10x Universal - Spawn Queue!

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Re: 10x Universal - Custom multipliers added

Postby FLYBAT » Sat Jun 20, 2015 5:06 am

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Re: 10x Universal - Custom multipliers added

Postby IdiotBitz » Fri Jun 26, 2015 4:21 am

Setting the sv_10xu_mul to 100... 1900 monsters on the first level?!
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Re: 10x Universal - Custom multipliers added

Postby Armaetus » Fri Jun 26, 2015 10:12 am

No way anyone can do this on Holy Hell MAP05, which has around 23,000 monsters..
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Re: 10x Universal - Custom multipliers added

Postby FLYBAT » Fri Jun 26, 2015 2:36 pm

Because it doesn't work:
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Re: 10x Universal - Custom multipliers added

Postby The Zombie Killer » Sat Jun 27, 2015 6:13 am

Hmm, it seems that the reason it's not working there is because A_RadiusGive is failing at that distance on this map.
Not sure how to fix it, I'll see what I can do though
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Re: 10x Universal - Custom multipliers added

Postby Beed28 » Sat Jun 27, 2015 8:04 am

The Zombie Killer wrote:Hmm, it seems that the reason it's not working there is because A_RadiusGive is failing at that distance on this map.
Not sure how to fix it, I'll see what I can do though


I think you're out of luck here, I'm afraid.
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Re: 10x Universal

Postby The Zombie Killer » Mon May 23, 2016 7:28 am

Thanks to recent changes to ZDoom, this should now work without issues in any map! Enjoy the update
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Re: 10x Universal

Postby Beed28 » Mon May 23, 2016 8:29 am

One problem I've found is that it doesn't take monsters with the ambush flag set into account. All monsters that are spawned do not have ambush, regardless if the original has the flag or not. It certainly is possible to check if a monster has the ambush flag, and then give the copies the ambush flag as well. Also, it gets really, really laggy on some maps. Perhaps check if only the monster count has increased instead of checking if it has changed at all? That might help.
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Re: 10x Universal - Spawn Queue!

Postby The Zombie Killer » Mon May 23, 2016 8:45 am

Added. Also, quite a few important features in this update, the spawn queue being one of them. This makes maps like Holy Hell MAP05 semi-playable.
EDIT: Just did another quick update that now ensures the monster count has actually increased before re-10x-ing everything. Big performance boost there.
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Re: 10x Universal - Spawn Queue!

Postby Frozenwolf150 » Thu Aug 04, 2016 3:01 pm

This mod will lead to some strange behavior when played with Strife, as it multiplies absolutely everything, including passive NPCs. This means you can get a quest 10 times, and get a reward 10 times. So, probably don't exploit that if you're going to use it with Strife.

ETA: I don't recommend using this with Strife. It will multiply the non-hostile guards in town until they occupy all the standing room on the map, which means you'll have to crowd surf across them to get anywhere. Unless you somehow manage to kill them all, but there will be 1,430 of them.

On the other hand, this mod has worked with pretty much everything I've tested it with so far and does not have the conflicts of previous versions. So it looks like I'll be spending some time with this one.
Last edited by Frozenwolf150 on Fri Aug 05, 2016 10:00 pm, edited 1 time in total.
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Re: 10x Universal - Spawn Queue!

Postby dljosef » Thu Aug 04, 2016 4:32 pm

Just wondering, will there be a possible option where randomizer mods can have the effect of spawning different enemies of the same class? (Colored Hell, for instance, having monsters of the same class having their different tiers having a chance to spawn.)

Edit: To be more specific, I mean for one instance a demon of the common class spawns, and the next one spawned turns out to be either a green or blue, within the same spawn spot.
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Re: 10x Universal - Spawn Queue!

Postby Frozenwolf150 » Wed Aug 10, 2016 10:32 am

I finally found a mod that is incompatible, specifically the Doom RPG mod. It relies heavily on scripts that are constantly running, and the spawn queue can easily overwhelm that, resulting in all sorts of glitches such as the interface disappearing or features not working. The whole reason I was trying to use the two together was to increase the XP gained, which has worked with other RPG mods, but not this one.
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Re: 10x Universal - Spawn Queue!

Postby Caligari87 » Sat Jul 08, 2017 12:47 pm

Sorry for the bump, but I'm getting a fatal error crash on level load with this mod:
Code: Select allExpand view
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x60

Running GZDoom 3.1.0, no other mods. Just starting a new game on MAP01 or E1M1 does it.

8-)
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Re: 10x Universal - Spawn Queue!

Postby Nash » Sat Jul 08, 2017 12:55 pm

You can probably make this mod even more anything-compatible with ZScript's Event Handlers... I'm imagining it would literally take like 5 - 10 lines of code at most. XD
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Re: 10x Universal - Spawn Queue!

Postby TheRailgunner » Fri Sep 08, 2017 5:07 pm

So, I noticed that, while I love this mod, some maps are far more difficult with 10x the monsters, mainly levels that start with the player being seen/attacked, so I added a multiplier option:

Now with user-manipulable options!

This allows you to adjust how many enemies will actually spawn, for when you load up Memento Mori II and get instantly annihilated by 70 hitscanners. Alternatively, if you'd rather just add menudef.txt to it yourself, that's also an option.

EDIT: I've changed the slider to a text field, and added a text field for the spawn queue. In addition, boss multiplier and visible enemy count can also be toggled.
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