Page 6 of 11

Re: ÆoD 6.66 Alpha 6 (03/29/2018)

PostPosted: Thu Jun 07, 2018 6:39 pm
by Ytoaster
I can't get the alpha to run in either 3.3.2 or the latest dev build this fatal error keeps popping up.


Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Sat Jun 09, 2018 8:54 pm
by Major Cooke
Sorry for being inactive lately. Just recently graduated from college so I've been working hard on real world stuff. Getting a life. All that jazz.

Alpha 7 released. Check the changelog for details. This mod will try to remain as compatible as possible with GZDoom 3.3, but the moment something happens with GZDoom and I need it, I'll up the requirements with a drop of the hat.

@Zenon: I agree that many of the dual wield weapons effectively need an overhaul. I plan on redoing them in good time but that means I'll need to put in a mode switch using the reload key.

However I have some good news. A couple months ago I reworked the entire weapon selection system, no longer relying on ACS and in fact, the weapnext/prev weapon switching commands now appropriately respect your weapon slot priorities.

This means you'll need to rebind your keys if you've been using them back to using 'slot 0-9' respectively. However, like the ACS version, it only works for weapons in AEoD, but that's one less thing you have to reconfigure.

Next I plan on implementing a replacement for the weapon drop/max limit systems entirely which will finally end the 'give everything' command breakage that ultimately winds up destroying the game so much.

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Sat Aug 04, 2018 2:49 pm
by Maverick00_
I can't for the life of me get this to work on the latest version of GZDoom. Am I loading something wrong? I've renamed AEoDdat to AEoDZ to absolutely ensure it loads last.
Spoiler:

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Sat Aug 04, 2018 2:51 pm
by Major Cooke
That old version won't work anymore. If you downloaded from moddb, that version's outdated. Get it from this thread only. See the front page.

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Sat Aug 04, 2018 3:02 pm
by Maverick00_
Shit, it works. Thanks man.

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Thu Sep 06, 2018 2:55 am
by Josko
Hi!

How the fuck to I remove Demon Morph? I hate it! I managed to remove it, but it says 0/666 on top of the screen in yellow color, and I have NO IDEA how to remove it. FUCK! Please help me :D

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Thu Sep 06, 2018 7:26 am
by Major Cooke
You don't. For now. Eventually I'll put in an option that simply replaces it with pentagram of protection and disables the effects of gathering 666 souls.

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Fri Sep 07, 2018 7:19 pm
by sirleviatan
This mod it's a dream come true! thank you very much, I recently changed to version 3.5.1.0 of GZDoom, and now I can not change the weapons, it appears:

error: user_aeodgargoylewand is < 1!
error: user_aeodgargoylewand is < 1!
error: user_aeodknife is < 1!

what can be? :cry:

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Fri Sep 07, 2018 8:18 pm
by Major Cooke
You need to change the order of parameters in the AEoD options menu under the slot configurations.

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Fri Sep 07, 2018 9:07 pm
by sirleviatan
my mistake, I'm sorry, I did not know that everything was now so configurable, a great idea and pretty practical, thank you, and again I apologize.

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Sat Sep 08, 2018 12:31 am
by Josko
Major Cooke wrote:You don't. For now. Eventually I'll put in an option that simply replaces it with pentagram of protection and disables the effects of gathering 666 souls.


Thank you! Looking forward to have that option. Will it be inside the powerup.txt in zaeod? So I can just copy the change because I have modified alot of small stuff lol

I managed to change so Icon of summoning summons a friendly hereiarch or what they are called but he always spawns almost invisible, no idea on that one

Also been trying to extend the skullrod rain altfire but having no luck. Any clue? :)

I love your tf2 rips, so good LOL, tf2heavy so funny especially when he eats sandvich, any plans to add medic and pyro?

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Fri Sep 14, 2018 6:26 am
by Josko
Hi, I made a new weapon for AEoD, a AA12 Shotgun.

However, everything works perfect EXCEPT dropping the damn gun. Doomguy just don't wanna drop his new AA12 I guess lol

Here's the code:

Code: Select allExpand view
Actor AEoDAA12Item : AEoDWeaponPickup // 1337
{
   +FLOORCLIP
   +INVENTORY.IGNORESKILL   +DONTGIB
   Inventory.Amount 1
   Inventory.PickupMessage "You found a AA-12 Automatic Shotgun!"
   Inventory.PickupSound "Sounds/AA12BOLT"
   Scale 0.4
   States
   {
   Spawn:
      AAEP A -1
      Loop
   Pickup:
      TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,"Ammo")
      TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",9) <= 0,"Nothing")
      TNT1 A 0 A_GiveInventory("Weapon9Count",1)
      TNT1 A 0 A_GiveInventory("AA12Drop",1)
      TNT1 A 0 A_GiveInventory("AEoDAA12",1)
      TNT1 A 0 A_PrintBold("\cgSlot 9: AA-12 Automatic Shotgun")
      Stop
   Nothing:
      TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,"Ammo")
      TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
      Goto Pickup+2
      TNT1 A 0 ACS_NamedExecute("s798",0,4,35,0)
      Fail
   Ammo:
      TNT1 A 0 A_GiveInventory("AEoDAA12",1)
      Stop
   }
}

Actor AEoDAA12 : AEoDWeaponBase // 1337
{
   +FLOORCLIP
   Weapon.AmmoType1 "AEShell"
   Weapon.AmmoGive1 32
   Weapon.AmmoUse1 1
   Weapon.SelectionOrder 9000
   +INVENTORY.IGNORESKILL   +DONTGIB
   Inventory.PickupMessage "You got the AA-12 Automatic Shotgun!"
   Inventory.PickupSound "Sounds/AA12BOLT"
   weapon.upsound "weapons/draw"
   Tag "AA12 Shotgun"
   Scale 0.4
   States
   {   
   Spawn:
      AAEP A 3
      Stop
   Ready:
      AAEG A 1 A_WeaponReady
      Loop
   Deselect:
      TNT1 A 0 //ACS_NamedExecute("s799",0,0,0,0)
      AAEG A 1 A_Lower
      TNT1 AA 0 A_Lower
      Loop
   Select:
      TNT1 A 0 //ACS_NamedExecute("s799",0,4,0,0)
      AAEG A 1 A_Raise
      TNT1 AA 0 A_Raise
      Loop
   Fire:
      TNT1 A 0 A_Light1
      TNT1 A 0 A_PlaySound("Sounds/AA12F",CHAN_WEAPON,0.7,0)
      TNT1 A 0 //ACS_NamedExecute("s851",0,20,random(-8,8),0)
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,5,-12)
        TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
      AAEF A 1 Bright A_FireBullets(5,2,7,5,"ShotgunPuff",1)
      TNT1 A 0 A_Light0
      TNT1 A 0 A_Recoil(0.04)
      AAEF B 1 Bright //ACS_NamedExecute("s851",0,-10,0,0)
      AAEF C 1 Bright //ACS_NamedExecute("s851",0,-10,0,0)
      AAEF D 1
      AAEF E 1
      AAEF F 1
      AAEF G 1 A_ReFire
      Goto Ready
   }
}


Actor AA12Drop : AEoDWeaponDrop
{
   Inventory.MaxAmount 1
   States
   {
   Use:
      TNT1 A 0
      TNT1 A 0 A_SpawnItemEx("DroppedAA12",0,0,32,8,0,0,0,SXF_NOCHECKPOSITION,0)
      Stop
   }
}

Actor DroppedAA12
{
   Radius 16
   Height 20
   Scale 0.4
   States
   {
   Spawn:
      AAEP A 15
      TNT1 A 0 A_SpawnItemEx("AEoDAA12NoAmmo",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0)
      Stop
   }
}

Actor AEoDAA12NoAmmo : AEoDAA12Item
{
   +FLOORCLIP
   +INVENTORY.IGNORESKILL   +DONTGIB
   Scale 0.4
   Inventory.Amount 1
   Inventory.PickupMessage "You found the AA-12 Automatic Shotgun!"
   Inventory.PickupSound "Sounds/AA12BOLT"
   States
   {
   Spawn:
      AAEP A -1
      Loop
   Pickup:
      TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",9) <= 0,"Nothing")
      TNT1 A 0 A_JumpIfInventory("AEShell",32,"Ammo")
      TNT1 A 0 A_GiveInventory("Weapon9Count",1)
      TNT1 A 0 A_GiveInventory("AA12Drop",1)
      TNT1 A 0 A_GiveInventory("AEoDAA12",1)
      TNT1 A 0 A_TakeInventory("AEShell",32)
      TNT1 A 0    
      Stop
   Nothing:
      TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,"Ammo")
      TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
      Goto Pickup+2
      TNT1 A 0 ACS_NamedExecute("s798",0,4,39,0)
      Fail
   Ammo:
      TNT1 A 0 A_TakeInventory("AEShell",32)
      TNT1 A 0 A_JumpIfInventory("AEoDAA12",1,2)
      TNT1 A 0 A_GiveInventory("Weapon8Count",1)
      TNT1 A 0 A_GiveInventory("AA12Drop",1)
      TNT1 A 0 A_GiveInventory("AEoDAA12",1)
      Stop
   }
}

ACTOR ShotCaseSpawn
{
    Speed 20
   PROJECTILE
   +NOCLIP
   +CLIENTSIDEONLY
   States
   {
   Spawn:
        TNT1 A 0
      TNT1 A 1 A_CustomMissile("ShotgunCasing",0,0,random(-80,-100),2,random(40,60))
      Stop
   }
}


ACTOR ShotgunCasing
{
   Height 12
   Radius 9
   Speed 7
   Scale 0.4
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +GHOST
   BounceCount 4
   Mass 1
   SeeSound "weapons/shell"
   States
   {
    Spawn:
      CAS2 ABCDEFGH 3
      Loop
   Death:
   Death:
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
      Goto Rest1
    Rest1:
      CAS2 I 9009
      Stop
    Rest2:
      CAS2 J 9009
      Stop
    Rest3:
      CAS2 K 9009
      Stop
    Rest4:
      CAS2 L 9009
      Stop
    Rest5:
      CAS2 M 9009
      Stop
    Rest6:
      CAS2 I 9009
      Stop
    Rest7:
      CAS2 J 9009
      Stop
    Rest8:
      CAS2 K 9009
   Stop
   }
}



What could be the problem? Otherwise it works perfectly!

Very thankful for any help!

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Fri Oct 12, 2018 6:04 pm
by YasuoProjectX
Excuse me sir are you still working about new version of ÆoD?? just remind me later, im still playing this mod tho :D

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

PostPosted: Sun Oct 14, 2018 10:37 am
by Major Cooke
Josko wrote:
Major Cooke wrote:You don't. For now. Eventually I'll put in an option that simply replaces it with pentagram of protection and disables the effects of gathering 666 souls.


Thank you! Looking forward to have that option. Will it be inside the powerup.txt in zaeod? So I can just copy the change because I have modified alot of small stuff lol

I managed to change so Icon of summoning summons a friendly hereiarch or what they are called but he always spawns almost invisible, no idea on that one

Also been trying to extend the skullrod rain altfire but having no luck. Any clue? :)

I love your tf2 rips, so good LOL, tf2heavy so funny especially when he eats sandvich, any plans to add medic and pyro?


If you're using github you can just pull from the repository and pack it up into a .pk3. It's going to be more than just that file though.
There are plans to include more TF2 characters but that won't happen for a while.
The icon of summoning needs reworking, aong with many things in this mod.

YasuoProjectX wrote:Excuse me sir are you still working about new version of ÆoD?? just remind me later, im still playing this mod tho :D


Yes. However development is currently focused elsewhere for the time being. Currently working on D4D, but I'll be providing a fix soon for the few unselectable weapons.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

PostPosted: Tue Nov 20, 2018 11:06 am
by Major Cooke
Alpha 8 released This is mainly for compatibility purposes with GZDoom 3.7's future release due to some syntax changes, thus a relatively small update.

As usual, you can find all changes here.

Yes, that includes the weapons mentioned in the previous post. Those have been fixed.