OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
VoidedBrain
 
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#21

Post by VoidedBrain » Sun Oct 04, 2015 3:42 am

I feel like this is a joke, You are kidding right deathz0r?

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Armitage
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#22

Post by Armitage » Sun Oct 04, 2015 7:34 am

Untitled wrote:Remember, all spawn chances for all actors are weighted equally.
I hope your using that in reference to this mod as that isn't the case with others :>

It appears too common making it overpowered as shit and hard to dodge and attack.

Also about Psycho Skele it's speed when in agitation mode could be reduced because your kind of fucked in cramped areas so it's hard to back off, unless the intended tactic is to shoot it with specific timing so it interupts the state.
Last edited by Armitage on Sun Oct 04, 2015 7:37 am, edited 1 time in total.
"He who hesitates is lost".

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Doomkid
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#23

Post by Doomkid » Sun Oct 04, 2015 9:01 am

FUCK YEAH BEST MOD EVER CREATED EVER

Seriously I've always loved OMG, so happy bout this.
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Samuzero15tlh
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#24

Post by Samuzero15tlh » Mon Oct 05, 2015 12:31 am

Coloured weapons and monsters? At the vanilla style? Awesome!
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deathz0r
 
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#25

Post by deathz0r » Sat Oct 10, 2015 7:51 am

Damn I wish I knew about the SNS last weekend, oh well

Anyway, I've been on an IRL hiatus and I have a somewhat big list of stuff to do for V6, most importantly a much more flexible spawn system than what's currently implemented. I'll just paste what's in my to-do notes in that regard:
revamp spawn system to add the following, preferably with keeping the current settings:
1) dynamic monster generation using some sort of algorithm to gradually increase the chance of higher tier monsters (using a global var feels disgusting though)
2) weighted spawn cvars (ALGORITHMS ARE FUN)
3) dmflag-style spawning (worst case, use the same cvars as weighted spawn to determine what is spawned)
4) non-weighted boss spawns
could possibly remove the "disable vanilla monsters" option
I'll also tweak the default chance of agitated Psychoskeles, I think it's currently at a 33% chance of them being agitated when they spawn. Either way, you can set omg_iamsadistic to 1 and omg_agitationstation to a value other than 84 (probably 64 or 50 for 25% or 20% chance respectively) to tweak the chance of them being agitated
VoidedBrain wrote: I feel like this is a joke, You are kidding right deathz0r?
This Is Serious Mum
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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