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

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
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by m8f »

Spaceman333, thanks!

Also, updates! v0.6 is up. Changes from 0.4:
- compatibility for monster randomizers (duplicate monsters are randomized too!);
- enemies no longer walk through their species when this is not necessary;
- fixed density calculation;
- added enemy health density.
Spoiler: Ultimate Doom
Spoiler: Doom 2
Spoiler: Freedoom Phase 1 (v0.12.0)
Spoiler: Freedoom Phase 2 (v0.12.0)
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

The DL link points to v0.1.
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by m8f »

Fixed. Thanks for the heads up!
User avatar
Nems
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by Nems »

Possibly a bug (?): monsters killed by the divider can't be resurrected by the Arch-Vile. The Arch-Vile will stand there and indefinitely try to resurrect the killed monster, which will come back to life before dying again. It pretty much makes an endless resurrection loop unless you attack the Arch-Vile so it'll focus on either the player or move to another monster.

I'm not complaining, mind you. Arch-Viles are already a pain in the ass. :p Still, I thought it was worth reporting just in case this behavior isn't intended.

Really enjoying the mod so far, by the way. I'm using the divider with Journey to Hell v2 and it makes what's already a highly-populated slaughter megaWAD more manageable. Definitely a must have for such megaWADs that slow GZDoom down due to high monster/actor count. <3

EDIT: The above issue does seem to make performance drop if the monster the Arch-Vile is endlessly resurrecting is one of the three zombiemen since they drop weapon pickups which are also actors, especially if they're in a monster closet. This could prevent Arch-Viles from spawning too.
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by m8f »

Nems, thanks for reporting!

Fixed in v0.7: https://www.mediafire.com/file/p3croa3l ... 7.pk3/file

Resurrection of auto-killed monsters is fixed (no infinite loop now), and is disabled by default as not intended behavior. If anyone prefers it, they can enable it by setting x5_raise_divided CVar to true.
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

So, I just loaded up 0.6 and noticed setting it below 1.0 wouldn't affect anything. I came here and noticed an update so I grabbed it. Now it immediately crashes upon loading a level. If I delete the settings from the .ini to reset the mod levels will load but if I move the slider at all they continue to crash. I'm using gzdoom 4.2.3.

Okay, so I just updated to 4.2.4 and the crashing went away. I still can't get it to reduce the number of enemies though.
Attachments
blargh.JPG
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by m8f »

Do you restart the level after slider change?
If you play with mods, does this happen with other mods and without mods?
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Of course.
The first thing I did was remove all mods from the load order. Just now I deleted the .ini to start completely fresh and it's the same. Monsters won't be reduced. Is it working for you?
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by m8f »

Yep. Here, x 0.5, haven't fired a single shot:


GZDoom 4.2.4, x10.5 v0.7.
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Wow, I'm a putz. The monsters don't die until alerted.
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.8] 10.5x - enemy number multiplier (+divider

Post by m8f »

Small update: v0.8.

Fixes:
- enemy health density displays correct value even with monster randomizers;
- projectiles fly through emitter species (if multiplier is > 100%).
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [minimod][0.8] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Would it be possible to give them a random thrust when spawning? I like the mod I just wish they weren't always perfectly stacked on each other.
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

Re: [minimod][0.9] 10.5x - enemy number multiplier (+divider

Post by m8f »

Small update: v0.9: https://www.mediafire.com/file/n39zz9ca ... 9.pk3/file

- added initial thrust to cloned monsters (controlled by x5_thrust CVar).

Rowsol, thanks for that suggestion!
User avatar
Rowsol
Posts: 941
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [minimod][0.9] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

I noticed that only sometimes will their projectiles pass through each other. It seems that it works fine if the projectile has a second to move before colliding with a monster but if it's spawned on top of one it'll just hit the monster. It's easy to notice if you add DOHARMSPECIES to them.
User avatar
vapidscum
Posts: 10
Joined: Wed May 23, 2018 4:32 pm
Location: freedomland

Re: [minimod][0.9] 10.5x - enemy number multiplier (+divider

Post by vapidscum »

Obligatory Nuts3. Kinda embarrassed this was my second thought and not my first.
Post Reply

Return to “Gameplay Mods”