The only unreplaced sprites in the entirety of the mod I can think of is the single shotty and maybe some decorations here and there. It might look a little different but it wouldn't induce any weird graphical glitches I would think.Rachael wrote:I believe Impie intentionally designed it so that it's IWAD-agnostic, i.e. you can use any Doom-related IWAD with it as long as it has at least the Doom 1 monsters included in it and all of the textures which Doom 1 and Doom 2 have in common. So you could run it with TNT.wad for example. Not 100% sure about Freedoom.
Strange Aeons v5.7
- twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Strange Aeons v5.7
Re: Strange Aeons v5.7
I'm pretty sure it doesn't make a difference which you use. The last update I made was to make sure the ending screens worked properly when run with Doom 2.
Re: Strange Aeons v5.7
Don't forget the rocket launcher.twinkieman93 wrote:The only unreplaced sprites in the entirety of the mod I can think of is the single shotty and maybe some decorations here and there. It might look a little different but it wouldn't induce any weird graphical glitches I would think.Rachael wrote:I believe Impie intentionally designed it so that it's IWAD-agnostic, i.e. you can use any Doom-related IWAD with it as long as it has at least the Doom 1 monsters included in it and all of the textures which Doom 1 and Doom 2 have in common. So you could run it with TNT.wad for example. Not 100% sure about Freedoom.
Re: Strange Aeons v5.7
BFG and fist as well.twinkieman93 wrote: The only unreplaced sprites in the entirety of the mod I can think of is the single shotty and maybe some decorations here and there. It might look a little different but it wouldn't induce any weird graphical glitches I would think.
- twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Strange Aeons v5.7
Right. Somehow forgot about all that. Derp.
While I'm here, I'd like to ask if it's okay if I clean up the monsters/weapons only addon so that it only has one decorate/sndinfo/whatever lump and post it here?
Reason being, I was trying to host a Z& server with it through All Fear The Sentinel's service but apparently hosting servers on a Linux machine with mods that have duplicate lump names causes errors to occur when people try to connect. At least that's the explanation I was given.
While I'm here, I'd like to ask if it's okay if I clean up the monsters/weapons only addon so that it only has one decorate/sndinfo/whatever lump and post it here?
Reason being, I was trying to host a Z& server with it through All Fear The Sentinel's service but apparently hosting servers on a Linux machine with mods that have duplicate lump names causes errors to occur when people try to connect. At least that's the explanation I was given.
Re: Strange Aeons v5.7
Mod i propably finished but i always wanted new shotgun replacement(mechanically and visualy),vanilla shotty feels out of place in this mod.
Re: Strange Aeons v5.7
I was reminded of "Chazm the Rift".
Very good mod.
Very good mod.
Re: Strange Aeons v5.7
That's fine with me, if the current version causes errors on other systems. Go for it.twinkieman93 wrote:Right. Somehow forgot about all that. Derp.
While I'm here, I'd like to ask if it's okay if I clean up the monsters/weapons only addon so that it only has one decorate/sndinfo/whatever lump and post it here?
Reason being, I was trying to host a Z& server with it through All Fear The Sentinel's service but apparently hosting servers on a Linux machine with mods that have duplicate lump names causes errors to occur when people try to connect. At least that's the explanation I was given.
Re: Strange Aeons v5.7
Download is for V5.5 not 5.7
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Strange Aeons v5.7
Here you go, Impie's own website https://mikestoybox.net/doom-maps/ :)Rex705 wrote:Download is for V5.5 not 5.7 :(
Re: Strange Aeons v5.7
Where are you getting that download link? The OP links to the download page with the most recent version.Rex705 wrote:Download is for V5.5 not 5.7
EDIT: Oh, I see what it is. The txt file wasn't updated I guess. The file itself should be up to date though.
- Juste_ssgunner
- Posts: 23
- Joined: Sat Sep 09, 2017 12:04 am
- Location: in the earth...sent whit hell....
Re: Strange Aeons v5.7
I'm sorry my English is bad I use a translator
hey hey this wad is very good its atmosphere, weapons, enemies, setting, gameplay, design, levels is incredible I had always wanted a wad based on lovecraft and I see that you based that idea very well in your wad I would like more gore
hey man this work on zdoom 2.8.4t and zandronum 3.0????
hey hey this wad is very good its atmosphere, weapons, enemies, setting, gameplay, design, levels is incredible I had always wanted a wad based on lovecraft and I see that you based that idea very well in your wad I would like more gore
hey man this work on zdoom 2.8.4t and zandronum 3.0????
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: Strange Aeons v5.7
This is honestly a small thing, but I think it might be worth adding a keyconf entry to both the main TC and the gameplay mod so that if vsmooth is loaded before either one you'll still have a functionally identical TravelerPlayer but the weapons leftover from Doom will have smooth animations. You can try it for yourself and see what I mean if you download the below file and then add it to the end of the load order mentioned above.
- Attachments
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- aeonskeyconf.wad
- (77 Bytes) Downloaded 68 times