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.
Note beforehand: This thread is a continuation of DoomKrakken's original thread about his Monster Randomizer mod. As he has granted me permission to take over this mod, I've decided to start a new thread, but keep the original name in his honour.
Introduction
With that out of the way, lets (re)introduce this mod! DoomKrakken's Monster Randomizer (or DMR for short) is a monster randomizer mod for Doom / Doom II powered by the majiq of DECORATE and RandomSpawners. Originally designed as an add-on mod for Guncaster, it has grown beyond that original idea. The randomized monsters vary from slightly more difficult then their vanilla brethren, to oh-crap-where-did-I-leave-my-BFG levels of difficulty.
The main idea is that each vanilla Doom monster has a 50% chance of staying the same, and 50% chance of being replaced by a variant. As my spriting knowledge is rather limited, expect many Realm667 sprites for now.
This mod should be able to be run with any weapons / gameplay mod that doesn't replace the monsters itself. Sticking with the original mod's intentions, a Guncaster compatibility patch has been provided, which applies some additional changes (or even variants) to the monsters.
Changelist
GCP = Guncaster patch v5a (21-12-19)
added custom menu to enable / disable extra projectile particles
GCP: fixed Cyberdemon fire offset (still used vDoom offset)
added menu option to make GCP boss monsters drop additional loot besides the loot crate
-doesn't do anything when you don't use GCP
GCP: fixed bug that blood pools of Hell Knights, Baron of Hells and Slime Worms were drawn oddly
GCP: fixed bug that Ghoul never dropped Mana potions (it now does on its final death)
GCP: modified Demon, Spectre and Revenant's XDeath to use the new XDeath animations the default mod uses
GCP: reverted the changes that the new monsters could be rezzed after XDeath
-not being able to get rezzed after XDeath is apparently a feature of GC
GCP: fixed various monster's duplicate (X)Death states
GCP: fixed Mancubus fire offset (still used vDoom offset)
GCP: fixed various monster's Pain states using incorrect frames
GCP: added missing compatibility for Apprentice
added XDeath for Cacodemon
-custom made sprites, yay!
GCP: modified Cacodemon's XDeath to use the new XDeath animations the default mod uses
GCP: fixed graphical bug with Overlord when killed by special effect weapons (Shocked death, Tib death, etc)
GCP: fixed bug that Satyr used green gore on XDeath
v5 (22-09-19)
remade the mod from (almost) scratch
merged and / or scrapped monster variants with similar roles
-this mostly effects Baron of Hell and Cacodemon variants
introduced several new monster variants to fill up the empty spaces or just to spice things up
many projectiles and explosions have received some additional graphical effects
Guncaster compatibility patch - Requires the main mod as well GCP v5a
Guncaster patch has been confirmed to work with Guncaster 3.5a.
Older versions of Guncaster (earlier then 3.3) are not supported. If you want to try the mod with an earlier version of Guncaster, I suggest seeing if the older version of the mod / patch works. You can find these here here (in the downloads section of the first post). Note that the v4 Guncaster compatibility patch on the front page does not work with the 3.0 / 3.1 release of Guncaster!
You can find the v4b version of the Guncaster compatibility patch in this post. Run it as described in How to run it, only using the older versions.
How to run it
Get a copy of Doom or Doom II, get GZDoom (3.4.1 release or newer is recommended), and load it up with your favourite weapons mod.
Load order is as follows:
-Weapons mod
-DMR main
For Guncaster players, you should load the compatibility patch after Guncaster and the main mod, the load order is as follows:
-Guncaster
-DMR main
-Guncaster patch
If you want to disable the additional graphical effects, either change it in the mod options, or open the console and enter the following: dmr_fancydoom 0
Replace the 0 with a 1 to enable the additional effects again.
Monsters Bit outdated as of now (22-09-19), will be updated later on.
Following is the list of monster variants as they are currently implemented. Some monster variants are shared across multiple vanilla Doom monsters. This list will be expanded over time, and provide a bit of background lore I cooked up. The lore shouldn't be taken seriously, as I find it a more interesting way then noting "Super Imp is stronger then the normal Imp, fires two fireballs, yadda yadda"
Spoiler:
Zombieman Dune Warrior
Dune warriors are a cabal of mysterious warriors among the zombies' ranks. Shrouded in large blood-stained cloaks, they show tactics and intelligence that is never seen before among Hell's zombiefied warriors. Whether they are cultists or have been granted boons by their masters is still unknown. Dune warriors are equipped with a machinegun to pepper a target from a distance, and carry bundles of grenades which they lob at closer targets. They seem to be immune to toxins that do effect other demons.
Assault Zombieman
The average life expectancy of a zombie in Hell is low. Death is around every corner, whether by the hand of a bored Noble, a demon looking for a snack, or a gun-ho invader. If you are among the ranks of zombieman, your chances are even lower. However, in the slim chance that they do survive various battles, they will get promoted to lead other zombieman around. These higher-ranked zombies will receive high-power assault rifles that they fire in shorts bursts. A tougher set of armour is part of the promotion, but this only helps marginally.
SpecOps Gunner
Hell's zombification process effects (almost) every human it is released upon. What your role becomes after zombification is dependent on your skills. Civilians get turned into dinner or target practice, lowly privates get turned into lowly zombieman. However, if you had some actual skills, say being a member of the special forces? Congrats, you now become a SpecOps gunner! While the zombification process ruins most higher-level capabilities, SpecOps gunners retain enough of their former self to fire highly accurate bursts of fire. Combined with a suit of heavy dark armour, they are the elite among the ranks of zombies.
Plasma Zombie
It was too good to be true that only Arachnotrons had plasma weaponry. Noting the lack of heavy firepower their zombie minions had, Hell's legions began salvaging plasma weapons from destroyed Arachnotrons or UAC-sponsored invaders to equip their zombies with. As these weapons are hard to come by in Hell, only a limited amount of zombies were equipped with plasma weapons. While not able to provide continuous fire, these zombies can still fire quick 3-shot bursts to quickly melt the opposition. Zombies being zombies, they can't take much fire in return.
Shotgun Guy Auto-shotgun guy
A logical follow-up to the standard shotgun-equipped zombies. Foiling the usual fire-and-reload loop, the auto-shotgun zombie can fire several shots in a burst, followed by a longer reload. As the opinions in Hell are not out on whether you just exchange the increased damage for a decreased reload speed, the auto-shotgun is not yet the default equipment for close-combat zombies.
Super-shotgun guy
Where Hell initially considered the super-shotgun to be ineffective and obsolete, after a certain invader proved how deadly such a weapon could be, these salvaged weapons were quickly distributed among various burly zombies to be used against such invaders. With this weapon a Super-shotgun zombie packs a lot of punch, easily shredding someone from up close. Just don't ask them to take someone out from outside of spitting distance.
Quad-shotgun guy
Nobody knows where Hell found these insane weapons. Quad-barreled shotguns, who even thought of that? No matter where these weapons came from, these guys use them with extreme prejudice. Single shot, double shot, or even all 4 barrels at once; these guys don't care, as long as the shrapnel flows.
Zombie suicider
Hell views zombies as expendable fodder, used to distract their opponents from the larger demonic forces. However, none are viewed as more expendable then the zombie suiciders. Rewired to be in constant pain that can only be ended by running at their foes and detonating their explosives, they will quickly close the gap while screaming their heads off. Even then their suffering doesn't always end: when encountered by an Archvile, they can be restored to their former 'glory', restarting the cycle...
Ghoul
Resembling the mummies of ancient Egypt, Ghouls are human-like foes wrapped in cloaks and straps. Kept alive in a state of decay, they can throw toxic projectiles at a distance, and clobber their foes in melee. Even when killed they leave a toxic present; the gasses contained by the cloaks and straps are released, causing damage for a while.
Heavy weapons guy Double chaingunner
"What is better then a chaingun?" someone once asked in Hell. "Fireballs" answered the imp. "Homing rockets" answered the skeleton. "Belching your children at them" answered the pain elemental (to the disgust of other demons). "Two chainguns of course!" answered John the chaingun zombie. And then John was promoted to the first double chaingunner. Next time you get shredded by not one but two chainguns, you can thank John. But only if they are fired by the same person. Thanks John.
Rocketeer
Rockets used to be the exclusive domain of Cyberdemons, which was later shared with the Revenants (much to the annoyance of the Cyberdemons). Times have changed, as now almost every demon and its mother has rocket-propelled explosives at their disposal, including zombies! That doesn't mean everyone gets the same explosives; there must be difference after all. The rockets used by zombies still pack quite a punch nonetheless, blowing away anything at the point of impact. The fact that this point of impact may be a lot closer then safe is for the zombie firing is still a point of amusement among Cyberdemons, as not everyone shares their explosive immunity.
BFG commando
After another legion was blown away by a single man with a BFG9000, Hell's forces decided to raid various UAC facilities to get grubby hands on these weapons for themselves. Sadly for them, their grubby hands couldn't use these weapons. As a temporarily solution, they equipped various experienced zombies with these weapons instead, while Hell's greatest smiths began working on integrating these weapons into their cybernetics instead. Temporarely solution or not, one cannot underestimate a zombie equipped with a BFG9000; the only downside is that neither his nearby allies can...
Pyro technician
Flamethrowers were used in ancient wars to flush out opponents from heavily fortified positions. After these wars, they were deemed as inhumane, and were abolished. Hell's legions give nothing about terms like 'inhumane', and when notified of the existence of such weapons, made their own variants to equip their zombies with. Based of the flamethrower of a Mancubus, it can fire several fireballs at distance, and can fire a burst of flames at close ranges. Results are hot and inhumane, just like the demons like it!
Imp Catharsi
Catharsi are mercenaries from a different dimension. Lured to Hell with the promise of gold and treasure, they are equipped with a rapid-fire fireball launcher that can quickly immolate a target. Upon death they will deploy a timebomb as a farewell gift and last-ditch effort to take down their foes. Not everyone in the demonic ranks agree upon the usage of these mercenaries; infighting between Catharsi and demons have been known to occur.
Vulgar
Vulgars come from the toxic wastes of Hell, and are assumed to be a distant cousin of the Imps. Fully accustomed to their original toxic environments, a Vulgar uses toxic projectiles instead of fireballs. Upon impact, these projectiles leave a slurry that continuous to burn for a while, dealing additional damage.
Dark Imps
Every once in a while Hell hosts gladiator events to provide training for their legions and entertainment for the Nobles. As the winner (or survivor) of these events is granted additional boons, these events are a popular way among Imps to advance beyond their lowly role of ordinary foot soldier. Specialized gladiator groups of Imps have been formed over the time, and they train continuously for such events, replenishing their ranks after each event. Until recently these imps were excluded from battle, but nowadays these so-called 'Black Imps' are a common sight among the legions of Imps. Tougher then your average Imps, Dark Imps are specialized in various roles, from stealthy fighters to heavily muscled warriors that can tank fire. Of course, this should all be seen relatively to other Imps; most Nobles can still beat Dark Imps up any time of the day like an ordinary Imp...
Soul Harvester
Resembling a spindly Imp, Soul Harvesters are a subspecies of Imps that deal with, well, harvesting of souls. They steal souls from both the living and the dead by releasing a homing ghost which attempts to steal the target's soul. Their work forces them to live in the darker corners of Hell, away from most other demons. The work they perform is an ancient one, but is nowadays seen as outdated with the advent of cybernetics. What most demons don't know is that the Hell Forges needed for those cybernetics are powered by souls, which must be harvested one way or another.
[/u]Demon[/u] Blood Fiend
Blood fiends are a red-skinned variant of the pinky demon race. At first glance resembling a pinky demon (beside the red skin colour), the Blood Fiend has the unique ability to belch blood at their opponents from a distance. How or why they do this is currently unknown, but it puts them on a higher threat level then their melee-only brothers.
Cyber Mauler
Not even the race of pinky demons were safe from cybernetics. Upgraded against their will, they have become much more aggressive as a result. Quick on their feet despite their increase in mass, they can use their enhanced locomotives to lunge at their opponents.
Plasma Demon
Pinky demons eat everything. Most pinkies prefer flesh (no matter if it is human or demonic), but some of the less intelligent subjects eat less digestible objects. Combine this with the fact that there are many human ammo caches in Hell, and you can get pinkies that eat ammunition. Where most ammunition eaten by pinkies results in swift (explosive) deaths, plasma ammunition proved to react positively on digestion. Pinkies that ate plasma munitions gained the ability to belch up hot plasma, and thus were dubbed Plasma Demons. PSA: do not digest plasma ammunition; you'll die horribly.
Hellhound
A previously unknown species of demons. Hellhounds resemble large black-skinned human dogs, with the ability to breath fire from their mouth. They are much faster then most other demons, and thus can put their flame breath at good use. Some of the nobles have attempted to adopt and train these creatures, with various burn scars as a result.
Cyber Fiend
Mix a Blood Fiend with a Cyber Mauler, and you have the Cyber Fiend. It can belch blood, lunge at the opposition, and is quicker then an ordinary Blood Fiend. It's durability is high enough that most lower demons shy away from these creatures, as they don't want to become its next lunch when it gets hungry.
Spectre Spectral Blood Fiend
Because of course, if Blood Fiends could become upgraded with cybernetics, why couldn't they become stealthed as well. A stealthy Blood Fiend. What's next, flying Hell Knights?
Nightmare Spectre
It is unknown how Nightmare Spectres are related to normal Spectres. Whether they are older Spectres or are a different species completely is a guess. One thing is sure: they are a lot more aggressive then Spectres, while sharing the same stealthed effects. They will quickly outpace their brethern, and thus often are the first to feast on their slaughtered foes.
Slime Worm
Slime Worms come from the same regions of Hell as Vulgars. Stealthed, slimy, and extremely toxic, they prey upon everything that disturbs them. Many a lower demon has become victim to these creatures, eventually ending up as a puddle of ooze. While their appearance is already disgusting, their toxic vomit attack makes them even more revolting. Even their touch is toxic. At least when they are dead their toxicity ends.
Credits
Quite a list. For now I've included a credits header in the DECORATE files per monster with the credits as far as I know. The remainder of the credits are as following:
DoomKrakken - For creating the original mod and granting me permission to continue this project
PillowBlaster - For creating Guncaster, which eventually led me to the original version of DoomKrakken's Monster Randomizer
Captain Ventris - For providing the edit of the Quad-Shotgun Guy to make the Ironblast Zombie
TheSkyBug - For providing useful DECORATE, and made the DECORATE code for the Ironblast Zombie
Westwood Studios - For various graphical effects
Gameplay videos
Together with High Noon Drifter:
Together with Trailblazer:
High Noon Drifter again:
Together with Combined Arms:
From older versions:
Spoiler:
Not really from this version (this is from v4), but basicly the carnage this mod can provide when combined with Guncaster:
Uploaded the first dev / playthrough video, with High Noon Drifter as the gameplay mod:
As stated in the video description, the randomizers for the lower tier monsters (zombies, imps, demons) are mostly done now. You might spot some additions to the enemy roster.
undeadmonk354 wrote:where's the randomizer for the Wolfenstein ss and commander keen?
A significant amount of level packs do things with the SS and Keens to the point of including DehackEd replacements for them; Scythe 2 being a notable one. We modders don't like to touch them for reasons of things breaking.
As Wildweasel noted, I don't plan on touching those. Even if it could be done without breaking various mapsets, I need to create / find some assets first.
Is the v4b patch supposed to work with Guncaster 3.1? From the description, it sounds like it is, but any time I've tried, I get a long of list of errors ending in this:
Script error, "DKMR Guncaster Patch (v4b).pk3:decorate/hadeselemental.txt" line 286:
Attempt to get invalid state Death from actor Actor.
I'm loading all three files in the order recommended. Have tried it with two different versions of gzdoom and in different configurations...
jabberwok wrote:Is the v4b patch supposed to work with Guncaster 3.1? From the description, it sounds like it is, but any time I've tried, I get a long of list of errors ending in this:
Script error, "DKMR Guncaster Patch (v4b).pk3:decorate/hadeselemental.txt" line 286:
Attempt to get invalid state Death from actor Actor.
I'm loading all three files in the order recommended. Have tried it with two different versions of gzdoom and in different configurations...
Does it throw this error on load, or when you kill a Hades Elemental? From what I recall, people were able to run the v4a patch fine with GC 3.1, and I didn't touch the Death state of the Hades Elemental for the v4b patch.
What is your load order?
jabberwok wrote:Is the v4b patch supposed to work with Guncaster 3.1? From the description, it sounds like it is, but any time I've tried, I get a long of list of errors ending in this:
Script error, "DKMR Guncaster Patch (v4b).pk3:decorate/hadeselemental.txt" line 286:
Attempt to get invalid state Death from actor Actor.
I'm loading all three files in the order recommended. Have tried it with two different versions of gzdoom and in different configurations...
Does it throw this error on load, or when you kill a Hades Elemental? From what I recall, people were able to run the v4a patch fine with GC 3.1, and I didn't touch the Death state of the Hades Elemental for the v4b patch.
What is your load order?
Load order is Guncaster 3.1, then DKMR v4, then patch 4b. Doing it the same way I have been for a while, by dragging and dropping all three files. This happens when launching the game. It dumps out a pretty long list of errors that seem related to various monsters, many of them starting with the phrase 'Attempt to get invalid state'.
The first couple errors in the list are:
Script error, "DKMR Guncaster Patch (v4b).pk3:decorate/gcmonsterreplacers.txt" line 1:
Replaced type 'Zombieman2' not found for GC_Zombieman
Script error, "DKMR Guncaster Patch (v4b).pk3:decorate/gcmonsterreplacers.txt" line 2:
Replaced type 'Shotgunguy2' not found for GC_Shotgunguy
I have no experience with dragging and dropping mod files to the executable, as I know this can cause the files to be randomly loaded if you drag more then one. From the looks of it, this is what is happening: it tries to replace the GC Zombieman replacement with the DKMR Zombieman v4 replacement, which it can't find. This replacement is done in the v4b patch, so I reckon it tries to load the patch before it has loaded the main DKMR file.
Can you try loading it via the gzdoom ini file with the load order above? See if that fixes the issue? Replace the
Updated the Monsters section of the first post to include most Imp, Demon and Spectre variants. Additionally, the third dev video is online, once more with High Noon Drifter: