Aliens: The Ultimate Doom

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TheMightyHeracross
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by TheMightyHeracross »

You'd also need a check to make sure that there is no response when an enemy is > 180 degrees (or however it works in Doom... 90 and -90? :?)
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Stormblade wrote:Are we going to be able to wield a M41A Pulse Rifle duct tape with M72 Flamethrower like in the Aliens movie?

I'm a huge Aliens fan so I really dig this project man!

Also I'm new to the forums and stuff. So hi everyone!

:D

You mean like this? :P
Spoiler:
Endless123 wrote:
Valherran wrote:TNR Shoulder Lamp and M314 Motion Tracker would be great. :-P
Yeah a motion tracker is kinda trademark of the AvP series for the marine campaign and it would be great to have one.

I added a radar for my personal use of a custom version of my Terminator mod. Its Cybermind's radar small mod with a little extra i added(the pulse) and i'm sure it could be useful to create a motion tracker based on that radar

Screenshot - Top right corner of HUD - Cybermind's Radar
Spoiler:
Here is the link to Cybermind's radar mod
http://forum.zdoom.org/viewtopic.php?f= ... ar#p561072

It's an old mod but it's working great with most mods i played with it so far so it will be handy i'm sure :)

This is amazing, Endless. Think you can help me to add that?
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

TheMightyHeracross wrote:You'd also need a check to make sure that there is no response when an enemy is > 180 degrees (or however it works in Doom... 90 and -90? :?)
I think if the lower graphics of the radar are hidden by a "cache" this could simulate quite well a motion tracker. Cybermind's radar has 2 modes, normal and motion tracker so only the graphics would need to be changed (like to radar location on the HUD)

One thing(a bit harder to do i guess) would be integrate the motion tracker into a sprite (make it usable like like a weapon and part of the inventory - could be picked up or in the inventory by default) and to see the motion tracker the player would need to press a key to make it show on the screen like a device held by the left hand like we can see in Aliens Colonial Marine.
Spoiler:
However even if it could be a great idea it's the "how" that will probably be difficult to achieve.
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Nah, don't bother turning that into a weapon, really. The Colonial Marines tracker was interesting, but we can live with the good old trackers integrated into the HUD.

Image
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Yeah your right :D

If you can contact Cybermind to know how to re-localize the radar to adjust it to K.K. mod(and yours too of course ;)) I've looked into the radar coding and i must admit I have no idea how to change the location on the HUD. Also with some mods the radar don't work or just display part of codes instead of the normal dots.

However i already tried it with your arsenal mod and it's working perfectly as long as it is loaded separately but as soon as i add it inside the pk3 it doesn't work so i guess it could be done by way of an add-on radar.

I'll run some tests on my side to see if i could do something about it.

Ho i played with your last version of your arsenal - really impressive :D I only have one complain - The inventory bar is hiding the keys when i choose the any item. Also the default HUD has a bug for the location of the bar. It's showing at the upper left instead of at the same location as the fullscreen HUD. I took the liberty to check the SBARINFO file and i saw you added the inventory bar to all 3 HUDs. You don't have to add it to ALL of them.

To make it works the way it should be can replace this :

Code: Select all

statusbar inventory // Standard bar overlay (ZDoom Addition)
{
	drawinventorybar Doom, 7, INDEXFONT, 50, 170;
}

statusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.
{
	drawinventorybar Doom, translucent, 7, INDEXFONT, -106+center, -31;
}
With this

Code: Select all

statusbar inventory, fullscreenoffsets  // Standard bar overlay (ZDoom Addition)
{
	drawinventorybar Doom, 7, INDEXFONT, -106+center, -31;
}

statusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.
{
	drawinventorybar Doom, translucent, 7, INDEXFONT, -106+center, -31;
}
The reason is simple, if the "Fullscreenoffsets" isn't present in the default inventory bar and the coordinates aren't the same for both the inventory bars the default one won't show at the right place. And you don't have to add those lines at the end of each HUDs - Just put it at the end of the SBARINFO file and it will work for the default and the fullscreen HUDs. As for the no-HUD HUD i have no idea how to force the inventory bar to appear. I'll have to do some search to see if it's something possible to do.

Well enough babbling for now :lol:
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Actually something i really missed about the update was the codes you sent me to add at the SBARINFO. They are still the same from the last version you gave me :/ But since i'm gonna need to fix the bug with the flares (you're only carrying one flare to the next level), i can also fix the SBARINFO. About the position of the motion tracker on screen, i like it in the top right as it is show in your Terminator Mod screenshot. It's the same location as the tracker we were planning to add (the square one, used in SGT Mark's AvPvT revamp), so i think it's cool.

On another news, i've contacted Kontra Kommando today. Real life affairs got his hands tied these days, so that's why he's been M.I.A., but he gave me green light to start merging the Arsenal updates into the main mod, so i'll be in charge of the next update. I'm already working on it, and the first thing i'm doing is converting all music soundtrack, reducing drastically the size of the Pk3. Than i'll move into the the weapons update. And after i'm done i'll send him the resulting file. With his approval, than we'll have a new version with all those features included! :D Note that something i really want to implement is the headshots from the Arsenal. In my mod i didn't added any fancy new death animation to the Doom enemies because the mod itself is mainly aimed to create Aliens themed weapons to the Doom community can use in their own projects (and that's something Kontra Kommando himself suggested, since at first there would be no Colonial Marines Arsenal mod, but only weapons to the Aliens Ultimate TC), but in the main mod things will be different. Thanks to K.K. efforts spriting the xenos, we can have custom deaths and gibs for various situations, headshots included. Update after update, i think his dream of creating an Aliens themed mod that will always be remembered is becoming reality, and i'm really happy to be part of it. I'll do my best in my update attempt, so you guys wish me luck :D
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Good to see he is still among us :D

This mod will be remembered i'm sure of it :)

One more thing, do you want me to ask Cybermind for his permission to use his radar and then i could start on adding it to the HUD or you want to do it yourself?
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

I'll be pleased if you could ask, since i'll be doing a lot of stuff to. Also, after all support you gave to work, including the Arsenal HUD, you can surely be considered part of the family :P
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

Great :D

I'll start right after i obtained Cybermind's permission :)
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

All right then. I'm uploading the flare-fixed 1.4 Arsenal version again now. It's the same link from the older version.
Endless123
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Endless123 »

jdredalert wrote:All right then. I'm uploading the flare-fixed 1.4 Arsenal version again now. It's the same link from the older version.
Ok i'll download it right away :D
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

Things are starting to happen...

Image

Image
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Valherran »

Nice. I tried out the weapon pack you put out. And clearly it isn't directly meant for standard Doom. lol

You would need to make that a whole separate addon with different number values to be balanced for standard Doom. :lol:
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jdredalert
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by jdredalert »

You think the weapons are overpowered? Maybe that's because of the headshot script, that gives extra damage. The weapon damage values are mostly the same or a little bit higher than Doom's vanilla (except for the explosives).
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Valherran
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Re: ALIENS:The Ultimate Doom (TC) [BETA 6.0] New Balancing

Post by Valherran »

jdredalert wrote:You think the weapons are overpowered? Maybe that's because of the headshot script, that gives extra damage. The weapon damage values are mostly the same or a little bit higher than Doom's vanilla (except for the explosives).
Yeah, they are pretty beefy, might be that script you mentioned being a permanent buff to the damage they put out. And the only monster I had trouble with was the Combat Synths with Smartguns. They shred your health in seconds at full HP and armor if there is a large group and you are unaware, plus their HP was a bit much considering how many of them can spawn at any time by Doom standards.
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