[Beta] Another Monster Randomizer

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Boondorl
Posts: 164
Joined: Wed Jul 11, 2018 10:57 pm

[Beta] Another Monster Randomizer

Post by Boondorl »

Beta 3 Download
Requires GZDoom version 2.4 or higher

Crawling out from the depths of Hell comes another attempt at randomizing Doom's monsters. ZDoom has a long history of attempting to spice up Doom's gameplay by adding some more randomness to the sandbox. While many attempts rely on not using other monster mods with it, ZScript has allowed us to go a step further. I present to you...

Another Monster Randomizer (bold text for emphasis)

What makes this mod unique? Nothing! It doesn't add anything to the monster sandbox whatsoever. Instead it just takes whatever it's given and spits out a new random monster. Yes, any monster. This mod has full universal support with other monster replacers. That means you can run a monster randomizer on top of your monster randomizer. Even Brutal Doom works with it! Not only that, but this mod has full support across all Doom engine games. Heretic not feeling spicy enough? This mod's got you covered. Hexen in desperate need of monster variety? Done. Does anyone play Strife? You might now, now that things are completely random.

There's, uh, not really much to say since it does what the tin says. There's some options in the menu for you to play around with if you truly want to break things and make the game hilariously unplayable. Seriously, you don't wanna see the Pain Elementals. Here's some pictures of it with the oh so glorious Colorful Maps mod.
Spoiler: Doom 2 in its full glory
Q&A
Q: Does this work with Brutal Doom?
A: Yes.

Q: How do I run this?
A: You can either drag and drop the .pk3 file onto your GZDoom executable or use one of the various mod loaders. If you plan to use this with other monster mods make sure this mod is loaded last to be safe.

Q: I was playing X megawad and level Y broke!
A: While I've put in quite a few safe guards to ensure that maps of any variety don't break, there's only so much I can do for a universal randomizer. Sometimes it's a case where I can't fix it without hardcoding the solution, something that could break other maps, and other times it's a unique issue that can be fixed but is something I never would have thought of. I'll say that I tried to get as many of the vanilla cases as possible with the map compatibility option. Right now there are only plans to support official IWADs with this option. Other settings have been provided for you to play with that can hopefully alleviate the issue.

Q: A monster spawned that's invisible/has no sounds/projectiles. What gives?
A: This can happen when a monster that's missing assets is spawned. This happens if you happen to have the correct sprite names but nothing else. There are a few fixes for this:
  • Turn Fighter Boss off. Zedek is a special case where he can spawn in any Doom game due to his use of the default player sprite names as his sprites. He should mainly only be used when playing Hexen
  • Full monster randomization adds a few monsters that weren't included such as the bot marines, who may break games other than Doom. To turn off the bots you can disable Doom monsters
  • Get the correct sprites and sounds for the monster. What matters is that the names of the sprites and sounds match the vanilla monster's names. They do not have to be the actual vanilla sprites/sounds
Q: Ok, I tried this with Brutal Doom and it seems a little wonky. I thought it worked with it?
A: To be fair I never said it worked well. Ok, real explanation. The idea behind this mod is pretty simple: if an actor is a monster, add it to the pool of monsters that can replace monsters. If a monster spawns, check for a replacement. The problem is that different mod authors have different standards for how they do things. While the easiest way to make something shootable is to flag it as shootable, unfortunately the second easiest way is to set it as a monster. This means completely random things that have zero business being monsters can end up in the pool. Brutal Doom is particularly awful with this as even things like gibs are considered monsters. I've added in a bunch of safety checks as a result. Normally I'm against these kinds of checks since it can break other mods, but some of these issues were so outlandish that I was confident either other mods wouldn't do it or were doing something equally as wrong anyway. Even with the checks some things can still get through the cracks, however, and there's not much I can do about that besides hardcoding a solution, something I won't be doing. Trust me, these mods are in a way more playable state than when I first tested them.
Last edited by Boondorl on Sat Sep 03, 2022 2:46 pm, edited 6 times in total.
Douku
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Joined: Fri Aug 16, 2019 11:37 am
Graphics Processor: Intel (Legacy GZDoom)

Re: [Beta] Another Monster Randomizer

Post by Douku »

i have been searching for a mod like this for a really long time and im having a blast with this!!!
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Solid-Head
Posts: 57
Joined: Thu Sep 11, 2014 1:07 pm

Re: [Beta] Another Monster Randomizer

Post by Solid-Head »

Really good ! This actually work very well, 2 vile in my face on start in map01 ! Its glorious.

I think it is also the first randomizer I've tried that actually work with AI director. I've been looking for something like this for quite a while.
Unfortunately as you mention , it does break many monster mods.
-Colorful hell spawn really bad things.
-Miniboss work well with it !
-Havent tried Brutal doom but BDlite seems to work fine with it.
-Mk champions doesn't work.
-I start Castlevania just for the heck and it kinda work !
-DoomRLA's monsterpack will work but may spawn a VERY angry skelly.

I can't expect this to work with everything, but its very good so far.

Also :
You have enemies across all games turned on. You need the assets for the enemies in order for them to be visible. A giant WAD containing every sprite across all IWADs will fix that.
Is there a tool for this like wadsmoosh ? Or is it made manually with slade ?
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StroggVorbis
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Re: [Beta] Another Monster Randomizer

Post by StroggVorbis »

Solid-Head wrote:Is there a tool for this like wadsmoosh ? Or is it made manually with slade ?
For the time being it looks like you'd have to do it yourself. I've been meaning to create such an asset "patch" wad/pk3 myself for quite some time, but it's not ready for release as of yet.

Edit: If you want to take a shot at it yourself, this information will be of use: https://zdoom.org/wiki/Sprite
Look for "Conflicting Sprite names". Note that each sprite needs to be converted to PNG, else the palette turns them into a garbled mess.
Also don't forget that you need to lift the sounds from each IWAD too, otherwise they'll be mute.
Boondorl
Posts: 164
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Another Monster Randomizer

Post by Boondorl »

Thanks for notifying me of the issue with Mk champions. It was a load order issue caused by a conflict between my event handler and theirs which has been fixed. I'm not really sure what's wrong with Colorful Hell. I haven't played it much so I have no idea what's supposed to be an enemy and what's not. Some weird void bubble was shooting projectiles at me. No idea if that's supposed to be a real enemy or a really odd projectile of some kind. I'll have to look into it more but other than that it seemed to be working ok with some of the changes I've already made.
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Brohnesorge
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Re: [Beta] Another Monster Randomizer

Post by Brohnesorge »

So I ran this with Colorful Hell to see how/if it broke, and it doesn't really break as much as it does some unexpected things. Namely, it will put minions that bosses summon into the pool, AND it will shuffle anything that gets summoned.

It's a wonderfully chaotic experience!
Boondorl
Posts: 164
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Another Monster Randomizer

Post by Boondorl »

Ok, quick update that got finished way faster than expected. Mostly small but important changes:
  • More safe guards for things that really shouldn't be considered monsters being randomized or added to the pool
  • More generalized boss checking. This should catch all cases in the base IWADs and improve support for custom monster boss detection
  • Tweaks towards behavior for replacing dormant monsters
  • RandomSpawners will no longer be added to the pool since any monster they spawn will be added anyway
  • Overhauled options menu to make it look much cleaner (credits to Nash for the template)
  • Removed "Don't replace boss" option
  • Added sliders to scale the chances bosses and regular monsters will be randomized
  • A note on load order: unfortunately event handlers don't always play nice with each other. Fixing one mod entirely broke another beyond repair so load order will have to be enforced. If you're using another generic enemy mod it'll be safest to load this one last
Acoma
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Joined: Wed Jan 08, 2020 9:14 pm

Re: [Beta] Another Monster Randomizer

Post by Acoma »

this is awesome and works well with skulltag emulation but when I enable the use of all games it spawns invisible monsters, what files do I need to get hexen and heretic monsters to spawn? I have both iwads and have tried extracting sprites and sounds but they are still silent and invisible

another problem is that pain elementals spawn random flying enemies and will usually spawn more pain elementals instead of lost souls, could you please add a toggle option to have pain elementals only spawn lost souls
Boondorl
Posts: 164
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Another Monster Randomizer

Post by Boondorl »

New beta out.
  • Removed pig and chicken from default randomization. These have been added to the Full Monster Randomization option.
  • Added Chex 3 support to IWAD Compatibility option
  • Improved menu scaling
  • Added option to not swap spawn type of Pain Elemental's spawn
  • Removed All Games option since it was redundant
  • Added individual options for each Doom engine game
Keldian
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Joined: Tue Apr 03, 2018 3:57 am
Location: Russian Federation, Koroľov

Re: [Beta] Another Monster Randomizer

Post by Keldian »

Works bad with AI-Director (Doesn't spawn some items like bullet ammo and it's replacements from other mods)
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