These files, loaded in this order with zdoom/gzdoom (for Zandronum/skulltag see further down): 'SD-ADDONPACK.WAD SD-BONUSPACK.WAD ZDMRv5.pk3 sdgldefs.pk3 ' can be used to randomly spawn all the default add-on pack and bonus-pack monsters from the scoredoom source port mod with other iwads and pwads, and even other mods (tested Trailblazer weapon mod and Russian Overkill weapon mod).
Scoredoom Addon Pack + Bonus Pack Monster Randomizer READ ME
These files, loaded in this order with zdoom/gzdoom (for Zandronum/skulltag see further down): 'SD-ADDONPACK.WAD SD-BONUSPACK.WAD ZDMRv5.pk3 sdgldefs.pk3 ' can be used to randomly spawn all the default add-on pack and bonus-pack monsters from the scoredoom source port mod with other iwads and pwads, and even other mods (tested Trailblazer weapon mod and Russian Overkill weapon mod).
I took Doom Krakken's and Dutchygamer's Monster Randomizer mod to base it off of, and all credit to them for the ZDMRv5.pk3 file, which you can edit to change settings. Forum.zdoom.org
The distribution is close to how it is in scoredoom by default, see sdcustomBonusPack.ini. for the weights. Note that in Score Doom, by default there was 60% chance of a vanilla doom monster being replaced, except 100% for Baron of Hells, Cyberdemons and Spider Masterminds, which gets reflected in the ZDMRv5.pk3 file.
Scordoom has around 308 monsters which are not all used by default, due to various reasons (like not being doom-like etc..), and you can edit ZDMRv5.pk3 (see Replacer.txt decorate files) distributions to add basically all of them by looking up the monster classes (and relative weights) from this file: sdcustomCombined.ini
When you load the wads up in zdoom/gzdoom you will see some red messages, nothing serious, and a bunch of orange messages. some monsters in Doom Krakken's mod are conflicting, and zdoom/gzdoom is renaming them. So you need a more modern version of these source ports to handle this. I am using some new monsters not ins scoredoom from Doom Krakken's mod as well. You could check those messages out and add those to the Replacer.txt DECORATE as well, if you so wish. Feel free to tidy up the content of the wads, to fix errors, and there are still extraneuous files/content in the wads, that are no longer used (used by scoredoom source port).
There is also a scoredoom weapons and ammo/health wad called sd-playerweapons.pk3 you can use with it, to compensate for tougher monsters. It adds alt fires too all standard vanilla weapons as well, except fist, chainsaw and pistols. You would load this first before the other wads. Finally sdgldefs.pk3 has a majority of the gldefs for monster lights.
Please see sdaddonpack.html to see the cast of characters as well as credits to who made the content. Note, some of the pickups will probably not work in zdoom/gzdoom if you were to add/summon them.
Skulltag/Zandronum Monster Randomizers
Scoredoom had a skulltag version built from the original Skulltag 0.97c source release from Carnivel. Monsters were reworked to be compatible with that engine and are in the wad files under Skulltag_Zandronum directory. You would load them in this order: 'SDST-ADDONPACK.WAD SDST-BONUSPACKV2b.WAD'
NOTE: I did some tidy up, to get it to load in Zandronum, but certain files/LMPS in SDST-ADDONPACK.WAD like KEYCONF (adds player class with 200 health default) and SDHACKED (changes pickup ammo given due to tougher monsters) can be removed... You will need to create your own randomizer DECORATE for this, or use the one in ZDMRv5.pk3 and only select the monsters in the SDST-* wad files above. These are a subset of the regular scoredoom monsters, but there are still quite a few. See the gameconfigfile.cpp in a text editor to see valid monster classes and relative weights. Im not sure if the scoredoom weapons pack will work this, it may not.
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NOTE: I sharing this *as is*, and will not be supporting this. A few people asked for something like this, and recently I was semi-motivated to get this working. Feel free to use or change what you like, just give credit if you share.
Doesn't seem to randomize the monsters, does anything need to be done with the ini files or the image folder?
fixed, see here: Moddb.com
Theres no replacement from Spidermastermind class, only i can see original
fixed... see here: Moddb.com