chaotic hellspawn mutator for Brutal DOOM *WIP*

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epic40k
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Joined: Thu Jul 05, 2012 11:57 am

chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by epic40k »

- This is best played on ultra violence
- You need Arsenal installed too

- You can't sneak up on most monsters
- This will be changed soon to make a dumber variety of the monsters that can be sneaked
- Monsters shoot alot more
- Some of the Zombie type monsters have an camping variety that run away but still fire back at you
- Most of the monsters that are smart and not completely feral will wait quietly to ambush you instead of giving away their position
- Most monsters retaliate quickly
- There's a small chance most monsters will jump down from big heights
- The monsters will climb over things and jump down from higher heights - Not to be confused with the last thing this is MaxDropOffHeight the other is the JUMPOFF flag

- Theres a really small chance monsters with guns will drop that type of gun or ammo for it (Sometimes both)
- pistols and pistol ammo are more common
- shotguns and rifles are not as common (rifles are rarer)
- This is to prevent it getting too easy too quickly
- Try and make the monsters fight each other to save ammo
- You might get lucky and get a good weapon drop early on

- All the monsters have double health and some boss monsters have alot more
- Some monsters are also quicker
- The demon now moves like shit off a shovel so it can actually flank you before you can get the chainsaw out
The Pain elementals and cacodemons also have have the lostsouls SKULLFLY tag now
- I'm Trying to make them move more like the lost souls
- Theres a chance a spider mastermind spawn or cyberdemon spawn will be replaced with Lord Belphegor or the Juggernaut
- The spider mastermind has an invisible reflective shield. It is 45 degrees to his front. (I'm not quite sure if its working)

note:
This Mod is meant to balance out another mod that I havent released which is a mutator to make some of the arsenal weapons devastating, and adds back some of the vanilla brutal doom weapons.
As arsenal isn't out of alpha yet, I'm waiting untill its fully out to ask Sergeant Mark if I can put the mutator out.
That mutator also adds some weapons from his Armageddoom wad like the flame thrower and the nuclear BFG 20K.
The mutator also includes the special Brutal doom weapons and with this mutator they will drop from the Mancubus and Revenant etc.
But until it can be released most of the weapon drops are switched off.
That means this will be harder without the other mutator

Good luck and save often - in fact keep a list of saves to be sure :)

Download:
http://www.mediafire.com/download.php?nea54idc6x3w2jj

Screenshots:
http://www.mediafire.com/?qk9p7l5vh4d7b
(The weapons aren't included and the Juggernaut on the first mission was just testing)

Credits:
Sergeant_Mark_IV
Gez
Ghost
Vaecrius

ZDOOM / GZDOOM programmers (especially whoever made the cool actor flags)
ZDL programmers
Slade 3 programmers


It adds alot of the really well made zdoom actor flags:
http://zdoom.org/wiki/actor%20flags

Edit Again:
Here's what the code looks like for rifle and pistol zombies along with their new replacer-
Spoiler:
Sarge and rocket zombie
Spoiler:
Here is the Spider Mastermind replacer:
Spoiler:
Theres a similar version for the Cyberdemon. I will be adding more types of monsters that react differently and have different attributes. Also I'll start tweaking some of the zombie sprites to add more weapons to them. I've also got different types of stealth monsters working in a new version but I need to work on new sprites to show it visually.

Update:
Tidied up the readme. New spawner doesn't break E3M8.
Last edited by epic40k on Fri Dec 14, 2012 10:13 pm, edited 20 times in total.
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Mánibranðr System
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Re: HELL-chaotic hellspawn 666.0 mutator for Brutal DOOM *WI

Post by Mánibranðr System »

If this doesn't feature monsters in proper suits with top-hats and monocles, i will be very disappointed.
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Hellstorm Archon
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by Hellstorm Archon »

I'm going to need screenshots or a video, so I'll know what I'm downloading.
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Matt
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by Matt »

Hellstorm Archon wrote:I'm going to need screenshots or a video, so I'll know what I'm downloading.
Dude, this mod is even smaller than Hideous Destructor, it would take less time to download than a screenshot.

EDIT: Getting errors:

Code: Select all

GTried to register class 'BloodSplashBase' more than once.
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.commando" line 1:
GParent type 'ChaingunGuy11' not found in ChaoticCommando
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.commando" line 1:
GReplaced type 'ChaingunGuy11' not found for ChaoticCommando
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.grunt" line 1:
GReplaced type 'ZombieReplacer' not found for ChaoticZombieReplacer
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.grunt" line 41:
GParent type 'RifleZombieMan' not found in ChaoticRifleZombieMan
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.grunt" line 66:
GParent type 'PistolZombieman' not found in ChaoticPistolZombieman
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.sergeant" line 1:
GReplaced type 'ShotgunguyReplacer' not found for ChaoticShotgunguyReplacer
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.sergeant" line 43:
GParent type 'ShotgunGuy2' not found in ChaoticSergeant
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.sergeant" line 68:
GParent type 'ShotgunGuy2' not found in ChaoticRocketZombie
5 errors while parsing DECORATE scripts
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-Ghost-
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by -Ghost- »

Not bad, I like the added chaos of everything in-fighting. It messes with balance a bit but fits BD's over the top nature.
epic40k
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by epic40k »

-Ghost- wrote:Not bad, I like the added chaos of everything in-fighting. It messes with balance a bit but fits BD's over the top nature.
Thanks thats what I was aiming for. I'll have a go at fixing the balance problems. Do you think it makes the game too easy or too hard? Also can I ask what maps you where playing on?
Vaecrius wrote:
Hellstorm Archon wrote:I'm going to need screenshots or a video, so I'll know what I'm downloading.
Dude, this mod is even smaller than Hideous Destructor, it would take less time to download than a screenshot.

EDIT: Getting errors:

Code: Select all

GTried to register class 'BloodSplashBase' more than once.
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.commando" line 1:
GParent type 'ChaingunGuy11' not found in ChaoticCommando
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.commando" line 1:
GReplaced type 'ChaingunGuy11' not found for ChaoticCommando
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.grunt" line 1:
GReplaced type 'ZombieReplacer' not found for ChaoticZombieReplacer
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.grunt" line 41:
GParent type 'RifleZombieMan' not found in ChaoticRifleZombieMan
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.grunt" line 66:
GParent type 'PistolZombieman' not found in ChaoticPistolZombieman
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.sergeant" line 1:
GReplaced type 'ShotgunguyReplacer' not found for ChaoticShotgunguyReplacer
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.sergeant" line 43:
GParent type 'ShotgunGuy2' not found in ChaoticSergeant
GScript error, "HELL-chaotic-hellspawn-666.0.pk3:decorate.sergeant" line 68:
GParent type 'ShotgunGuy2' not found in ChaoticRocketZombie
5 errors while parsing DECORATE scripts
I made the mistake of saying to delete:
Decorate.Zombieman
Decorate.Shotgunguy
Decorate.Commando

from the arsenal. Those files are actually needed and I got my wires crossed because an earlier version of the mutator didn't inherit from those files. Sorry. If you didn't delete them then here is my load list:

http://www.mediafire.com/view/?6stekh36lm0mxnw

you just need
brutalv017gzdoom
UltimateBrutalArsenalAlphaV01
HELL-chaotic hellspawn 666.0
in that order.


http://www.mediafire.com/view/?ith0g42f82wo9ca
I got the chainsaw zombie from Realm667 working. He was made by Bouncy and Graf Zahl and submitted by Tormentor667. I copyed the gl lighting effects and other special brutal doom code that the other zombies have and tweaked it for him. Theres a few glitches in some of his death animations which I've nearly sorted out. Also in the original version his chainsaw is always running. I made him start it up only when he sees you so that it works better when hes ambushing.
Gez
 
 
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by Gez »

epic40k wrote:

Code: Select all

ACTOR SpiderMastermindReplacer : Health Replaces TheSpiderMastermind
{
	-COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	Inventory.Amount 0
	Inventory.MaxAmount 9999
	Inventory.PickupMessage ""
	States
	{
	Spawn:
        TNT1 A 1
		TNT1 A 0 A_Jump(31, "Spawn2", "Spawn3")
		TNT1 A 0 A_Jump(224, "Spawn1")
	//Goto Spawn1
		
	Spawn1:
	TNT1 A 0 A_SpawnItemEx ("ChaoticSpiderMastermind",0,0,0,0,0,0,0,SXF_TRANSFERAMBUSHFLAG,0)
	TNT1 A 0
	Stop
	
	Spawn2:
	TNT1 A 0 A_SpawnItemEx ("ChaoticJuggernaut",0,0,0,0,0,0,0,SXF_TRANSFERAMBUSHFLAG,0)
	TNT1 A 0
	Stop
	
	Spawn3:
	TNT1 A 0 A_SpawnItemEx ("ChaoticLordBelphegor",0,0,0,0,0,0,0,SXF_TRANSFERAMBUSHFLAG,0)
	TNT1 A 0
	Stop
	}
}
Why would you do something so awful, cumbersome, and ugly, when you can do this?

Code: Select all

ACTOR SpiderMastermindReplacer : RandomSpawner Replaces TheSpiderMastermind
{
	DropItem "ChaoticSpiderMastermind"
	DropItem "ChaoticJuggernaut"
	DropItem "ChaoticLordBelphegor" 255 14
}

Also, another good reason to use the method I suggest (besides it being simpler and neater) is that it will make sure that boss actions work. Try to finish E3M8 with your mod. It's impossible.
epic40k
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by epic40k »

Thanks! thats alot easier. I was using the same system that was in Arsenal for the zombie replacers. I thought the RandomSpawner would only work for small things like weapons and items. I'm pretty new to Decorate and ZDoom and I've only worked with a bit of DED before. I don't know what the SXF_TRANSFERAMBUSHFLAG is for though. Maybe thats why Sergeant Mark was using it.

I thought as much about the harder levels. I'll have to work something out to give the player a chance.
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-Ghost-
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by -Ghost- »

I was playing both the regular Doom episodes and the Brutalized versions. The speed increases feel a little unnecessary, since it leads to weird maneuvering when it's combined with being able to go up and down ledges. Mostly I'm talking about the zombies, since it seems like they'd still be fairly slow.

You also might want to clean up your readme/features list a bit by just bullet pointing the features, since it's a little hard to tell what this mod does at first glance.
epic40k
Posts: 12
Joined: Thu Jul 05, 2012 11:57 am

Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by epic40k »

-Ghost- wrote:I was playing both the regular Doom episodes and the Brutalized versions. The speed increases feel a little unnecessary, since it leads to weird maneuvering when it's combined with being able to go up and down ledges. Mostly I'm talking about the zombies, since it seems like they'd still be fairly slow.

You also might want to clean up your readme/features list a bit by just bullet pointing the features, since it's a little hard to tell what this mod does at first glance.
Cool, I always ramble on a bit heh. I will put the zombies back to normal speed.

@Gez I just remembered I put a the force field flag on the spider mastermind the other night to make him more high tech. That combined with the quick reactions means its impossible to shoot him from the side or back unless he's shooting at something else. woops, I have to sort that out. It is still possible to take him out with the pegasus BFG though if its possible to pick it before that mission. In E3M8 you need the ATLauncher as the destroyer doesn't work right. If the destroyer spawns reload till you get the other one. stay in the tunnel until most things have died off. I just kept strafing past the cacodemons to the left, picking up more rockets. I'll fix them now.

Edit: I haven't actually changed the zombies speed, it's still 8 for all of them. They have the QUICKTORETALIATE flag though that makes them a bit sharper with their rections. I wanted them to act more like marines and less like the old resident evil zombies.

Edit again: I see what you mean now about that level being impossible. Turning off the Mastermind replacer let me finish it. I haven't played it since psx doom and didn't realise how it ended. Your tidier RandomSpawner fixed it Gez, cheers dude! :)
I should have read the whole RandomSpawner wiki. Theres an important note that says you have to use the replaces keyword for bosses...
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Matt
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Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Post by Matt »

Blah, can't be bothered to figure out where the Arsenal is, I think I'll pass for now. (Thanks for the credit though I guess?)

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