ÆoD (Old thread)
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Nightmare Doom
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- DBThanatos
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thanks man, and thanks to gez tooInduna wrote:This mod is amazing. First time I've used it. Thanks to Gez for linking it to a thread over that DW.
Out of curiosity how many different eniemes are there?
Also, I notice when a weapon runs out of ammo the knife is auto-selected. Has this been done on purpose? Wouldn't it be better to auto-select the next weapon down?
about the monsters, in the current version... more than 300, but believe me, that is not the end
about the weapons, It wasnt intentional, but i havent found the patience to fix it.
Nightmare Doom wrote:Would you think of trying to rip enemies/weapons/items from the Marathon trilogy?
actually I got some suggestions but i havent checked yet.DBThanatos about Marathon2 durandal wrote:I know is the best FPS in the history, but I believe there must be some interesting stuff to extract from it. But I cant find a program that opens the files.
for the sounds file is .snd2
and the images .shp2
any idea?
Edit: in the autoquote i was supposed to say "i know is NOT the best"
DBT
- DBThanatos
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about the item usage,Induna wrote:Erm... I don't know what that means?
Just one other thing. I don't know if this has been mentioned before as I haven't read the previous 89 or so pages but the only weapon that crashes GZDoom is the BFG10K. Any ideas? It looks like a cool weapon but the green ball thing crashes
you can bind via console a key to do it, that's what hotwax meant about "+invuse"
for example, if you want the key "u" to use the item the in the console write:
Code: Select all
bind u +invuseactivate item
and that is it.
about the BFG10k, which version are you using? (both, ÆoD and GZdoom) Because i tried and there seems to be no problem.
DBT
- Juan "JacKThERiPPeR
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I made a new monster. It's Jigsaw or John Kramer from the Saw franchise.
http://www.badongo.com/file/4947037
I think it's quite easy to kill, but it's syringes are real hard to survive on various hits.
http://www.badongo.com/file/4947037
I think it's quite easy to kill, but it's syringes are real hard to survive on various hits.
- DBThanatos
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- Juan "JacKThERiPPeR
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- DBThanatos
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Raz wrote:The updated links on the first page are dead, can anyone else host the latest version?
Actually, if I find time, I'll upload it again in megaupload, however ANYONE is invited to host this mod
Now, talking about the "news" of the mod, well, nothing good:
http://forum.zdoom.org/potato.php?t=15094
With this, is pretty clear that I'm limited to what I'm adding (in terms of new monsters) to the mod since Im about to reach the limit of entries that Zdoom/GZdoom accepts. Right now I'm debating with myself to decide what I'm going to include, because all I wanted to add, exceeds the limit... Oh... I'm in problems...
Also considering this limitation, I'm probably not going to release the "addon" like that, I'm more likely to merge it with the full ÆoD and then release it that way... it will be heavy, but as this looks, this is going to be the end of the mod (unless that bug is fixed, and even if is, maybe is time to let the mod die)
Im going to delay a while though, so dont expect anything soon (even though nobody expect anything by now).
DBT
- Unknown_Assassin
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- BilboHicks
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Throw it on filefront. They have a ton of space, good download & upload rates, no popup mayhem or time waiting and they are free!DBThanatos wrote:Raz wrote:The updated links on the first page are dead, can anyone else host the latest version?
Actually, if I find time, I'll upload it again in megaupload, however ANYONE is invited to host this mod
DBT
- DBThanatos
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Re: ÆoD (Unavaiable for now)
The bug I reported about the (insane) amount of lumps in the mod, fell (I just noticed today) in "cant fix". That means for me, that the ÆoD limit is finally present.
In theory I still have about 8,000 entries to fill, and it seems to be a lot, but the problem is that all the things I wanted to add for the "addon" exceeds that number.
What I'm doing right now is evaluate what isnt worthy(:P) to be in the mod. For example, I have already deleted the weapon marines, the only difference from the doomguy's sprites to this ones is the shoulder color(in total from those guys I have saved ~200 sprites). If I decide to readd those marines I'll do it via translation.
Another example is the FBitch (from quake2). That thing had some serious amount of sprites in an animation that I'm pretty sure nobody saw: the "breast in hand". She do that animation only while is in the "spawn" state, ergo, is impossible to see her doing it from front (the only angle to fully appreciate) without she seeing you and starting to chase etc (unless you are cheating of by casuality you have the invisibility sphere)... and if im not mistaken I made her to have her 8 rotatios for each animations. That part of the animation was 8 frames long (BITIB-I); we are talking about 64 frames!! that can be another monster!! That is why that animation has been deleted.
I'm figthing about the tank-tankcommander. Both are the exact same thing only with different skin. They look pretty? of course, but in-game the only difference among both is that the commander is SpiderMastermind class with a lot of health. And that is it! And that monster alone have ~500 frames!! (the price for "smooth" animations) Should I delete one?
And maybe the quake2 armor shard and health packs? too many rotations and I dont think anybody pays attention to that!
I also have been trying to clean the AE# wads (1-8), and I have removed some useless things. In general I have been cleaning all in order to save "entries amount". But I still need to delete things. All this is to be able to add the last good things to the mod, not because Im willing to sacrifice the "look" just to have more useless stuff.
Any suggestion of what can be deleted (monsters, because that is what uses more sprites) without being missed? (consider this: we have like 5 versions of the strife guy with shield, but in that case, considering that is only translations, there is no problem having 200 versions of it, because it still uses the same amount of graphics)
And as I told before, there will be no "addon" just another "heavy changed" version of the mod (being the 3rd "big changes" version, when released will be the 3.0
)
EDIT: ohh! and Im not deleting DBT
DBT
In theory I still have about 8,000 entries to fill, and it seems to be a lot, but the problem is that all the things I wanted to add for the "addon" exceeds that number.
What I'm doing right now is evaluate what isnt worthy(:P) to be in the mod. For example, I have already deleted the weapon marines, the only difference from the doomguy's sprites to this ones is the shoulder color(in total from those guys I have saved ~200 sprites). If I decide to readd those marines I'll do it via translation.
Another example is the FBitch (from quake2). That thing had some serious amount of sprites in an animation that I'm pretty sure nobody saw: the "breast in hand". She do that animation only while is in the "spawn" state, ergo, is impossible to see her doing it from front (the only angle to fully appreciate) without she seeing you and starting to chase etc (unless you are cheating of by casuality you have the invisibility sphere)... and if im not mistaken I made her to have her 8 rotatios for each animations. That part of the animation was 8 frames long (BITIB-I); we are talking about 64 frames!! that can be another monster!! That is why that animation has been deleted.
I'm figthing about the tank-tankcommander. Both are the exact same thing only with different skin. They look pretty? of course, but in-game the only difference among both is that the commander is SpiderMastermind class with a lot of health. And that is it! And that monster alone have ~500 frames!! (the price for "smooth" animations) Should I delete one?
And maybe the quake2 armor shard and health packs? too many rotations and I dont think anybody pays attention to that!
I also have been trying to clean the AE# wads (1-8), and I have removed some useless things. In general I have been cleaning all in order to save "entries amount". But I still need to delete things. All this is to be able to add the last good things to the mod, not because Im willing to sacrifice the "look" just to have more useless stuff.
Any suggestion of what can be deleted (monsters, because that is what uses more sprites) without being missed? (consider this: we have like 5 versions of the strife guy with shield, but in that case, considering that is only translations, there is no problem having 200 versions of it, because it still uses the same amount of graphics)
And as I told before, there will be no "addon" just another "heavy changed" version of the mod (being the 3rd "big changes" version, when released will be the 3.0
EDIT: ohh! and Im not deleting DBT
DBT
Re: ÆoD (Unavaiable for now)
@DBT - Here's my list of monsters to delete.
Quake 2 Berserker
Quake 2 mutant
Fire Wyvern
Quake 2 Gunner
Mourning Fallen
Shield Demon
Tank Commander
That's all I have.
Quake 2 Berserker
Quake 2 mutant
Fire Wyvern
Quake 2 Gunner
Mourning Fallen
Shield Demon
Tank Commander
That's all I have.