ÆoD (6.06.02 (03-14-16))
- wildweasel
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Like I said, I don't care about the context. This is not open for argument.
Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Just as a by-the-by, I sat around for four hours and compiled a list of weapon codes and their respective abilities.
Give credit where credit is due, but otherwise, pass this sucker around to everybody wanting item codes.
Give credit where credit is due, but otherwise, pass this sucker around to everybody wanting item codes.
- Attachments
-
- AEoD Item Codes.txt
- This should come in handy :3
- (26.34 KiB) Downloaded 156 times
- Ryan Cordell
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Thanks for making my day, skyrish. 
That was, however, a reference to one of the bosses that can appear in AEoD, for those less knowledgeable.

That was, however, a reference to one of the bosses that can appear in AEoD, for those less knowledgeable.

Re: ÆoD (hotfix v5.29.1: 11/13/2010)
speaking of boss quotes, i still have no idea what the nightmare hulk is saying during one of his lines
it's hard to take a guy seriously when he's apparently trying to taunt you by saying "ASSHOLES AND ELBOWS".
it's hard to take a guy seriously when he's apparently trying to taunt you by saying "ASSHOLES AND ELBOWS".
Re: ÆoD (hotfix v5.29.1: 11/13/2010)
hey why cant i see the monsters or my wepons in aoed?
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Be sure to be loading both AEoD.pk3 and AEoDdat.pk3
- Major Cooke
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
@Ryan: It's actually "They'll bury you in a lunch box!"
Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Hi there. I'm a newcomer to ZDoom, but for what it's worth, I think this is an excellent WAD.
It can be annoying sometimes to run into a really powerful example of a particular monster class, and some of the bosses can be a total bitch to fight, especially with a depleted or inadequate armoury. To counter this I usually play on a lower difficulty setting than I normally would, but even then there have been more than a couple of times when I have had to use the "resurrect" and "give health/armour" console commands rather than starting the level from the beginning again. That sort of thing ends up breaking the "flow" of a game I must admit, but I feel this is amply compensated by the insane variety of weapons and enemies, a lot of which I don't recognise. Part of the fun is finding out what the various monsters and weapons in the WAD are capable of and how they interact in the setting of a level. If the fights I've been in so far are any indication, I need to take more advantage of monster infighting, as my usual tactic of wading in with guns blazing sometimes gets me shredded
I find myself in agreement with those who say that this WAD changes the "feel" of Doom greatly. It does feel more like a first-person RPG than a first-person shooter, and the enormous amount of stuff the multifarious enemies drop when killed adds an arcade-ish twist to the game that was at first rather incongruous, but after a good period of playing (I've completed Ultimate Doom, Doom 2 and am now working my way through The Plutonia Experiment), makes a lot of sense actually. I usually play with weapon slot limits turned OFF, and while this results in an unwieldy arsenal towards the end of a game, I'd rather have a number of second-rate weapons I could use in a pinch, rather than limit myself to "decent" weapons only and then have to resort to melee when I run out of ammo for the decent gats. Although to be honest, running out of ammunition has only been a problem during the early levels of Doom 2 and The Plutonia Experiment, especially since I have item respawning turned ON (I'm aware that this probably excludes me from "hardcore" status or whatever, but at least I challenge myself a bit by not using god mode).
One small issue that just occurred to me; when transitioning between levels, the game doesn't seem to keep track of collected items, preferring instead to wipe out my inventory and give me a measly collection at the start of the next level. I'd probably be more willing to switch off item respawning if I had the ability to keep my inventory between levels. If it's for a specific gameplay reason or because of some kind of limitation within ZDoom I understand, but I don't think I've seen this particular bug/feature brought up.
Once I worked out how to use custom WADs with ZDoom, I've not had a single problem with AEOD. No crashes, no slow-downs, no game-breaking bugs. I'm no programmer, but speaking as an end-user this appears to be pretty solid work. Performance is good too, although I'm not too sure how much of that is down to the WAD itself and how much of it is due to the sheer brute power of my PC, with its 3.07GHz processor and 6 Gigabytes of memory.
Better support for widescreen resolutions would be a bonus, but I'm given to understand that could be a potentially huge undertaking so that's probably not happening any time soon.
I'm kind of surprised at the negative feelings some have expressed towards this WAD. I suppose in some ways that is to be expected, since the sheer quantity of stuff in AEOD is a quality of its own that sets AEOD apart from any FPS I've played, yet I would have thought that people would realise that. The lack of a unifying "theme" was perhaps the one criticism that I felt had some merit; althought to be honest I suspect it carries more weight with people who aren't fans of Sci Fi Kitchen Sinks such as Warhammer 40,000, which also includes significant tropes usually found in fantasy works. Which is probably why I don't find the presence of spellbooks and magic weapons/items in AEOD to be a deal-breaker - I just don't use them as often as the guns. Except for that red thing that shoots hitscan that you can dual-wield, that's actually pretty useful.
That's it for now, but I'll probably post more comments/observations later. I'd like to thank DBThanatos and his team for this excellent work of theirs; it's what inspired me to join and make this post.
PS: I'd welcome some recommendations RE maps/levels/what have you; while I could go back and start again from the beginning; I like the sense of exploring new dungeons. With BIG GUNS.
It can be annoying sometimes to run into a really powerful example of a particular monster class, and some of the bosses can be a total bitch to fight, especially with a depleted or inadequate armoury. To counter this I usually play on a lower difficulty setting than I normally would, but even then there have been more than a couple of times when I have had to use the "resurrect" and "give health/armour" console commands rather than starting the level from the beginning again. That sort of thing ends up breaking the "flow" of a game I must admit, but I feel this is amply compensated by the insane variety of weapons and enemies, a lot of which I don't recognise. Part of the fun is finding out what the various monsters and weapons in the WAD are capable of and how they interact in the setting of a level. If the fights I've been in so far are any indication, I need to take more advantage of monster infighting, as my usual tactic of wading in with guns blazing sometimes gets me shredded
I find myself in agreement with those who say that this WAD changes the "feel" of Doom greatly. It does feel more like a first-person RPG than a first-person shooter, and the enormous amount of stuff the multifarious enemies drop when killed adds an arcade-ish twist to the game that was at first rather incongruous, but after a good period of playing (I've completed Ultimate Doom, Doom 2 and am now working my way through The Plutonia Experiment), makes a lot of sense actually. I usually play with weapon slot limits turned OFF, and while this results in an unwieldy arsenal towards the end of a game, I'd rather have a number of second-rate weapons I could use in a pinch, rather than limit myself to "decent" weapons only and then have to resort to melee when I run out of ammo for the decent gats. Although to be honest, running out of ammunition has only been a problem during the early levels of Doom 2 and The Plutonia Experiment, especially since I have item respawning turned ON (I'm aware that this probably excludes me from "hardcore" status or whatever, but at least I challenge myself a bit by not using god mode).
One small issue that just occurred to me; when transitioning between levels, the game doesn't seem to keep track of collected items, preferring instead to wipe out my inventory and give me a measly collection at the start of the next level. I'd probably be more willing to switch off item respawning if I had the ability to keep my inventory between levels. If it's for a specific gameplay reason or because of some kind of limitation within ZDoom I understand, but I don't think I've seen this particular bug/feature brought up.
Once I worked out how to use custom WADs with ZDoom, I've not had a single problem with AEOD. No crashes, no slow-downs, no game-breaking bugs. I'm no programmer, but speaking as an end-user this appears to be pretty solid work. Performance is good too, although I'm not too sure how much of that is down to the WAD itself and how much of it is due to the sheer brute power of my PC, with its 3.07GHz processor and 6 Gigabytes of memory.
Better support for widescreen resolutions would be a bonus, but I'm given to understand that could be a potentially huge undertaking so that's probably not happening any time soon.
I'm kind of surprised at the negative feelings some have expressed towards this WAD. I suppose in some ways that is to be expected, since the sheer quantity of stuff in AEOD is a quality of its own that sets AEOD apart from any FPS I've played, yet I would have thought that people would realise that. The lack of a unifying "theme" was perhaps the one criticism that I felt had some merit; althought to be honest I suspect it carries more weight with people who aren't fans of Sci Fi Kitchen Sinks such as Warhammer 40,000, which also includes significant tropes usually found in fantasy works. Which is probably why I don't find the presence of spellbooks and magic weapons/items in AEOD to be a deal-breaker - I just don't use them as often as the guns. Except for that red thing that shoots hitscan that you can dual-wield, that's actually pretty useful.
That's it for now, but I'll probably post more comments/observations later. I'd like to thank DBThanatos and his team for this excellent work of theirs; it's what inspired me to join and make this post.
PS: I'd welcome some recommendations RE maps/levels/what have you; while I could go back and start again from the beginning; I like the sense of exploring new dungeons. With BIG GUNS.
- Doommarineisme
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Could someone please send me the last AEoD4 version? I enjoyed it so much and i dont like 5 that much.
- DBThanatos
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Hello, and welcome to the forums.ÑóẊîöʼn wrote:Hi there. I'm a newcomer to ZDoom.
I'd like to thank you for your review and Im glad you liked the game.
All in all, we always knew the game wasnt for everyone and that in a sense is a fast-food mod. Something you play to pointlessly kill time but nothing else.
Now, it does get difficult sometimes due to some monsters being extremely annoying or hard (on purpose) but that's because usually, you'll have enough powerups and weapons to take care of them. It also depends a lot on what wad you are playing, because doom 2 is a piece of cake, while hell revealed 2 will prove to be a challenge.
Still, if you feel like playing randomness on randomness, you can always get oblige and play random levels with random monsters.
Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Hey dbt, is it possible to post the entire music list for the music randomizer mod you uploaded? If you do it would make my day 

- DBThanatos
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Re: ÆoD (hotfix v5.29.1: 11/13/2010)
You will find this same list in the actual file, under music, a file called "musiclist"
Spoiler:
Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Thanks for the quick reply, I didn't relies that the list was in the pk3
It was very annoying listening to a song and thinking, 'I know this songs, I just can't remember the band or song name' but yeah, thanks! 


Re: ÆoD (hotfix v5.29.1: 11/13/2010)
Is there any way of getting straight back into the action if one is frozen and then smashed? Like a "respawn me" command? Because I like to use the resurrect command, but it doesn't work if I die when frozen - it's rare that it happens though, I only mentioned this because it was one of "deathbringers worshippers" that just did this to me...