VDP-MonsterRandomizer UPDATED September 1, 2022

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Plynthus
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

Exibius wrote: Sun Sep 04, 2022 2:24 am Oh, no! Seems like our boy PyroPork is having an off-day, today. I thought it was actually how the monster was supposed to work, but when I started this with Legendoom, it doesn't. Uh, transform anymore. Then I realized that's definitely not supposed to happen. Running VDP with DRLA he wants to keep transforming into a blue plasma ball sprite or something. And, as expected:
Spoiler:
We got sprite name conflicts. Just figured I let you know.
Thanks for letting me know. Unfortunately I don't know what I can do about it as a whole.
I can rename that sprite and Pyropork would be fixed.
But as a test I copied all the sprites from DRLA to VDP. Then I ran "Check Duplicate Entry Names" on Slade. I got all this:
Spoiler:
It's possible a lot of those are actually same sprites. Which would be fine. But there probably are a lot of different ones as well.
To rename all this would be too much work for trying to make it more compatible for one mod. This would include:
-renaming the actual sprites
-changing the sprite names in the monster decorate files and possible GLDefs
-tons of testing to make sure I didn't break anything.
And with this amount of sprites. Even after renaming it could cause more conflicts with other mods.

I didn't try sound files, but I would expect some conflicts in there too.

But if you've played a lot with VDP and DRLA at the same time. And haven't seen more bigger issues than the Pyropork one?
I will gladly fix it for next update, no problem.
cyanide77
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by cyanide77 »

Hey, could you please upload a standalone version of the monsters? Like for every monster a mod, so you can choose which ones to add. This will be very appreciated and awesome, thanks!
Exibius
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Exibius »

Plynthus wrote: Mon Sep 05, 2022 6:59 amSnip.
Wow, that's a lot of duplicate entries. I honestly have no idea how much of this is actually being broken together, then. PyroPork was the first one I noticed from playing a couple hours' worth, but I have no idea how many problems down the line this is actually going to cause.

Might just have to take the loss and assume DRLA doesn't work well with this. To be honest, DRLA works best with its own monster pack, since the monsters themselves use the same damagefactor systems for the armors and such, anyways.

On the bright side, any other mods that would've had issues with the +GHOST flag as we discussed before, was fixed, though. So that's already an automatic compatibility improvement for any other mods that would've thrown a fit over it.

LegenDoom seems to play together pretty well, with this, aside from one issue that I found where both mods use the same smoke cloud effect. They're virtually identical, aside from their offsets.
Spoiler:
It's up to you whether or not it needs renamed, since you can't really tell the difference of offsets upon firing a gun in LegenDoom, or the smoke effect of UberChain's attacks, depending on which is loaded first, but once you notice it, you can't really unsee it.

Just a note for anyone wanting to run this with DRLA, expect weirdness.
Plynthus
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

cyanide77 wrote: Mon Sep 05, 2022 2:37 pm Hey, could you please upload a standalone version of the monsters? Like for every monster a mod, so you can choose which ones to add. This will be very appreciated and awesome, thanks!
Most of the monsters can be found here as separate mods:
https://www.realm667.com/en/beastiary-m ... -105-73113

These will of course not include any modifications I've made to them on my mod.

If you're familiar with my mod and know about how many monsters(almost 300) there are. Then you were probably only joking with that suggestion. But just in case.
It's sometimes hard to be sure when it's just text.
Last edited by Plynthus on Tue Sep 06, 2022 1:09 pm, edited 1 time in total.
Plynthus
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

Exibius wrote: Mon Sep 05, 2022 3:55 pm
Plynthus wrote: Mon Sep 05, 2022 6:59 amSnip.
Wow, that's a lot of duplicate entries. I honestly have no idea how much of this is actually being broken together, then. PyroPork was the first one I noticed from playing a couple hours' worth, but I have no idea how many problems down the line this is actually going to cause.

Might just have to take the loss and assume DRLA doesn't work well with this. To be honest, DRLA works best with its own monster pack, since the monsters themselves use the same damagefactor systems for the armors and such, anyways.

On the bright side, any other mods that would've had issues with the +GHOST flag as we discussed before, was fixed, though. So that's already an automatic compatibility improvement for any other mods that would've thrown a fit over it.

LegenDoom seems to play together pretty well, with this, aside from one issue that I found where both mods use the same smoke cloud effect. They're virtually identical, aside from their offsets.
Spoiler:
It's up to you whether or not it needs renamed, since you can't really tell the difference of offsets upon firing a gun in LegenDoom, or the smoke effect of UberChain's attacks, depending on which is loaded first, but once you notice it, you can't really unsee it.

Just a note for anyone wanting to run this with DRLA, expect weirdness.
Yes, thank you Exibius for the GHOST flag thing! I doubt it's very common considering I haven't heard of it until you reported it.
But like you said it's definitely a compatibility improvement. So big thanks to you.

Good to hear LegenDoom is working pretty well for you.
Unfortunately I can't risk renaming the smoke cloud sprite.
Because a lot of effects, projectiles, sounds and stuff are shared between multiple different monsters.
And unfortunately I haven't written that stuff down. So even if it is in UberChain's sprite folder. It could be used by 10 more monsters.
I've only lately started leaving comments in the decorate files when I borrow something.
Although most of this shared stuff happens specifically when I see duplicate files in VDP itself.
I check if the sprites/sounds are the same and not just the name. If they're the same I'll delete the ones that were added later.
This happens often when adding new monsters.

So I'll only change sprite names for compatibility when I know for sure it's only for one monster. Like the PyroPork sprite obviously would have been.
But smoke effect... even I borrowed another smoke effect from ZombieTanks for Catharsi's "dud" bomb. And sound from PNZombie.

I'll still gladly do little changes to improve compatibility when it improves the experience for players like you.
Please feel free to report any problems in future as well. I really appreciate it.
Last edited by Plynthus on Tue Sep 06, 2022 11:49 am, edited 1 time in total.
Plynthus
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

Update for the Spawn Any Monster menu:
https://www.mediafire.com/file/m0rcr51n ... 9.wad/file
Load this with the main mod. Load order shouldn’t matter here.

It now should include all the monsters including decoration object replacers, power-ups and power-up replacers.
You can spawn "Normal" and "Friend" versions of each monster.
You can bind a shorcut key to the spawn menu in GZDoom's "Customize Controls" menu.

It's still unfinished. I'll try to clean it up a bit. It's not going to look much better, but some improvements.
And requires a lot more testing.

I'll add it to the main mod once it's completed and tested properly.

For now there might be some monsters that won't spawn correctly. Not sure if there is, but I haven't tested every monster yet.

The pictures in the menu might not perfectly match what you get. If one monster uses another monster's sprites, but has a color translation. It will show you the sprite with it's original color.
And there's some scaled monsters as well, but you'll see the original size.
The size thing I'm probably going to update at some point, but the color thing will stay. The pictures in the menu is just a bonus anyway.

Also most Doom II monsters and some of their replacers will be missing some sprites/sounds if used in Doom/Ultimate Doom.

Posting this another unfinished version now, because there's a lot of progress since the previous. And my progress for finishing this will still be slow.

Edit:
Updated it one more time for now. Added some additional key bindings that can help you have more fun with this.
If you see the "Helpful key bindings" section at the end of Spawn Any Monster menu:
Spoiler:
Then you have the newest version.

Edit2:
So far I've fully tested these monsters and their replacers:
Zombieman
ShotgunGuy
Imp
Demon
Spectre
Lost Soul
Cacodemon
Baron of Hell
Spider Mastermind
Cyberdemon
ChaingunGuy
Pain Elemental

Everything's worked so far.

Edit3:

I've fully tested all the monsters and power ups. Normal and Friend.

Everything works as intended. Except RedDemon(Revenant Replacer) normal spawn doesn't do anything. Friend spawn works.
Until I post an update if you want to spawn that monster you can open console and type "summon reddemon".
Last edited by Plynthus on Fri Sep 09, 2022 11:08 pm, edited 3 times in total.
Exibius
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Exibius »

Plynthus wrote: Tue Sep 06, 2022 8:39 amUnfortunately I can't risk renaming the smoke cloud sprite.
I'll be honest, the smoke effect is only pixels different from each other. I actually prefer your's over LegenDoom's, because LegenDoom's smoke dispersion is slightly higher than VDP's. Both starting offsets are identical, so the smoke goes out of the gun at the exact same place it does in LegenDoom, it just doesn't obscure as much, if I load VDP after this, since VDP replaces it with a smoke dispersion that's slightly lower. If anything, you accidentally fixed the barrel smoke effect from being as annoying and obscuring. I consider that a win.
Plynthus wrote: Tue Sep 06, 2022 10:25 amFor now there might be some monsters that won't spawn correctly. Not sure if there is, but I haven't tested every monster yet.
I'll screw around with this when I got the time, and will let you know if there's anything weird going on.
NamelessGuy
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by NamelessGuy »

Am I the only one having huge lag spikes during one of Divine Shadow's attacks?
Plynthus
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

NamelessGuy wrote: Thu Sep 15, 2022 8:46 am Am I the only one having huge lag spikes during one of Divine Shadow's attacks?
I haven’t had this happen when testing.

I assume you have dynamic lights on?
Also was there a lot of other light sources on the screen at the same time? Like some specific monsters and most projectiles.

I’ve mainly tested every monster individually. And usually don’t play maps with tons of monsters.

I’ll test later to see if I could reduce the lag by editing that attack or the gldefs. Assuming it’s because of the lights.
NamelessGuy
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by NamelessGuy »

Plynthus wrote: Fri Sep 16, 2022 3:34 am I assume you have dynamic lights on?
Yes.
Plynthus wrote: Fri Sep 16, 2022 3:34 am Also was there a lot of other light sources on the screen at the same time? Like some specific monsters and most projectiles.

I’ve mainly tested every monster individually. And usually don’t play maps with tons of monsters.
No, it literally can be just one Divine Shadow. It's pentagram attack just destroys my game. This issue aside my game runs very well with this mod even on maps like MAP32 of plutonia.
Plynthus wrote: Fri Sep 16, 2022 3:34 am I’ll test later to see if I could reduce the lag by editing that attack or the gldefs. Assuming it’s because of the lights.
I'm gonna try turning them off to see if this is what causes the problem
EDIT: so I tried turning Dynamic lights off and it didn't really help. It reduced lags very slightly however
cosmos10040
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by cosmos10040 »

So DRLA is compatible? I should load vdp after drla? Also, anyway to get tracers working on this?
Plynthus
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

NamelessGuy wrote: Fri Sep 16, 2022 5:50 am
Plynthus wrote: Fri Sep 16, 2022 3:34 am I assume you have dynamic lights on?
Yes.
Plynthus wrote: Fri Sep 16, 2022 3:34 am Also was there a lot of other light sources on the screen at the same time? Like some specific monsters and most projectiles.

I’ve mainly tested every monster individually. And usually don’t play maps with tons of monsters.
No, it literally can be just one Divine Shadow. It's pentagram attack just destroys my game. This issue aside my game runs very well with this mod even on maps like MAP32 of plutonia.
Plynthus wrote: Fri Sep 16, 2022 3:34 am I’ll test later to see if I could reduce the lag by editing that attack or the gldefs. Assuming it’s because of the lights.
I'm gonna try turning them off to see if this is what causes the problem
EDIT: so I tried turning Dynamic lights off and it didn't really help. It reduced lags very slightly however
I tried this and my frame rate went from 119 down to about 60 during that attack.
It didn't feel that laggy. And my pc isn't great.
But it's still a huge drop. And this was with no other monsters being there.

Maybe you're also using another mod at the same time that somehow affects it...

I'll look into this for the next update.
Reducing the amount of the green plasma things that form the pentagram would probably help a lot.

Thanks for letting me know of this!


cosmos10040 wrote: Fri Sep 16, 2022 10:33 am So DRLA is compatible? I should load vdp after drla? Also, anyway to get tracers working on this?
Short answers for DRLA question:
Playable? Yes.
Fully compatible? No.

I haven't played with it myself, but based on the feedback from Exibius. It has mainly worked well.
But he reported a sprite issue with one monster. Because both mods are using the same name for a sprite for two different things.
Then I looked into how many more duplicate sprite names there are. And there were A LOT.
A lot of them probably are the same sprite which creates no problems. But the ones that don't can cause very weird visual issues.
Probably the same with some sounds.

I'm not sure which load order works better, but I think both will work. But the duplicate sprites will be the ones from the mod that was loaded after.

Also not sure what you mean by getting tracers working on this? Another mod?
Cygnus1337
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Cygnus1337 »

cosmos10040 wrote: Fri Sep 16, 2022 10:33 am So DRLA is compatible? I should load vdp after drla? Also, anyway to get tracers working on this?
You can use VDP with DRLA but i have advice for ya;
Attacking a ghost type enemies doesn't take damage, it just go through the enemies unharmed with a hitscan nor projectiles like MummyGhost, KnightGhost, Nightmare, etc.. but the hidden enemies like Spectre can be killed (try use a explosive weapons like rocket launcher and hit it with a ground)
If you still combining them, you'll just careful with a ghost types if i we're you. No offense btw!
Last edited by Cygnus1337 on Thu Nov 24, 2022 5:36 pm, edited 1 time in total.
XASSASSINX
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by XASSASSINX »

Man, your mod is so simple yet so fun. I've made this one monster randomizer remake of an old mod here but yours feels so much more complete. You even added the histcan and projectile change option like i did to mine. updating it now!
Someone64
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Someone64 »

Just a heads up, WFHPA0.png (FakeHitlerBall) conflicts with a weapon pickup sprite from Aracnocide.

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