I couldn't resist trying to take a shot at this. Love this mod so I'm more than happy to donate! Got animation scaling working since I had my own code that did that already. Also added damage scaling (seperate multiplier) as an option since mini zombies going at mach speed with normal damage is pretty broken.bLUEbYTE wrote: I've tried to incorporate m8f's great suggestion that was animation speed scaling, but wasn't able to get it working. viewtopic.php?f=43&t=66778&start=30#p1141311
Here's hoping that someone more skilled than me can take it to the next level!
Universal Entropy v3.666b - The Universal Randomizer
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.
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.
Re: Universal Entropy v3.3 - The Universal Randomizer
This mod gets better and better with every release. Even got me to start playing (almost) vanilla again due to how fun it is. Thanks you for this mod!
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Re: Universal Entropy v3.4 - The Universal Randomizer
Awesome! Much appreciated. I've integrated your code after a bit of cleanupTXTX wrote:This mod gets better and better with every release. Even got me to start playing (almost) vanilla again due to how fun it is. Thanks you for this mod!
I couldn't resist trying to take a shot at this. Love this mod so I'm more than happy to donate! Got animation scaling working since I had my own code that did that already. Also added damage scaling (seperate multiplier) as an option since mini zombies going at mach speed with normal damage is pretty broken.
Version 3.4 is live! Changes:
- Monster animations are now slowed down or sped up based on speed (thanks TXTX)
- Monster resizing frequency option rather than toggle
- Monster weapon firing sound is now also affected by size
- Speed and damage alteration can now be toggled (default ON)
- Renamed descriptions for a few menu options
Last edited by bLUEbYTE on Sun Feb 19, 2023 2:32 am, edited 1 time in total.
Re: Universal Entropy v3.4 - The Universal Randomizer
This is shaping up nicely.
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Re: Universal Entropy v3.4 - The Universal Randomizer
AAAAA I must download again!
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Re: Universal Entropy v3.4c - The Universal Randomizer
Please re-re-downloadStarman the Blaziken wrote:AAAAA I must download again!
version 3.4c fixes the excessive speedup/slowdown of monsters.
edit: I just re-uploaded 3.4c to fix another minor bug.
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Re: Universal Entropy v3.4c - The Universal Randomizer
Phew good, because I almost would have to re-re-re-download that
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Re: Universal Entropy v3.4c - The Universal Randomizer
Odd thing that I want to point out, not sure if it would apply to anything that mods would put in for destructible objects, but I went into map 30 on Doom 2 and JR's head on a stick can flip the other way on death. Not sure if that would be anywhere intended as non-counted monsters like him have nothing randomized except that death mirroring. (As much as I would like to laugh at the randomized size and pitch for the head making the owie sounds and the eyes that make the noise when encountering you)
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Re: Universal Entropy v3.4d - The Universal Randomizer
Yeah, that one should be excluded. Fixed in 3.4d.Starman the Blaziken wrote:Odd thing that I want to point out, not sure if it would apply to anything that mods would put in for destructible objects, but I went into map 30 on Doom 2 and JR's head on a stick can flip the other way on death. Not sure if that would be anywhere intended as non-counted monsters like him have nothing randomized except that death mirroring. (As much as I would like to laugh at the randomized size and pitch for the head making the owie sounds and the eyes that make the noise when encountering you)
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Re: Universal Entropy v3.4d - The Universal Randomizer
yay another download then
- MaxRideWizardLord
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Re: Universal Entropy v3.4d - The Universal Randomizer
Nice idea to make a mod to give each foe it's own characteristic and simulate unique personality, than to make them feel like same copy-paste from a code. Does the different sizes of npc also affect their hitbox size? Does it work on custom npc too?
- BradmanX
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Re: Universal Entropy v3.4d - The Universal Randomizer
Yes, it works with pretty much any Doom engine game and most mods in my experience.MaxRideWizardLord wrote:Nice idea to make a mod to give each foe it's own characteristic and simulate unique personality, than to make them feel like same copy-paste from a code. Does the different sizes of npc also affect their hitbox size? Does it work on custom npc too?
As far as if it modifies hitboxes, I'm not sure, but I would imagine so since it changes the actual size of the NPC afaik.
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Re: Universal Entropy v3.5 - The Universal Randomizer
MaxRideWizardLord, BradmanX is correct. Ultimately depends on how other mods implement hitboxes. But the short answer is yes, the resizing also gets applied to the hitboxes. However, if the other mods do hacky things like generate separate actors for hitboxes as I believe is the case with Brutal Doom for example, the hitboxes will be off because my mod does not modify these. You can have a look on page 4 of this thread for some more info on this.
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Re: Universal Entropy v3.5 - The Universal Randomizer
Version 3.5 released! Download link is on the first post as usual.
Changes:
- New option: Resizing Bias to control how big or small the resized monsters become overall
- Remove options to disable speed & damage scaling; they would only make the game unbalanced
- Recoloring blend types are now named
- Add (default) in description text for named options' default values
Changes:
- New option: Resizing Bias to control how big or small the resized monsters become overall
- Remove options to disable speed & damage scaling; they would only make the game unbalanced
- Recoloring blend types are now named
- Add (default) in description text for named options' default values
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Re: Universal Entropy v3.6 - The Universal Randomizer
Version 3.6 is here! Download in the first post. Changes:
- Decorative objects can be resized and/or recoloured
- Randomisation chance can be controlled for ammo packs, health kits and armour
- Reorganised and streamlined the mod settings menu
- More comprehensive checking for friendly actors to exclude
- Print title and version on the console on map load
- Decorative objects can be resized and/or recoloured
- Randomisation chance can be controlled for ammo packs, health kits and armour
- Reorganised and streamlined the mod settings menu
- More comprehensive checking for friendly actors to exclude
- Print title and version on the console on map load
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Re: Universal Entropy v3.6 - The Universal Randomizer
buhhh not sure if you noticed, but at least when I turn on the friendly allies become randomized, apparently it can change my character's size and color... Which it can be a bit game breaking depending on the run and map set you play with.
As much as I thought my voice would be differently pitched in that regards, no it does not... Sad timez... (cough unless a randomizer for the player can be a setting where it changes only the color and voice pitch only to avoid the randomizer size setter, unless that can be a sub option if someone wants to play that way as tall-fat Doom Boi)
Oh, and have you thought of having the randomizer also effect the objects that make noises like explosive barrels or mods that make other objects in the randomizer's inclusion to make random pitched noises?
As much as I thought my voice would be differently pitched in that regards, no it does not... Sad timez... (cough unless a randomizer for the player can be a setting where it changes only the color and voice pitch only to avoid the randomizer size setter, unless that can be a sub option if someone wants to play that way as tall-fat Doom Boi)
Oh, and have you thought of having the randomizer also effect the objects that make noises like explosive barrels or mods that make other objects in the randomizer's inclusion to make random pitched noises?