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View Code? Open in Web Editor NEWA "vanilla" randomizer mod for GZDoom.
A "vanilla" randomizer mod for GZDoom.
============ = CONTENTS = ============ 1. Introduction 2. Requirements & list of compatible IWADs 3. Running the mod 4. Changing the randomization mode 5. Known issues 6. License information 7. Credits 1. INTRODUCTION =============== Vandomizer is a vanilla randomizer mod for GZDoom. By "vanilla randomizer", I mean that the mod does not include any custom weapons or monsters - rather, it merely randomizes the pre-existing things. The mod provides three different modes of randomization: 1. Same tier enemy and ammo spawns - Enemies are randomized based on the "tier" of the original enemy, with the enemies categorized into different tiers based roughly on their health and relative threat level. Ammo pickups are randomized based on the amount given by the original pickup. Everything else is randomized normally, with the exception of keys. 2. All enemy and ammo spawns - Enemies are fully randomized, with no restrictions on which enemy can spawn. Ammo pickups are fully randomized. Everything else is randomized normally, with the exception of keys. 3. TOTAL FUCKING CHAOS - Everything is randomized with no restrictions, with the exception of keys. Beatability is not guaranteed. 2. REQUIREMENTS & LIST OF COMPATIBLE IWADS ========================================== Vandomizer requires GZDoom 4.3.0 at a minimum to run. It is currently compatible with the following IWADs: doom.wad doom2.wad plutonia.wad tnt.wad heretic.wad Compatibility with other gameplay mods is neither guaranteed nor necessarily planned. 3. RUNNING THE MOD ================== To run the mod, all you need to do is drag the unzipped .pk3 over gzdoom.exe or use your launcher of choice to load the mod. If you downloaded the mod's source from GitHub, unzip the archive to your folder of choice and run either _build.bat or _build.sh, depending on your OS. This will generate a .pk3 file in the _build folder which can then be loaded in GZDoom. 4. CHANGING THE RANDOMIZATION MODE ================================== The randomization mode is controlled by a cvar named vd_spawnmode. There's an added submenu within GZDoom's option menu named "Vandomizer Settings" where the randomization mode can be changed between the three different modes. Alternatively, you can change the cvar through the console by typing "vd_spawnmode #", where # is an integer value between 0 and 3. The respective modes for each value are as follows: 0 = Disabled 1 = Same tier enemy and ammo spawns 2 = All enemy and ammo spawns 3 = TOTAL FUCKING CHAOS As of v1.2, Vandomizer also offers an extra randomization mode that randomizes enemy projectiles. This is called the Irregulator mode and is togglable via the vd_irregulator cvar. A separate option for toggling the Irregulator mode can be found under the Vandomizer settings menu. Note that if either cvar is changed mid-game, changes will not take effect until a new level is loaded or the current level is reloaded. 5. KNOWN ISSUES =============== - Softlocks due to big enemies or decorations being spawned in inconvenient places are possible. 6. LICENSE INFORMATION ====================== This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. 7. CREDITS ========== Vandomizer is created by Santtu "MFG38" Pesonen.
Probably because the filter name for wadsmoosh is doom.id.wadsmoosh
and the necessary lumps aren't loaded. If the stuff under doom.id.doom1
and doom.id.doom2
could be consolidated to doom.id
, it would solve this issue.
Idea for an additional randomization mode that would shuffle the locations of all existing things in a map (key locations obviously excluded). Worth experimenting with.
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