ÆoD 6.66 Alpha 8 (11/20/2018)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
Ytoaster
Posts: 1
Joined: Sat Mar 24, 2018 5:49 pm

Re: ÆoD 6.66 Alpha 6 (03/29/2018)

Post 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.

User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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.
Last edited by Major Cooke on Sun Oct 14, 2018 10:44 am, edited 1 time in total.
User avatar
Maverick00_
Posts: 7
Joined: Mon Apr 30, 2018 1:05 pm

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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:
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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.
User avatar
Maverick00_
Posts: 7
Joined: Mon Apr 30, 2018 1:05 pm

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post by Maverick00_ »

Shit, it works. Thanks man.
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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.
User avatar
sirleviatan
Posts: 15
Joined: Sun Mar 15, 2015 2:14 pm

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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:
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post by Major Cooke »

You need to change the order of parameters in the AEoD options menu under the slot configurations.
User avatar
sirleviatan
Posts: 15
Joined: Sun Mar 15, 2015 2:14 pm

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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.
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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?
Josko
Posts: 92
Joined: Fri Sep 22, 2017 2:30 am

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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 all

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!
User avatar
YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ÆoD 6.66 Alpha 7 (06/09/2018)

Post 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.
User avatar
Major Cooke
Posts: 8170
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Post 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.
Post Reply

Return to “Gameplay Mods”