Aliens: The Ultimate Doom

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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC)

Post by Kontra Kommando »

Image

http://www.moddb.com/members/kontra-kom ... -tc-beta-8

Many changes have been made since 7.3:

-More intelligent and aggressive Xenomorph AI. The Xenomorphs, will now strafe out of danger to avoid pain. They will perform jumping attacks, in two variations. Some will jump attack diagonally; also serving as a group flanking tactic against the player. Now the enemy horde will surround you, with jumping melee attacks. The acid ball has been omitted from every xenomorph except the Flying xeno.

--Game-balancing and New enemy spawning rates

-Many New Gibs have been added, and blood decals now work properly.

-Eggs can now be gibbed

-Refined soundtrack select, to better fit the overall theme of the game.

-All previous errors have been corrected. However, the newest version of GZDoom does indicate that some are present. Nevertheless, the mod is still playable with past and present versions of GZDoom.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Endless123 »

Yeah, looks like i'll be busy playing in the next few days ;)

Downloading it now and feedbacks later :D
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by jdredalert »

Always nice to see improvements!! :D May i ask if the strafing xenomorphs were inspired by Endless' bullet dodge soldiers? Also, nice idea with the diagonally pounces. Xenomorphs are getting more and more intelligent.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Kontra Kommando »

jdredalert wrote:Always nice to see improvements!! :D May i ask if the strafing xenomorphs were inspired by Endless' bullet dodge soldiers? Also, nice idea with the diagonally pounces. Xenomorphs are getting more and more intelligent.
Nope, it was inspired Xenomorph Runner's avoid state that is found in its pain-state. Sergeant_Mark_IV had implemented it originally, and I had given it to the rest of the xenos; even the queen. The diagonal pounce was my experiment of altering the jumping attack. I noticed that it, combined with he avoid state had helped to create a sort of flanking tactic for the xenomorphs. further, I have added a lot of flags that were with the predator originally; most notably the one that allows them to utilize walls. Now, they can leap to different height, on different platforms. Also their climb height has been increased to 50 i believe.
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Valherran »

Niiiiiice, DL now, will post feedback ASAP!
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Endless123 »

Ok after playing awhile i found the following bugs

The smartgun bullets(reserve not in clip) aren't always staked. They are picked up but not always added to the total. Also even if the maximum haven't been reached they stopped being picked up after awhile.

The legless xenos are moving fast as if they still had their legs.

Other than that it's really good and i'd like to see the Survival Horror be improved the same way. Any plans on updating your Survivial version?
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Kontra Kommando »

hmmm, i wonder if those were issues inherited from beta 7.3, because I did not alter the smartgun's decorate file.

For the legless drones, do you mean that they are fast, or are they still shown to have legs in the sprite frame?

I was thinking about actually shorting the survival horror world to just the Phobos base; the total of Episode one, plus some add-ons I will create. I realistically foresee that being a much more manageable task. I want to change it completely to be as if it were in the Aliens universe. I will create the sloped corridors, and add further original texture art to make it more authentic. The final area will be the hive, naturally.

I actually just found an error myself, that I will fix in the upcoming update, in regards to one of the torso gibs.
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Valherran »

OK, here is what I saw so far:

1. The Xenomorph hitboxes for their heads are all missing. I am not sure if this was intentional or not, but if it is, this is a balance issue. The enemies were soaking up way too much of my ammo due to headshots not being applicable, the hitboxes need to be restored or the enemy HP needs a global nerf. There was a large amount of levels that would have been impossible to complete if the Minigun did not spawn.

2. Barrels are still instant explosive chainable, which is a balance issue in maps that utilize a heavy amount of these, namely Barrel O' Fun (Map 23). They need to have the default barrel behavior restored.

3. The Custom Flamethrower parts no longer do anything for you. I have an idea for this thing if you are interested, unless you have other plans for it.

4. Issues with the Pulse Rifles still stand, hopefully a something can be done about that soon.

5.
The smartgun bullets(reserve not in clip) aren't always staked. They are picked up but not always added to the total. Also even if the maximum haven't been reached they stopped being picked up after awhile.
Apparently this bug is still present that I noticed as well.

EDIT:
The legless xenos are moving fast as if they still had their legs.
I never saw this happen, it could be the version of GZDoom you are using, I am still using a month old build.

I like the new AI of the Xenomorphs, they are a lot more challenging. If those 5 things could get fixed, this will be a pretty solid release.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Kontra Kommando »

Valherran wrote:OK, here is what I saw so far:

1. The Xenomorph hitboxes for their heads are all missing. I am not sure if this was intentional or not, but if it is, this is a balance issue. The enemies were soaking up way too much of my ammo due to headshots not being applicable, the hitboxes need to be restored or the enemy HP needs a global nerf. There was a large amount of levels that would have been impossible to complete if the Minigun did not spawn.

2. Barrels are still instant explosive chainable, which is a balance issue in maps that utilize a heavy amount of these, namely Barrel O' Fun (Map 23). They need to have the default barrel behavior restored.

3. The Custom Flamethrower parts no longer do anything for you. I have an idea for this thing if you are interested, unless you have other plans for it.

4. Issues with the Pulse Rifles still stand, hopefully a something can be done about that soon.

5.
The smartgun bullets(reserve not in clip) aren't always staked. They are picked up but not always added to the total. Also even if the maximum haven't been reached they stopped being picked up after awhile.
Apparently this bug is still present that I noticed as well;

EDIT:
The legless xenos are moving fast as if they still had their legs.
I never saw this happen, it could be the version of GZDoom you are using, I am still using a month old build.

I like the new AI of the Xenomorphs, they are a lot more challenging. If those 5 things could get fixed, this will be a pretty solid release.
We have never implemented hitboxes to the game. No matter where you shoot the enemy it does the same damage. The decapitations and dismemberments are a chain of death states that spawn new characters in its place. Thought I will not consider this game to be fully complete until I have implemented a hitbox system. Until then, it will remain in beta; in addition to all the other stuff i need to put in.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Endless123 »

Kontra Kommando wrote:hmmm, i wonder if those were issues inherited from beta 7.3, because I did not alter the smartgun's decorate file.

For the legless drones, do you mean that they are fast, or are they still shown to have legs in the sprite frame?
I'm talking about the speed they move even without their legs. I'm not an expert but if i had my legs cut i'd be a bit slower i'd say :lol: Also i'm wondering if a legless xeno would still pursue a target after loosing its legs instead of fleeing. However i'm not a xeno expert so i could be wrong.

I'm glad you are still working on the Survival Horror version because i really like to play that version :D

EDIT : I just noticed something. The xeno can drop off heights - which is a really good idea - but they can't climb even a small height. The solution would be to use the MaxStepHeight and MaxDropoffHeight to improve the +DROPOFF flag and make the xeno even more like the all-terrain creatures they are in the movies and games.
Last edited by Endless123 on Fri Mar 27, 2015 6:36 pm, edited 1 time in total.
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Valherran »

We have never implemented hitboxes to the game. No matter where you shoot the enemy it does the same damage. The decapitations and dismemberments are a chain of death states that spawn new characters in its place. Thought I will not consider this game to be fully complete until I have implemented a hitbox system. Until then, it will remain in beta; in addition to all the other stuff i need to put in.
Ummm, are you sure about that? Because I just loaded up the previous version and when I shot them in the head, they dropped a lot faster and their heads came right off.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Kontra Kommando »

Valherran wrote:
We have never implemented hitboxes to the game. No matter where you shoot the enemy it does the same damage. The decapitations and dismemberments are a chain of death states that spawn new characters in its place. Thought I will not consider this game to be fully complete until I have implemented a hitbox system. Until then, it will remain in beta; in addition to all the other stuff i need to put in.
Ummm, are you sure about that? Because I just loaded up the previous version and when I shot them in the head, they dropped a lot faster and their heads came right off.
I'm absolutely, 100% positive about it. :lol:

But its certainly something I would like to implement soon.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Kontra Kommando »

Endless123 wrote:
Kontra Kommando wrote:hmmm, i wonder if those were issues inherited from beta 7.3, because I did not alter the smartgun's decorate file.

For the legless drones, do you mean that they are fast, or are they still shown to have legs in the sprite frame?
I'm talking about the speed they move even without their legs. I'm not an expert but if i had my legs cut i'd be a bit slower i'd say :lol: Also i'm wondering if a legless xeno would still pursue a target after loosing its legs instead of fleeing. However i'm not a xeno expert so i could be wrong.

I'm glad you are still working on the Survival Horror version because i really like to play that version :D

EDIT : I just noticed something. The xeno can drop off heights - which is a really good idea - but they can't climb even a small height. The solution would be to use the MaxStepHeight and MaxDropoffHeight to improve the +DROPOFF flag and make the xeno even more like the all-terrain creatures they are in the movies and games.
the max step is actually at 50 for all of them.
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Valherran »

Kontra Kommando wrote:
Valherran wrote:
We have never implemented hitboxes to the game. No matter where you shoot the enemy it does the same damage. The decapitations and dismemberments are a chain of death states that spawn new characters in its place. Thought I will not consider this game to be fully complete until I have implemented a hitbox system. Until then, it will remain in beta; in addition to all the other stuff i need to put in.
Ummm, are you sure about that? Because I just loaded up the previous version and when I shot them in the head, they dropped a lot faster and their heads came right off.
I'm absolutely, 100% positive about it. :lol:

But its certainly something I would like to implement soon.
Well it sure was convincing then... Either way, their HP should all be reduced back to where it was until a feature like that arrives.
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Kontra Kommando
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Re: ALIENS:The Ultimate Doom (TC) [BETA 8.0]

Post by Kontra Kommando »

Once the hitboxes are in place, it should significantly change the whole dynamic of hp distribution for each part of the xenomorph. Head shots will cause the most damage, naturally; followed by the torso. Blowing off the arms and legs will spawn a new actor, with an appropriate amount of health deducted, from the previous actor. For example, if the health is 100, than each limp blasted off will count for 25%. So an Armless xenomorph will have 75 HP; a xenomorph missing two limps will have 50 HP and so on.

Right now the system in place is only temporary.
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