Aetherius [(GZDoom 4.6.0+) for Doom/Heretic/Hexen/Strife]

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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Lord Misfit » Mon Aug 03, 2020 8:00 pm

If I had the resources to do so, I actually would have the latter as the final boss of the DVII compatpack, as was originally intended, so that one at least I know I'd love to eventually do. o.o

As for the former, it depends on just how much more effort it'd require. There are some other people who have their own character pack ideas as well, though it could be a while before anything shows from that, so that's all up in the air. x.x
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Starman the Blaziken » Mon Aug 17, 2020 6:27 pm

I probably am asking a bit of a silly question on this, but is their a setting to toggle natural mana regeneration? With the items and monster drops too, the natural regeneration makes the most of it redundant to use at least with the speed it goes as I usually remember having mana and healing restoring items always packed in my inventory never really used.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Lord Misfit » Mon Aug 17, 2020 6:52 pm

Having just fixed some issues (Monster Munchies and Healing shots for use on monster allies) that arised with some fixes to bouncing projectiles in the engine proper, it doesn't feel so bad being asked that kind of question, though I'll have to think about it.

If you mean something like straight up disabling Mana Regeneration though, you could use "Aetherius Options > Cheat-Like Options > Mana Regen Amount [and/or Mana Regen Speed] > 0%" and that should accomplish the effect your looking for, or at least signficiantly slow it down and make it never recover more than 1 MP per interval.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Mon Aug 17, 2020 7:19 pm

Another thing: when I ran Aetherius with WADSmooshed DOOM, it jumped straight to DOOM2's MAP01.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Lord Misfit » Mon Aug 17, 2020 7:29 pm

WADSmooshed stuff is not fully supported as I have never played one of those wads with the mod, and at the moment I wasn't exactly planning to do so since I have to finish some other play testing for stuff before a certain point. Maybe I'll see about looking at it in the future though. o.o
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Mon Aug 17, 2020 7:38 pm

Understandable. Best of luck with your other testing.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Starman the Blaziken » Mon Aug 17, 2020 10:43 pm

Some day I myself will hope for the mod to be compatible with Doom 1 maps as I normally play it first with mods for some reason or another.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Tue Aug 18, 2020 12:41 am

Also, I'm pleasantly surprised to see Strife compatibility with this one. I assume that it should work fine with the Veteran Edition addon.

Spoiler:


Doom-related bug found: When I hit the exit switch while the Aetherius menu is open, I end up entering the next stage... elsewhere.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Lord Misfit » Tue Aug 18, 2020 4:34 am

Unfortunately, I don't know of a way to disable to disable the use-key's ability to press switches/doors while in the menus, else you wouldn't have to worry about using stuff accidentally.

Also the Sigil is a proper weapon in Strife mode, but also no, I have not set up Veteran Edition support yet. >.>;
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Tue Aug 18, 2020 11:44 am

Did you confirm the bug, though?
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby Starman the Blaziken » Tue Aug 18, 2020 12:09 pm

I have another question and a suggestion too.
Is their an option to reduce the amount of the base item drops from monsters and map spawns like the health bonus waters and mana? Because it gets a bit annoying to pick the majority of those up in a large map and even when it is in excessive amounts that pretty much will not do anything else for my mana or health and just get them for free aeon points.
I am not sure if you where ever thinking of bundling the health bonuses into maybe like 1 HP, 5 HP, 10HP, and 25 HP like how coins work, but also tweak the default item collection reward too of course. At least something I would suggest on the base to make it less of a vacuuming collect-athon to chug individual bottles like a mad person.
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Re: Aetherius [(GZDoom 4.4.2+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Tue Aug 18, 2020 5:11 pm

Another thing impresses me; unlike vanilla Strife, it seems the electric bolts actually do extra damage to 'bots.
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Re: Aetherius [(GZDoom 4.5.0+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Mon May 24, 2021 9:04 pm

I think we have an issue (Linux)...
Code: Select allExpand view
gzdoom -iwad doom.wad -file "DV-DS-ComboPack-master"
GZDoom g4.6.0 - 2021-05-22 16:34:22 +0200 - SDL version
Compiled on May 22 2021

OS: Linux Mint 20.1, Linux 5.4.0-73-generic on x86_64
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
 adding /opt/gzdoom/gzdoom.pk3, 633 lumps
 adding /opt/gzdoom/game_support.pk3, 2514 lumps
 adding ./DOOM2.WAD, 2919 lumps
 adding /opt/gzdoom/game_widescreen_gfx.pk3, 98 lumps
 adding DV-DS-ComboPack-master, 16763 lumps
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device Family 17h (Models 00h-0fh) HD Audio Controller Analog Stereo
  EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 777.49 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 460.73.01 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 640 x 480
fluidsynth: warning: SDL2 not initialized, SDL2 audio driver won't be usable

----------------------------------------

MAP00 - Skip Map

Unknown type 191 at (368.0, -208.0)


*** Fatal Error ***
Segmentation fault (signal 11)
Address: (nil)

Generating gzdoom-crash.log and killing process 33123, please wait... 27   ../sysdeps/unix/sysv/linux/wait4.c: No such file or directory.
sh: 1: gxmessage: not found
Killed
You do not have the required permissions to view the files attached to this post.
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Re: Aetherius [(GZDoom 4.6.0+) for Doom/Heretic/Hexen/Strife

Postby Marisa Kirisame » Tue Jun 08, 2021 2:07 am

That log tells me it's crashing on a call to SpawnHealth(). I've reproduced the same crash too. Doesn't happen with JIT disabled.
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Re: Aetherius [(GZDoom 4.6.0+) for Doom/Heretic/Hexen/Strife

Postby AvzinElkein » Tue Jun 08, 2021 6:42 am

Marisa Kirisame wrote:That log tells me it's crashing on a call to SpawnHealth(). I've reproduced the same crash too. Doesn't happen with JIT disabled.

What is JIT?
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