Project Osiris - Alien Breed 3D for GZDoom (1.0.3)

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
JohnnyTheWolf
Posts: 1227
Joined: Mon Oct 05, 2015 8:37 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by JohnnyTheWolf »

Magnificient! Best played with a flashlight mod and one that allows leaning as well. The music so far is good too. :thumb:

Optionally, have you considered adding a single-barrel shotgun to the arsenal and then turn into the existing shotgun into a proper double-barreled supershotgun that uses two shells per shot? Since the game is rather generous in terms of shells and most combat takes place in close quarters, we could definitely use a boost in firepower.
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by ArcturusDeluxe »

JohnnyTheWolf wrote:Optionally, have you considered adding a single-barrel shotgun to the arsenal and then turn into the existing shotgun into a proper double-barreled supershotgun that uses two shells per shot? Since the game is rather generous in terms of shells and most combat takes place in close quarters, we could definitely use a boost in firepower.
I have considered stuff like this, new weapons, aliens etc. It's a little out of scope for the main project though, I want to keep things in the spirit of the original game. Future expansion packs are possible, so I won't rule it out for those. There are even unused assets for a flame thrower and a machine gun in the original source code, so those are definite candidates too.
JohnnyTheWolf
Posts: 1227
Joined: Mon Oct 05, 2015 8:37 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by JohnnyTheWolf »

Fingers crossed then! You definitely seem to have the talent and the ability to make those expansions happen. :thumb:

But is a machine gun not what your starting weapon is already? How does the one in the source code differ from it?
User avatar
Barry Burton
Posts: 87
Joined: Tue Sep 03, 2019 2:20 pm

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by Barry Burton »

Too cool! I started playing through last night and it's fantastic. Well done.

I was a little worried that feature creep might spoil the feel of the original game but you've done a great job.

Maybe you could release a resource pack and get a community map project on the go? I'd love to play some new maps in the style of AB3D. I can't tell you how many days I've lost due to playing AB3D on the Amiga with my 68040 accelerator and CD32 gamepad - happy, happy days!
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by ArcturusDeluxe »

JohnnyTheWolf wrote:Fingers crossed then! You definitely seem to have the talent and the ability to make those expansions happen. :thumb:

But is a machine gun not what your starting weapon is already? How does the one in the source code differ from it?
It's just weapon sprite graphics, no actual implementation. Maybe it became the Pulse Rifle during development? Can probably find ways to differenciate it though, like how some games and mods have a basic assault rifle but also a heavy machine gun or chaingun. Just ideas at this point though!
Barry Burton wrote:Maybe you could release a resource pack and get a community map project on the go? I'd love to play some new maps in the style of AB3D. I can't tell you how many days I've lost due to playing AB3D on the Amiga with my 68040 accelerator and CD32 gamepad - happy, happy days!
Yeah I want to do this at some point. I'm working on a mini-expansion with the maps from the AB3D demos, and they have their own textures (though kind of messy ones so I have to clean them up a bit) and distinct enemies so I wanna get that done first so people have more options available.
User avatar
Barry Burton
Posts: 87
Joined: Tue Sep 03, 2019 2:20 pm

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by Barry Burton »

Good stuff. I'll look forward to your mini-expansion. :)
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0)

Post by ArcturusDeluxe »

Download Project Osiris v1.0.1
Quick update to fix some embarrassing bugs I left in. Was doing some last minute tweaks and didn't clean up after myself. You might have noticed the elevators in MAP08 being broken. Also a 'fading' debug message I left in whenever music fades out. Oops!

Also fixed an issue on Linux versions of GZDoom not liking DEFCVARS.txt - it had some platform-specific CVARs in there that made the game error out. Thanks Pa9an for helping me fix this!
Last edited by ArcturusDeluxe on Tue Apr 20, 2021 11:38 am, edited 1 time in total.
User avatar
aconike
Banned User
Posts: 19
Joined: Sun Jul 12, 2020 8:34 am
Graphics Processor: nVidia with Vulkan support
Location: czech republic

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.1)

Post by aconike »

They can't write me PM !! Admin block my PM. damage. For

PLEASE unlock !!


I found 2 mistakes in the game

red pig is on the rock behind the wall

and

the green lizard is chopped in the wall
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.1)

Post by ArcturusDeluxe »

aconike wrote:I found 2 mistakes in the game

red pig is on the rock behind the wall

and

the green lizard is chopped in the wall
Which level are these on?
EDIT: Never mind, found some runaway aliens on maps 9 and 10! Fixed now. Was doing some last minute tweaking to all the maps before 1.0, and I might have accidentally shifted some enemies around. Sorry! Gonna put out another bugfix update soon. Thanks for letting me know!
ANOTHER EDIT: Put out another patch!

Download Project Osiris v1.0.2
Features the fix of the above as well as a couple of other bugfixes and tweaks.

WARNING: save games aren't compatible between versions, if you're mid-game you might want to soldier on with the version you have, or update and use the console to warp yourself back to the level you were at. Sorry!
Last edited by ArcturusDeluxe on Wed Apr 21, 2021 7:45 am, edited 1 time in total.
jarecki83
Posts: 1
Joined: Tue Apr 20, 2021 5:47 pm

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by jarecki83 »

Hello,
savegames from 1.0.1 are not working in 1.0.2. It says savegame is from a different level. Autosaves are not working too - it says ACS module OSIRIS has changed from what was saved. (Have 5432 bytes, save has 5400 bytes).
User avatar
wildweasel
Posts: 21707
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by wildweasel »

Those messages are telling the truth. A save from a previous version will not work in a newer version, especially not if there have been changes to the map or scripts.
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

jarecki83 wrote:Hello,
savegames from 1.0.1 are not working in 1.0.2. It says savegame is from a different level. Autosaves are not working too - it says ACS module OSIRIS has changed from what was saved. (Have 5432 bytes, save has 5400 bytes).
Oh, yeah, sorry about that, that's a GZDoom thing and as far as I know there's not much I can do about it. If you're not squeamish about 'cheating', you can use the console to warp to the map you were at (use 'map mapxx' where xx is the number of the level) and give yourself the weapons back or play from a Pulse Rifle start. Apologies, I should have warned about that.
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

If anyone's interested, I put the soundtrack I made for this up on itch.io for download, as well as on Youtube. Have a listen if you want!

JohnnyTheWolf
Posts: 1227
Joined: Mon Oct 05, 2015 8:37 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by JohnnyTheWolf »

Oh shoot. I thought there were more tracks than that. Then again, I guess this would not be a Doom project without most tracks being used for more than one level.

Still good work! :thumb:
User avatar
ArcturusDeluxe
Posts: 62
Joined: Sun Jun 02, 2019 5:58 am

Re: Project Osiris - Alien Breed 3D for GZDoom (1.0.2)

Post by ArcturusDeluxe »

JohnnyTheWolf wrote:Oh shoot. I thought there were more tracks than that. Then again, I guess this would not be a Doom project without most tracks being used for more than one level.

Still good work! :thumb:
I am but a single person, and I'm doing the coding, graphics work and level design tweaking on this project too. Gotta balance things out somewhere!

Return to “TCs, Full Games, and Other Projects”