Rainbow Monsters v1.2 - Universal (14/09/2021)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TDRR
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Rainbow Monsters v1.2 - Universal (14/09/2021)

#1

Post by TDRR » Wed Feb 24, 2021 6:21 pm

Just what is this "Rainbow Monsters" thing, you ask? It's a recreation of Mikk's CHAMPIONS mod, but this time built for Zandronum compatibility. Not only that, but similarly to the original mod, it has compatibility with all the IWADs, all DEHACKED mods, and a ton of DECORATE/ZScript mods!

DOWNLOAD RAINBOW MONSTERS!

Currently, it has 9 of the monster variations seen in the original mod, which are conveniently listed here:
Spoiler: Monster variations (spoiler alert!) (Open)

Code: Select all

	Red 		= 2x health
	Yellow 		= 2x faster movement
	Black 		= 2x damage
	Bronze 		= 1.5x health, no pain, moves slower
	Green 		= teleports around often
	Dark Green 	= toxic explosion on death
	Cyan 		= blows wind around itself, pushing monsters, you and barrels around!
	Silver 		= pulls you and other monsters and barrels in
	Pink			= regenerates 5% HP per second and can heal other monsters by the same amount around it
Spoiler: Screenshots (Open)
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Spoiler: CVARs (Open)
rh_compatmode: Delays the script execution by one tic if enabled. Might make some mods work not as well but generally it enhances compatibility. Defaults to 0.
rh_solidcolor: if 1, makes the rainbow monsters a solid-colored silhouette. Only meant for mods that don't have proper translation (like ones with models). Defaults to 0.
rh_vanillaspawnchance: 0 means vanilla monsters will never spawn, while higher numbers make it more likely to spawn a vanilla monster instead of a rainbow variation. Defaults to 2.
Spoiler: Changelog (Open)
v1.2 (14/09/2021)
-Monster colors now display correctly online.

v1.1 (27/02/2021)
-Added rh_compatmode, delays OPEN script execution by one tic when enabled. Increases compatibility with certain mods, like QC:DE.

-Now uses GetActorClass rather than StrParam(n:0) to get the actor name, fixed compatibility with Brutal Doom, D4T and probably other mods (Thanks Michaelis!).
Not every single DECORATE mod works with this mod, and given the method used to make it this widely compatible has some limitations, they can't be fixed from this side either (the problem needs to be corrected from the affected mod's side). Here's a list of such mods I know of:
Spoiler: Incompatible mods and modes (Open)
Doesn't work on Invasion mode... and that's it. I think most other mods work fine.
Quake Champions: Doom Edition - Requires rh_compatmode to be set to 1 to work. Otherwise is perfectly functional.
For those wondering how this is possible, I left a very brief explanation here so people can use it for similar purposes:
Spoiler: technical yadda yadda (Open)
I dub it... the Ghetto Event Handler!
An OPEN-type script runs at map start, which uses the Thing_Destroy action with 0 as it's parameter. This kills every monster currently on the map.
Then, since forcekillscripts is enabled in MAPINFO, a KILL-type script runs and stops the sounds the actor plays (so as to null out the gibbing SFX), respawns the monster and gives it the ambush/deaf flag if it had it before respawning, and finally now that the script is running on an alive monster it can then apply translations, change actor properties and other things as usual.

This only works with stuff that gets killed by Thing_Destroy, which I believe is only actors with the +ISMONSTER flag, so this unfortunately can't be used for decorative actors and such.
Last edited by TDRR on Tue Sep 14, 2021 11:06 pm, edited 2 times in total.

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TDRR
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Re: Rainbow Monsters v1.1 (CHAMPIONS: Zandronum edition)

#2

Post by TDRR » Sat Feb 27, 2021 7:53 pm

Updated! Should work with more mods now.

Changelog:
-Added rh_compatmode, delays OPEN script execution by one tic when enabled. Increases compatibility with certain mods, like QC:DE.

-Now uses GetActorClass rather than StrParam(n:0) to get the actor name, fixed compatibility with Brutal Doom, D4T and probably other mods (Thanks Michaelis!).

Samuzero15tlh
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Re: Rainbow Monsters v1.1 (CHAMPIONS: Zandronum edition)

#3

Post by Samuzero15tlh » Sun Feb 28, 2021 5:05 am

I should check for the compatibility with the SF+ mod but anyways good work!

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Ænima
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Re: Rainbow Monsters v1.1 (CHAMPIONS: Zandronum edition)

#4

Post by Ænima » Mon Mar 29, 2021 3:59 pm

Cool idea!

This would make Shotgun Frenzy super interesting!!!
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TDRR
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Location: Venezuela

Re: Rainbow Monsters v1.2 - Universal (14/09/2021)

#5

Post by TDRR » Tue Sep 14, 2021 11:10 pm

Updated! Now, it works correctly online. Before this update monster colors wouldn't be visible online, but now they're synchronized properly.

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