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ÆoD (Old thread)

Posted: Fri Apr 14, 2006 3:34 pm
by DBThanatos
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This is the old thread. New one found in the link below.
I'm keeping the whole main post in here for historical reasons.


The new thread link

Have fun :)

DBT

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Old "AEoD 4.0 & 4.2 patch" post
AEoD 4.2 patch

ÆoD v4.0 full download

Here you'll find the latest (G)Zdoom SVN

AEoDmus.wad (MIDI selection)


Rapidshare mirror by DukeNico:
AEoD 4.0 Part 1 AEoD 4.0Part 2
AEoDMus (the alternative music for doom2)

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April 24 was the release anniversary of the mod; the second anniversary. I wanted to celebrate it by bringing a new version, but saddly I couldnt due to RL (no, I dont mean Rocket Launcher ;) ). I said then that I was going to delay it for about a month, which turned into three :(

Oh well, I wont complain. All this time was used to improve the mod in various aspects. I must say that this time I got more help than usual. Reilsss and Ichor really helped me in this version, bugfixing, additions, contributions, a lot of stuff. Of course I wont forget people who have helped me since the beggining and the people who helped me later. Really, check the credits section.

Ok, now to what we came here for.

This is Æons of Death version 4.0. What's new or at least different?
The main point I have to say this is a new version, is the fact that I finally arranged (not completely, but a very good chuck) the wads containing all graphics and sounds. This is not a change that improves the mod playability at all, nor anything similar, is just a fix in the organization that was needed.

About fixes:
- Now the "Immortal ghosts" monsters bug is no longer present, which is a big success.
- Some weapons were fixed
- Good amount of monsters were rebalanced, and countless little changes like that.

About important modifications:
- Some weapons got a behaviour change.
- Others got a graphics change.
- A lot of the weapons got little visual enhancements.
- Added pretty self explanatory text for the powerups
- Now the random spawners also applies to the stealth monsters (but doesnt make stealth the new spawneds)

About new stuff:
- The mandatory monsters additions (some stuff taken from the T667 beastiary, others from old stuff that I had and never used, and other are simple decorate-only monsters).
- Some new weapons
- New Powerups
- Brand new gib system implemented (no, is not Nashgore).
- New skills (baiscally, reworked versions of the original).
- New HUD (to be fair, 4 new HUDs, "None", "Normal", "Fullscreen" and "Automap")
- New Menu design
- Added a tittlemap


Im sure 100% that Im forgetting more stuff that we did in the mod for this version, but it'll come later :P


Important notes:

- This version might have still some changes, is not the definitive version. Like I posted, is more like a "test version"

- You must use the SVNs of (G)Zdoom in order to play this mod, as it uses a lot of features that are not avaiable in the last official release of ZDoom (not sure of GZD though). The latest SVN compiled can be found in
http://svn.drd-team.org/

- Due to the design of the new HUDs, is heavily recommended that you (user) set the messages to appear centered on the screen
Options->Display->Messages
Also "Minimum Message Level" to "Obituaries". This is to avoid getting a lot of (unnecesary) messages in the screen that might cover your stats.

- Not imperative but is very recommended to use the mouse as the weapons now change the view pitch a little (depeding on the weapon)

- While this version was also designed to work with GZDoom, due to the "memory leak" that the GZDoom SVN have right now, I wasnt able to test it very well; so you might find missing dynamic lights or stuff like that. Either way, AEoD is primarly focused for ZDoom.

- If you are using the SVN of GZdoom, you are probably not going to get too far, because of the mentioned memory leak. Thanks to the extreme amount of actor spawning in the mod, this leak leads to use all (or a very big amount) of your RAM, laggin' the game very badly in busy levels.


While I tried to keep this version as functional as the previous one, there were so many changes that I wouldnt be surprised that a couple things got broken. Yet, i havent found those, so I hope that via "play a lot" we can find the remaining bugs (or the new ones). Anyway, I intend to release another little "patch" (hopefully soon) where I will include the other monsters I couldnt finish in time, and of course, fix all the bugs found by then.


I wanted to post a lot of screenshots showing the new stuff, but Im too tired right now, since putting together this version at last minute, is a very exhausting thing to do :(
Maybe I'll post some pics later. For now, here is it.

ÆoD v4.0

New patch up:
AEoD 4.2

Just repeating myself: This is where you'll find the latest SVN of Zdoom, which is required (at least you need r1184!)
http://svn.drd-team.org/

Spoiler: What have changed in this patch?

And here is the music pack that Reilsss put together for Doom2. Pretty good IMO
Music Pack (~70mb)

SpellBook specifications and guide


AEoD 4.16 gameplay video


Copy paste screenshots of the AEoD3.0 release (just to let new people see what this is about)
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler: Credits



Now let's have some fun ;)


-DBT






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Announcement: AEoD development team

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As I have less free time, and AEoD still have a lot of stuff to give, a team was formed to keep working in this mod.
This team is formed by 4 persons:

(alphabetical order)
  • Bouncy (temporarily off)
  • DBThanatos
  • Ichor
  • Reilsss
For now, we are focused in fixing as much as possible in this version (4.x) (they have participated in all the fixes of 4.16). However, there are more aeod plans that have actually started :D
So, any questions about the mod, can be directed to this guys. They did put a lot of effort in the mod, so they are now officially part of it.

Thanks guys, you've made my modding life easier :D

Posted: Fri Apr 14, 2006 3:39 pm
by sin`pl
rapidshare.de / megaupload.com / yousendit.com

Posted: Fri Apr 14, 2006 3:41 pm
by DBThanatos
I'll try it, tanks.
by the way, seems like a boring idea for the mod?
I will really apreciate the comments

Posted: Fri Apr 14, 2006 3:44 pm
by sin`pl
i don't like 'HIPER MEGA UBER L33T H4X04R' mods without a lot of weapons just for fun. i can say anything more after i test it.

Posted: Fri Apr 14, 2006 3:48 pm
by wildweasel
I'm with sin`pl - as much as I like a variety of weapons (heck, that's why I started the Doom Armory in the first place), it's better to limit yourself. If you put in too many weapons, it makes it hard to find the one weapon that you want/need (especially if you have to press the same number key three times or more to find it), and the weapons are also prone to becoming "me-too" weapons - in other words, several different weapons with very little difference to them outside of graphics and sounds.

I am certainly interested in trying out your mod, though, if for no other reason than to encourage you.

Posted: Fri Apr 14, 2006 3:50 pm
by DBThanatos
in fact, I tried to make it the most fun as possible, like, a lot of (new) monsters, a lot of ammo, a lot of health, heavy music, plus (I dont know if its a good idea) the weapons wont be easy to find, to avoid having 6000 weapons at the same time (how a marine can carry 8 weapons at the same time anyway). It will also have secret weapons, Overpowered yes, but very cool.

Posted: Fri Apr 14, 2006 4:07 pm
by BouncyTEM
i want to be able to review this. upload it to one of those websitez.

Posted: Fri Apr 14, 2006 4:20 pm
by DBThanatos
im working on that, in the "Megaupload" page, But as I see right now It will take some time.
The mod is not complete, is not playable, but you can check the monsters with the "summon" console command (check the quake2 monsters, those are beautiful, the only frames I took by my self), and the weapons, just type "give all" (this will not give you the secret ones).

The Excel files have the monsters Numbers, but ignore the wepons number list, because I deleted a lot of those weapons and I never updated that file.

Posted: Fri Apr 14, 2006 5:00 pm
by DBThanatos
http://www.megaupload.com/?d=KIA14MGT
the file, I hope you like it



forget this one, not working anymore
in page 3 is updated and working!!!

Posted: Fri Apr 14, 2006 5:06 pm
by chopkinsca
65MB?!? After being compressed? I don't know if I would want to download something that big just for just to play something with a bunch of stolen resources put together. Sure, it may seem like a good idea, but man, have some self control. You don't need to put every single weapon and monster from every FPS game before quake 2 (earthbound doom was described in that way). Focus on a smaller theme and you'll produce something more enjoyable than being largely unfocused. Just because something works/looks cool in Duke Nukem, doesn't mean it will be just as cool in doom, and definitly will not blend in without being highly noticable. You're just going to end up with something that people will only remember for it's bad points.

Posted: Fri Apr 14, 2006 5:14 pm
by sin`pl
i have 12mbit connection so downloading 65mb is just few seconds for me ;) i will try it later and maybe write a 'review'.

Posted: Fri Apr 14, 2006 5:16 pm
by DBThanatos
yeah, I understand your point, and I agree, that is why I said "the problem: size about 65mb" but I forgot to say, that size is the compressed :)

Also, if you chack the AE#.wad files, they are really messed up, that is beacuse I selected from a lot of sources, and I (think) choose the best.
Also, the way I made the mod, is to split it in various sub mods. I'm really exited with the quake 2 mod (I never saw a full Q2 mod on internet), that is my actual full time project, the AEOD is just to loose some time.
You don't need to put every single weapon and monster from every FPS game before
wrong, still missing the Marathon Durandal monsters :)

Anyway thanks for the comment.

Posted: Fri Apr 14, 2006 5:42 pm
by Ryan Cordell
DBThanatos wrote:yeah, I understand your point, and I agree, that is why I said "the problem: size about 65mb" but I forgot to say, that size is the compressed :)

Also, if you chack the AE#.wad files, they are really messed up, that is beacuse I selected from a lot of sources, and I (think) choose the best.
Also, the way I made the mod, is to split it in various sub mods. I'm really exited with the quake 2 mod (I never saw a full Q2 mod on internet), that is my actual full time project, the AEOD is just to loose some time.
You don't need to put every single weapon and monster from every FPS game before
wrong, still missing the Marathon Durandal monsters :)

Anyway thanks for the comment.
Try Project Slipgate with A_Quake.wad, and you're pretty darn close to having a full Quake mod. Just a replacement for the monsters is needed.

Posted: Fri Apr 14, 2006 5:43 pm
by sin`pl
how do i run it? lol, it has many files.

Posted: Sat Apr 15, 2006 7:35 am
by TheDarkArchon
Blade Nightflame wrote: Try Project Slipgate with A_Quake.wad, and you're pretty darn close to having a full Quake mod. Just a replacement for the monsters is needed.
QDOOM - Quake done Doom style

(For EDGE)