ÆoD (Old thread)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by BouncyTEM »

invisible monsters is easy to solve.

use doom 1 as the iwad, but have this.

-file doom2 aeod.pk3 aeoddat.pk3

and bam! monsters are there.
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by DBThanatos »

Simple, but very useful!! i never thought about it! I'll add that info in the readme :D


DBT
User avatar
Reilsss
Posts: 184
Joined: Thu Mar 06, 2008 1:38 am
Location: Germany
Contact:

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Reilsss »

My alternative Idea to do this way to go on and make a small pwad that includes all monther and object grpahics only. With a tool like WinTex is that done in a few seconds. (Well I'm unsure to missuse IWads as PWads... feels odd to me)
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Ichor »

The first weapon is ready. I wanted to stick it in slot 8, but there was no room (unless I removed something like the Mindblower), so I put it in slot 6. The Death Wyvern would drop this. By the way, the fireballs he shoots are missing those napalm explosions afterwards.

Now to work on the voodoo doll...

Also, before you start removing Hexen 2 monster/frames, make sure you don't have any unused frames or duplicates lying around taking up space.
User avatar
Parthoris
Posts: 74
Joined: Wed Mar 26, 2008 2:28 pm
Location: England I mean... The Heretic Docks

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Parthoris »

@DBT ah but did you see my part about making a hexen or heretic version of aeod ?:p i cant be assed to play through heretic or hexen again making aeod version will make it fun like you did with doom please ^^
also aeod problem, zilla, cycloidemperor, overlord, battlelord dont have stomp sounds like they originaly did and cycloid doesnt play his active sound also is there a bigger version then the tank guy in baron class, for spder or cyber called tankcommander with black face or did udelte him~?
also what ther name for the big hover boss? biggun? and the big guy on wheels with grenade launcher from Q2
also the lizardchaingun, maruder, undead marine all do same thing, same gun sound i would sujest giving 2 of them diferent gun sounds, dont remove them theere all good, another idea make lizardchainguners jump like they did in duke also they are called enforcers
@bouncy
iam working on besitary
any chance you could do descriptions if your not busy for
sucubus, hxn2 archer, billyrayjetter, player clone 1, dune warrior??? ? ?
@ichor
there is already a voodoodoll in zblood havent you seen??





all@

AEONS OF DEATH SITE! MAJOR UPDATES

http://www.AEoD.co.nr/
User avatar
Reilsss
Posts: 184
Joined: Thu Mar 06, 2008 1:38 am
Location: Germany
Contact:

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Reilsss »

Oh a homepage!!!!! cool. Must have been quite some work and I guess it will be a lot work to do if there majoy changes in the next aeod version. I mena possible that some stuff come and others go?

Anyhow I come closer to my target, by that I found another monster with sound problem. Because I'm noob I don't know its name so I made a screenshot.
Image
Looks like it has a welcome scream and a death sound but no fireing sound.

Btw who ever sayed the apocalipse weapon is overpowered, has never seen the heaven and hell weapon. That seirously blows ya mind! And yeah it uses extremly to less ammo. to good that I could change that ^^
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Ichor »

Parthoris wrote:@ichor
there is already a voodoodoll in zblood havent you seen??
I probably did, but I didn't pay much attention to it at the time. I'll try anyway to see how well I can make one.

After this, I'll make one more. I was thinking about making the flare gun, but I have something more fowul in mind, heheh...
Reilsss wrote:Btw who ever sayed the apocalipse weapon is overpowered, has never seen the heaven and hell weapon. That seirously blows ya mind! And yeah it uses extremly to less ammo. to good that I could change that ^^
Considering how rare the weapon is and what you have to do to get it, I'd say it's more than an adequate reward.
User avatar
Parthoris
Posts: 74
Joined: Wed Mar 26, 2008 2:28 pm
Location: England I mean... The Heretic Docks

ifanyoneseesthishiddenmessageputa*anywhereinyournextpost

Post by Parthoris »

@ichor let me guess... the blood aerosocan flame thrower? >;D
@reliss ^^ i think i like you lol uhm yeah i noticed that enemie not making anysound i think dbt should remove it, its the boltarachnotron its usless and there is already the spidermech which also uses the d64 arach gfx
:idea:
@dbt i got ideas
1. remove DElurker... its usless same as the bfiend but ghostlike
2. maybe change the nailgunrebel to the brown armoured rebel from strife as you have not used that spirte in the game yet the HMN1 guy
3. add caleb from blood, corvus from heretic(maybe II rips?), lowang from shadwarrior, cass from rott for enemies!
4. add strife enemies, the robots, i noticed you didnt add any which is a shame

:idea:
@seriouscacodemon... lowang?? XD you'd be good at scripting him and maybe cass.. and b2 caleb!
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: ifanyoneseesthishiddenmessageputa*anywhereinyournextpost

Post by DBThanatos »

Ichor wrote:The first weapon is ready. I wanted to stick it in slot 8, but there was no room (unless I removed something like the Mindblower), so I put it in slot 6. The Death Wyvern would drop this. By the way, the fireballs he shoots are missing those napalm explosions afterwards.

Now to work on the voodoo doll...

Also, before you start removing Hexen 2 monster/frames, make sure you don't have any unused frames or duplicates lying around taking up space.
I dont plan to remove anything for now, I want to wait until the poll closes and then consider the results (however im not saying i'll do what the poll says :P)
The weapon looks very good, but a secondary fire is needed, and also the wyvern should have a new attack, the same one is boring for a spider mastermind class monster.

Reilsss wrote:My alternative Idea to do this way to go on and make a small pwad that includes all monther and object grpahics only. With a tool like WinTex is that done in a few seconds. (Well I'm unsure to missuse IWads as PWads... feels odd to me)
I at some point added the needed sprites to the aeod wads, but im unsure why i deleted those. Maybe I'll add them again. Nothing is sure.

Parthoris wrote:@DBT ah but did you see my part about making a hexen or heretic version of aeod ?:p i cant be assed to play through heretic or hexen again making aeod version will make it fun like you did with doom please ^^
also aeod problem, zilla, cycloidemperor, overlord, battlelord dont have stomp sounds like they originaly did and cycloid doesnt play his active sound also is there a bigger version then the tank guy in baron class, for spder or cyber called tankcommander with black face or did udelte him~?
also what ther name for the big hover boss? biggun? and the big guy on wheels with grenade launcher from Q2
also the lizardchaingun, maruder, undead marine all do same thing, same gun sound i would sujest giving 2 of them diferent gun sounds, dont remove them theere all good, another idea make lizardchainguners jump like they did in duke also they are called enforcers
@bouncy
iam working on besitary
any chance you could do descriptions if your not busy for
sucubus, hxn2 archer, billyrayjetter, player clone 1, dune warrior??? ? ?
@ichor
there is already a voodoodoll in zblood havent you seen??





all@

AEONS OF DEATH SITE! MAJOR UPDATES

http://www.AEoD.co.nr/
About the Heretic AEOD, doesnt sound bad, however, Im making all Doom compatible for now, if I have a chance (in a far future), then maybe I'll make some heretic/hexen specific versions (yeah, I like hexen a lot :) )
About zilla, emperor, etc, Im not very worried about those now. While the mod tries to make monsters look/act very close to their orginals, is not a priority for me to make them identical.
The tank commander was deleted long ago.
About quake 2 bosses, I dont know, i guess they need some inventive names :? not very good at that.
About the 3 monsters with same sounds, I'll check, thanks.
For the LizzardChaingunners, I dont think I have the required sprites for that, I'll check, but if I dont have them, I wont add that functions... (now if somebody offers those ;) )


Reilsss wrote:Oh a homepage!!!!! cool. Must have been quite some work and I guess it will be a lot work to do if there majoy changes in the next aeod version. I mena possible that some stuff come and others go?

Anyhow I come closer to my target, by that I found another monster with sound problem. Because I'm noob I don't know its name so I made a screenshot.
IMAGE
Looks like it has a welcome scream and a death sound but no fireing sound.

Btw who ever sayed the apocalipse weapon is overpowered, has never seen the heaven and hell weapon. That seirously blows ya mind! And yeah it uses extremly to less ammo. to good that I could change that ^^
Tanks, I'll fix that monsters.

And dont change the hellheavenhand graphics, behaviour or anything about it. That's mandatory. (if you are not aware how you get it, just dive in the decorate until you find how that weapon is found and why I dont allow any modification to it :) )

Parthoris wrote:@ichor let me guess... the blood aerosocan flame thrower? >;D
@reliss ^^ i think i like you lol uhm yeah i noticed that enemie not making anysound i think dbt should remove it, its the boltarachnotron its usless and there is already the spidermech which also uses the d64 arach gfx
:idea:
@dbt i got ideas
1. remove DElurker... its usless same as the bfiend but ghostlike
2. maybe change the nailgunrebel to the brown armoured rebel from strife as you have not used that spirte in the game yet the HMN1 guy
3. add caleb from blood, corvus from heretic(maybe II rips?), lowang from shadwarrior, cass from rott for enemies!
4. add strife enemies, the robots, i noticed you didnt add any which is a shame

:idea:
@seriouscacodemon... lowang?? XD you'd be good at scripting him and maybe cass.. and b2 caleb!
That monster is not going to be deleted, maybe changed, but not deleted (remember the part of "using the sprite more than once"? )
to each point:
1.- Could be, probably
2.- A lot of those "monsters" are going to be rearranged and some of them will have behaviour changes (of course class too)
3.- That was planned, but I never did it, I guess is about time now :P
4.- Sorry, the sprites arent there, and I really dont feel like adding them to the mod. They are cool in it's original game, but i dont see them entering in AEOD (wow! im being picky with the stuff to add... that's a sign of my frustration about the engine limits)



DBT
User avatar
Parthoris
Posts: 74
Joined: Wed Mar 26, 2008 2:28 pm
Location: England I mean... The Heretic Docks

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Parthoris »

if you still have a copy of EBACTORS.WAD look up ENJU for the lizard jumps
if you do decide add the jumps [great! new tatics] dont make the dinohyper jump , make it dinochaingun specified move


PS next 3 classes coming tomorow on the besitary,

@SOME ONE

could some one please write some monster descriptions for
Hexenii archer [death archer]
Sucuubus
Billy ray jeter
Player Clone 1
Marauder
dune warrior


ppps i know i keep saying this.. but i really cant wait im getting excited, ihope there is a hexen version! i'd love start new game and run round fighting loads different medieval foes! and pretend im playing normal hexen because it will still fit in with story! hexen heretic daggerfall witchaven mightmagic enemies and weapons!
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by DBThanatos »

I'll look for it, but still that implies some work i'd like to avoid for now.

About the hexen version, I want to have one too, but really, I dont see it coming soon :(
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: ifanyoneseesthishiddenmessageputa*anywhereinyournextpost

Post by Ichor »

DBThanatos wrote:The weapon looks very good, but a secondary fire is needed, and also the wyvern should have a new attack, the same one is boring for a spider mastermind class monster.
Yeah, it does need an alt-fire, doesn't it? I might have a couple of ideas for that.
Parthoris wrote:@ichor let me guess... the blood aerosocan flame thrower? >;D
Heh, no.
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Ichor »

Ok, the alt-fire attack is done. However, there's one problem. The monster it summons (which is a the old FFireWyvern that was commented out in monsters.aed) seems to crash the game randomly. I can't seem to find the cause, although it seems to involve JumpIfCloser. Here's the code:
Spoiler:
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by DBThanatos »

If the problem is caused there, you could use alternatively, MeleeRange 192, and instead of being the missile state, should be the Melee.


DBT
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: ÆoD (Hexen2 monsters: keep or delete?)

Post by Ichor »

DBThanatos wrote:If the problem is caused there, you could use alternatively, MeleeRange 192, and instead of being the missile state, should be the Melee.


DBT
I looked at the wiki, and it seems that maxtargetrange might be better for this one.

Ok, I think I have it working, so it should be ready now (link is the same as before).
Locked

Return to “Abandoned/Dead Projects”