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Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 10:36 am
by Ed the Bat
ImpieTwo wrote:Also uploading a separate download for Doom 2, which includes the correct textures from Ultimate Doom.
It would be more sensible to just use the filter system to make one project that works with both IWADs.

Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 2:37 pm
by EddieMann
I think the autogun would fit the gothic feel of this wad a little better than the AK. The AK-47's muzzle flash looks a bit dirty on the edges.
Image

Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 4:00 pm
by ImpieTwo
I hate angled sprites though, cos they almost always look awkward. And that one would clash with the other sprites anyway 'cos they're all centered.
Ed the Bat wrote:
ImpieTwo wrote:Also uploading a separate download for Doom 2, which includes the correct textures from Ultimate Doom.
It would be more sensible to just use the filter system to make one project that works with both IWADs.
I don't know how to use the filter system though. Honestly didn't know there was one. I'm basically a noob when it comes to Decorate and such.

Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 4:09 pm
by Ed the Bat
Want me to do it? Frankly the entire project is in need of proper structure. Just stuffing multiple WADs into a PK3 is bad for memory allocation, and doesn't let you take full advantage of the compress-ability of UDMF maps.

Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 7:30 pm
by ImpieTwo
Yes, please! I'll take a look at the insides when it's done and maybe I can learn a thing or two.

Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 7:31 pm
by Ed the Bat
Great, glad to help. I should have some free time for it before the weekend is over.

Re: Strange Aeons v5.3.4

Posted: Sun Sep 25, 2016 2:44 pm
by Ed the Bat
And here it is!
I'm sorry to say, this actually increased the filesize by a couple meg, but it should run better now, especially for folks with less RAM in their systems. Also, I left the text lumps (DECORATE, SNDINFO, etc.) and info/credits files largely unsorted; they'll run just fine as they are, but feel free to organize them more cleanly as you wish.

Re: Strange Aeons v5.3.4

Posted: Sun Sep 25, 2016 4:44 pm
by Boomstick
whenever I try to play to this mod I get a message in the console saying "invalid ACS module"

no idea if it has to do with my sourceport but i'm using the latest GZDoom build.

Re: Strange Aeons v5.3.4

Posted: Mon Sep 26, 2016 5:46 pm
by ImpieTwo
Boomstick wrote:whenever I try to play to this mod I get a message in the console saying "invalid ACS module"

no idea if it has to do with my sourceport but i'm using the latest GZDoom build.
I never did weed out the source of that error. No idea what's causing it.

Thanks Ed! I'll give it a look later in the week.

Re: Strange Aeons v5.4

Posted: Thu Sep 29, 2016 9:33 pm
by ImpieTwo
Version 5.4 is up! Thanks to Ed the Bat for compiling the pk3 to work with either version of Doom. Shouldn't have any compatability issues now.

Re: Strange Aeons v5.4

Posted: Mon Nov 21, 2016 5:53 am
by Dr. Crowley
Currently playing version 5.4 from the beginning in Zandro 3.0 and still can't see any compatibility issues at all - at least in the first episode. The only thing I became somewhat puzzled about while re-playing all maps is the weapon balance - despite we've been told that AK-47 is our main weapon, we are actually using shotgun much more often like in Doom. It's not a big problem for me - after all this mod is "Cthulhu Doom" - but damn.

Re: Strange Aeons v5.4

Posted: Mon Jan 23, 2017 4:15 am
by ImpieTwo
Dr. Crowley wrote:Currently playing version 5.4 from the beginning in Zandro 3.0 and still can't see any compatibility issues at all - at least in the first episode. The only thing I became somewhat puzzled about while re-playing all maps is the weapon balance - despite we've been told that AK-47 is our main weapon, we are actually using shotgun much more often like in Doom. It's not a big problem for me - after all this mod is "Cthulhu Doom" - but damn.
Weird, I mostly use the AK47 because of the firing rate. I've found most of the new monsters are too aggressive to safely use the shotgun as the primary weapon, with some exceptions: the lion men are better dealt with using shotgun than AK because of their blocking ability.

Re: Strange Aeons v5.4

Posted: Mon Jan 23, 2017 8:21 pm
by Gideon020
I like to switch between the two even if I have a lot of ammo despite having low amounts on one because I like to pretend that either the rifle or the shotgun got jammed.

Re: Strange Aeons v5.4

Posted: Thu Apr 13, 2017 10:41 am
by JohnnyTheWolf
So I have been replaying this mod and I was reminded of an issue that I do not remember bringing up to you. I do not know if it is still relevant, since you seem to be done with the mod, but anyway.

In the first episode, green slime is not hazardous and you can walk on it without taking damage. However, this stops being true in the second episode, where green slime is hazardous again.

For the sake of consistency, should the non-hazardous green slime not be made brown in order to avoid confusion?

Re: Strange Aeons v5.4

Posted: Thu Apr 13, 2017 9:12 pm
by ImpieTwo
The damaging liquids are not consistent between episodes, but throughout each episode they are consistent. That's why water is painful in E4 -- where it's arctic cold -- and not the other episodes. It has less to do with texture and more with environment.