10x Universal - Spawn Queue!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

10x Universal - Spawn Queue!

Post by The Zombie Killer »

10x Universal
A universally-compatible version of 10x.wad

This should work with absolutely any mod you run it with, regardless of load order, without modifications.
If you don't know what the original 10x.wad is, it's a mod that multiplies the amount of enemies in each level by 10.
Make sure you have the latest development build of GZDoom or ZDoom before playing!

Update 3 - 23/05/2016
  • Fixed freeze when killing a monster
Update 2 - 23/05/2016
  • Renamed sv_10xu_mul cvar to sv_10xu_multiplier
  • Added a spawn queue, can be resized with sv_10xu_maxmonsters (set to 0 to disable the queue)
  • Added an option to toggle multiplication of boss monsters with sv_10xu_bossmonsters
  • Added an option to display remaining (and queued) monsters with sv_10xu_showcounts
  • The AMBUSH flag is now passed on if necessary
  • Performance improvements
Update - 23/05/2016
Thanks to recent changes to ZDoom, this should now work without issues in any map! Enjoy the update
  • Tidied up source code
  • Increased RadiusGive range
Update - 19/06/2015
  • Added sv_10xu_mul cvar, for custom multipliers if you want more or less than 10x
10xu.pk3
You do not have the required permissions to view the files attached to this post.
Last edited by The Zombie Killer on Mon May 23, 2016 7:53 am, edited 7 times in total.
User avatar
YukesVonFaust
Posts: 1345
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: 10x Universal

Post by YukesVonFaust »

I'm prepared.
Image
Besides, What could possibly go wrong?
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: 10x Universal

Post by The Zombie Killer »

And after that moment, YukesVonFaust was never heard from again
User avatar
Espilonarge
Posts: 29
Joined: Thu Mar 14, 2013 8:46 pm

Re: 10x Universal

Post by Espilonarge »

YukesVonFaust wrote:I'm prepared.
Image
Besides, What could possibly go wrong?
... just tried this, my system did not like it one bit (100000+ monsters on nuts.wad plus D64MonRepV07.pk3 on latest GZDooM SVN) . :P

My system. -> http://i.imgur.com/FywYN88.png
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: 10x Universal

Post by NeuralStunner »

Not sure if it's my cup of tea to play, but I'm curious what sorcery you used to make this work across mods.
Espilonarge wrote:My system. -> http://i.imgur.com/FywYN88.png
I was expecting something more like this. :P
User avatar
Espilonarge
Posts: 29
Joined: Thu Mar 14, 2013 8:46 pm

Re: 10x Universal

Post by Espilonarge »

NeuralStunner wrote:Image
I was expecting something more like this. :P
I build my own machines, I make sure they don't go off with an "earth-shattering" kaboom. :P
User avatar
Gollgagh
Posts: 207
Joined: Thu Apr 16, 2015 8:24 am

Re: 10x Universal

Post by Gollgagh »

I can't even imagine Nuts 10x; my starts to stutter even on some FreeDoom maps with 10x and BD.
User avatar
Espilonarge
Posts: 29
Joined: Thu Mar 14, 2013 8:46 pm

Re: 10x Universal

Post by Espilonarge »

Gollgagh wrote:I can't even imagine Nuts 10x; my starts to stutter even on some FreeDoom maps with 10x and BD.
I took the honors of doing it for you. Nuts 10X with Doom64 monsters (I don't think I'll touch Aliens/Brutal Doom, even without 10x it's uber-slow).

No, those are not after-images you're seeing, they're monsters overlapping monsters.

http://i.imgur.com/T6q4Zzb.png
User avatar
phantombeta
Posts: 2113
Joined: Thu May 02, 2013 1:27 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: 10x Universal

Post by phantombeta »

Now we need 10x 10x. (i.e, 100x)
And then we need to make someone run it with nuts.wad.
User avatar
Espilonarge
Posts: 29
Joined: Thu Mar 14, 2013 8:46 pm

Re: 10x Universal

Post by Espilonarge »

phantombeta wrote:Now we need 10x 10x. (i.e, 100x)
And then we need to make someone run it with nuts.wad.
10x was a slide show but 10x 10x...?
Image
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: 10x Universal

Post by Blox »

How slow is it at 4.7 ghz?
Pretty slow.

I'm sure I could've waited until it raised further, but I didn't feel like waiting for the ~150sec per frame refresh.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: 10x Universal

Post by The Zombie Killer »

NeuralStunner wrote:Not sure if it's my cup of tea to play, but I'm curious what sorcery you used to make this work across mods.
It works like this:

I have an actor called "10xu_RG" (10x Universal Radius Give) which has a 0-tic NoDelay frame that calls A_RadiusGive with some specific parameters.

Code: Select all

ACTOR 10xu_RG
{
	+NOBLOCKMAP
	+NOINTERACTION
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_RadiusGive("10xu_CI", 26000, RGF_MONSTERS|RGF_CUBE|RGF_NOSIGHT, 1)
		Stop
	}
}
As you can see, the range should pretty much cover the entire map, and it can only be received by monsters. The item that is given out will run an ACS script on the monsters, which will do the following:
1. Check if they have "10xu_Multiplied" in their inventory, if they do, terminate the script (prevents monsters from being multiplied more than once)
2. Give the actor the "10xu_Multiplied" and "SetFlag_THRUSPECIES" items, "SetFlag_THRUSPECIES" is a CustomInventory actor that calls A_ChangeFlag("THRUSPECIES", true) in its pickup state
3. Spawn nine copies of the actor and give each of them the "10xu_Multiplied" and "SetFlag_THRUSPECIES" items

There is also an OPEN script which will spawn the 10xu_RG actor at 0,0,0 in order to make the mod work. It also constantly checks if new monsters have been spawned, and spawns 10xu_RG again if they have, so that monsters are still multiplied if they are spawned through ACS scripts or other means.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: 10x Universal - Custom multipliers added

Post by Silentdarkness12 »

Custom multipliers......heck yes! Awesome.

Definitely gonna give this a few spins in Samsara and Wrath of Cronos : P
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: 10x Universal

Post by NeuralStunner »

The Zombie Killer wrote:It works like this
That's what I thought! Sorcery. :P

Pretty neat though. Seems like I ought to try it out, now, just to appreciate how ingeniously sorcerous it is.
User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: 10x Universal - Custom multipliers added

Post by Beed28 »

Just tried this with Contra Doom. Works like a dream.

Or was that a nightmare?

Return to “Gameplay Mods”