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

Posted: Wed Feb 17, 2021 11:26 am
by Payload4367
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.

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

Posted: Wed Feb 17, 2021 1:08 pm
by Colerx
^^ 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

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

Posted: Wed Feb 17, 2021 1:58 pm
by Payload4367
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.

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

Posted: Wed Feb 17, 2021 3:47 pm
by Colerx
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!

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

Posted: Fri Feb 19, 2021 11:36 am
by Colerx
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! :)

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

Posted: Wed Mar 03, 2021 8:45 am
by Payload4367
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.

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

Posted: Wed Mar 03, 2021 9:36 am
by Colerx
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

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

Posted: Wed Mar 03, 2021 1:12 pm
by Colerx
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

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

Posted: Wed Mar 31, 2021 6:58 am
by Colerx
Alright in the end I managed to do some tweaks and seems that I solved those annoying problems arising in coop. Fortunately wasn't that difficult

- Almost fixed player sprites and animations,
- Fixed Motion Tracker not working on client and made it not detecting coop mates
- Set limited time for facehugger death animation, so you can respawn and see again after a while.
- Added bobbing style of weapons according to my taste.

I couldn't quickly make this loadable separately so backup ALIENS_ERADICATION_TC.pk3 and replace files inside it from this zip.

AECoopPatchToReplace.zip
(22.73 KiB) Downloaded 81 times
Notes:

- Better to host the server with sv_cheats enabled otherwise turrets can't be placed
- For starting to play on Eradication Mapset you have to press K to suicide, then respawn and move a bit. then your mate has to do the same, at this point you should be able to play together.
- If motion tracker and flashlight stop working on mapchange: host the server again on that map or use map editor to add 2nd Player Start point.
- Obviously the campaign will be the host's class one, so I suggest to choose the same as him
- Better to use this only for Coop since Main Menu will get some imperfections.

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

Posted: Wed Mar 31, 2021 7:32 am
by Payload4367
Wow, that is frickin awesome. Downloading now. I rarely ever play co op or deathmatch but let me know when and where you are going to play next and I'll try to join, if possible.

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

Posted: Wed Mar 31, 2021 8:29 am
by Valken
Thank you ColerX!

Let's ROCK!!!!!!!!

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

Posted: Wed Mar 31, 2021 8:34 am
by Colerx
Glad you appreciated!

Payload4367 I hope not appearing ungrateful or something, and I'm really sorry but at first I had in plan to play this with my brother, since we are both aliens fans since we were kids, however after that I'll be pleased to play together!
meanwhile If you find here anybody to play with just let me know how it goes :)

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

Posted: Thu Apr 01, 2021 10:42 am
by Payload4367
All good Colerx, enjoy!

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

Posted: Sat Apr 17, 2021 12:03 pm
by Colerx
I've tweaked the colonist sprite and weapon bobbing another bit, in same post above, nothing important.. anyway

could anything be done easily for fixing the ironsight mode of weapons? they are aiming and shooting a bit below than in normal mode. as in these screens. otherwise I could take some time to find the solution if you want, let me know!

Pistol normal https://i.ibb.co/b208VrP/Screenshot-Doo ... 195725.png
Pistol sight https://i.ibb.co/cv9J9Yy/Screenshot-Doo ... 195731.png
Pulse Rifle normal https://i.ibb.co/FD0tfs7/Screenshot-Doo ... 195719.png
Pulse Rifle sight https://i.ibb.co/y4CCNC7/Screenshot-Doo ... 195739.png


Thanks!

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

Posted: Mon Apr 19, 2021 5:11 am
by Payload4367
Yeah, I should probably line those up better. I left it this way because I wasn't happy with the way the iron sight sprites looked when displayed so high up on the screen.

"- For starting to play on Eradication Mapset you have to press K to suicide, then respawn and move a bit. then your mate has to do the same, at this point you should be able to play together."

Could this be fixed by adding more player starts?

anyway thanks for all this. I'm finally getting around to checking it out.