Aliens vs Predator Revised 1.2 Released+ Poll

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Is the current version (1.2) a good version?

1 - Yes
5
83%
2 - Soso
1
17%
3 - No
0
No votes
 
Total votes : 6

Aliens vs Predator Revised 1.2 Released+ Poll

Postby Endless123 » Sat Feb 01, 2014 7:17 am

WARNING, SOME FEATURES WILL WORK ONLY WITH THE DEVELOPMENT VERSION OF GZDOOM

Here where to get it : http://devbuilds.drdteam.org/gzdoom/

Download the one at the top of the list


Hello guys and girls,

I wanted to play Doom as a Predator for awhile and there is no mod around where i could play as the Predator instead of the usual doomguy marine. Of course there is some good AvP mods like AvPvT (which is really fun to play) but none of them is offering to play as the Predator.

Due to my limited artistic skills there is some oddities in this mod and i apologize in advance in case it could irritate someone.

Note that the HUD is set to be displayed at a resolution of 1024x768 and lower resolution might result in the HUD not being displayed correctly.

Weapons Explained

Spoiler:


==============================
== NEW UPDATE (Mar, 29, 2015) ==
==============================


Download link : AvP Revised 1.2
No Alien Patch : No Alien Patch for AvP Revised 1.2

Video Preview


////////////////////////////////////////////////////////////
// Patch 1 for PSXAvPDoom getting rid of the enemy random freeze //
///////////////////////////////////////////////////////////


Changelog :

The patch is solving the enemy randomly freezing - it seemed to have been related to Predator's radar ACS call in the "Spawn" states and the "Idle" state if each monsters. After removing both the ACS call and the Idle state it seems to have solve the problem. After an hour of playing the Masters Levels without the bug showing up i think i can safely say the bug is gone.

Patch downside : Since the Predator's radars were using the ACS call in the "Spawn" state in combo with the "Idle" state of all monsters now the Predator's radars are useless and can no longer be used. It shouldn't change the gameplay too much since in all the games involving Predators none of them had a radar-like device.

Download link : PSX AvP Doom Patch 1

How to use :

Copy/paste the following line in the "Extra Command Line Options" if you have ZDoom Launcher

-file PSXAvPDoom.pk3 PSXAvPDoomPatch1.pk3

Also i had to make a "No Alien Patch" just for PSX AvP Doom, to use it's the same procedure than above
(-file PSXAvPDoom.pk3 PSXAvPNAPatch.pk3)

No Alien Patch for PSX AvP Doom

NOTE : Please report any bug you come across, it will help me to improve this mod and its variants to offer a better and more enjoyable mod.

Note that even if the video is recorded at low resolution the mod support widescreen resolutions. Why i recorded it that way? Because Youtube is taking A LOT of time uploading widescreen recording :P

Changes :
Spoiler:


Note :Older versions of this mod can be played with a widescreen monitor as long as in zdoom the video resolution is set to 1024x768 and the "Force Ratio" option is disabled. That way it will show properly on widescreen monitors.



Have fun :D

All feedbacks welcome :)


===============
** GREAT NEWS **
===============


Fenderc01, the original PSX Doom TC author gave me his permission to publish the merged version of his mod and AvP 1.2.

Link : PSX AvP Doom

WARNING : This file is huge even after some cleanup i made to get rid of unused stuff.

The differences between PSXAvPDoom and AvP Revised 1.2 are :

1 - The Predator starts with all his weapons but can't have them back if the self-destruct is used - unless the player cheats :lol:
Reason : Why the Predator's arsenal should be scattered all over the maps. A Predator is supposed to be self-sufficent and not a weakling depending on where his enemies placed his weapons. Well that's my reasoning :lol:

2 - The Speargun ammo are retrievable again but can't be replaced. The Predator starts with 30 spears and that's it.
Reason : Well since no one in the enemy ranks can make those spears i think it's logical to assume the number of spears should remain the same. Sorry if i start to sound like a Vulcan :P

3 - The Plasma Caster also have a limit of 30 mini missiles. However they can be replaced if a certain box is found ;)

4 - The Marine starts with the pulse rifle

5 - Some adjustments have been done with the Marine's HUD

Screenshots :
Spoiler:


Great thanks again to Fenderc01 for giving me the opportunity to share this with you :D

Also i made a small patch for those wanting to play against normal Doom monsters instead of Aliens

No Alien Patch For AvP Revised 1.2

What the patch does is simple :

1 - Replaces all custom enemies(aliens and synthetics) keeping only the smartgunner synthetic
and
2 - Increases the difficulties by giving more HP and less ammo

BTW the patch works with AvP Revised 1.2 AND PSXAvPDoom

Great thanks again to Fenderc01 :D

NOTE : All i did is merged the 2 mods and solved some bugs i came across along the way, all the hard work was done by fenderc01.

_______________________________________________________________________________________________________
************************************************************************************************************************************************

Poll results

Q: How do you like your motion tracker?

1 - The way it is now - like a on-demand device - 2 votes(22%)
2 - I prefered the old motion tracker when it was constantly displayed on the screen - 7 votes(78%)
3 - I'm not using it anyway - no vote
4 - Other (post your suggestions about the motion tracker) - no vote

Total votes : 9
Verdict : The old motion tracker(always displayed version) will be back in the next release (Version 1.2)

_______________________________________________________________________________________________
*************************************************************************************************************************************

Big thanks to Kontra Kommando for letting me use his custom enemies, I really appreciate it :D

Check his Aliens : The Ultimate Doom mod (this one will be awesome :D)

viewtopic.php?f=19&t=45213

And speaking of great mods, check his Terminator mod, it's a mod with A LOT of potential :D

viewtopic.php?f=19&t=46128

And his Xenomorphs Custom Monsters mod

http://www.moddb.com/games/doom/addons/ ... orphs-v-11

All quality stuff so don't miss them :D

Enjoy !!

As always if there is any bugs you noticed just tell me and i'll do my best to fix it :)

__________________________________________________________________________________________________

Suggested maps to play with my mod :

Sergeant_Mark_IV Jungle map
http://www.mediafire.com/download/d4f78 ... z/kdij.zip

Video of this map


This map from Kontra Kommando he just released
http://www.mediafire.com/download/5b3ur ... _v_1.0.wad

Kontra Kommando Xenomorph Tread
viewtopic.php?f=19&t=45213

Have fun :)


Previous version :

Spoiler:


Not Co-Op friendly !!!

Reason : Well it's a predator and predators are jumping fairly high and it could brake map gameplay
_________________________________________________________________________________

Credits :

jdredalert : For his technical help, his SmartGunner, his laser sight(modified Zero Tolerance single dot version)
Great thanks to jpalomo for letting me use his coding for the monster's health bar of the Predator HUD
Lukas2288 for the claws <-- no longer in use but i think it's fair to keep him on the credits anyway
Tomicapo for telling me about the claw's creator
Jekyll Grim Payne for helping me solving the seeker projectile weird behavior
SigFloyd for his minigun sprite and sounds - no longer in use but i'm keeping him on the credits anyway
Blue Shadow for his help with my HUD once again :D
Kontra Kommando for his awesome Xenomorphs and Custom Enemies :D
Mike12 for the original Revenant Missile Launcher from which i customized some details for the PlasmaCaster
Sergeant_Mark_IV for his Plasmagun that served as base for the SpearGun <--no longer in use but i keep him anyway
amv2k9 for pointing me a way to make my Predator laugh at enemies when they gibed :D

If you see anything that belongs to you or to someone you know and you don't see the name in the credits list please notify me and i will add him/her to the list. I try to keep tracks of all the credits and make an accurate list but i don't know all the stuff everyone made so help me keep the credits list as updated as possible by notifying me so to list would be as accurate as possible. Thanks for your contribution :)
Last edited by Endless123 on Sat Apr 11, 2015 6:09 pm, edited 141 times in total.
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Joined: 28 Aug 2013

Re: (WIP) Predator Beta 1(Poll Added)

Postby Endless123 » Sun Feb 02, 2014 12:14 pm

Poll Added
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Re: (WIP) Predator Beta 1(Poll Added)

Postby Tomicapo » Sun Feb 02, 2014 12:34 pm

I need to say this mod is very promising so far i like your job!! Its awesome!! :)
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Re: (WIP) Predator Beta 1(Poll Added)

Postby Endless123 » Sun Feb 02, 2014 1:35 pm

Tomicapo wrote:I need to say this mod is very promising so far i like your job!! Its awesome!! :)


Thanks but to be honest there is still A LOT of work to do to make it a good Predator mod.
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Joined: 28 Aug 2013

Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Sun Feb 02, 2014 6:31 pm

Beta 2 is out :D

See first post for more infos
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Tue Feb 04, 2014 1:28 pm

Just to keep you updated about the progress

I added a zoom to the PlasmaCaster and reworked the HUD once again.

screenshots :
Spoiler:


Those changes will be added in Beta 3
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Joined: 28 Aug 2013

Re: (WIP) Predator Beta 2(Poll Added)

Postby Kontra Kommando » Tue Feb 04, 2014 2:15 pm

Wow, this look excellent!

What better way to kill my Xeno drones :wink:
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Tue Feb 04, 2014 3:15 pm

Kontra Kommando wrote:Wow, this look excellent!

What better way to kill my Xeno drones :wink:


Yeah i agree :lol:

Speaking of aliens, i'm planning to add some in my mod so do you mind if i use yours? Of course i'll add your name in the credits if you are agree.

BTW I'm also looking for more versatile claws(good predator's claws with a good animation seem to be rare - Lukas2288's claws are cool but the animation set is limited. I'm trying to rip the forearms of the predator of my AvP2 but i'm far from being successful to be honest.
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Joined: 28 Aug 2013

Re: (WIP) Predator Beta 2(Poll Added)

Postby Kontra Kommando » Tue Feb 04, 2014 3:28 pm

Endless123 wrote:
Kontra Kommando wrote:Wow, this look excellent!

What better way to kill my Xeno drones :wink:


Yeah i agree :lol:

Speaking of aliens, i'm planning to add some in my mod so do you mind if i use yours? Of course i'll add your name in the credits if you are agree.

BTW I'm also looking for more versatile claws(good predator's claws with a good animation seem to be rare - Lukas2288's claws are cool but the animation set is limited. I'm trying to rip the forearms of the predator of my AvP2 but i'm far from being successful to be honest.



Yes, I would be honored to have my xenomorphs included into your WAD! I'm also making the warrior and the queen. The dog-xeno is going to be tough, but I'm going to give it my best. Once I've completed them, you can use them too, if you like.
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Tue Feb 04, 2014 6:02 pm

Thanks :D I'll make good use of them :)

EDIT : It's done :D Your Xenomorph Drone now replaces all Imps :) Your name is now added on the credits :D
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Kontra Kommando » Tue Feb 04, 2014 9:49 pm

That is awesome! I can't wait to play!
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Tue Feb 04, 2014 10:55 pm

A little gameplay update of my mod

screenshots
Spoiler:


This will be part of the beta 3 when i'll release it.
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Deimos Anomaly » Wed Feb 05, 2014 4:12 am

Damn nice!! Wanna try it now, looks so cool!
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Wed Feb 05, 2014 7:29 am

I just reached the first turning point in my mod and honestly i need your opinion guys. I'm testing new stuff with the Accumulator(which in beta 2 fires bullets as primary attack and refill the energy cell using shield energy as secondary)

I replaced the primary attack with a healing function using energy to refill health and armor. So what i'd like to have your opinion about is shall i keep the regeneration on the Hunter's Claws or shall i remove it completely. I'm testing both and i have to say the gameplay is really different because without a regeneration the player has to be more careful and take the time to heal himself before moving to the next area as opposed to the regeneration where the player's health and armor regenerate as soon as the player select the Hunter's Claws. To compensate the max energy is set at 9999 after the player picked up a backpack(of course i readjusted the energy used by the PlasmaCaster and PlasmaBlaster to balance things a bit but it can become difficult to play some maps because it requires the use of the claws more often and you can't just rely on those 2 weapons to get out of the jam)

So what do you think, shall i keep the regeneration or just remove it?
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Re: (WIP) Predator Beta 2(Poll Added)

Postby Endless123 » Wed Feb 05, 2014 12:16 pm

New sprites for the PlasmaCaster

screenshots
Spoiler:


I also rewored the Plasma Blaster animation

Spoiler:


That's all for now
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Joined: 28 Aug 2013

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