[NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Thread

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Payload4367 » Wed Feb 17, 2021 11:26 am

Valken wrote:I have a bug to report. If I load this mod with doom_complete, the sky is wrong in the introduction map and some actors are missing? The Red diamond with the ! shows up. But even with Doom 1 wad, a couple of textures would show up missing. I notice this with GZDoom 4.6 beta builds.


Thanks for the report. It's only been tested on 4.4.2 so far. I guess its time to update and test some of the newer builds. Oh joy! lol.
Payload4367
 
Joined: 02 Dec 2016

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Colerx » Wed Feb 17, 2021 1:08 pm

^^ sorry could I ask for something about co-op mode if not has already done before?

I've just tested it for a little while, apart from some problem here and there the mod seems responding better than expected! (obviously the campaign is the host's one so clients have to consider that whatever class they choose)
host works almost perfectly (so far I tested) but the client has these problems:

here's a picture: https://i.ibb.co/8DHX8Kc/AEcoop.jpg

- At start he misses the spawn point wich I presume it's the same of the host, but with a little workaround I manage to start the game
- Flashlight not working
- Motion tracker not working (and the host detects coop mate as enemy)
- when killed by a facehugger it remains on the screen permanently on both client and host

Plus other player sprite appears too tall and walking animation doesn't work properly, but close to! :)

Is there anything that could be done to fix these in next update?

Many thanks, I'm playing Mercenary campaign at the moment, challenging and exciting :D
User avatar
Colerx
 
Joined: 11 Feb 2021

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Payload4367 » Wed Feb 17, 2021 1:58 pm

Colerx wrote:^^ sorry could I ask for something about co-op mode if not has already done before?

I've just tested it for a little while, apart from some problem here and there the mod seems responding better than expected! (obviously the campaign is the host's one so clients have to consider that whatever class they choose)
host works almost perfectly (so far I tested) but the client has these problems:

- At start he misses the spawn point wich I presume it's the same of the host, but with a little workaround I manage to start the game
- Flashlight not working
- Motion tracker not working (and the host detects coop mate as enemy)
- when killed by a facehugger it remains on the screen permanently on both client and host

Plus other player sprite appears too tall and walking animation doesn't work properly, but close to! :)

Is there anything that could be done to fix these in next update?

Many thanks, I'm playing Mercenary campaign at the moment, challenging and exciting :D


I'm surprised it works at all. lol. Cool! I know that the flashlight won't work because it uses zscript which I believe only works in GZDoom. Are you using Zandronum? If so there is an old decorate code in the mod somewhere iirc. It will work with Zandronum. The other stuff...I don't know...I'll assume it is for similar reasons. The co op is untouched from Kontra Kommando's original mods. All the stuff I added that was GZDoom only kinda broke it, but I was focusing on a single player experience anyway. I will get to making a co op friendly version at some point but it might be a minute or two ;)

The starting spawn point might just need to have the repeatable flag set on the teleport lines. It wasn't designed for this but it might work as an easy fix.
Payload4367
 
Joined: 02 Dec 2016

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Colerx » Wed Feb 17, 2021 3:47 pm

well I use gzdoom as well for co-op, seems working good except from these thing (wich seems little but probably hard to fix for co-op),
anyway whatever will happen, this mod rocks!
Last edited by Colerx on Sun Feb 21, 2021 7:17 pm, edited 1 time in total.
User avatar
Colerx
 
Joined: 11 Feb 2021

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Colerx » Fri Feb 19, 2021 11:36 am

I think got flashlight working on both server and client,

https://i.ibb.co/CV8yB3J/acoopfl.jpg

unfortunately with too many workarounds such as rehost the server every map change since it stop working on client once starting new level. probably it's still due the problem of the spawn point, probably the light source remains somewhere else, but apart from this,

Could anything be done easily for fixing the player sprite? it's a bit stretched in height and when it walks it stands still, like flying, but working good when slowing down upon releasing the movement control. about the motion tracker I presume would be kinda difficult to make it work also on client side.. but at least for facehugger remaining on the screen, could be set something like a timer for it like 5 seconds and then disappear? or at least is there a command console to clear the screen?

Thank you very much for your time and hope not bothering! :)
User avatar
Colerx
 
Joined: 11 Feb 2021

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Payload4367 » Wed Mar 03, 2021 8:45 am

Colerx wrote:I think got flashlight working on both server and client,

https://i.ibb.co/CV8yB3J/acoopfl.jpg

unfortunately with too many workarounds such as rehost the server every map change since it stop working on client once starting new level. probably it's still due the problem of the spawn point, probably the light source remains somewhere else, but apart from this,

Could anything be done easily for fixing the player sprite? it's a bit stretched in height and when it walks it stands still, like flying, but working good when slowing down upon releasing the movement control. about the motion tracker I presume would be kinda difficult to make it work also on client side.. but at least for facehugger remaining on the screen, could be set something like a timer for it like 5 seconds and then disappear? or at least is there a command console to clear the screen?

Thank you very much for your time and hope not bothering! :)


I don't know if I can get to all that other stuff, but I have been testing DarkDoomZ v1.8 which comes with a really nice flashlight. See it in action with the excellent megawad, Lunar Catastrophe.
Payload4367
 
Joined: 02 Dec 2016

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Colerx » Wed Mar 03, 2021 9:36 am

Wooo nice!!! gonna try those then, damn I love this TC!!!!
Now that you made me think about it, I haven't properly tested the mod with other wads or vanilla ones, probably it goes mad since eradication mapset is meant for single player, I will test some more and tell you out. Thank you
User avatar
Colerx
 
Joined: 11 Feb 2021

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Postby Colerx » Wed Mar 03, 2021 1:12 pm

Just tested both and dark doom looks wonderful, thanks for the tip. anyway I think I'll postpone my willing to play this in co-op with by brother since unfortunately I get these problems,
this one in particular seems to be the most problematic, unfortunately.

https://i.ibb.co/KNNPNvj/lol.jpg

btw I'll give it another run in single player for the moment!! excellent job once again
User avatar
Colerx
 
Joined: 11 Feb 2021

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: No registered users and 3 guests