AvP 2.0 - JDREDALERT's Edition WIP Is Out For Testing !!

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Endless123
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Re: Aliens vs Predator Revised 1.1 released !

Post by Endless123 »

I haven't had any enemies shoot the grenade at me... And the damage is pretty low, It can barely kill a mercenary with a direct hit.
What are you talking about? Even at UV you can 1-kill the mercs with a grenade, unless you play UV+ and harder - which give more HP to the enemies
Speargun is supposed to kill anything within 2 shots, most of the time just 1. Mercenaries were able to take 3 hits before dying, and that's BS.
Once again if you play at any difficulties higher than UV you will need more hits to kill one enemy because they have more HP
As said above, the Speargun currently does not do the damage that made it come with the limited ammo supply it had in AvP, and in AvP it was a 1 shot kill to anything smaller than Predator. The only time I pull out the shotgun is to kill the bigger enemies, and even then I was having a hard time keeping my shell count up. It would be better to at least turn the box pickup into the 4 pack of shells and actually get 4 on pickup.
The speargun shoots poisoned spears doing 70 damage each plus minimum of 30 damage of poison and the poison is cumulative so the more spears hitting the enemy the more poison damage it will do. I see no reason to make them stronger. Unless more players complain about it the damage will stay the same.

Then there is no point in using it if the claws do the same damage at a quicker pace.
Just for info :

Claws damage per hit : random(6,10)*5
Tail Attack : random(10,15)*5 Range 128
Bite Attack : random(20,50)*CallACS("BerserkCount") heals the player (used with zoom key)
Spit Attack : random(200,400)

So to me there is no need to raise the damage. The xeno player is already overpowered and even more after picking up the xeno instinct boost.
Where do you have it written saying that pressing the reload key performs the leap attack?
I'm pretty sure i mentioned it in a previous post but in case i haven't yet here is the xeno commands

Reload = pounce attack
Zoom = Bite Attack
Secondary Attack button = Tail Attack

The Spit attack is a configurable key
It's a problem related to gzdoom, you can't assign 2 commands on a single key if that key isn't already shared like the zoom key and the reload key.
You read it wrong. I said "condense some functions into 1", meaning combine Zoom, throw flare, and acid spit into 1 function, so when you press the assigned key, it will do 1 of those 3 functions pending on what class you picked. It can be done, I have seen other MODs do this.
That's something i'll have to check more closely then.
That makes no sense, if they have a special defense against pulse rifles, then how the hell am I able to damage them with the same weapon? :lol:
The reason is simple

Enemy tracer = 1 damage = not much effect on synthetics
Player tracer = 3 damage = potent attack against synthetics

That's why ;)
Endless123
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Re: Aliens vs Predator Revised 1.1 released !

Post by Endless123 »

Ok for those Valherran who wanted a more efficient key binding here is a small patch i just finished.

But before you download it let me explain what it changes

Basically i grouped commands to use less keys. this patch will redo the key mapping

Grouped commands under the same key are :

Predator's Health Shard and Marine's Pulse Rifle Iron Sight

Predator's Recall Disc and Matine's Place Auto-Turret

Predator's Change SmartDisc Modes and Marine's Throw Explosive Flare

Predator's Cancel Zoom, Marine's Throw Blue Flare and Praetorian's Toggle XenoVision

Predator Hack and Marine's Motion Tracke

Predator Weapons Display and Marine's Weapons Display

Also the idle predator sound key have been removed.

Before you download the patch there is one last warning i have to notify you : The patch will not erase any previous key binding and you will have to manually rebind the new keys. You also will see a long list of commands with same section names and the valid keys are at the end of the list and starts with the section called "PREDATOR SPECIALS-R".

Now the link : Key Patch

This patch will be included in the next update and in the campaign version as well.

NOTE : This patch doesn't change anything else. it will not alter anything else other than the functions organisation, nothing more. Therefore this patch isn't required to play and is totally optional.
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jdredalert
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Re: Aliens vs Predator Revised 1.1 released !

Post by jdredalert »

There's something i want to ask all of you guys: i'm having ideas for new enemies to put on the game, and i remember that back in the day during the early development of KK' mod there was an extensive debate about a "xenoborg" enemy that debuted in the first AvP game to be included on his mod. Well, his work has always been known to try to be as faithful as possible to the series roots, and the "xenoborg" was ultimately scrapped. In an Aliens vs Predator scenario, however, we have more freedom to create stuff. I'm not saying that i will do a xenoborg - hell, i really doubt my spriting skills since i'm starting from zero and i don't think i can do some good looking stuff like raymoohawk or other talented spriters around - but i really wanna know if you guys would like some new kinds of enemies, like stuff we can find in the comics or previous games.
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Somagu
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Re: Aliens vs Predator Revised 1.1 released !

Post by Somagu »

Thank you so much for the combined input patch! That was one of the only things keeping me from playing this mod very much.
Endless123
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Re: Aliens vs Predator Revised 1.1 released !

Post by Endless123 »

jdredalert wrote:There's something i want to ask all of you guys: i'm having ideas for new enemies to put on the game, and i remember that back in the day during the early development of KK' mod there was an extensive debate about a "xenoborg" enemy that debuted in the first AvP game to be included on his mod. Well, his work has always been known to try to be as faithful as possible to the series roots, and the "xenoborg" was ultimately scrapped. In an Aliens vs Predator scenario, however, we have more freedom to create stuff. I'm not saying that i will do a xenoborg - hell, i really doubt my spriting skills since i'm starting from zero and i don't think i can do some good looking stuff like raymoohawk or other talented spriters around - but i really wanna know if you guys would like some new kinds of enemies, like stuff we can find in the comics or previous games.
You mean the one shooting a laser beam as soon as it sees us and is extremely slow? As i recall it was in the Predator campaign and were guarding a passageway. Strangely enough it was hard to kill with the plasma caster but was really vulnerable to the speargun's projectile :lol:
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Valherran
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Re: Aliens vs Predator Revised 1.1 released !

Post by Valherran »

jdredalert wrote:There's something i want to ask all of you guys: i'm having ideas for new enemies to put on the game, and i remember that back in the day during the early development of KK' mod there was an extensive debate about a "xenoborg" enemy that debuted in the first AvP game to be included on his mod. Well, his work has always been known to try to be as faithful as possible to the series roots, and the "xenoborg" was ultimately scrapped. In an Aliens vs Predator scenario, however, we have more freedom to create stuff. I'm not saying that i will do a xenoborg - hell, i really doubt my spriting skills since i'm starting from zero and i don't think i can do some good looking stuff like raymoohawk or other talented spriters around - but i really wanna know if you guys would like some new kinds of enemies, like stuff we can find in the comics or previous games.
Yeah, more enemies the better. Xenoborgs, if you do decide to make them, is a perfect replacement for the Mancubus.
Endless123
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Re: Aliens vs Predator Revised 1.1 released !

Post by Endless123 »

Updated "Weapons Explained" section in first post with related key explanations in red

Also i'm working on another update of the non-campaign version to address some of the concerns some of you notified me. However this update is gonna be huge because many changes have been made(and some more will be made as well)

The following changes will be included in the next non-campaign version update.(which will be called AvPRevised 1.2)

1 - The shells are back to normal drop. A Shell Box will have 5 to 10 shells in it - Maximum shells are back to default(max 100)
2 - The shotgun damage per pellet have been reduced
3 - All marine's weapons also do less damage - don't worry they are still strong compared to the default guns
4 - The explosive flares spawn have been reduced
5 - The blue flares last a lot longer
6 - The Xenomorphs, the Droids, the Predator Enemy, The Predator Boss and all other bosses don't give up chase like before - this is to increase the challenge
7 - The monsters giving up their chase are : Injured Xenomorphs and mercs
8 - The mercs HP have been reduced
9 - The mercs now have 2 attacks - normal attack with pulse rifle and the second attack is with a shotgun - the shotgun attack has same damage as the default shotgun monster. They also drop shotguns
10 - The re-arrangement of the keys with grouped commands will be included as well
11 - Difficulty settings re-balanced

To-Do list :

1 - Add a rocket launcher and a sniper rifle to the marine's arsenal
2 - Add a suitable secondary attack to the magnum
3 - Possible removal of the monster's health bar
Reason - I thought i got rid of the bug (it's randomly stop working and it constantly displays the last monster's tag and HP before it's been killed and there is nothing that can be done to restart it in the current level. Everything returns to normal at the beginning of the next level) but i was wrong. Event the restore script can't do anything about it - the script works fine for other functions like radars and motion tracker but for some unknown reasons the monster's health bar still refuse to work properly after using the restore key.

In order to have a difficulty settings balanced even further i'd like to know your opinion about the current settings. Are they good, wrong, a bit of both or anything else. I started a poll to have a better idea of what kind of difficulty settings you want.
Endless123
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Re: Aliens vs Predator Revised 1.1 released !

Post by Endless123 »

Small Update - This will be added in the next release

First the Predator HUD have been reworked a bit, once again :P

Image

Image

Then the following changes have been made

- Updated Help page(i know it's about time :lol: )
- Added different difficulty name for each classes

Marine

Rookie(Easy)
Marine(Normal)
Sergeant(UV)
Officer(UV+) - x2 damage and enemy HP
Marine's Nightmare - fast monster, constant spawning, x2 damage and enemy HP
Deserter - Normal enemy HP, x5 damage


Predator

Youngblood(Easy)
Hunter(Normal)
Elite(UV)
Elder Predator(UV+) - x2 damage and enemy HP
Legendary Nightmare - fast monster, constant spawning, x2 damage and enemy HP
Outcast - Normal enemy HP, x5 damage


Xeno PLayer

First Bite(Easy)
Bloody Acid(Normal)
Acid Spitter(UV)
Acid Carnage(UV+) - x2 damage and enemy HP
Acid Nightmare - fast monster, constant spawning, x2 damage and enemy HP
Rampage - Normal enemy HP, x5 damage


Other changes include

- Slightly increase damage for all Marine's weapons - Not too much but just enough to make a small difference
- Increase damage for the all Xeno player's attack - Once again nothing too fancy
- Increase ammo capacity for the speargun - from 25-50(max with backpack) to 50-100(max with backpack)
- Removed graphics from Predator's proximity radar - Nothing to stop the Earth from spinning :lol:

The addition of the rocket launcher is almost complete. The sniper rifle however needs some new sprites so if you have any suggestions go ahead.

Due to the some problems i have with the patch implementation to make it work with v1.1 i might have to forget the patch and release the full mod again to prevent any compatibility problem and also avoid to have to release a patch to patch the patch, which would be confusing at some point :lol:

That's all for now.
Endless123
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Re: Aliens vs Predator Poll Added

Post by Endless123 »

New poll added

I'd like to know if you like the motion tracker as it is now (select on demand) or if you prefer the old one when it was displayed on the screen all the time.
Endless123
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Joined: Wed Aug 28, 2013 1:36 pm

Re: Aliens vs Predator Poll Added

Post by Endless123 »

Small status update for AvP revised 1.2

Added Captain Toenail's claymore mine to the marine's arsenal

Image

Other changes :

1 - Removed the relentless chase behavior on the enemies - it's to prevent enemies at the other side of a map to run toward the player causing massive encounters and overwhelming fight too early on a map specially the few first maps of a wad while the player is only armed with weak weapons. This also solve the motion tracker/predator's radar not detecting all monsters in range and randomly failing on custom maps.

2 - Added Doom 3 Rocket Launcher and ammo(i also added a scope sight to it) - given randomly at the place of the flamethrower -

3 - I increased the flare radius alerting the enemies on both the blue and red flares.

I still haven't found suitable sprites for the sniper rifle which bring the question "do we really need one?" :P

Tell me what you think about it
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xenoxols
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Re: Aliens vs Predator Poll Added

Post by xenoxols »

Could you bring back the old marine weapon sprites? The new ones are pretty terrible.(With the exception of the pistols)
Endless123
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Re: Aliens vs Predator Poll Added

Post by Endless123 »

xenoxols wrote:Could you bring back the old marine weapon sprites? The new ones are pretty terrible.(With the exception of the pistols)
Do yo mean ALL weapons or just some of them? And which one is the most terrible for you?
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xenoxols
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Re: Aliens vs Predator Poll Added

Post by xenoxols »

The new rifles look terrible, the old ones looked much better. Also the old flamethrower looked better. Shotgun is fine and I'm probably forgetting something.
Endless123
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Re: Aliens vs Predator Poll Added

Post by Endless123 »

How about the smartgun and the minigun? To be honest i really like the new smartgun jd' made for me. As for the minigun i prefer the Doom 3/Quake model (the silver chaingun) but i also like jd's minigun because it looks badass and it was in AvP 2 if i'm not mistaken.

Personally i'm satisfied with the current Marine's arsenal and with the addition of the mines, the rocket launcher and possibly a brand new sniper rifle i think it will be complete and offer a good weapon choice for the player. I can't change the sprites if only 1 person is complaining about it but of course if more players ask me to return to the old arsenal for some weapons i will surely consider changing them back to the old ones.

Thanks for your feedback :)
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xenoxols
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Re: Aliens vs Predator Poll Added

Post by xenoxols »

I do like the new smartgun better.
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