[minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)

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Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by m8f »

Spaceman333, thanks!

Also, updates! v0.6 is up. Changes from 0.4:
- compatibility for monster randomizers (duplicate monsters are randomized too!);
- enemies no longer walk through their species when this is not necessary;
- fixed density calculation;
- added enemy health density.
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Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

The DL link points to v0.1.
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Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by m8f »

Fixed. Thanks for the heads up!
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Re: [minimod][0.6] 10.5x - enemy number multiplier (+divider

Post by Nems »

Possibly a bug (?): monsters killed by the divider can't be resurrected by the Arch-Vile. The Arch-Vile will stand there and indefinitely try to resurrect the killed monster, which will come back to life before dying again. It pretty much makes an endless resurrection loop unless you attack the Arch-Vile so it'll focus on either the player or move to another monster.

I'm not complaining, mind you. Arch-Viles are already a pain in the ass. :p Still, I thought it was worth reporting just in case this behavior isn't intended.

Really enjoying the mod so far, by the way. I'm using the divider with Journey to Hell v2 and it makes what's already a highly-populated slaughter megaWAD more manageable. Definitely a must have for such megaWADs that slow GZDoom down due to high monster/actor count. <3

EDIT: The above issue does seem to make performance drop if the monster the Arch-Vile is endlessly resurrecting is one of the three zombiemen since they drop weapon pickups which are also actors, especially if they're in a monster closet. This could prevent Arch-Viles from spawning too.
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Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by m8f »

Nems, thanks for reporting!

Fixed in v0.7: https://www.mediafire.com/file/p3croa3l ... 7.pk3/file

Resurrection of auto-killed monsters is fixed (no infinite loop now), and is disabled by default as not intended behavior. If anyone prefers it, they can enable it by setting x5_raise_divided CVar to true.
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Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

So, I just loaded up 0.6 and noticed setting it below 1.0 wouldn't affect anything. I came here and noticed an update so I grabbed it. Now it immediately crashes upon loading a level. If I delete the settings from the .ini to reset the mod levels will load but if I move the slider at all they continue to crash. I'm using gzdoom 4.2.3.

Okay, so I just updated to 4.2.4 and the crashing went away. I still can't get it to reduce the number of enemies though.
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Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by m8f »

Do you restart the level after slider change?
If you play with mods, does this happen with other mods and without mods?
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Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Of course.
The first thing I did was remove all mods from the load order. Just now I deleted the .ini to start completely fresh and it's the same. Monsters won't be reduced. Is it working for you?
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Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by m8f »

Yep. Here, x 0.5, haven't fired a single shot:


GZDoom 4.2.4, x10.5 v0.7.
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Re: [minimod][0.7] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Wow, I'm a putz. The monsters don't die until alerted.
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Re: [minimod][0.8] 10.5x - enemy number multiplier (+divider

Post by m8f »

Small update: v0.8.

Fixes:
- enemy health density displays correct value even with monster randomizers;
- projectiles fly through emitter species (if multiplier is > 100%).
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Re: [minimod][0.8] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

Would it be possible to give them a random thrust when spawning? I like the mod I just wish they weren't always perfectly stacked on each other.
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Re: [minimod][0.9] 10.5x - enemy number multiplier (+divider

Post by m8f »

Small update: v0.9: https://www.mediafire.com/file/n39zz9ca ... 9.pk3/file

- added initial thrust to cloned monsters (controlled by x5_thrust CVar).

Rowsol, thanks for that suggestion!
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Re: [minimod][0.9] 10.5x - enemy number multiplier (+divider

Post by Rowsol »

I noticed that only sometimes will their projectiles pass through each other. It seems that it works fine if the projectile has a second to move before colliding with a monster but if it's spawned on top of one it'll just hit the monster. It's easy to notice if you add DOHARMSPECIES to them.
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Re: [minimod][0.9] 10.5x - enemy number multiplier (+divider

Post by vapidscum »

Obligatory Nuts3. Kinda embarrassed this was my second thought and not my first.

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