ÆoD 6.66 Alpha 8 (11/20/2018)

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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Mon Dec 16, 2019 10:29 am

Hmm. Well, perhaps you might not encounter the OOM issue with AMD... Anyway, you can at least fix the vulkan demon morph issue with the latest version off github, that's been fixed. Just head to the link on the front page and click the green download button. Use that file instead of AEoDdat.pk3.

The diabolical die may cause a crash if you get hammertime to roll.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby UnbornDecay25 » Mon Dec 16, 2019 11:54 am

Major Cooke wrote:Hmm. Well, perhaps you might not encounter the OOM issue with AMD... Anyway, you can at least fix the vulkan demon morph issue with the latest version off github, that's been fixed. Just head to the link on the front page and click the green download button. Use that file instead of AEoDdat.pk3.

The diabolical die may cause a crash if you get hammertime to roll.


Thank you Major, worked like a charm. And apologies for complaining about Vulkan, I know most Zdoom users use OpenGl
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Mon Dec 16, 2019 12:42 pm

Not your fault. I had encountered that issue myself a while ago. I haven't done much with AEoD as I've been focusing my efforts elsewhere. Not dead, that's for sure, but AEoD's just temporarily on the back burner.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Captain J » Sun Feb 16, 2020 9:13 am

Finally playing Aeons of death. It's once again, very hectic, fun, and challenging. However, GZDoom Version G4.3.3 acts really weird to the mod. Especially the certain weapons.

Like, homing projectiles like Reaper's saw and Tempest's tornado won't chase the enemies anymore. Also why taking control over TF2 Demoman is actually dangerous? He would charge himself with Ullapool Caber when the enemies are closer and cause massive explosion. But guess what? He never dies. So he would do that again and again and roast me to bits.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Sun Feb 16, 2020 11:14 am

I just tested it myself, I'm encountering none of the bugs you've listed. Are you using github bleeding edge? Are you running any addons on top of it?

To be clear, soul reaper blade only acquires an enemy when it bounces off a surface. There is a known issue where the blade can get caught in tight corners however, there's not much I can do about that.

The demoman, he can rarely survive his ullapool caber attack, but that's a tiny chance. Depends on the damage he causes and how high his health is when he does it.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Starman the Blaziken » Sun Feb 23, 2020 8:58 pm

Be a funny question but, is this mod still being poked around with or is it finished at this point?
Nice PFP by the way Major Cookie :)
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Sun Feb 23, 2020 9:18 pm

It's still being worked on but slowly. My concentration is on ClusterPlex and D4D at the moment though.

PFP? Also the e is silent. ;)
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Starman the Blaziken » Mon Feb 24, 2020 12:28 am

Profile Picture is what it means, though I have never heard of the ClusterPlex mod... D4D though a bunch... Maybe? Eh though with all the Doom 2016 mods and 3 letter abbreviations it can stick like gooey peanut butter.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Mon Feb 24, 2020 12:45 am

Thanks! And yeah I get what you mean.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Jairt » Sat Mar 21, 2020 7:51 am

Is it possible that you'll consider balancing the mod? Because with each version it became easier and easier to win, and in the latest i can just take dual Dragon Claw and annihilate everything, except maybe DBT and Oscuro. It's not like enemies can't kill me, but our power is way too high - either i destroy the boss, or he uses something and erases me. I'm playing on UV with fast monsters only, while in 2.4 version even just UV was challenging.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Sat Mar 21, 2020 12:45 pm

You can try turning on the directors. That'll ensure stuff's always spawning and you're always hounded if you want more pressure.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Jairt » Sat Mar 21, 2020 1:40 pm

Turning on the directors kind of breaks the intended level desing. Yes, it does compensate, but throwing more at me doesn't make it much more interesting, and it'll make me overpowered even sooner, since they also spawn ammo and weapons. Would've been pretty cool if it would've been possible to toggle off the dual weapons, or if there was an option to power up the monsters, such as making them have 200% health or something. Slaughterfest is nice sometimes, of course, but i think doom maps were more about "player vs map desing", and less about making a salad out of monsters.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Major Cooke » Sat Mar 21, 2020 5:46 pm

We'll see. When I do get back to this mod I will consider certain aspects. However, the reason it was made easier is because it was frustrating. There's a reason why regular doom was designed with slower projectiles in mind, for example. The idea behind it is to enjoy the randomizer for what it is without it being frustrating.

It'll probably be a long time before I get to it though. My focus is currently on D4D and ClusterPlex.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby Jairt » Sun Mar 22, 2020 1:24 am

I'll totally wait for years. Aside from it being too easy, it's the mod i'm playing every doom wad with, because it's never boring when it has so much randomness. Such replayability, i believe someday big companies will think about adding that amount of random elements too. Also, i kinda like playing some frustratingly hard stuff, or even being frustrated, but do consider that i'm probably far from being alone with that kind of taste, especially since people that want easy and comfortable games don't look like the type to play Doom too much.
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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Postby 007kingifrit » Thu Apr 16, 2020 2:22 am

Jairt wrote:Turning on the directors kind of breaks the intended level desing. Yes, it does compensate, but throwing more at me doesn't make it much more interesting, and it'll make me overpowered even sooner, since they also spawn ammo and weapons. Would've been pretty cool if it would've been possible to toggle off the dual weapons, or if there was an option to power up the monsters, such as making them have 200% health or something. Slaughterfest is nice sometimes, of course, but i think doom maps were more about "player vs map desing", and less about making a salad out of monsters.


i don't think the mod in general is too easy i just think the dragon claw's alt fire is insane. it would be fine but blue mana is not consumed fast enough on the alt fire
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