu in which you can spawn any of the original monsters("summon" and "summonfriend"). This could work in the randomizer as well. For example: 1. choose a submenu for "spawn a monster" or "spawn a friendly monster" 2. choose a submenu for "regular monsters", "zombieman replacers", "shotgunguy replacers" etc. 3. choose the monster you want to spawn. I'd also add an optional shortcut to open the menu directly by press of a button. The same way I already have for "Replacer Settings". So it'd be little more convenient.
  23. plynthus

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    I'm doing fine thanks. Luckily here in Finland it isn't very bad at the moment. Hope you and everyone here are doing well too. The summonfriend command is not broken. It's just that every regular monster has been replaced in this mod. Even normal ones are a copy of the original monsters. Here's a list of names so you can summon any regular monsters when using this mod: And here's a list with all the current replacer names(I hope I didn't miss any): Also I've thought about adding options to summon any monster from the menu. It's just going to take a lot of work to add everything. Especially if I also add summonfriend. If I'll do it, it won't happen right now. I'm currently not really working on this. This requires too much time. But I will jump back in to this at some point for sure!
  24. From: https://bethesda.net/community/topic/388434/doom-doom-ii-patch-notes ”Quick Load and Save can now be bound from Customize Controls and will work without pausing the game.” How do you access Customize Controls? I couldn’t find it on Xbox One or Switch versions. I did update and all the other changes were there and are really great to have!
  25. plynthus

    Doom 64 coming to PC and modern consoles?

    Or by using this password: W83M 7H20 BDY0 N9VB and easily beat just the last level. Easiest difficulty, all demon keys and weapons. For anyone not that familiar with the last map:
×