10x Universal - Spawn Queue!

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10x Universal - Spawn Queue!

Postby The Zombie Killer » Thu Jun 18, 2015 2:57 am

10x Universal
A universally-compatible version of 10x.wad

This should work with absolutely any mod you run it with, regardless of load order, without modifications.
If you don't know what the original 10x.wad is, it's a mod that multiplies the amount of enemies in each level by 10.
Make sure you have the latest development build of GZDoom or ZDoom before playing!

Update 3 - 23/05/2016
  • Fixed freeze when killing a monster

Update 2 - 23/05/2016
  • Renamed sv_10xu_mul cvar to sv_10xu_multiplier
  • Added a spawn queue, can be resized with sv_10xu_maxmonsters (set to 0 to disable the queue)
  • Added an option to toggle multiplication of boss monsters with sv_10xu_bossmonsters
  • Added an option to display remaining (and queued) monsters with sv_10xu_showcounts
  • The AMBUSH flag is now passed on if necessary
  • Performance improvements

Update - 23/05/2016
Thanks to recent changes to ZDoom, this should now work without issues in any map! Enjoy the update
  • Tidied up source code
  • Increased RadiusGive range

Update - 19/06/2015
  • Added sv_10xu_mul cvar, for custom multipliers if you want more or less than 10x

10xu.pk3
(3.3 KiB) Downloaded 1005 times
Last edited by The Zombie Killer on Mon May 23, 2016 8:53 am, edited 7 times in total.
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Re: 10x Universal

Postby YukesVonFaust » Thu Jun 18, 2015 7:44 am

I'm prepared.
Image
Besides, What could possibly go wrong?
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Re: 10x Universal

Postby The Zombie Killer » Thu Jun 18, 2015 8:09 am

And after that moment, YukesVonFaust was never heard from again
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Re: 10x Universal

Postby Espilonarge » Thu Jun 18, 2015 1:47 pm

YukesVonFaust wrote:I'm prepared.
Image
Besides, What could possibly go wrong?

... just tried this, my system did not like it one bit (100000+ monsters on nuts.wad plus D64MonRepV07.pk3 on latest GZDooM SVN) . :P

My system. -> http://i.imgur.com/FywYN88.png
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Re: 10x Universal

Postby NeuralStunner » Thu Jun 18, 2015 2:09 pm

Not sure if it's my cup of tea to play, but I'm curious what sorcery you used to make this work across mods.

Espilonarge wrote:My system. -> http://i.imgur.com/FywYN88.png
I was expecting something more like this. :P
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Re: 10x Universal

Postby Espilonarge » Thu Jun 18, 2015 2:17 pm

NeuralStunner wrote:Image
I was expecting something more like this. :P

I build my own machines, I make sure they don't go off with an "earth-shattering" kaboom. :P
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Re: 10x Universal

Postby Gollgagh » Thu Jun 18, 2015 2:20 pm

I can't even imagine Nuts 10x; my starts to stutter even on some FreeDoom maps with 10x and BD.
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Re: 10x Universal

Postby Espilonarge » Thu Jun 18, 2015 2:42 pm

Gollgagh wrote:I can't even imagine Nuts 10x; my starts to stutter even on some FreeDoom maps with 10x and BD.

I took the honors of doing it for you. Nuts 10X with Doom64 monsters (I don't think I'll touch Aliens/Brutal Doom, even without 10x it's uber-slow).

No, those are not after-images you're seeing, they're monsters overlapping monsters.

http://i.imgur.com/T6q4Zzb.png
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Re: 10x Universal

Postby phantombeta » Thu Jun 18, 2015 2:50 pm

Now we need 10x 10x. (i.e, 100x)
And then we need to make someone run it with nuts.wad.
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Re: 10x Universal

Postby Espilonarge » Thu Jun 18, 2015 2:59 pm

phantombeta wrote:Now we need 10x 10x. (i.e, 100x)
And then we need to make someone run it with nuts.wad.

10x was a slide show but 10x 10x...?
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Re: 10x Universal

Postby Blox » Thu Jun 18, 2015 3:04 pm

How slow is it at 4.7 ghz?
Pretty slow.

I'm sure I could've waited until it raised further, but I didn't feel like waiting for the ~150sec per frame refresh.
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Re: 10x Universal

Postby The Zombie Killer » Thu Jun 18, 2015 11:49 pm

NeuralStunner wrote:Not sure if it's my cup of tea to play, but I'm curious what sorcery you used to make this work across mods.

It works like this:

I have an actor called "10xu_RG" (10x Universal Radius Give) which has a 0-tic NoDelay frame that calls A_RadiusGive with some specific parameters.
Code: Select allExpand view
ACTOR 10xu_RG
{
   +NOBLOCKMAP
   +NOINTERACTION
   States
   {
   Spawn:
      TNT1 A 0 NoDelay A_RadiusGive("10xu_CI", 26000, RGF_MONSTERS|RGF_CUBE|RGF_NOSIGHT, 1)
      Stop
   }
}


As you can see, the range should pretty much cover the entire map, and it can only be received by monsters. The item that is given out will run an ACS script on the monsters, which will do the following:
1. Check if they have "10xu_Multiplied" in their inventory, if they do, terminate the script (prevents monsters from being multiplied more than once)
2. Give the actor the "10xu_Multiplied" and "SetFlag_THRUSPECIES" items, "SetFlag_THRUSPECIES" is a CustomInventory actor that calls A_ChangeFlag("THRUSPECIES", true) in its pickup state
3. Spawn nine copies of the actor and give each of them the "10xu_Multiplied" and "SetFlag_THRUSPECIES" items

There is also an OPEN script which will spawn the 10xu_RG actor at 0,0,0 in order to make the mod work. It also constantly checks if new monsters have been spawned, and spawns 10xu_RG again if they have, so that monsters are still multiplied if they are spawned through ACS scripts or other means.
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Re: 10x Universal - Custom multipliers added

Postby Silentdarkness12 » Fri Jun 19, 2015 6:26 am

Custom multipliers......heck yes! Awesome.

Definitely gonna give this a few spins in Samsara and Wrath of Cronos : P
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Re: 10x Universal

Postby NeuralStunner » Fri Jun 19, 2015 3:15 pm

The Zombie Killer wrote:It works like this
That's what I thought! Sorcery. :P

Pretty neat though. Seems like I ought to try it out, now, just to appreciate how ingeniously sorcerous it is.
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Re: 10x Universal - Custom multipliers added

Postby Beed28 » Fri Jun 19, 2015 8:45 pm

Just tried this with Contra Doom. Works like a dream.

Or was that a nightmare?
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