ÆoD (6.06.02 (03-14-16))

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Major Cooke
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Major Cooke »

My one complaint about this mod is that the tiny spiders/rats/peasants/slaves are spawned WAY too often. And they get in the way and their a waste of ammo, not to mention i hate having to switch to my fists just so i can get them out of the way of a narrow hallway.

Could you kindly consider toning them down A LOT? :)

Thanks thanatos.
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dljosef
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by dljosef »

Well, the Cyberdemon was based off the one in Rubicaxl's mod, so it was practically overkill there, also. Don't worry, I'll separate it's attacks and replace the twin bfg ball attack with something less dangerous but still pretty damaging.

As for the Chaos Mage, Recoloring that many colors on a Heresiarch is not my strong point, but I will work on giving him new attacks. I'd just like to have a list of projectiles for me to work with making those new attacks.
zerglin87
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by zerglin87 »

Okay AEOD now works fine with no problems ((Even with a ton of errors from the console when it was trying to load)) on Zdoom 2.3.1 ((Not GZdoom))

Oh well, Life is like a box of Ammo...

As for the annoying spiders thing, isnt there a way to script a button to kick while still holding a gun? Like in Duke Nukem 3D? That would be amusing.
Tell me if that can be possible.

Oh my gawd I cant believe i beat the Cyberdemon den on Plutonium map31. I went through 8 save games killining all 4 of the "Cyber demon" class monsters. Wait for it: up next I get to do "Go 2 It!" Im expecting a huge program crash due to too much monsters and particles. ((That is what happened with Reiliss' mod to AEOD, I cant remember the name to it at the moment.))
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Ichor
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Ichor »

zerglin87 wrote:Oh my gawd I cant believe i beat the Cyberdemon den on Plutonium map31. I went through 8 save games killining all 4 of the "Cyber demon" class monsters. Wait for it: up next I get to do "Go 2 It!" Im expecting a huge program crash due to too much monsters and particles. ((That is what happened with Reiliss' mod to AEOD, I cant remember the name to it at the moment.))
That would be Crawl. And map 32 is usually insane, even if you have a decent weapon like the BFG10K or Apocalypse.
zitro
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by zitro »

zerglin87 wrote: As for the annoying spiders thing, isnt there a way to script a button to kick while still holding a gun? Like in Duke Nukem 3D? That would be amusing.
Tell me if that can be possible.
I like this idea very much:
_remove the annoyance of frozen enemies blocking your ice attacks.
_kill spiders.
_kill those peasants/slaves without having to switch weapons.

Damage should be minimal tho: less than a knife. Let's say 15dmg per kick with a rate of 1.5 kicks per sec.
zerglin87
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by zerglin87 »

Ichor wrote:That would be Crawl. And map 32 is usually insane, even if you have a decent weapon like the BFG10K or Apocalypse.

Thank you! I knew it started with a C!

Yeah in Crawl, especially on THAT DAMN MAP, it tends to crash stuff, even high end computer, BSoD one time, sad story.

That Crawl mod literally made your computer crawl on both knees begging for a quick painless death, its like "OH MY GOD DONT USE THE AEODFLAYERGUN IN CRAWL, IT MAKES ME SCREAM!!!" I never seen an old game make a high end computer run soo much CPU/GPU power compared to any other I can think of :p
zitro
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by zitro »

Is it just me, or should the alt-fire of the lighting magic weapon have a lower rate of fire. It's damage potential is almost like a '0' weapon.

And the nailgun's primary fire deals relatively low damage IMO, especially considering how easily it depletes your ammo.

is the time rune gone? I haven't gotten it even once since version 4.0.
Last edited by zitro on Thu Apr 02, 2009 2:27 pm, edited 1 time in total.
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Project Shadowcat
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Project Shadowcat »

zitro wrote:Is it just me, or should the alt-fire of the lighting magic weapon have a lower rate of fire. It's damage potential is almost like a '0' weapon.

And the nailgun's primary fire deals relatively low damage IMO, especially considering how easily it depletes your ammo.
I think the nailgun is doing plenty of damage.
zitro
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by zitro »

mm, I should have doublechecked, maybe I thought a couple of enemies had lower hp than they did.
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Project Shadowcat
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Project Shadowcat »

zitro wrote:mm, I should have doublechecked, maybe I thought a couple of enemies had lower hp than they did.
That might have been the case; a couple patches ago the Nailgun already had its firepower increased.
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Reilsss
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Reilsss »

zerglin87 wrote:
Ichor wrote:That would be Crawl. And map 32 is usually insane, even if you have a decent weapon like the BFG10K or Apocalypse.

Thank you! I knew it started with a C!

Yeah in Crawl, especially on THAT DAMN MAP, it tends to crash stuff, even high end computer, BSoD one time, sad story.

That Crawl mod literally made your computer crawl on both knees begging for a quick painless death, its like "OH MY GOD DONT USE THE AEODFLAYERGUN IN CRAWL, IT MAKES ME SCREAM!!!" I never seen an old game make a high end computer run soo much CPU/GPU power compared to any other I can think of :p
eh you should know that by today the mod is no longer supported from anyone, beeing incompatible with AEoD 4.x and also not offered for downloads for quiet some time... so why digging on the grave of a dead horse?

Also if you want to know why taking off all the perfomance. it was that nashgore effect thing that I added from another mod. I found out the very hard way that it is eyecandy for the cost of perfomance (by large amoutns of monsters)

To calm you down. futured work wont use any nash gore effects. DBT ordered it int he first line and Im thankful there is none in second line. As DBT's effect are not THAT perfomance hungry, with is good. specialy when you try to play a map like HolyHell.wad
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Major Cooke
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Major Cooke »

I'm having trouble discerning "exactly" what a lot of the spells in the spellbook do, i.e. chaos, defile, etc. I know what Terror, Charm, and Morph do. Can someone explain them please?
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Ichor
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by Ichor »

Major Cooke wrote:I'm having trouble discerning "exactly" what a lot of the spells in the spellbook do, i.e. chaos, defile, etc. I know what Terror, Charm, and Morph do. Can someone explain them please?
zerglin87
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by zerglin87 »

Reilsss wrote:eh you should know that by today the mod is no longer supported from anyone, beeing incompatible with AEoD 4.x and also not offered for downloads for quiet some time... so why digging on the grave of a dead horse?

Also if you want to know why taking off all the perfomance. it was that nashgore effect thing that I added from another mod. I found out the very hard way that it is eyecandy for the cost of perfomance (by large amoutns of monsters)

To calm you down. futured work wont use any nash gore effects. DBT ordered it int he first line and Im thankful there is none in second line. As DBT's effect are not THAT perfomance hungry, with is good. specialy when you try to play a map like HolyHell.wad
I dont recall putting an angry smilie on my post but ok. And Im calm, I was just having fun and explaining something. Plus I never really knew why It disappeared when I tried to look for it yesterday.
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bagheadspidey
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Re: ÆoD (4.21 patch: jan-14-2009)

Post by bagheadspidey »

ÆoD spits out over 400 lines of warnings when I load it with doom2.wad. Maybe I'm doing something wrong?
Load order is: zdoom -iwad doom2.wad -file AEoD.pk3 AEoDdat.pk3

I'm guessing this warning dump isn't as visible on Windows so I'm pasting it here in case you're interested.
Spoiler:
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