ÆoD 6.66 Alpha 8 (11/20/2018)
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
- Major Cooke
- Posts: 8175
- 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)
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.
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.
- Maverick00_
- Posts: 7
- Joined: Mon Apr 30, 2018 1:05 pm
Re: ÆoD 6.66 Alpha 7 (06/09/2018)
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:
- Major Cooke
- Posts: 8175
- 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)
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.
- Maverick00_
- Posts: 7
- Joined: Mon Apr 30, 2018 1:05 pm
Re: ÆoD 6.66 Alpha 7 (06/09/2018)
Shit, it works. Thanks man.
Re: ÆoD 6.66 Alpha 7 (06/09/2018)
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
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
- Major Cooke
- Posts: 8175
- 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)
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.
- sirleviatan
- Posts: 15
- Joined: Sun Mar 15, 2015 2:14 pm
Re: ÆoD 6.66 Alpha 7 (06/09/2018)
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?
error: user_aeodgargoylewand is < 1!
error: user_aeodgargoylewand is < 1!
error: user_aeodknife is < 1!
what can be?
- Major Cooke
- Posts: 8175
- 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)
You need to change the order of parameters in the AEoD options menu under the slot configurations.
- sirleviatan
- Posts: 15
- Joined: Sun Mar 15, 2015 2:14 pm
Re: ÆoD 6.66 Alpha 7 (06/09/2018)
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)
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 lolMajor 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.
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)
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:
What could be the problem? Otherwise it works perfectly!
Very thankful for any help!
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!
- 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)
Excuse me sir are you still working about new version of ÆoD?? just remind me later, im still playing this mod tho
- Major Cooke
- Posts: 8175
- 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)
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.Josko wrote: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 lolMajor 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.
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?
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.
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.YasuoProjectX wrote:Excuse me sir are you still working about new version of ÆoD?? just remind me later, im still playing this mod tho
- Major Cooke
- Posts: 8175
- 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)
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.
As usual, you can find all changes here.
Yes, that includes the weapons mentioned in the previous post. Those have been fixed.