Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

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Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

Postby TDRR » Wed Feb 24, 2021 12:48 pm

Just what is this "Rainbow Monsters" thing, you ask? It's a recreation of Mikk's CHAMPIONS mod, but this time built for Zandronum compatibility. Not only that, but similarly to the original mod, it has compatibility with all the IWADs, all DEHACKED mods, and a ton of DECORATE/ZScript mods!

DOWNLOAD RAINBOW MONSTERS!

Currently, it has 9 of the monster variations seen in the original mod, which are conveniently listed here:
Spoiler: "Monster variations (spoiler alert!)"


Spoiler: Screenshots


Spoiler: CVARs


Spoiler: Changelog


Not every single DECORATE mod works with this mod, and given the method used to make it this widely compatible has some limitations, they can't be fixed from this side either (the problem needs to be corrected from the affected mod's side). Here's a list of such mods I know of:
Spoiler: Incompatible mods and modes


For those wondering how this is possible, I left a very brief explanation here so people can use it for similar purposes:
Spoiler: technical yadda yadda
Last edited by TDRR on Tue Sep 14, 2021 5:19 pm, edited 2 times in total.
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Re: Rainbow Monsters v1 (CHAMPIONS: Zandronum edition)

Postby cyber_cool » Wed Feb 24, 2021 6:39 pm

Very nice idea. Original champions mod heavily depends on ZScript, so this is a blessing for Zandronum. What a shame that some modifiers like purple monsters that split into their smaller copies aren't possible in DECORATE+ACS at all.
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Re: Rainbow Monsters v1 (CHAMPIONS: Zandronum edition)

Postby Spaceman333 » Fri Feb 26, 2021 11:30 am

Original champions keep occasionally crashing on me randomly, so I'm happy to see an alternative that might be more stable.
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Re: Rainbow Monsters v1 (CHAMPIONS: Zandronum edition)

Postby Mikk- » Fri Feb 26, 2021 11:43 am

Spaceman333 wrote:Original champions keep occasionally crashing on me randomly, so I'm happy to see an alternative that might be more stable.

Funny, you've never reported any crashes! How can I fix crashes I know nothing of?

Anyways, I gave TDRR my full blessing with this venture, it's a really interesting idea to see something somewhat complex recreated within the constrictions of Zandronum Compatibility.

I have noticed that when loaded with GzDOOM there are several monsters missing, very odd.
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Re: Rainbow Monsters v1 (CHAMPIONS: Zandronum edition)

Postby TDRR » Fri Feb 26, 2021 11:48 am

cyber_cool wrote:Very nice idea. Original champions mod heavily depends on ZScript, so this is a blessing for Zandronum. What a shame that some modifiers like purple monsters that split into their smaller copies aren't possible in DECORATE+ACS at all.

Not completely impossible, though, all that won't change is their actual shootable radius and height, but I could make them shorter, have much less health and move faster. I'll try and see if that's good enough.

Spaceman333 wrote:Original champions keep occasionally crashing on me randomly, so I'm happy to see an alternative that might be more stable.

It'll probably work fine, though if you find crashes you should try running the mods in Zandronum and see if they keep crashing there. I imagine some mods + this could cause VM aborts in GZD.

Mikk- wrote:Anyways, I gave TDRR my full blessing with this venture, it's a really interesting idea to see something somewhat complex recreated within the constrictions of Zandronum Compatibility.

I have noticed that when loaded with GzDOOM there are several monsters missing, very odd.

Thanks. Glad you find it interesting!

There are? Hm, I'll need to check. That's running vanilla, right? I can't imagine that happening without any monster mods, there shouldn't be such difference.
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Re: Rainbow Monsters v1.1 (CHAMPIONS: Zandronum edition)

Postby TDRR » Sat Feb 27, 2021 1:55 pm

Updated! Should work with more mods now.

Changelog:
-Added rh_compatmode, delays OPEN script execution by one tic when enabled. Increases compatibility with certain mods, like QC:DE.

-Now uses GetActorClass rather than StrParam(n:0) to get the actor name, fixed compatibility with Brutal Doom, D4T and probably other mods (Thanks Michaelis!).
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Re: Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

Postby TDRR » Tue Sep 14, 2021 5:19 pm

Updated! Now, it works correctly online. Before this update monster colors wouldn't be visible online, but now they're synchronized properly (in Zandronum, I mean, GZDoom didn't have this issue).
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Re: Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

Postby ClessxAlghazanth » Tue Sep 14, 2021 7:17 pm

Wow , now this is cool ! Great to see new mods with Zandro support :)
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Re: Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

Postby openroadracer » Wed Sep 15, 2021 9:19 am

I just have to ask: Should I load this before or after any other monster mods I'd try to run this with?
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Re: Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

Postby TDRR » Wed Sep 15, 2021 1:42 pm

openroadracer wrote:I just have to ask: Should I load this before or after any other monster mods I'd try to run this with?

Doesn't (or shouldn't) matter, actually.
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Re: Rainbow Monsters v1.2 - Universal (Zandro) (14/09/2021)

Postby openroadracer » Wed Sep 15, 2021 2:29 pm

TDRR wrote:
openroadracer wrote:I just have to ask: Should I load this before or after any other monster mods I'd try to run this with?
Doesn't (or shouldn't) matter, actually.
Ah, okay.
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