OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
deathz0r
 
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OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#1

Post by deathz0r » Tue Jun 02, 2015 4:18 am

For some idiotic reason I had completely forgotten to post a thread here when V3 was released a while back, might as well not forget again now that V4 has been released a couple days ago, oops!

Copypasta from ZDoom forums thread with slight tweaks:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
After ten millenia years, the ancient beast mod has been reawakened

I'm literally 12 and what is this

OMG Weapons and Monsters! (or OMGWPNS for short) is the first randomiser mod that was ever released. It was originally released on the ZDoom forums and then a short time later at /idgames. It was pivotal in ensuring that RandomSpawner support was implemented in ZDoom, although it was never officially updated to use RandomSpawner until six years later, though I don't really consider that as a true update.

The philosophy of OMGWPNS was simple: stick to nothing but recoloured monsters and slightly modified weapon sprites and provide my vision of an expanded Doom experience, you could call it vanilla-esque because everything is balanced with respect to vanilla content. This was a shout out to old Quake mods from the 90s that I enjoyed a lot, such as Killer Quake Pack. That philosophy still rings true, which leads to an interesting design challenge in an era where ~50MB PK3s are the norm while OMGWPNS is still a <1MB PK3. If I can't fit it on a floppy disk, then something has gone horribly wrong.

Which brings us to today, where I have done a lot of rebalancing of the monsters and weapons, refined the recolouring of monsters and added new weapons and monsters in the mix, and fixing a lot of bugs and usability issues with the original version.


Why are you even updating this and not making a new mod, you unoriginal twat?

My main reason is that I've been developing Endless Survival and in early versions I had all of the OMGWPNS resources integrated into it, and I was rebalancing everything in the process. When I noticed that the changes I were making would benefit regular maps, I decided to split the OMGWPNS stuff away from Endless Survival and had uploaded a new version a couple weeks ago, but only got around to uploading a trailer today because of HDD issues and being really busy IRL. I also want to see how much design space I really have when I'm limited to nothing more than recolouring monsters, projectiles and slightly modifying weapon sprites.

I don't really expect to update this frequently, but I will make an effort to update it when I get inspiration!


Download

Full mod:
OMG Weapons and Monsters! V5

Individual downloads:
OMG Weapons! V5
OMG Monsters! V5
Spoiler: Previous versions (Open)
Mutators

OMGWPNS as of V5 features custom CVARs for players and server hosts to have a flexible experience. You can change them via the options menu in ZDoom, or via the console in Zandronum. The available CVARs are as follows:

omg_vanillaweapons (0-1)
Setting this to 0 (Off) allows all weapons to spawn, setting this to 1 (On) only allows vanilla weapons to spawn. If it is changed from 0 to 1, the effect on the player is immediate - you can pick up the weapons, but you can no longer select the custom weapons until you set it back to 0. If you have a custom weapon selected before you change it to 1 and you attempt to shoot after it has changed, it will switch weapons and alert monsters. Vanilla weapons will have normal Doom weapon switching speed with this enabled. This does not change what has already spawned on the map, but it will override individual weapon spawn settings. Default is 0.

omg_vanillamonsters (0-1)
Setting this to 0 (Off) allows all monsters to spawn, setting this to 1 (On) only allows vanilla monsters to spawn. This is a global effect and will override individual monster spawn settings. Effect is applied after changing the map. Default is 0.

omg_removevanillamonsters (0-1)
Setting this to 0 (Off) allows all monsters to spawn, setting this to 1 (On) only allows custom monsters to spawn. If you specify a vanilla monster to be spawned in the manual override spawns, that will override this effect for that monster. Effect is applied after changing the map. Default is 0.

omg_instantswitch (0-1)
Setting this to 0 (Off) disables instant weapon switching, but weapons will switch at double the speed of regular Doom weapons. Setting this to 1 (On) enables instant weapon switching. Effect is applied immediately. Default is 0.

omg_simpleammo (0-1)
Setting this to 0 (Off) allows custom weapons to have different ammo types from their vanilla oounterpart. (eg. the Laser Pistol uses Cells while the Pistol uses Bullets) Setting this to 1 (On) only allows custom weapons to have the same ammo type as their vanilla counterpart. Ammo usage for those weapons are rebalanced based on approximate damage. Zombiemen will also only drop clips instead of cells if omg_formerhumanitems is set to 0. Recommended for Survival Co-op and Deathmatch. Effect is applied immediately. Default is 0.

omg_passthrough (0-1)
Setting this to 0 (Off) disabled player projectiles to pass through other players. Setting this to 1 (On) allows player projectiles passing through. Deathmatch automatically implies this to be set at 0. Effect is applied immediately. Default is 1.

omg_chainsawspawn (0-3)
omg_shotgunspawn (0-3)
omg_supershotgunspawn (0-3)
omg_chaingunspawn (0-4)
omg_rocketspawn (0-6)
omg_plasmaspawn (0-5)
omg_bfgspawn (0-5)
Manual spawn overrides for each weapon pickup. Setting to 0 (Random) will randomise weapon spawns, setting to 1 will spawn the vanilla weapon drop, while setting a value from 2 onwards will spawn specific custom weapons. Invalid values will spawn nothing. Effect is applied after changing the map. Default is 0.

omg_formerhumanitems (0-2)
Setting this to 0 (Normal) allows Zombiemen and Nazis to drop clips or cells on death, Shotgun Guys drop random Shotguns and Chaingun Guys drop random Chainguns. Setting this to 1 (Vanilla) only allows vanilla item drops. Setting this to 2 (Classic) allows the old item drops from previous versions. If omg_simpleammo is set to 1 while this is set to 2, this will act like it has been set to 1. Effect is applied immediately. Default is 0.

omg_spawnmultiplier (1-100)
Mutliplies the amount of monsters and ammo spawned, similar to "10x" mods like 10xu. If all other monster spawn settings are set to default, it will randomise
the monsters that are multiplied, otherwise it will respect any settings that are applied. Valid ranges are 1-100. Effect is applied after changing the map. Default is 1.

omg_monsterjump (0-1)
Setting this to 0 (Off) allows Blood Imps, Psychoskeles and Minions to move like regular monsters. Setting this to 1 (On) allows them to randomly jump a small distance while chasing their target. This is useful if these monsters are spawned at a location where they cannot attack the player under normal circumstances, such as on a cliff or the top of a pillar or a crate. Effect is applied immediately. Default is 1.

omg_superbosses (0-1)
Setting this to 0 (Off) disables super bosses from randomly spawning. Setting this to 1 (On) allows very tough custom bosses to randomly spawn that have a decreased chance to spawn than regular bosses. This will not override individual Cyberdemon and Spider Mastermind spawn settings. Effect is applied after changing the map. Default is 1.

omg_zombiemanspawn (0-4)
omg_shotgunguyspawn (0-4)
omg_chaingunguyspawn (0-5)
omg_impspawn (0-5)
omg_demonspawn (0-4)
omg_spectrespawn (0-2)
omg_lostsoulspawn (0-4)
omg_cacodemonspawn (0-4)
omg_hellknightspawn (0-4)
omg_baronofhellspawn (0-4)
omg_arachnotronspawn (0-4)
omg_painelementalspawn (0-4)
omg_revenantspawn (0-4)
omg_mancubusspawn (0-4)
omg_archvilespawn (0-4)
omg_spidermastermindspawn (0-7)
omg_cyberdemonspawn (0-8)
omg_nazispawn (0-4)
Manual spawn overrides for each monster. Setting to 0 (Random) will randomise monster spawns, setting to 1 will spawn the vanilla monster, while setting a value from 2 onwards will spawn specific custom monsters. Invalid values will spawn nothing. Setting omg_nazispawn to 1 (Nazi) is recommended for WADs featuring DEHACKED lumps that change Nazis to a new monster. Effect is applied after changing the map. Default is 0.
Spoiler: the fun house, cool people only (Open)
omg_tastetherainbow (0-1) (use omg_tastetherainbow_weps for the Weapons only download, or omg_tastetherainbow_mons for the Monsters only download)
omg_iamsadistic (0-1)
Have a little fun in OMGWPNS! Effects are applied immediately. Default is 0.

omg_agitationstation (0-256)
omg_horrorsurvivalgametrope (0-256)
omg_chainsawbgone (0-256)
omg_doom4hypetrain (0-256)
omg_alwaysneedsmore (0-256)
omg_minimumagelimit (0-18)
omg_michaelbaysimulator (0-10)
omg_deepwebbrowsing (0-10)
omg_dakkaboys (0-16)
omg_projectilevomit (0-16)
omg_kaiokentimes (0-8)
omg_thepenisisevil (0-5)
Requires omg_iamsadistic to be set to 1 for the value to change the effect. Effects may or may not be applied immediately.
Changelog

[spoiler]v5 - July 14th, 2015 TENTH ANNIVERSARy EDITION

= General =
* Mutators are implemented! Read the Mutators section for more details
* Eternity Engine support! Only monsters are implemented as Eternity currently does not have custom weapon support
* New weapon and monster spawn code!
* Massive overhaul of DECORATE code, no longer contains any deprecated code
* Fixed numerous frames with incorrect durations, sprite names and BRIGHT settings
* Custom rocket projectiles now have their own palette translations
* Palette translation improvements for most monsters and projectiles

= Weapons =
* New weapons: Spinecrusher, Firebomber
* All weapon projectiles now pass through players in co-op
* Added +WEAPON.NOAUTOAIM for Throwable Chainsaw, Grenade Launcher, Mega Proton Cannon, BFG2704 (apologies for those who don't use mouselook :( )
* Fast Fists rate of fire increased by 2 frames
* Fixed Metal Fist having incorrect damage multiplier for melee (was 8, now 10)
* Metal Fist now has a ROCKET PUNCH if you pick up a Berserk pack, uses Rockets for ammo, if you run out of ammo it will still function as normal
* Throwable Chainsaw now does an extra 3 ripper damage and can be thrown further if you have picked up a Berserk pack, fixed weapon switching speed (was incorrectly set to be 33% faster than Doom instead of 50%)
* Lightning Shotgun arcs no longer rip through bosses (the main projectile still rips through bosses and deals damage)
* Ballbreaker now has a custom attack sound
* Dual Pulse Rifle no longer shoots a single projectile if the player has less than six cells left
* Fixed Rocket Chaingun only shooting one rocket if the player only has one rocket ammo left, base damage increased from 5 to 6
* Fixed Grenade Launcher projectile playing the death state twice if it automatically explodes and then touches a solid wall or object (this also applies for the Grenade Zombieman and Grenade Nazi)
* Refactored Flamethrower attack: Projectiles are now twice the speed, but the frame durations have been cut in half. This should reduce ripper damage by half. Explosion damage now occurs every tic instead of two tics and has been decreased from 4 to 3. Overall it should do half damage to bosses and roughly 25% less damage to monsters
* Auto Railgun damage decreased from 100 to 80
* Mini BFG base damage increased from 40 to 50
* Vortex Gun projectile speed increased from 10 to 15, projectile scale increased from 1.0 to 2.0, base damage increased from 5 to 30, total explosion damage increased from 2096 to 2216

= Monsters =
* New monsters: Shadow Imp, Hunter, Mystic Cacodemon, Skeleboner, Infernabus, Hell Reaper, Deathvile, Soul Lord, Spider Enforcer, Arch Lord
* Unholy Servant has been remade as a Hell Knight variant with a regular Hell Knight attack and a new death state that either spawns random Imps, Demons, Lost Souls, a flying ghost of itself with 250 health or a little surprise ;]
* Regular bosses, Baron of Hells and Archviles now do not go into a pain state if taking damage from the Flamethrower. Hell Knights, Mancubus' and Arachnotrons now have a high resistance for going into their pain states
* Fixed radius and height of most bosses to not be larger than their vanilla counterparts
* Pain chance for hitscan attacks for regular bosses reduced from 20 to 10
* Fixed melee damage algorithms for almost all monsters
* All Zombiemen and Nazis now randomly drop a Clip or a Cell (with five ammo) on death by default
* All Shotgun Guys now drop random Shotguns on death by default
* All Chaingun Guys now drop random Chainguns on death by default
* Grenade Zombieman maximum attack range increased from 384 to 512, base damage reduced from 5 to 3
* SSG Zombieman pain chance decreased to 0 to prevent spamming its attack
* Rocket Shotgun Guy base damage decreased from 5 to 3, explosion damage reduced from 56 to 48 (radius is still 64)
* Flamer Chaingun Guy maximum attack range increased from 256 to 448, explosion damage reduced from 4 to 3
* Hellraiser Chaingun Guy base damage reduced from 6 to 4
* Flamer Nazi health increased from 40 to 60
* Gold Imp seeker angle increased from 10% to 12%
* Suicide Demon explosion damage reduced from 128 to 112 (radius is still 128)
* Greater Cacodemon health increased from 450 to 500
* Camo Cacodemon health increased from 300 to 350, now randomly fades in and out
* Psychoskele now has a 33% chance on spawn of being AGITATED. Beware! Health increased from 300 to 360, melee range increased from 40 to 64
* Satyr health increased from 300 to 400
* Mini Cyberdemon can now be raised by Archviles, chance to attack is now like a regular monster instead of a boss
* Mini Spider Mastermind can now be raised by Archviles, chance to attack is now like a regular monster instead of a boss
* Imp Lord now spawns ghostly Imps instead of normal Imps, they are not solid but will take damage from all sources, are now flying they but only have 30 health as they can now spawn regardless of what is in the way
* Cacodemon Lord minimum attack chance reduced from 128 to 96
* Revenant Lord now has a melee attack, fixed pain sound being regular Revenant pain sound, fixed mass being too low
* Lord of Hell minimum attack chance reduced from 128 to 96
* Cyberbaron pain chance from hitscan attacks decreased from 5 to 3, rate of fire reduced by 15 frames, can now also shoot a Vortex rocket or a Firebomb mortar
* Spider Mastermind pain chance decreased from 40 to 20
* Arachnotron Lord attack height decreased from 48 to 32
* Mancubus Lord now has a complete set of custom sounds and an alternate ranged attack
* Elemental Lord now has a complete set of custom sounds
* Demon of the Pit pain chance from hitscan attacks decreased from 5 to 3, fixed Inferno Cube attack to properly recognise Demon of the Pit as the source

v4 - May 31st, 2015

= General =
* OMGWPNS has now been split into two files, one for weapons and one for monsters
* All actors now have an "OMG_" prefix to allow better cross-compatibility between other mods
* OMGWPNS is now a PK3 instead of a WAD
* Spawners now replace the actors instead of replacing the DoomEdNum, which should allow for greater randomisation in ZDoom maps using SpawnSpot
* Translucency properly added for most projectiles (alpha values were defined in v3, but not the translucency style)
* Added +NOINTERACTION to all actors that do not need to interact (eg. projectile trails)

= Weapons =
* New weapons: Lightning Shotgun, BFG2704
* Removed vanilla fist
* Removed the Pulse Rifle (superceded by Lightning Shotgun)
* Weapon switching is now 50% faster than Doom
* Weapon order in each slot has been remade (vanilla weapons appear first when switching, then custom weapons)
* Weapon priority has been remade
* Fast Fists is now a default weapon and is no longer available from the Chainsaw spawner
* Laser Pistol is now a default weapon and is no longer available from the Shotgun spawner, you also start with 10 cells
* New sprites for Laser Pistol pickup, Ballbreaker, Rocket Chaingun, Homing Rocket Launcher, Mini Missile Launcher pickup (very minor change)
* Gun flash sprites added for Hellraiser and Flamer
* Cell ammo from picking up a Dual Pulse Rifle reduced from 40 to 30
* Rocket ammo from picking up a Vortex Gun increased from 2 to 5
* Fast Fists rate of fire increased by 2 frames
* Dual Pulse Rifle ripper damage increased from 4 to 5, ammo usage increased from 4 to 6
* Ballbreaker pellets reduced from 75 to 72, rate of fire increased by 12 frames
* Streetcleaner pellet base damage reduced from 5 to 4, pellets increased from 7 to 8
* Minigun pellet base damage increased from 4 to 5, pellets decreased from 3 to 2
* Grenade Launcher projectile changed from DoomBounce to HexenBounce with BounceCount of 4, gravity increased from 0.125 to 0.2, now automatically explodes after 3 seconds
* Homing Rocket Launcher now actually seeks targets if it is not directly aimed at something, seeker angle reduced by a third, base damage decreased from 20 to 10, explosion damage decreased from 128 to 112 (radius is still 128)
* Fixed bug with Flamethrower projectile not doing ripper damage
* Flamethrower now uses a minimum of 5 cells instead of 15
* Fixed bug with Mega Proton Cannon not recognising the source after the proton launch (prevents griefing in co-op and significantly reduces self-damage)
* Mega Proton Cannon initial explosion radius increased from 96 to 128, final explosion damage/radius increased from 64/96 to 160/128
* Auto Railgun rate of fire increased by 4 frames
* Vortex Gun no longer pushes actors away when doing damage

= Monsters =
* New monsters: BFG2704 Shotgun Guy, Toxic Soul, Torture Elemental, Technodemon, Cyberbaron, Elemental Lord
* Enabled +DONTHARMSPECIES for most monster types to prevent increased infighting
* Bullet ammo from picking up a Zombieman and Nazi clip increased from 5 to 10
* Cell ammo from picking up a Pulse Zombieman cell reduced from 10 to 5
* Grenade Zombieman health reduced from 40 to 30
* SSG Zombieman health reduced from 30 to 25, pellets reduced from 6 to 5
* Rocket Shotgun Guy health reduced from 50 to 40, base damage reduced from 6 to 5, explosion damage reduced from 64 to 56 (radius is still 64)
* Railgun Shotgun guy health reduced from 40 to 30, rail damage reduced from 25 to 20, railgun shot is now inaccurate
* Mini BFG Chaingun Guy health reduced from 100 to 80, now drops a Cell instead of a Cell Pack
* Hellraiser Chaingun Guy health reduced from 90 to 70
* Blood Imp health reduced from 110 to 90
* Gold Imp health reduced from 90 to 70, projectile now has a custom palette translation, now has a 50% chance to be homing with a visible trail if it is homing, seeker angle reduced by a third, projectile base damage reduced from 4 to 3
* Suicide Demon health reduced from 200 to 120
* Proton Elemental health increased from 400 to 420, proton launch explosion radius increased from 48 to 64, final explosion damage increased from 32 to 48
* Minion speed increased from 18 to 20
* Summoner health increased from 500 to 600, now raises dead monsters like other Archviles
* Unholy Servant health increased from 750 to 800
* Imp Lord health increased from 2500 to 3600, pain chance decreased from 30 to 20, now has a 25% chance to spawn six Imps surrounding the Imp Lord
* Revenant Lord health increased from 2400 to 3400, pain chance decreased from 30 to 20, moved from Spider Mastermind spawner to Cyberdemon spawner
* Cacodemon Lord health increased from 3000 to 3800, pain chance decreased from 30 to 20
* Lord of Hell health increased from 4000 to 4500
* Arachnotron Lord health increased from 2600 to 3300, pain chance decreased from 40 to 20, rate of fire decreased by 1 frame
* Mancubus Lord health increased from 3500 to 3800, rate of fire decreased by 4 frames
* Demon of the Pit health increased from 5000 to 6000, moved from Cyberdemon spawner to Spider Mastermind spawner

v3 - April 15th, 2015

= Weapons =
* New weapon: Rocket Chaingun
* Removed Laser Chaingun
* Fast Fists now affected by Berserk powerup
* Metal Fist base damage increased from 13 to 15
* Laser Pistol base damage increased from 3 to 5
* Pulse Rifle and Dual Pulse Rifle ripper damage increased from 3 to 4, no longer rips through bosses, rate of fire increased by 10 frames for both weapons
* Ballbreaker pellet base damage increased from 4 to 5, pellets reduced from 80 to 75
* Minigun pellet base damage increased from 3 to 4
* Street Cleaner pellets increased from 6 to 7
* Grenade launcher base damage increased from 10 to 15
* Hellraiser base damage increased from 35 to 40
* Mini Missile Launcher small rockets explosion radius increased from 32 to 64, large rocket explosion damage/radius increased from 56/56 to 64/64
* Railgun damage increased from 100 to 150
* Auto-railgun damage increased from 35 to 100, ammo usage per shot increased from 2 to 5
* Flamer reworked, now has +RIPPER and base damage of 1, has explosion damage/radius of 4/96 every 2 tics (duration of flamer projectile is still the same)
* Increased the height that the mega proton cannon projectile flies up to, also no longer has issues with shooting projectiles when it reaches a ceiling
* Mini-BFG now has its own weapon sprite
* Vapour Gun explosion damage/radius increased from 384/512 to 512/640
* Vortex Gun total explosion damage increased from 1644 to 2096, radius also increased a little

= Monsters =
* New monsters: Suicide Demon, Mini-Spider Mastermind, Mini-Cyberdemon, Demon of the Pit
* All custom bosses now have +MISSILEMORE and +MISSILEEVENMORE (will be changed to MinMissileChance in next version)
* Most monsters have had their palette translations improved, some more significant than others
* Custom former humans no longer drop weapons
* Removed the flamer Shotgun Guy
* Grenade Zombieman explosion damage reduced from 64 to 48 (radius is still 64)
* Rocket Shotgun Guy base damage reduced from 10 to 6
* Flamer Chaingun Guy attack has also been refactored like the player's flamer, does 0 ripper damage and has explosion damage/radius of 3/48 per 2 tics
* Mini-BFG Chaingun Guy base damage reduced from 10 to 8
* Hellraiser Chainguy Guy base damage reduced from 15 to 6, explosion damage reduced from 112 to 64 (radius is still 112)
* Plasma Chainguy Guy rate of fire increased from 4 to 5 frames per attack
* Blood Imp melee attack duration decreased by 5 frames
* Death Imp melee base damage increased from 3 to 4
* Mini-Demon and Mini-Spectre height increased from 32 to 36, speed reduced from 24 to 20
* Slime Demon health increased from 200 to 250
* Suicide Soul death explosion delay reduced from 6 frames to 3
* Greater Cacodemon health decreased from 500 to 450
* Baby Cacodemon attack height now shoots from the mouth instead of the horns (heh)
* Caco Elemental does not fling Baby Cacodemons in this version (will be reinstated in next version)
* Psychoskele melee attack duration decreased by 6 frames
* Conjurer health reduced from 350 to 300
* Minion melee attack duration decreased by 6 frames, speed increased from 16 to 18
* Tarantutron attack has been changed to a mortar attack with base damage of 6 and explosion damage/radius of 64/128, health reduced from 650 to 500
* Missile Mastermind explosion radius increased from 32 to 48, health increased from 400 to 450
* Fatassbus attack now has random horizontal spread, base damage decreased from 10 to 8, explosion damage reduced from 96 to 80 (radius still 96), health increased from 500 to 550
* Plumpabus ripper damage increased from 3 to 4
* Medicvile raise duration increased by 6 frames
* Summoner attack duration decreased by 24 frames, health reduced from 600 to 500
* Warrior of Hell base damage reduced from 10 to 8
* Imp Lord pain chance reduced from 100 to 30
* Cacodemon Lord pain chance reduced from 80 to 30
* Lord of Hell pain chance reduced from 30 to 20
* Revenant Lord health increased from 2200 to 2400, pain chance reduced from 40 to 30
* Arachnotron Lord health increased from 2600 to 2800, pain chance increased from 20 to 40
* Mancubus Lord pain chance increased from 20 to 30[/spoiler]

Special thanks

TerminusEst13 and Ijon Tichy for the Samsara weapon pickup code, which was essential reading for writing the V5 weapon pickup code

Soundwave for being an awesome beta tester and giving excellent feedback
Last edited by deathz0r on Tue Jul 14, 2015 1:09 pm, edited 1 time in total.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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mr fiat
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RE: OMG Weapons and Monsters! V4

#2

Post by mr fiat » Tue Jun 02, 2015 6:46 am

OMG YES and awesomenes.

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Empyre
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RE: OMG Weapons and Monsters! V4

#3

Post by Empyre » Tue Jun 02, 2015 4:48 pm

I've enjoyed previous versions of these before. I like that you also have the monsters and weapons separately. I occasionally find myself looking for a monster mod to go with a weapons mod that I want to host on my server.
"For the world is hollow, and I have touched the sky."

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Ænima
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RE: OMG Weapons and Monsters! V4

#4

Post by Ænima » Tue Jun 02, 2015 4:59 pm

Oh the nostalgia ...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Medicris
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RE: OMG Weapons and Monsters! V4

#5

Post by Medicris » Tue Jun 02, 2015 10:05 pm

The original randomizer, pay your respects. This is great fun with Endless.
Last edited by Medicris on Tue Jun 02, 2015 10:05 pm, edited 1 time in total.

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CloudFlash
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RE: OMG Weapons and Monsters! V4

#6

Post by CloudFlash » Wed Jun 03, 2015 9:12 am

Oh. Lord. This.
%o was nostalged by %k!
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

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Armitage
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RE: OMG Weapons and Monsters! V4

#7

Post by Armitage » Wed Jun 03, 2015 12:01 pm

Coming to an SNS near you!

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RE: OMG Weapons and Monsters! V4

#8

Post by deathz0r » Wed Jun 03, 2015 11:29 pm

Armitage wrote: Coming to an SNS near you!
Aw yes, hopefully not this weekend because I'm completely unavailable to play

Which reminds me, I need to release a minor update for Endless Survival for OMGWPNS V4 support and a somewhat major bugfix (strong monsters and random bosses spawn 100% of the time when they're selected, which should definitely not be happening)
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: OMG Weapons and Monsters! V4

#9

Post by deathz0r » Sun Jun 21, 2015 10:01 am

Thanks everyone for playing in the SNS last night! One of the biggest concerns that I had previously ignored due to lack of testing in Survival Co-op is weapons that have different ammo types than their vanilla counterpart. As a result of this, I've uploaded a patch file that changes the ammo type of all custom weapons to their vanilla counterparts and have normalised the item drops for former humans.

http://www.[bad site]/download?file= ... rvival.pk3

I've updated the OP with the download as well! This does not fix player projectiles not going through players, that will be fixed in the new version which will be released next month.
OMG Weapons and Monsters! - The original randomizer mod, reborn
Endless Survival - An alternative to Invasion

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RE: OMG Weapons and Monsters! V4

#10

Post by Armitage » Sun Jun 21, 2015 5:01 pm

Needs Giant overpowered Zombieman :<

Some enemies feel overpowered and it was borderline masochistic without health spawn, curse you Mr.Hellraiser/Flamethrower Commando and if your going to have a Suicide Demon decrease it's damage value because that can make or break maps with awkward level design.
deathz0r wrote: I've uploaded a patch file that changes the ammo type of all custom weapons to their vanilla counterparts and have normalised the item drops for former humans.
Will this fix the issue with encountering custom Shotguns too frequently? We were lucky to come across a normal SSG and the dual Pulse Rifle spawned twice on one round of MAP14 which can really fuck you over due to not having enough plasma cells etc, maybe balance the chance of vanilla and custom weapons spawning.
Last edited by Armitage on Sun Jun 21, 2015 6:56 pm, edited 1 time in total.

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RE: OMG Weapons and Monsters! V4

#11

Post by Untitled » Sun Jun 21, 2015 9:08 pm

Armitage wrote: Needs Giant overpowered Zombieman :<

Some enemies feel overpowered and it was borderline masochistic without health spawn, curse you Mr.Hellraiser/Flamethrower Commando and if your going to have a Suicide Demon decrease it's damage value because that can make or break maps with awkward level design.
deathz0r wrote: I've uploaded a patch file that changes the ammo type of all custom weapons to their vanilla counterparts and have normalised the item drops for former humans.
Will this fix the issue with encountering custom Shotguns too frequently? We were lucky to come across a normal SSG and the dual Pulse Rifle spawned twice on one round of MAP14 which can really fuck you over due to not having enough plasma cells etc, maybe balance the chance of vanilla and custom weapons spawning.
As far as I know, weapons are all equally weighted - your run just had bad luck, I guess.
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RE: OMG Weapons and Monsters! V4

#12

Post by deathz0r » Sun Jun 21, 2015 10:52 pm

Armitage wrote:Some enemies feel overpowered and it was borderline masochistic without health spawn, curse you Mr.Hellraiser/Flamethrower Commando and if your going to have a Suicide Demon decrease it's damage value because that can make or break maps with awkward level design.
I could decrease it a little bit, but I don't want to do it too much or it'll lose it's charm for forcing a different gameplay style. I'll look into it.
Will this fix the issue with encountering custom Shotguns too frequently? We were lucky to come across a normal SSG and the dual Pulse Rifle spawned twice on one round of MAP14 which can really fuck you over due to not having enough plasma cells etc, maybe balance the chance of vanilla and custom weapons spawning.
No, but custom Shotguns will use shells with the patch PK3 instead of cells. This also applies to the Chainguns now using bullets, the Laser Pistol using bullets and the Vortex Gun using cells.
Untitled wrote: As far as I know, weapons are all equally weighted - your run just had bad luck, I guess.
This is correct.
OMG Weapons and Monsters! - The original randomizer mod, reborn
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RE: OMG Weapons and Monsters! V4

#13

Post by deathz0r » Tue Jul 07, 2015 3:32 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
V5 trailer! Totally rushed making this trailer but screw it, it gets the point across

obviously MENUDEF isn't supported in Zan 2.x so the readme.txt in the PK3 will list all of the CVARs

coming July 14th as long as nothing catastrophic happens IRL
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RE: OMG Weapons and Monsters! V4

#14

Post by Monsterovich » Tue Jul 07, 2015 5:45 pm

OMG Cool...

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RE: OMG Weapons and Monsters! V4

#15

Post by Dark-Assassin » Wed Jul 08, 2015 7:11 am

Needs some Heretic, Hexen and Strife support, then it will be truly OMG.

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RE: OMG Weapons and Monsters! V4

#16

Post by deathz0r » Wed Jul 08, 2015 9:03 am

Dark-Assassin wrote: Needs some Heretic, Hexen and Strife support, then it will be truly OMG.
That's definitely a V6+ (and Zan 3.0 for Hexen, I imagine SXF_TRANSFERSPECIAL is more or less required) thing on my to-do list
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RE: OMG Weapons and Monsters! V4

#17

Post by Dark-Assassin » Wed Jul 08, 2015 5:19 pm

Seeing as this is the first mod I played many years ago, I'm happy that it will be coming to the other games.

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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#18

Post by deathz0r » Tue Jul 14, 2015 1:09 pm

After an intense month and a half of coding (seriously, the DECORATE code went from a total size of 114,538 bytes in V4 to 364,591 bytes) and dropping my promise to wait for named ACS scripts in Zan 3.0, I've decided to go all out as much as I possibly could within the time and design constraints and did my best to provide the craziest OMGWPNS experience yet! Getting rid of my restraint for not having ACS code has allowed me to implement many features that could not have been possible otherwise, most importantly MUTATORS, OH BOY

Two new weapons and ten new monsters are waiting to be discovered for your (dis)pleasure, more balance changes and more palette translation improvements help to make this the tightest release yet! I've also done a thorough clean through the DECORATE code and removed all deprecated code, fixed many bugs with incorrect frame durations, sprite lumps and BRIGHT settings.

But that's not all! Curiousity got the better of me and I decided in the final days of development to try something completely different...

OMGWPNS can now be played in the Eternity Engine!

Ok, due to current limitations of the Eternity Engine only custom monsters are supported for now, there's a good amount of hacky code to make things work with a few graphical/gameplay glitches, monsters LOVE to infight a lot, monsters don't have the AMBUSH flag and it can crash on the rare occasion (at least on the latest Git build, haven't tested stable release thoroughly enough) but there's enough for an enjoyable experience! Only three monsters couldn't make the cut due to technical reasons, so that is an achievement by itself. I can't state enough how much I prefer Eternity's translation lumps over DECORATE's translation, but that's not really relevant.

I've ranted on enough, read the new Mutators section and the changelog in the OP for all of the changes!

Full mod:
OMG Weapons and Monsters! V5

Individual downloads:
OMG Weapons! V5
OMG Monsters! V5
Last edited by deathz0r on Tue Jul 14, 2015 1:44 pm, edited 1 time in total.
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#19

Post by Armitage » Sat Oct 03, 2015 10:07 pm

Hai it was apparent from the latest and greatest reincarnation of SNS their were unanimous agreements on certain monsters that need nerfing as they do too much damage and their movement pattern is so random or unpredictable to constantly get you killed.

The biggest offender is the Shadow Imp, warping all over the place is cool but that sort of Baron projectile which does 50+ dmg is a big no no, also why does it appear so frequently, are you serious? Sometimes it's a bunch per room. Would like to see that secondary attack and spawn rate toned down as it got more kills then every other new monster combined.

Psycho Skele, can't seem to stun him when he goes into his attacking state whilst flying, had many a death as a result of this and he homes right on your ass, running back 4 rooms as fast as possible still could't save me :V

The Death Vile bein that red hitscanning one is pretty unfair and not fun depending on the level design and situation.

On a personal note, I would like to see the Caco Elemental spawn more as it's cute :3
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RE: OMG Weapons and Monsters! V5 TENTH ANNIVERSARy EDITION

#20

Post by Untitled » Sun Oct 04, 2015 2:48 am

Armitage wrote: The biggest offender is the Shadow Imp, warping all over the place is cool but that sort of Baron projectile which does 50+ dmg is a big no no, also why does it appear so frequently, are you serious? Sometimes it's a bunch per room. Would like to see that secondary attack and spawn rate toned down as it got more kills then every other new monster combined.
While I do agree the shadow imp is kind of ridiculous; its spawn rate is no higher than that of the other imp types. It just is better at not dying; thus is hangs around longer.

Remember, all spawn chances for all actors are weighted equally.
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