[minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)

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m8f
 
 
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[minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)

Post by m8f »

2019 Cacowards Mini Mod Safari wrote:Make anything into a slaughtermap, or make nuts.wad not melt your CPU, all from the reach of a single slider.


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Source

Enemy multiplier mod for GZDoom.

Features
  • No difficult options, only a single slider;
  • Fractional values!
  • Can increase the number of enemies;
  • Can decrease the number of enemies (anti-slaughter);
  • The number of enemies is decreased for each enemy class separately;
  • Prints estimated enemy density on level start;
  • Works with monster randomizers.
  • Bonus option: optional resurrection of autokilled enemies (x5_raise_divided CVar)
Anti-features
  • No difficult options, only a single slider;
  • No display of remaining enemies;
  • May not work well with scripted maps;
  • Doesn't affect enemies spawned after the map is loaded;
  • Doesn't work with Zandronum.
Acknowledgments
  • Original idea: Cutmanmike;
  • Code used as a reference: The Zombie Killer;
  • Bug reporting: Jimmy, Nems, murka, Arkezuli, Nightsentinel, Rowsol, StroggVorbis.
  • Feature suggestions: Rowsol;
  • Translation support and Russian translation: Blueberryy;
  • Brazilian Portuguese localization: generic name guy.
Spoiler: You may also like the following mods by other authors:
This mod is a part of m8f's toolbox.
Last edited by m8f on Tue Sep 20, 2022 11:37 am, edited 23 times in total.
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Rowsol
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Re: [minimod][0.1] 10.5x - enemy number multiplier

Post by Rowsol »

Neat.
Is it possible to have the monsters just vanish instead of die?
I don't understand "number of enemies is decreased class by class".
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StroggVorbis
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Re: [minimod][0.1] 10.5x - enemy number multiplier

Post by StroggVorbis »

@Rowsol

I think what that means is stronger monsters are multiplied less than weaker monsters (in terms of HP)
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Re: [minimod][0.1] 10.5x - enemy number multiplier

Post by m8f »

Rowsol wrote:Is it possible to have the monsters just vanish instead of die?
Possible, but I think that killing monsters instead of making them disappear means slightly smaller chance of breaking scripted maps. Also, the map may be designed that way that monster drops are essential.
Rowsol wrote:I don't understand "number of enemies is decreased class by class".
Example: multiplier is set to 0.3 (30%). 10.5x makes sure not only that the overall monster count is reduced to 30%, but each monster type count is reduced separately. You get 30% zombiemen, 30% imps, etc.
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Re: [minimod][0.1] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Yeah, it's obvious now that you say it. The only reason I bought up the deaths is because playing a slaughterwad with Guncaster would leave a bunch of loot on the ground, but I agree with your assessment about breaking maps.
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Re: [minimod][0.1] 10.5x - enemy number multiplier (+divider

Post by Clifford21 »

I wonder if an extra option or a mod of similar idea, like "pickup number multiplier (+divider)" can be made.

Because it's pointless to increase no. of monsters on some maps if you end up just running out of ammo or medkit in the mid-way during the "happy monster slaughter" ...
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Re: [minimod][0.1] 10.5x - enemy number multiplier (+divider

Post by m8f »

Regarding ammo - I think I got you covered.
- There is ammo multiplier in Armament Tuning. There are some mods that don't cooperate with this multiplier, though.
- There is ammo regeneration option in Ultimate Custom Doom. Also, you may decrease monster health. You may increase player damage.
- There is infinite ammo for slot 2 option in Weapon Menu.

Regarding health pickups... I'd recommend Ultimate Custom Doom. You may turn on health regeneration.
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Re: [minimod][0.1] 10.5x - enemy number multiplier (+divider

Post by Turin Turambar »

I tried 0.1x-10x and while already an useful mod, I'm going to request you something even more advanced.

The mod would be almost perfect, not just good, if it could kill the enemies (when you select the 0.5x setting for example) in a smarter way, instead of killing 50% of everything globally, I wish it could do it by area. In this room kill 50%, in this other room 50% etc. That way it would produce better results, respecting better the encounter design of the author. In Sunder first map, there is 1 archvile, 4 knights and 2 revenants, it should only kill 2 knights and 2 revenants, right notw it kills more or less.

Given that Doom maps are done with sectors, I wonder if you could iterate sector by sector and kill 50% of each. Or somehow look at enemy coordinates and through that information guess how they are grouped and that way apply a smarter, more fair algorithm. I know this is *much* harder to do than what it does right now, I'm a programmer too :P. But maybe you are up to the challenge?
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Re: [minimod][0.1] 10.5x - enemy number multiplier (+divider

Post by m8f »

That's an interesting idea. I'm afraid it's too difficult to implement, though.

First, I believe Doom level geometry is unreliable source of information for monster grouping. Probably, some clustering algorithm (like this) will be able to group monsters by position. But that's way too much work for this simple mod.

What's feasible to do, but requires mapper's cooperation - is grouping monsters manually, for example, by giving each group of monsters (room of monsters) a distinct inventory item. Then I could apply multipliers to groups separately. I wonder if any of map creators desires to add this kind of customization.
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Re: [minimod][0.2] 10.5x - enemy number multiplier (+divider

Post by mrtaterz »

Do you mind if this gets used as a Difficulty Multiplier for Dead Marine REDUX along with the Headshot Multiplier?
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Re: [minimod][0.2] 10.5x - enemy number multiplier (+divider

Post by m8f »

There is one disadvantage when you include addons in your mods: if the addon is updated, you'll have to update it in your mod too, so your users can play with the new changes. I'd prefer to keep things modular.

That said, I cannot forbid you to include this addon to your mod. The license allows it, so it's your choice.

Edit: important note: I don't consider 10.5x entirely stable. It may break scripted maps.
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Re: [minimod][0.2] 10.5x - enemy number multiplier (+divider

Post by Jimmy »

Bug report: If the slider is set to 1.xx, it's treated as though it's 0.xx.

1.05 kills all but 5% of the enemies.
1.95 kills 5% of the enemies.

The total monster count is not changed at all.
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Re: [minimod][0.3] 10.5x - enemy number multiplier (+divider

Post by m8f »

Jimmy wrote:Bug report: If the slider is set to 1.xx, it's treated as though it's 0.xx.
Thanks for the report, it's fixed now!

Update (v0.3). Please redownload!

Changes:
- increased max multiplier to 10.5 for consistency;
- added messages to some slider values;
- fixed bug with removing monsters instead of adding on range [1, 2).
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Re: [minimod][0.4] 10.5x - enemy number multiplier (+divider

Post by m8f »

Update (v0.4). Changes:

- Enemies now die when alerted instead of level start. Slightly smaller chance of breaking scripted maps.
- The mod now prints estimated enemy density on level start. Standard enemy density is Doom UV E1M1.
Last edited by m8f on Sat Oct 12, 2019 6:31 am, edited 1 time in total.
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Re: [minimod][0.4] 10.5x - enemy number multiplier (+divider

Post by Spaceman333 »

Been having a lot of fun with this mod. Loaded up some Brutal Doom V21 with Maps of Chaos HC, then doubled all the monsters. Later will triple them with the overkill version of the map. Works like a charm. I really love the simple slider design.

Thumps up and thank you for making it! :)
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