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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
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
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