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

PostPosted: Mon Apr 19, 2021 6:53 am
by Colerx
you're welcome and it's a pleasure!
well I tried to simply add 2nd player start but I think there's a teleport trigger on map and scripts based on playerclass, that seems working properly only in Single player at current state. For the tracker was enough to change the script from "void" to "enter" type, but in this case I wasn't that lucky. I'll do some research to see if it could be improved somehow!

yes for the sight sprites I was expecting that, maybe as quick fix without touching them, we could do some A_SetPitch in ironsight state (I think of a value about -2.2)
I had a quick try but in current state structure it keeps incrementally aiming up in the sky lol. plus when going in realready state from selecting weapon and not from "unsighting" it could need a workaround for not make it pitch down same as when coming back from sight state.. anyway I think the easiest way should be this one. :)

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

PostPosted: Mon Apr 19, 2021 10:14 am
by Payload4367
Oh yeah. How could I forget the teleport triggers. Hmmmmm. still might be able to work something out. I'll try a few ideas that might even make it possible to play as different classes. The map would play out based on player 1's choice and the others would be along for the ride.

Probably have to reset the A_SetPitch value when reverting to normal sights and then back and forth and so on.

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

PostPosted: Mon Apr 19, 2021 11:31 am
by Colerx
Yes even if the teleport is not automatic it's already playable with different classes, and the map is playing as player1 class including the initial teleport.
However for me it's already good but if you want to investigate a bit on that you'll have all my support.
Thanks!

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

PostPosted: Mon Apr 19, 2021 2:46 pm
by Colerx
I think I've done that thing of the pitched sights! The right value was 2.8, if you want to try them let me know if could be ok like this :)

Screenshots:
https://i.ibb.co/wcgkKTk/Screenshot-Doo ... 230552.png
https://i.ibb.co/9tKjNW3/Screenshot-Doo ... 230556.png
https://i.ibb.co/Q6MkB81/Screenshot-Doo ... 230600.png
https://i.ibb.co/VYvyfbd/Screenshot-Doo ... 230604.png

I've would applied also a little offset to the sprite in up direction, especially for the pistol, but seems that A_WeaponReady is not affected, so I think it requires graphic editing in case.. not important anyway

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

PostPosted: Fri Nov 12, 2021 5:47 am
by StomyGame
After recompiling GZDoom on Linux 64-bit and still not having the flashlight work I ended up fiddling with the pk3 directly and got it to work.

I use steve's flashlight with a bunch of other wads so I know it's fussy about load order and usually wants to go first. By combining duplicate files (cvarinfo.txt/CVARINFO.txt, loadacs.txt/LOADACS.txt) and making sure FLASHLIGHT is listed first in LOADACS.txt I've gotten it to work. I've attached the files I've changed, anyone can patch the pk3 by deleting the existing versions and dropping these in to replace them.

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

PostPosted: Sat Dec 11, 2021 1:10 pm
by karry299
Playing Eradication campaign as an operative, and i reached map 4 where i have to attack the pirate ship...and after witnessing a short firefight, the pirates apparently made truce with the xenos ? I can see aliens milling around and going inside the ship, ignoring the mercs completely, then they attack me together ! Is that supposed to happen ?

Also, somebody probably requested this already, but just in case, would it be possible to designate that single loot crate object as non-steppable ? It's what annoyed me for the whole campaign, moving to knife the loot crate, but getting a tiny bit too close and ending up stepping ON the crate, thus missing the knife strike.

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

PostPosted: Sat Dec 11, 2021 3:44 pm
by Deon
So I've been playing A:Eradication and it's a lot of fun, but I cannot figure out how to save colonists. I spent 20 min herding ~10 of them to the end, but when I exit, it says "all colonists have been killed".