DoomKrakken's Monster Randomizer [v5a] (21-12-19)

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theroguemonk
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by theroguemonk »

how do i kill all the ghosts
Zeratoth
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by Zeratoth »

Im getting over 100 errors trying to run the guncaster compatibility patch with guncaster. no other mods, GZDoom freshly updated.

Weirdly, just the regular randomizer WITHOUT the compatibility patch works fine with guncaster and several other things I run (texture packs, etc).
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BradmanX
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by BradmanX »

Zeratoth wrote:Im getting over 100 errors trying to run the guncaster compatibility patch with guncaster. no other mods, GZDoom freshly updated.

Weirdly, just the regular randomizer WITHOUT the compatibility patch works fine with guncaster and several other things I run (texture packs, etc).
The compat. patch is probably out of date for the current GC version.
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baddude1337
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by baddude1337 »

Zeratoth wrote:Im getting over 100 errors trying to run the guncaster compatibility patch with guncaster. no other mods, GZDoom freshly updated.

Weirdly, just the regular randomizer WITHOUT the compatibility patch works fine with guncaster and several other things I run (texture packs, etc).
Just tried it on my end and all working fine with GZDoom 4.3.3, and I use a bunch of other random mods too. I load up the mods by using the autoload in the GZDoom INI file.

What is the load order you have for them? My order is below:

Guncaster Main
Guncaster Addon
Guncaster Weapons Shop
Monster Pack
Monster Pack patch
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Dutchygamer
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by Dutchygamer »

Zeratoth wrote:Im getting over 100 errors trying to run the guncaster compatibility patch with guncaster. no other mods, GZDoom freshly updated.

Weirdly, just the regular randomizer WITHOUT the compatibility patch works fine with guncaster and several other things I run (texture packs, etc).
Might well be. I haven't tested the compatibility patch with the latest GC release, and knowing PillowBlaster and his crew they prolly have modified some things again on which the compatibility patch relies. I'll make a note to check if the patch still works with the latest GC release. If not, I'll fix what is broken for now :)
leo1302g
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by leo1302g »

hello !
is there an option to disable some enemy to spawn in ?
thanks !
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Dutchygamer
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by Dutchygamer »

leo1302g wrote:hello !
is there an option to disable some enemy to spawn in ?
thanks !
Nope, don't play on it either. Way too much hassle.
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ClessxAlghazanth
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by ClessxAlghazanth »

Does DKMR need the Universal Guncaster adapter viewtopic.php?f=43&t=63660 when playing with Guncaster , or GCP provided with DKMR enough for the job ?

Best regards
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Dutchygamer
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by Dutchygamer »

ClessxAlghazanth wrote:Does DKMR need the Universal Guncaster adapter viewtopic.php?f=43&t=63660 when playing with Guncaster , or GCP provided with DKMR enough for the job ?

Best regards
Sadly the Guncaster patch that is currently available on the first page is horribly outdated with the current Guncaster version. Most likely it will cause glitches or outright crashes if used with Guncaster nowadays. I also don't have any plans on updating that patch, as the current in-dev version of DMR is waaaaaaay too far ahead for me to go back. Seeing how much work it is, I may even drop it all together for the new version.

As for the Universal Guncaster patch: I can't tell you that. From what I've heard it also lags behind the current Guncaster version, but if this is any issue I don't know. Give it a try and see if it works?
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ClessxAlghazanth
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by ClessxAlghazanth »

Dutchygamer wrote:
ClessxAlghazanth wrote:Does DKMR need the Universal Guncaster adapter viewtopic.php?f=43&t=63660 when playing with Guncaster , or GCP provided with DKMR enough for the job ?

Best regards
Sadly the Guncaster patch that is currently available on the first page is horribly outdated with the current Guncaster version. Most likely it will cause glitches or outright crashes if used with Guncaster nowadays. I also don't have any plans on updating that patch, as the current in-dev version of DMR is waaaaaaay too far ahead for me to go back. Seeing how much work it is, I may even drop it all together for the new version.

As for the Universal Guncaster patch: I can't tell you that. From what I've heard it also lags behind the current Guncaster version, but if this is any issue I don't know. Give it a try and see if it works?
I see :)

I've been experimenting with GCP only and GCP + Adapter and in both cases DKMR seems to run without any (noticeable) problems atm.

So , I'm running DKMR only with the GCP from the first page now.The monster seem to spawn the way they should , they burn and freeze normally , drop gold and mana potions etc .

In fact I've been getting into Guncaster recently and very impressed how profesionally made it is , the weapons are very satisfying and spells are fun to use :wub:

My only gripe is that you get too op early in the game , and levels become too easy unless you're playing very hard maps or slaughtermaps

I wish it was more compatible with monster mods to make it more challenging :roll:
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Dutchygamer
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by Dutchygamer »

ClessxAlghazanth wrote:
Dutchygamer wrote:
ClessxAlghazanth wrote:Does DKMR need the Universal Guncaster adapter viewtopic.php?f=43&t=63660 when playing with Guncaster , or GCP provided with DKMR enough for the job ?

Best regards
Sadly the Guncaster patch that is currently available on the first page is horribly outdated with the current Guncaster version. Most likely it will cause glitches or outright crashes if used with Guncaster nowadays. I also don't have any plans on updating that patch, as the current in-dev version of DMR is waaaaaaay too far ahead for me to go back. Seeing how much work it is, I may even drop it all together for the new version.

As for the Universal Guncaster patch: I can't tell you that. From what I've heard it also lags behind the current Guncaster version, but if this is any issue I don't know. Give it a try and see if it works?
I see :)

I've been experimenting with GCP only and GCP + Adapter and in both cases DKMR seems to run without any (noticeable) problems atm.

So , I'm running DKMR only with the GCP from the first page now.The monster seem to spawn the way they should , they burn and freeze normally , drop gold and mana potions etc .

In fact I've been getting into Guncaster recently and very impressed how profesionally made it is , the weapons are very satisfying and spells are fun to use :wub:

My only gripe is that you get too op early in the game , and levels become too easy unless you're playing very hard maps or slaughtermaps

I wish it was more compatible with monster mods to make it more challenging :roll:
You want more challenge? Add some monster booster mods on top ;) I currently use the following mods on top when I play with overpowered mods like Guncaster of SWWMGZ:
- LegenDoomLite (random enemies turn legendary on half health, getting all kinds of boosts)
- Champions mod (random monsters get a random pre-set buff, works with LegenDoomLite)
- Corruption Cards (pick a card at start of each map with various effects on the map, monsters or yourself, these can stack)
It gives a chaotic twist to the game, and depending on RNGsus it can create some very nasty combinations.
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ClessxAlghazanth
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by ClessxAlghazanth »

Dutchygamer wrote:You want more challenge? Add some monster booster mods on top ;) I currently use the following mods on top when I play with overpowered mods like Guncaster of SWWMGZ:adapter work for those ?

- LegenDoomLite (random enemies turn legendary on half health, getting all kinds of boosts)
- Champions mod (random monsters get a random pre-set buff, works with LegenDoomLite)
- Corruption Cards (pick a card at start of each map with various effects on the map, monsters or yourself, these can stack)
It gives a chaotic twist to the game, and depending on RNGsus it can create some very nasty combinations.
Wow , I didn't know you can get Champions or LDL work with Guncaster :D

What should the load order be like ? Does the compatibility adapter run fine with them ?

I remember trying to run some monster mods like CH and Legion of Bones and getting a weird combination of monsters from both modes , and monsters from other mod wouldn't drop gold and GC items :lol:
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Dutchygamer
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by Dutchygamer »

ClessxAlghazanth wrote:
Dutchygamer wrote:You want more challenge? Add some monster booster mods on top ;) I currently use the following mods on top when I play with overpowered mods like Guncaster of SWWMGZ:adapter work for those ?

- LegenDoomLite (random enemies turn legendary on half health, getting all kinds of boosts)
- Champions mod (random monsters get a random pre-set buff, works with LegenDoomLite)
- Corruption Cards (pick a card at start of each map with various effects on the map, monsters or yourself, these can stack)
It gives a chaotic twist to the game, and depending on RNGsus it can create some very nasty combinations.
Wow , I didn't know you can get Champions or LDL work with Guncaster :D

What should the load order be like ? Does the compatibility adapter run fine with them ?

I remember trying to run some monster mods like CH and Legion of Bones and getting a weird combination of monsters from both modes , and monsters from other mod wouldn't drop gold and GC items :lol:
LDL and Champions should only effect the monsters, independent from GC itself. However, running two monster replacer mods simultaneously will result in... oddities like you describe.

Load order wise, you should load these mods after the gameplay mod and after any monster mod (like DMR). I think that in this case your load order should be:
-GC
-DMR (or other monster replacer mods)
-Universal GC patch
-LDL
-Champions
-Corruption Cards

Seeing as Champions can co-operate with LDL I personally load LDL first, and then Champions. Seeing as Corruption Cards effects more then just monsters I load that last.
brnclandonald
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by brnclandonald »

I have a strange glitch I'm seeking a fix for. I'm using a LOT of mods but my map is Extermination Day (EDayTest001) with Project Brutality, for what that's worth. Also Ultimate Doom Visor 2.13 and playing on UDV Hardcore difficulty. Here is the glitch; This big huge monstrosity spawns called "Infernal" on some levels and I have no problem with that. But when it dies the level ends. This is leaving some levels uncompletable, like map 14, Warzone, as an Infernal spawns at the start and is soon enough killed off by npc marines in tanks. Is there some option in Project Brutality/GZDoom/Randomizer to prevent this or do I need to disable the appearance of the beast?
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kalensar
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Re: DoomKrakken's Monster Randomizer [v5a] (21-12-19)

Post by kalensar »

brnclandonald wrote:I have a strange glitch I'm seeking a fix for. I'm using a LOT of mods but my map is Extermination Day (EDayTest001) with Project Brutality, for what that's worth. Also Ultimate Doom Visor 2.13 and playing on UDV Hardcore difficulty. Here is the glitch; This big huge monstrosity spawns called "Infernal" on some levels and I have no problem with that. But when it dies the level ends. This is leaving some levels uncompletable, like map 14, Warzone, as an Infernal spawns at the start and is soon enough killed off by npc marines in tanks. Is there some option in Project Brutality/GZDoom/Randomizer to prevent this or do I need to disable the appearance of the beast?

The issue you are encountering has to do with Monster Flags. Apparently that particular map you are on in Extermination Day is set to win condition of Boss Death, and same for the others that your issue has happened with. Basically the specific monster is replacing the normal monster that would have the win condition attached to, same as E2M8, and you are killing the boss and thus beating the level. My opinion is that you probably shouldn't run a monster randomizer on Extermination Day if you want to avoid is issue.
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