Angelic Aviary v1.3 (Eviternity II edition, new angels) Updated 12/29/23)

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.
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.1 (Finished/Hotfix: Updated 10/24/2022)

Post by CherubCorps »

sonoda wrote: Wed Jan 11, 2023 3:22 am so i tried mixing it with the false angel, and got this error message

Script error, "AngelicAviary V1.1.wad:CVARINFO" line 31:
cvar 'tp_show_notes' already exists

legacy version didn't trigger this, but it started to happen after updated to 1.1.
So this is a result of the lore notes at the beginning not having the correct name. This also happens when playing with HoD:Baron or any other mod which uses text notes in the main menu. It has been fixed and will be included in the next update.

The next update has been going slower than expected due to work and other projects in the works. I would like to put out an update sometime around February.
User avatar
DELTAtheDboi005
Posts: 219
Joined: Tue Apr 05, 2022 3:43 am
Preferred Pronouns: He/Him

Re: Angelic Aviary v1.1 (Finished/Hotfix: Updated 10/24/2022)

Post by DELTAtheDboi005 »

Mind if I borrow some sounds from this? I'll be sure to give credit.

Also, this looks pretty cool and I like the idea of fighting angels. This is an example of a mod that enemy-wise, looks back in the opposite direction of the biblical land and I'm all for it.
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.1 (Finished/Hotfix: Updated 10/24/2022)

Post by CherubCorps »

Mind if I borrow some sounds from this? I'll be sure to give credit.
Sure. The sounds are not mine so feel free to use them.
User avatar
DELTAtheDboi005
Posts: 219
Joined: Tue Apr 05, 2022 3:43 am
Preferred Pronouns: He/Him

Re: Angelic Aviary v1.1 (Finished/Hotfix: Updated 10/24/2022)

Post by DELTAtheDboi005 »

K, thanks
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by CherubCorps »

Version 1.2 is out!

V1.2 is live. This version adds a final boss to replace the icon of sin along with some new animations, bug fixes, balances and easter eggs.
Unless they are major bugs, I don’t plan to update Aviary for a while. From this point forward, I want to focus all my energy into my next doom project. I’m trying for a working beta to be up sometime around June. In the meantime, please enjoy the newest version of Aviary.
General
-Angelic Aviary is now a .ZIP rather than a .WAD. Everything is more organized under the hood.
-Willendorf and the destroying Angel (Replaces Icon of Sin): Rather than the Icon of Sin, you face off against the two archangels from Life and Death difficulty. Unlike life-or-death mode, both archangels can be killed. Only Willendorf needs to be killed, however, killing the destroying angel will net you supplies to make Willendorf easier to kill. Willendorf will spawn in as a random Principality and need to be found before the fight begins.
-Angelic skies can be enabled/disabled depending on load order. (Seeing the AA logo means Angelic skies and enemies are enabled). Does not work with all maps
-Multiple bug fixes, including fixed bug which would cause mod to not work with HoD: Baron or other mods that use notes. (Thanks to []Dot for helping with the ACS).
-Improved feather animation on all angels.
-Petrification deaths. Many angels can be turned to stone via a specific damage type. This damage type is limited to specific gameplay mod. (Note, Fanservice must be enabled for this option to work.)
-Removed custom font so AA will work better in gameplay mods that have custom text.
Enemy specific
Dolls
-Added custom ice death animation for all dolls.
Cardinal
-Added custom gib death animation to Cardinals and Blackbirds.
Authority
-Authority’s melee attack speed decreased.
-Green wind blades do slightly less maximum damage.
Principality
-Added new attack. At melee range, Principalities can surround themselves with a lightning shield which does damage over time to opponents.
-Principalities raise their wings when preforming certain attacks.
Ophanim
-Ophanim attacks petrify angels on death (Disabled by default via option menu.)
Dollmaykr
--Dolls and Dollmaykrs are no longer the same species. This prevents Dolls and the Dollmaykr from inheriting the same traits when playing with corruption cards.
-Turbo dolls inherit Dollmaykr abilities rather than Doll abilities.
-Dollmaykr only spawns turbo knife dolls, turbo revolver dolls and turbo shotgun duos.
-Turbo Shotgun duos spawn a turbo knife doll on death rather than a standard knife doll.
-Dollmaykrs and turbo dolls are classified as the same species
Crusader Queen
-Crusader Queen’s horses drop 100 bullets to prevent ammo starvation.
-The second phase of the Crusader Queen moves more sporadically and is harder to hit with projectiles.
-Cannon red orbiter bullets move slower, do less damage, but will slightly home in on the target.
Great Seraph
-Seraph fanservice option has been added back into the mod.
-Decreased plasma ammo drop to 100 on 1st kill
Queen of Queens
-Queen of Queen’s egg is now gold.
-Gold egg takes longer to hatch.
-Killing Willendorf in level 30 will spawn the golden egg, allowing the player to challenge the Queen of Queen as an extra boss (She can also be spawned in the classic way by killing two Great Seraphs in a row on any map).

Download here and on the 1st post: https://www.mediafire.com/file/yv2cfnw9 ... 2.zip/file
User avatar
Void Warrior
Posts: 135
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by Void Warrior »

Cool! However, I have a question: 'Why couldn't it be done in the PK3 file?' I just changed the file format and it works as well.
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by CherubCorps »

Cool! However, I have a question: 'Why couldn't it be done in the PK3 file?' I just changed the file format and it works as well.
This might sound stupid, but I didn't realize that it could be saved as a pk3. This has been rectified and I have uploaded a pk3 of the mod.

https://www.mediafire.com/file/bcjmip4h ... 2.pk3/file
User avatar
DELTAtheDboi005
Posts: 219
Joined: Tue Apr 05, 2022 3:43 am
Preferred Pronouns: He/Him

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by DELTAtheDboi005 »

CherubCorps wrote: Tue Mar 07, 2023 9:31 pm I have uploaded a pk3 of the mod.
THOU ART HAVE BEEN CONVERTED!!!!
Spoiler:
Tulushuggua
Posts: 5
Joined: Mon Sep 19, 2022 5:39 am
Preferred Pronouns: He/Him
Graphics Processor: Intel with Vulkan/Metal Support

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by Tulushuggua »

Should there be a version of this mod that has the angel enemies as separate enemies and in 3D?
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by CherubCorps »

Tulushuggua wrote: Fri Mar 10, 2023 12:03 pm Should there be a version of this mod that has the angel enemies as separate enemies and in 3D?
What do you mean by this? A version where you fight both demons and angels?

For true 3D, I'd need to redo everything as a polygon. I don't plan on doing that.
User avatar
DELTAtheDboi005
Posts: 219
Joined: Tue Apr 05, 2022 3:43 am
Preferred Pronouns: He/Him

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by DELTAtheDboi005 »

CherubCorps wrote: Sun Mar 12, 2023 10:20 am
Tulushuggua wrote: Fri Mar 10, 2023 12:03 pm Should there be a version of this mod that has the angel enemies as separate enemies and in 3D?
What do you mean by this? A version where you fight both demons and angels?

For true 3D, I'd need to redo everything as a polygon. I don't plan on doing that.
You can do what I started to do and open up the ol' magicavoxel (if you have it), making the desired model (limit is 126x126x126, but you can have multiple objects on the model to make the model bigger if that makes sense), exporting the pieces as .obj (magicavoxel does this for all objects in the scene), open up blender (again, if you have it), and just move the pieces into the shape you want. Or at least, that's how I do it :ugeek:
User avatar
fakemai
Posts: 342
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by fakemai »

Doom 2, no weapon mod, normal difficulty with infighting. I haven't used vanilla weapons for too long:
  • EDIT: Major bug at least in the PK3 version: LOADACS is in the wrong place! Mainly that seems to break Life or Death difficulty.
  • Queen of Queens projectile drops only give 1 ammo or HP. Crusader Queen bullets are correct albeit halved like all enemy drops. I don't know if you can omit the quantity for A_DropItem ("CellPack", , 128) but otherwise try -1, that's supposedly the default value and should be whatever the item has, again, potentially halved.
  • Willendorf and Destroyer work fine as the optional difficulty feature but as a MAP30 boss they felt pathetic. BFG dark repeatedly as she did nothing, then BFG white where she's ordinarily more support role. That said QoQ is a terror and I haven't been able to beat her yet, not on MAP30. She's easier on MAP32 but even then I took a few tries.
  • Nice statues. Cute doll ice cubes.
  • Key icons for the HUD are still the defaults, as is the enemy cast call.
  • EDIT: Heretic Cardinals seem to have a palette issue, the ones in E1M9 around the blue key doors. I'm just playing that now on LoD difficulty and it's forcing less methodical play but also a lot more death after E1M5 and I probably won't be doing that for any other episode with vanilla weapons.
  • Heretic Aphrodite replacements for Dark Bishop drop shotgun shells, and Maulotaur replacement Seraphs drop Doom stuff too if you let the egg hatch.
  • Heretic E2M8 boss kill triggers are broken because the bosses don't seem to open it, but also broken in that Aphrodite triggers KeenDie still and that does actually open them like doors. EDIT: Just checked the other episodes, 3 works though maybe now it can get the archangels too. 4 works. 5 is broken like 2.
Before that I tried with Doom Incarnate, it works fine but Principalities have the same projectile name as one of its electric weapons, and it's QUITE the upgrade to them (Lightningball I think, it's the Mancubus fireball replacement) but the weapons are overkill so it hardly matters. It balances out.
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by CherubCorps »

Thanks for reporting this. I'm working on a fix for this. I knew that there was going to be something off when I converted the file to a zip/pks (The bugs are in both versions).

I've been neglecting the Heretic version in some time so it's more buggy. The Blackbirds use a palette swap from doom so they look really off when going into Heretic. This happens in some map packs (Ancient Aliens) but not to the same degree. It's one of the main reasons I don't like doing palette swaps via code. The blackbirds will have custom art at some point, but I'm trying to focus on the new mod for the time being.

I'm gonna buff the final bosses (Especially the Destroying Angel), however I don't want them to be super OP. They're not too difficult to beat in vanilla doom 2, but in other map packs with alot of enemies, they can be a real challenge.
User avatar
fakemai
Posts: 342
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: Angelic Aviary v1.2 (Finished: Updated 03/05/2023)

Post by fakemai »

CherubCorps wrote:I'm gonna buff the final bosses (Especially the Destroying Angel), however I don't want them to be super OP. They're not too difficult to beat in vanilla doom 2, but in other map packs with alot of enemies, they can be a real challenge.
Fair, they were on their own and couldn't show any resurrection ability since the level wasn't spawning enemies but I still expected Destroyer to get a few attacks out. Anyway add-on maps are admittedly something I don't usually do so I'll trust you more on balancing with that in mind, and yeah QoQ exists if I want REAL pain.
CherubCorps wrote:The blackbirds will have custom art at some point, but I'm trying to focus on the new mod for the time being.
Take your time by all means, I am interested to see what's coming! Some of the issues I can address on my own.
User avatar
CherubCorps
Posts: 195
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States

Re: Angelic Aviary v1.21 (Finished: Bugfix updated 03/31/2023)

Post by CherubCorps »

Version 1.21 is out. Big bugfix update

Bug fixes
-Fixed major bug that caused “Life and Death” difficulty to not work.
-Fixed a bug where the censored Seraph would instantly die when entering her pain state.
-Queen of Queen drops the regular amount of ammo rather than 1 bullet.
-Fixed animation error in the Principality’s death cycle.
-Stone statues and frozen angels are no longer classified as monsters.
-Changed sky texture for maps 1-11.
-Removed Codename Demolitionist easter eggs due to recent controversy.
Gameplay
-Kiss arrows do fixed amounts of damage rather than randomized damage. Without armor, standard Kiss arrows do a solid 15 damage and Aphrodite Kiss arrows do 20 damage.
Heretic stuff
-Fixed Blackbird’s pallette color to be correct in Heretic.


Download here: https://www.mediafire.com/file/qr61rsv0 ... 1.pk3/file

Return to “Gameplay Mods”