Strange Aeons v5.7

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Re: Strange Aeons v5.7

Postby twinkieman93 » Sat Mar 10, 2018 11:42 am

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.

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.
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Re: Strange Aeons v5.7

Postby ImpieTwo » Sun Mar 11, 2018 12:37 am

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.
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Re: Strange Aeons v5.7

Postby EddieMann » Tue May 15, 2018 3:09 pm

twinkieman93 wrote:
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.

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.


Don't forget the rocket launcher.
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Re: Strange Aeons v5.7

Postby ImpieTwo » Wed May 16, 2018 10:48 pm

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.

BFG and fist as well.
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Re: Strange Aeons v5.7

Postby twinkieman93 » Fri May 25, 2018 4:22 am

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.
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Re: Strange Aeons v5.7

Postby Zaratul » Fri May 25, 2018 7:11 am

Mod i propably finished but i always wanted new shotgun replacement(mechanically and visualy),vanilla shotty feels out of place in this mod.
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Re: Strange Aeons v5.7

Postby camper » Sun Jun 10, 2018 12:05 pm

I was reminded of "Chazm the Rift".
Very good mod.
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Re: Strange Aeons v5.7

Postby ImpieTwo » Tue Jun 12, 2018 1:21 am

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.

That's fine with me, if the current version causes errors on other systems. Go for it.
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Re: Strange Aeons v5.7

Postby Rex705 » Sun Jul 15, 2018 12:56 am

Download is for V5.5 not 5.7 :(
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Re: Strange Aeons v5.7

Postby StroggVorbis » Sun Jul 15, 2018 1:38 am

Rex705 wrote:Download is for V5.5 not 5.7 :(


Here you go, Impie's own website https://mikestoybox.net/doom-maps/ :)
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Re: Strange Aeons v5.7

Postby ImpieTwo » Sun Jul 15, 2018 2:46 am

Rex705 wrote:Download is for V5.5 not 5.7 :(

Where are you getting that download link? The OP links to the download page with the most recent version.

EDIT: Oh, I see what it is. The txt file wasn't updated I guess. The file itself should be up to date though.
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Re: Strange Aeons v5.7

Postby Juste_ssgunner » Sun Jul 15, 2018 2:56 am

I'm sorry my English is bad I use a translator :oops:
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 :D
hey man this work on zdoom 2.8.4t and zandronum 3.0????
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Re: Strange Aeons v5.7

Postby Rex705 » Sun Jul 15, 2018 3:43 am

Ok well, I notice two errors when playing.



And at the start of every level it says Null invalid ACS module
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Re: Strange Aeons v5.7

Postby StroggVorbis » Sun Jul 15, 2018 6:40 am

Rex705 wrote:Ok well, I notice two errors when playing.



And at the start of every level it says Null invalid ACS module


The short answer is that they're completely harmless and can be safely ignored.
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Re: Strange Aeons v5.7

Postby SiFi270 » Mon Oct 29, 2018 10:24 am

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.
You do not have the required permissions to view the files attached to this post.
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