[minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
Armament Tuning has ammo multiplier. Mind, it doesn't work for some mods.
-
- Posts: 690
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
I'll give that a spin. Thanks! <3
-
- Posts: 150
- Joined: Mon Jan 21, 2019 10:10 am
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
I fully agree with a +1 for this. It can be like a performance mod for mobile players and to have a consistent enemy count raising/lowering the monster count to a threshold.Spaceman333 wrote:Added a suggestion for a simple new feature.
I noticed how levels in doom can often range from 50 to 1000 enemies on average, causing multiplying or dividing enemy counts have massive difference that I didn't want for some levels.
Also sometimes default numbers of enemies on some maps are so high that certain monster/gore/visual mods can lag a lot on them, making them somewhat unplayable.
If this mod had a MaxMonsterCount = 100 setting/slider, that would solve both issues nicely.
By capping the maximum amount of monsters on a level would allow making early low-enemy levels more intense, while high-enemy levels would stay reasonable. Or just globally reducing enemies-per-level amount to as low as it needs to be to handle a more performance intensive mod. Or just having a more reliable global way to reduce enemies on a level universally for a more chill experience.
-
- Posts: 690
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
I think something in a GZDoom update broke part of 10.5x. I tried setting the slider to .5 and it doesn't do anything at all (I think it's supposed to kill half of the monsters in a map). In fact, any setting I tried below 1.0 didn't reduce or kill any of the monsters on a map. However, anything above 1.0 on the slider still works. So the multiplier works but not the divider.
This is on GZDoom 4.7.1. by the way.
This is on GZDoom 4.7.1. by the way.
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
Note that when you set the slider to a value that is < 1.0 monsters are not killed at the level start, the corresponding amount of them are killed when they see or hear you. This is so to preserve intended level progression in case of MAP07 scenarios or custom scripts.
-
- Posts: 690
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
Ah, gotcha. Sorry about that.m8f wrote:Note that when you set the slider to a value that is < 1.0 monsters are not killed at the level start, the corresponding amount of them are killed when they see or hear you. This is so to preserve intended level progression in case of MAP07 scenarios or custom scripts.
-
- Posts: 5
- Joined: Wed Mar 02, 2022 9:30 am
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divide
Doesn't work against pistol zombies from Brutal DooM Platinum...
-
- Posts: 21
- Joined: Tue Nov 14, 2017 8:52 am
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divider)
Hey,
I've been testing this mod with some slaughterwads which I would like to play such as sunder and resurgence, with a modified version of a Monster Mod that has random spawners, and I am using the mod to reduce the monstercount to a 50% using the 0.5x value on the slider, so that the maps are more manegeable by my PC.
I understand that the monsters don't get killed unless they hear you/see you, and I tested it and it works.
The only problem I am having at this time is that for the monster mod I'm using, it only kills certain monster types, such as pinkies, cacos, arachnotrons, cyberdemos, and spider masterminds, and the other monsters such as imps and hellknights don't get killed, which is a major issue as they populate a big portion of the slaughtermaps.
Does this have something to do with the decorate of the monsters that don't get killed? is there a flag or anything that the 10.5 mod needs in order to recognize the actor as a monster so that it kills it? or does it have something to do with the monster spawner of my mod?
Would be really appreciated if you guys could help me .
Thanks!
I've been testing this mod with some slaughterwads which I would like to play such as sunder and resurgence, with a modified version of a Monster Mod that has random spawners, and I am using the mod to reduce the monstercount to a 50% using the 0.5x value on the slider, so that the maps are more manegeable by my PC.
I understand that the monsters don't get killed unless they hear you/see you, and I tested it and it works.
The only problem I am having at this time is that for the monster mod I'm using, it only kills certain monster types, such as pinkies, cacos, arachnotrons, cyberdemos, and spider masterminds, and the other monsters such as imps and hellknights don't get killed, which is a major issue as they populate a big portion of the slaughtermaps.
Does this have something to do with the decorate of the monsters that don't get killed? is there a flag or anything that the 10.5 mod needs in order to recognize the actor as a monster so that it kills it? or does it have something to do with the monster spawner of my mod?
Would be really appreciated if you guys could help me .
Thanks!
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divider)
Does this build solve the problem?
-
- Posts: 21
- Joined: Tue Nov 14, 2017 8:52 am
Re: [minimod][v0.9] 10.5x - enemy number multiplier (+divider)
I did a quick check on a couple of maps and it seems to do the job, now it actually kills the other actors that did not get killed previously and were ignored by the addon.
Thanks for solving so quickly mate! I love this addon because now I'll be able to play slaughterwads without frying my cpu .
I'll take the opportunity to ask something.
Would you consider for an upcoming update to have sub sliders for enemy classes? (Intended to increase/decrease the number of demons per enemy class)
I think this would be a good addition because in my case, I'll be gladly getting rid of imps, cacos, hellknights, which are usually plenty in any map, but I would not like to get rid of larger demons such as archviles, masterminds and cyberdemons, because those are already very few in certain maps and I feel there's no need to kill them, instead of that perhaps I'd increase those.
Thanks!
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)
v0.10.0
Changelog:
Changelog:
- better compatibility with randomizer mods: reduced chance of monsters being stuck in each other if they are of different species;
- Russian translation by Blueberryy;
- Brazilian Portuguese translation by generic name guy;
- don't affect friendly and non-counting actors;
- fixed not doing anything in hubs.
- individual actor class sliders;
- ? max monster count option.
-
- Posts: 15
- Joined: Fri Jul 17, 2020 6:52 pm
Re: [minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)
Download link gives a code 500 internal server error.
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)
Re: [minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)
It works for me now.
-
- Posts: 969
- Joined: Wed Mar 06, 2013 5:31 am
Re: [minimod][v0.10.0] 10.5x - enemy number multiplier (+divider)
This was working fine for the longest time. I updated to the latest version and now enemies keep spawning in walls.
I thought it might be due to having the x5_thrust cvar set to 5 so I set it to 0 to see them move anyway. I guess that function is no longer valid.
Please take a look. I really like this mod.
https://ibb.co/pxCrfrc
https://ibb.co/K9Dyvpr
https://ibb.co/2kfHgBY
I wish I still had v0.9. You wouldn't happen to still have it would ya?
I thought it might be due to having the x5_thrust cvar set to 5 so I set it to 0 to see them move anyway. I guess that function is no longer valid.
Please take a look. I really like this mod.
https://ibb.co/pxCrfrc
https://ibb.co/K9Dyvpr
https://ibb.co/2kfHgBY
I wish I still had v0.9. You wouldn't happen to still have it would ya?
-
-
- Posts: 1446
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Location: Siberia (UTC+7)