VDP-MonsterRandomizer UPDATED September 1, 2022

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ClessxAlghazanth
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Re: VDP-MonsterRandomizer UPDATED July 20

Post by ClessxAlghazanth »

Glad to see VDP well alive and kicking , which is one of my most used monster randomizers for a long time :D
Plynthus
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by Plynthus »

New update with 30-40(depends if you count all variations) new monsters.
Including multiple very rare ones.

Bunch of new settings, tweaks, fixes etc.





Details:
Spoiler:

MAKE SURE TO NOT LOAD VDP-NeutralMonster.pk3 ANYMORE
If you have downloaded the August 26th version of the main mod file. It's an in-game setting now and the VDP-NeutralMonster.pk3 is outdated.
Plynthus
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by Plynthus »

+Currently an unfinished feature as a bonus(updated September 6th)
Spoiler:
Last edited by Plynthus on Tue Sep 06, 2022 12:19 pm, edited 4 times in total.
cosmos10040
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: VDP-MonsterRandomizer UPDATED August 26

Post by cosmos10040 »

Great mod so far and lots of fun. Just what I was looking for and it's compatible with weapon mods. Only issue I'm having is that while using smart marines npc mod, when the marines walk their walking frames are changed to I think to a tiny object, happens also when they shoot so they blink in and out, does not happen with other mods. Can you look into that? Otherwise than that all good!
Plynthus
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by Plynthus »

cosmos10040 wrote: Mon Aug 29, 2022 5:36 am Great mod so far and lots of fun. Just what I was looking for and it's compatible with weapon mods. Only issue I'm having is that while using smart marines npc mod, when the marines walk their walking frames are changed to I think to a tiny object, happens also when they shoot so they blink in and out, does not happen with other mods. Can you look into that? Otherwise than that all good!

Thank you for the feedback!
Is this the right mod: https://github.com/inkoalawetrust/Smart-Marines'

I can look into it. It's probably just a sprite which has the same name in both mods.
I'll gladly fix little compatibility problems like this.
But if more problems follow with the same mod then we'll see. Can't put too much time to trying to improve compatibility with one mod.
cosmos10040
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by cosmos10040 »

Actually no need to worry, seems to work I think I had the order wrong. Good job on the mod.
Exibius
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by Exibius »

Fantastic mod. Real winner. 10/10. Exibius approves. Biggest monster randomizer that's monsters only that exists so far, I think. Maximum variety = maximum chaos. It's like Aeons of Death but with monsters. Prefer it much better that way, since you can mish-mash other gameplay mods on top of this. You want variety without the out-of-placeness? No problem, there's a setting for that. You want variety but without it getting too crazy? No problem, there's settings for that. You want equal spawn chances of everything across the board and not give 2 poops about balance? There's a setting for that.

Smooth transition to the statement above: I wish there was a setting to disable ghost properties from monsters such as ghost golems and ghost death knights. The only thing that kills them is explosive splash damage, and if I'm running a mod like DRLA and I just started and I don't get an RL in generally the first level, I'm screwed with UV-maxing. Not to mention, they're not noclip either; if I get 2 ghost golems in a skinny hallway that I can't kill, and I try to pass around them and I get cornered, I'm completely dead. Even with explosives, I'd blow myself up. I could probably just delete said flags from them, but I don't like doing that to other people's mods.

A setting to disable ghost properties from certain monsters, but still keep them transparent for cosmetic's sake. Please? Just a suggestion. And just a setting, so people who prefer to play it that way can still play it the original way.

Anyways, love this. The powerup replacement part and the decoration replacement part is just a cherry on top of an already-delicious sundae. Better watch out for that tentacle sticking out if you're running decoration replacers. (Or Sunday, if you're playing this mod on a Sunday. Which I sometimes do.)
Plynthus
Posts: 86
Joined: Thu Jun 27, 2019 8:33 am

Re: VDP-MonsterRandomizer UPDATED August 26

Post by Plynthus »

Exibius wrote: Wed Aug 31, 2022 1:44 pm Fantastic mod. Real winner. 10/10. Exibius approves. Biggest monster randomizer that's monsters only that exists so far, I think. Maximum variety = maximum chaos. It's like Aeons of Death but with monsters. Prefer it much better that way, since you can mish-mash other gameplay mods on top of this. You want variety without the out-of-placeness? No problem, there's a setting for that. You want variety but without it getting too crazy? No problem, there's settings for that. You want equal spawn chances of everything across the board and not give 2 poops about balance? There's a setting for that.

Smooth transition to the statement above: I wish there was a setting to disable ghost properties from monsters such as ghost golems and ghost death knights. The only thing that kills them is explosive splash damage, and if I'm running a mod like DRLA and I just started and I don't get an RL in generally the first level, I'm screwed with UV-maxing. Not to mention, they're not noclip either; if I get 2 ghost golems in a skinny hallway that I can't kill, and I try to pass around them and I get cornered, I'm completely dead. Even with explosives, I'd blow myself up. I could probably just delete said flags from them, but I don't like doing that to other people's mods.

A setting to disable ghost properties from certain monsters, but still keep them transparent for cosmetic's sake. Please? Just a suggestion. And just a setting, so people who prefer to play it that way can still play it the original way.

Anyways, love this. The powerup replacement part and the decoration replacement part is just a cherry on top of an already-delicious sundae. Better watch out for that tentacle sticking out if you're running decoration replacers. (Or Sunday, if you're playing this mod on a Sunday. Which I sometimes do.)
Thanks for all this feedback! Glad you enjoy the mod.

About the ghost properties. This shouldn’t happen at all. Those are monsters from Heretic and should act that way. Basically just be translucent versions.

So are you sure it’s not because of another mod you’re using at the same time?
They’ve never behaved that way for me. Currently at work so I can’t test if it actually is like that on VDP. Should’ve been very late break for me to not notice it. Also maybe there’s a setting on GZDoom that could affect, but I don’t think that’s the case.

Definitely wouldn’t have left that in the mod on purpose at all.

I’ll try after work. But please let me know if you think a specific mod might cause it. This is the first time I’ve heard of this problem.

Edit:
Without being able to test my assumption is that the +GHOST flag causes this when combined with some specific mod.
The description for that flag is:
“Actor is a ghost. This does not imply translucency etc. Some of Heretic's projectiles and weapons cannot attack ghosts.”
So if that is the case I could disable that flag anyway as it doesn’t seem to have any affect on Doom.
Exibius
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by Exibius »

I’ll try after work. But please let me know if you think a specific mod might cause it. This is the first time I’ve heard of this problem.
Indeed, after messing around with my load order, it seems Doom Rougelike Arsenal is what's causing this. If I load VDP without anything else, I can shoot the ghost monsters just fine. I tested this with GhostRevenant as reference. I removed the +GHOST flag, and it works totally fine combined with DRLA.
So if that is the case I could disable that flag anyway as it doesn’t seem to have any affect on Doom.
That would be lovely, as I figured the same. For now, I'll just comment out all of the +GHOST flags I can find on any of the monsters in decorate, until an official update rolls out.

This monster randomizer is straight up hilarious, btw. Well done. Kudos for the corruption card compatibility too, since that's one more mod I run with this in my load order by default.
Plynthus
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Re: VDP-MonsterRandomizer UPDATED August 26

Post by Plynthus »

Exibius wrote: Thu Sep 01, 2022 3:04 am
I’ll try after work. But please let me know if you think a specific mod might cause it. This is the first time I’ve heard of this problem.
Indeed, after messing around with my load order, it seems Doom Rougelike Arsenal is what's causing this. If I load VDP without anything else, I can shoot the ghost monsters just fine. I tested this with GhostRevenant as reference. I removed the +GHOST flag, and it works totally fine combined with DRLA.
So if that is the case I could disable that flag anyway as it doesn’t seem to have any affect on Doom.
That would be lovely, as I figured the same. For now, I'll just comment out all of the +GHOST flags I can find on any of the monsters in decorate, until an official update rolls out.

This monster randomizer is straight up hilarious, btw. Well done. Kudos for the corruption card compatibility too, since that's one more mod I run with this in my load order by default.
Good to know. Thanks a lot! I'll update it soon. Probably today.
I'm not currently working on another update so it'll be the only change.

And thanks for the Corruption Cards compatibility goes to: Someone64.
I've only added the new monsters to the CCARDS lump.
Plynthus
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Joined: Thu Jun 27, 2019 8:33 am

Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

I updated it now.

This is the only change:
Spoiler:
So anyone reading this.
If you're not planning to use specific weapon mods("Doom Rougelike Arsenal" being the only known one) with this. There's no reason to update.
Exibius
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Exibius »

Indeed, using your download link, spooky ghost monsters are no longer safe from Marine's chaingun anymore. Tested all 4 actors that I recall having issues before, everything is working now as intended with DRLA.

Hope you have a good September.
cosmos10040
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by cosmos10040 »

I experienced a crash in beginning at Title screen using lit doom, not sure if it's compatible but lit doom can run other monster mods.

R_InstallSprite: sprite BMEN fame A is missing rotations
Plynthus
Posts: 86
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Plynthus »

cosmos10040 wrote: Fri Sep 02, 2022 11:18 am I experienced a crash in beginning at Title screen using lit doom, not sure if it's compatible but lit doom can run other monster mods.

R_InstallSprite: sprite BMEN fame A is missing rotations
Thanks for letting me know.

I downloaded that mod and tried it. I didn't get the same error message and the game did start.

Are you using any other mods at the same time?

That kind of error message happens usually when two mods are using same sprite name, but not actually the same sprite.
I also couldn't find a sprite in VDP that had "BMEN" in the name.

Are you sure the error message said "BMEN"?

Other reasons could be a different version of Lit Doom(I tried with the newest) or even GZDoom.
Exibius
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Exibius »

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.

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