Angel of Insanity a more tone down version of AEOD

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haruko haruhara
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Angel of Insanity a more tone down version of AEOD

Post by haruko haruhara »

you may remember monster horde randomizer which was broken and highly recommend not playing it but if you are curious about it anyway you can find it on tspg i have not updated it here yet i might never do so yeah now for more info on the mod

----------------------------------------
new monsters yes
new weapons yes
multiplayer compatibly no
new items (maybe)
powerups (maybe)
new levels no

i was also inspired by hierarchy of chaos which is one of the best vanilla randomizers that don't use custom weapons but it uses powerups too



credits
Nanami
Espi
Quasar
Cyb
Lexus Alyus
LilWhiteMouse
Graf Zahl
Bouncy
Tormentor667
Björn Ostmann
Xaser
Assmaster
Nimrod
TheDarkArchon
Vader
the agarues
the novakiller
mattbrat11
HobbsTiger1
Kirby
TheDarkArchon
wildweasel
killingblair
Cutmanmike
wario
Scientist
Post
Xaser
Bouncy
ant1991331
NecroMage
HellsBane
Inuyasha_989
Bashe
Wills
ZChronos
Daniel
arty Razor Kirra
chaoscentral
Chronoteeth
Froon




note you may need skulltag content for this

i don't think it needs screenshots for a gameplay mod but a video will come soon for v1.6 which im still working on


Old!
-----------download----------------
https://allfearthesentinel.net/zandronu ... s_v1.5.pk3


download the new version here.

it comes in 3 files also for multiplayer fans sorry but this no longer works for multiplayer.

1.01 code Spawners.
https://allfearthesentinel.net/zandronu ... y_1.01.pk3
1.01 monsters.
https://allfearthesentinel.net/zandronu ... a_1.01.pk3
1.01 weapons.
https://allfearthesentinel.net/zandronu ... 2_1.01.wad

new update coming whenever its time.

download angel of insanity here to get the read me type angel of insanity or angel of insanity FIX i might update it here again so check back often!
https://doom.dogsoft.net/

the discord server
https://discord.gg/vfJf5M2Tmy

its compatible with gzdoom and zandronum but later it may be only zandronum because i may add the hectic and painlord which are for zandronum only

hopefully you will enjoy the mod!!! :D
Last edited by haruko haruhara on Mon Oct 04, 2021 11:45 pm, edited 4 times in total.
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kalensar
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by kalensar »

What? Painlords are right in Freedoom and don't need much of anything in the way of permission to extract and use for other projects of a non-commercial nature. Or maybe its a different Pain lord I'm unaware of, either way it shouldn't be hard at all to get it running on gzdoom. Realm667 doesn't have one just because they ain't as popular as a Slimeworm is my only guess.

Sorry, I'm not meaning to be pedantic. I just found that statement super odd.
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wildweasel
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by wildweasel »

Was about to ask why I was credited in this - then I saw the "charged plasma bolter." That old thing. That broken, horrible, imbalanced thing.

It feels like none of the stuff in this is less than 15 years old. I don't really feel like this is the kind of stuff that needs to be in a brand new project - especially not when there's piles upon piles of much better resources you can use, right here on the ZDoom Forums, if you just put in a little work to write code for them.

Also, uh...
Image
You might try to actually compile these into a PK3, the nicer, more organized way, so that an attempt can be made to reduce the number of startup errors thrown by GZDoom on loading this file. That is, if you're insistent on continuing this project. It can be made better, with some effort, especially if you're willing to go back and tweak some of the older, less-well-thought-out weapons.
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kalensar
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by kalensar »

@wildweasel Thats part of a thing I've wondered on due to partially similar things. There is a reason to name files as wads inside pk3s and it's because Gzdoom will read those automatically without need to #include files. I have a mod uses this tactic that has zero errors where the wad files are monsters and weapons.

My question is how do you get multiple PK3 files to read inside the same folder at the same time? I've never found that secret and don't even know if its doable. AKa reading PK3s inside of another PK3 the same way it would read a non map wad inside the pk3?
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wildweasel
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by wildweasel »

kalensar wrote:@wildweasel Thats part of a thing I've wondered on due to partially similar things. There is a reason to name files as wads inside pk3s and it's because Gzdoom will read those automatically without need to #include files. I have a mod uses this tactic that has zero errors where the wad files are monsters and weapons.

My question is how do you get multiple PK3 files to read inside the same folder at the same time? I've never found that secret and don't even know if its doable. AKa reading PK3s inside of another PK3 the same way it would read a non map wad inside the pk3?
The answer is, "you don't" - the reason WADs inside PK3s is so discouraged, is for memory management and organization reasons. If you have 60 MB worth of WAD files in your PK3, GZDoom will need to uncompress and load every single one of those into memory at once, regardless of if the content in them needs to be used right away, which wrecks load times pretty significantly.

The other thing that you may find, doing it the "PK3 way," is if there's any script error that GZDoom cannot continue from; it'll help a lot if you do #include a bunch of your files and use unique names for them, so that your errors will point you at "actors/weapons/chargedbolt.dec line 14" instead of "DECORATE line 18,736."
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kalensar
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by kalensar »

Thanks for the advice and the reasoning behind. Truly appreciated.
haruko haruhara
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by haruko haruhara »

i updated the mod with extra monsters and a few weapons i guess look at the first post. and also thanks for the advice's but i want to make this the way i can make it i saw other randomizer mods did the same thing that i did no defense but @wildwesael you remember when someone wanted me to do the pk3 myself and i did it but it took me i think 3 hours so i don't want to do that again sorry but my modding skills are going to remand the same also i would rather have fun modding then people telling me whats better i think it this way once people have enough skills after doing the basic then they will do the more "advanced" way so yeah everyone hope you guys will enjoy the update everyone!!
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wildweasel
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by wildweasel »

haruko haruhara wrote:@wildwesael you remember when someone wanted me to do the pk3 myself and i did it but it took me i think 3 hours so i don't want to do that again sorry but my modding skills are going to remand the same
It may take you 3 hours the first time, but it'll take 2 the next time. 1 hour the time after that. 30 minutes the time after that. And so on.

You don't get better at modding by languishing in the shallow end of the pool. If you want to make the kinds of things you dream of, you will probably want to spend that time.
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kalensar
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by kalensar »

Wild weasel is correct on the load error issues. If you look at the console when you load it, it will tell you all the load errors, and then you can go edit to correct those errors. Errors do affect load speeds and sometimes other things like unintentional lag.
haruko haruhara
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by haruko haruhara »

i almost forgot about this thread currently working on v1.6 which will be a huge update for the mod the monsters won't be changed but adding new monsters and weapons but mostly monsters look at the first post for details. Plus there is now a discord for the mod so if you wanna be apart of this project or just hang out i'm there.
retronutcase
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by retronutcase »

This...Feels like you just took a bunch of people's resources and slapped them into a mod with no thoughts to balance or having things work together...Again.

You have guns that need to be reloaded, guns that don't need to be reloaded, guns with infinite ammo...And then the enemies. You might end up with a zombieman replacement that spawns some kind of 500 HP, uber-fast Cacodemon when you kill it on the first encounter of a map, pretty much killing you right there.

I'm sorry but this is really bad.
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Re: Hordes Of Chaos a more tone down version of AEOD

Post by Redneckerz »

retronutcase wrote:
I'm sorry but this is really bad.
I tend to agree with this, and this is knowing you have asked for help before and also wondered why folks were not paying attention to your efforts.

I just read WW's remark again and your response to it. I personally would find it rather discouraging to see such well meant advice being shrugged off that way, but so you did. The result however is that you made a mod that has a ton of resources which aren't organized well.

I understand you want to have fun modding. But i also understand that if you want to improve modding, you'd take notes. No offense mean't, but from your postings, the impression has risen that you do not want to improve beyond what you already know, whether intentional or not.

That's a pity, mind you. But if you were to ask for a reason as to why your work does not get the attention it may or may not have, that might be one thing.
haruko haruhara
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Re: Angel of Insanity a more tone down version of AEOD

Post by haruko haruhara »

Ok so there is a huge update coming soon here is the change log

Removed the weapon resource wad weapons because I got tired of seeing them

Removed a bunch of other weapons from the key conf that were originally broken and too op only can idfa to see them

Monsters has been added alot of new ones but not any monsters from different games not yet

Now there's thing called the weapon spawners and monsters will drop weapons as well

removed the serious sam meets doom weapons due to code issues

That's really everything I did at least I hope so but no link yet.
haruko haruhara
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Re: Angel of Insanity a more tone down version of AEOD

Post by haruko haruhara »

1.01 is realesed!

next update will be having more monsters from older versions of hierarchy of chaos and a few new weapons
retronutcase
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Re: Angel of Insanity a more tone down version of AEOD

Post by retronutcase »

Yeah, it only works with Zandronum now. Learn to test your stuff and actually post proper info about compatibility.
On top of that, I still find myself unimpressed. Even with weapon clutter reduced, there's still a non functional chainsaw pickup, and the game constantly spams errors at me while ingame.

It's clearly obvious you're doing the absolute minimum amount of work required, and don't actually want to learn how to do your own work. That is why people are not showing interest in your mods, and why I'm giving you this harsh criticism.

Slapping a bunch of stuff you found on realm667 or wherever into a PK3 file, keeping them in wad format resulting in a bunch of load errors, and then calling it a mod is just not impressive. And on top of that, a ton of the weapon resources are ugly, outdated weapons that are broken in widescreen format because they were designed to show on the edge of a 4:3 screen ratio.

On top of that, Zandronum is an oudated mess these days. The ONLY reason to use Zandronum these days is for its multiplayer support, the one thing it's admittedly better at than GZDoom. However, you're clearly choosing to use Zandronum only because it has a bunch of resources you can cram into your "mod". The fact your "mod" doesn't have multiplayer support means there is literally no reason you should be limiting yourself to Zandronum, it is very feature limited compared to GZDoom.

If you want to be taken seriously as as modder, you need to start doing the following

-Stop just using existing resources wholesale, code and all. Learn how to code your own, even if you have to use existing graphical assets for them.

-Provide better documentation. Your broken sentence documentation is difficult to read and provides very little context to what you've actually done with your "mods."

-Accept the fact Zandronum is a dinosaur that typically only gets used for mods that don't rely heavily on modern GZDoom code that are multiplayer focused. (I admit, this one is more opinion than anything...)

-Actually take the advice of more seasoned modding veterans who have been actively trying to help you, instead of just tossing their advice aside because you don't want to learn or put in effort.

Yeah, this was harsh. But I'm done being nice because I'm sorry, every "mod" you've ever posted just makes me facepalm and want to play a better randomizer mod, of which there are plenty: HXRTC, DoomRLA, Russian Overkill, Colorful Hell...The list goes on.

Also? If you're going to say 'grab it here' and point to a place like Dogsoft, actually point to the actual download? Which, by the way, doesn't work. It says downloading is disabled.
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