ÆoD (6.06.02 (03-14-16))

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Major Cooke
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by Major Cooke »

I know. But still, I'm going to wait.
Zombieguy
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by Zombieguy »

Yeah, I would too.
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BouncyTEM
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by BouncyTEM »

Don't bother. It's garbage.
Ribo Zurai
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by Ribo Zurai »

Bouncy wrote:Don't bother. It's garbage.
I second that. It countains many flaws, like lack of balance, and that the player is unnecessarely huge. I always get stuck for being too big. :?
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Major Cooke
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by Major Cooke »

You guys can always post that stuff on ZygoInferior's video or reply to him on one of the aeod 6 trailer/sneak peek vids.
dronord
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by dronord »

Major Cooke
thanx for answer
i play AEoD many years, and i can say that i'm addicted to it :D
i just want to express some moments about gameplay
Barrels: In doom, they are unshootable. Them being shootable in v4-v5 was an accident. Now, they won't blow up and cause accidents.
Is the concept of AEoD does not involve more interaction with the environment?
Trees, pillars, torches now can be damaged, it is great! but flaming barrels are not. again. illogically.
No need to look back on old Doom, because so many things change from version to version.
The Dementor is not nearly as powerful as before. Considering how it's much weaker, and because of the fact that you can use him to exploit some infighting, call it a blessing.
i'm sorry, but it causes some stupid situations where u just wait while he freezes a lot (a huge pack) of monsters up
It can be expected from Cyber-Class but from the simple Caco...

I think that AEoD is not just another DEH/Graphic/Sounds mod.
AEoD is the future of DOOM.
Trendsetter of DOOM. why not to develop some of great features from old versions of AEoD?
as for me , and i think for other players that would be great.
Player Classes in 5th version were awesome! Player could vary his opportunities: higher jump, or more health and resists. is not it a great idea (Player Classes) to expand in future versions?
In 5th version, you could stay alive, even with small amount of health. That was cool too.
Heavy Shotgun with Alt-grenade and SSG with alt-grenade - that was also cool. and now you must select another weapon to throw smth explosive.
Weapon Selection in Half-Life 1,2 - are the best. maybe in can be realized in AEoD?
thanx, i'm not teaching you guys, i just playing mod and notice some moments that could be improved.

PS I hope AEoD in far far future will be DOOMII-like MMORPG )))

PPS how could simple player (not programmer) help the Project?
KILLER2
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by KILLER2 »

dronord wrote:Major Cooke
Is the concept of AEoD does not involve more interaction with the environment?
Trees, pillars, torches now can be damaged, it is great! but flaming barrels are not. again. illogically.
No need to look back on old Doom, because so many things change from version to version.
This was probably meant to keep the player from entering spaces he shouldn't. But then again...he can kek'n fly!
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by wildweasel »

Some maps use them for platforms or lights.
dronord
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by dronord »

This was probably meant to keep the player from entering spaces he shouldn't
we can say the same thing about pillars or trees.
Some maps use them for platforms or lights
i just trying to say: If u are making such many things destroyable - than make it all. isn't it right?
---
item AlienHulkmine2player - teleportates in teleporters (i dunno is it a bug or feature, but it is funny)
and besides Effect of Teleportation is eating too much resources from comps.
i can explain: in some wads there are maps with continuous teleportation of monsters. not spawning. for example room with 4 teleporters, and Archi furiously running around you in them. it'll slowdown comps with old graphic adapters.
for example map05 from cchest2.wad,
or map28 (or 29) from Drown in Blood (yeah, AEoD UV in single with dib20.wad is pretty cool )))
i dont know are piuctures acceptable in this forum, so here is a link2picrelated with such continuous effect, i had to use "freeze on" from time to time because of lags. (aeod v5, but v6 have tha same effect)
http://img109.imageshack.us/img109/8058 ... 108141.png

Thanx to Major Cooke for AEOD-EffectChoker. maybe it is a good idea to add old-style teleporter effect to AEOD-EffectChoker? i hope
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OmegaJ4
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by OmegaJ4 »

Major Cooke wrote:Let me guess... ZygoInferior. He's been doing nothing but going around trash talking whilst promoting his mod called Classic Rivalry. You're not the only one whose been touched by his saliva.

I haven't checked out his mod, and I don't plan on it until he matures.

EDIT: Nevermind. Found him and your video. http://www.youtube.com/watch?v=gDT87yDV ... er&list=UL
Guess I'm his latest victim. :/

I'm also guessing that Ttony and Shiga, who also make AEod videos, have been given flak as well.
Мichаеlis
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by Мichаеlis »

dronord wrote:
This was probably meant to keep the player from entering spaces he shouldn't
we can say the same thing about pillars or trees.
They are not destroyed completely but break (becoming unshootable but still unpassable like original Doom ones were).
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by rsl »

Major Cooke wrote:
Let me guess... ZygoInferior. He's been doing nothing but going around trash talking whilst promoting his mod called Classic Rivalry. You're not the only one whose been touched by his saliva.

I haven't checked out his mod, and I don't plan on it until he matures.

EDIT: Nevermind. Found him and your video.
OmegaJ4 wrote:
Guess I'm his latest victim. :/

I'm also guessing that Ttony and Shiga, who also make AEod videos, have been given flak as well.
Ugh... :? I did actually advertise his mod a few days ago in the "Cool mods people might have missed" section. I just thought it would have been another nice randomizer alternative focused on deathmatch - plus, I tried it myself and I would say that many implementation bits were not bad at all...

...but I wouldn't have expected neither such attitude from the author, nor that things would have ended up this way... :oops:

...certainly not a clever way to promote a mod. :blergh:
ArchXeno
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by ArchXeno »

His mod has some good ideas, but terrible execution. Also, his DN3d aliens have jetpacks. Why don't yours, DBT?
cronodevir
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by cronodevir »

Maybe I am just being a total noob. But the effects choker seems to have done absolutely nothing.. :/ And it is indeed being loaded. Do I need gzdoom for it to be effective? I am playing on the latest build of zdoom. And it still gets pretty fecking laggy. I put the particle count down to 100 and that didn't seem to effect anything. I think its all the blood splatters, sometimes when I hit an enemy for the first time on a map or with a big enough weapon, its as if the game freezes so it can load the blood splatters. Is there any way to just.. disable blood splatter?

My PC is from the Mesozoic era also, so maybe I am just screwed. Its a 2.0ghz Seperon, 1.5gb Ram, Geforce FX 5200 128mb. lol

Also, it seems player classes are gone.. so which file does the game use when you play? Defaultplayer.aed from AEODdat.pk3? I am asking because I like to edit some things and change some stats around :D
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Major Cooke
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Re: ÆoD (patch 6.01 and Effect choker 01-08-12)

Post by Major Cooke »

The effect choker needs to be loaded after AEoD's main packages.

And while it's designed to help improvise gameplay, unfortunately it cannot really help out with all the smaller computers all that much.

This is starting to give me an idea of making an extreme edition that basically cancels out almost all particle effects. No promises though.
Last edited by Major Cooke on Sat Jan 21, 2012 12:03 pm, edited 2 times in total.
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