ÆoD (Old thread)

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Nightmare Doom
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Re: ÆoD (Unavaiable for now)

Post by Nightmare Doom »

Maybe you can delete the 'super' versions of the monsters...
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DBThanatos
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Re: ÆoD (Unavaiable for now)

Post by DBThanatos »

dljosef wrote:@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.
About each one:
Berserker: Is that ugly? I kind of like that guy, plus it was a pain to rip due to the 8 rotations
Mutant: That one, might actually be leaving
Fire wyvern: Already out (was of the 1st ones I removed due to the heretic imp "similitude")
Gunner: I kind of like that one too (again the 8 rotations)
Mourning Fallen: to tell you the truth I even wanted to implemet all the other HellSpawn monsters. Depending on how much sprites this guy have, I'll decide if is going out
Shield Demon: I cant, there is a little secret about that one... :D
tank commander: Ok, I think is going to be deleted

thanks for the suggestions


Nightmare Doom wrote:Maybe you can delete the 'super' versions of the monsters...
What you mean exactly? Because if you are saying like the Super Centaur in the SpiderMastermind class or that kind of stuff, those doesnt occupy more entires in the wads, since those are just re-colored versions (via DECORATE) of the originals.



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DBThanatos
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Re: ÆoD (Help needed)

Post by DBThanatos »

:BUMP:

After all, unless something changes magically in the upcoming weeks, seems like I wont be adding the "powered" weapons in the next version. That is because Im totally dry of ideas for the powered weapons (unless you want the powered pistol to behave exactly the same as the normal, just damaging more :? ). So, if anyone wants to make a contribution for the powered weapons, is welcome! However by "contribution" I mean someting more than just
This example wrote:"I have an idea: make the quake2supershotgun fire a crazy seeking ball that launches another ten balls in diferent directions, wich at the end will make huge explotions that will make the whole level turn red"
(the funny thing is that this simple example I just pulled doesnt sounds so bad :P).
Im not asking either for you to make the work, I just would need to be pointed in the right direction (with sprites for projectiles, a very explicit idea of how to achieve, etc), but if you feel like to send me a weapon already done, that would just rule :rock:

Other thing is this: Im really undecided if I should add some artifacts. Since Im about to make a recheck on each monster in the mod, I could also give new things to drop to each one in the way. But I'm unsure if that is a good idea; is not like every single monster will drop an artifact all the time, but it might be too much to handle. Imagine you just went thru map15 (or some big map) and you got about 12 different artifacts, which you arent really sure if you are going to use someday, and when you are in the midle of a firefight you cant easily use the health bottles because you would need to navigate thru 5 or 6 other artifacts you picked (perhaps accidentally). I know that is bad.

Plus, you managed to found 3 invulnerabilities in map07 you are expecting to use in map08 where the cyberdemon and the barons are, but as always, you exit the level and all your artifacts are reduced 'til you have only one of each. That is bad too! (that something I hated in Heretic). I thought for a while that maybe all the artifacts will be more like doom regular powerups, activated in the mement you picked it! how does this all sounds?

The suggestions are apreciated.

Thanks


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dljosef
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Re: ÆoD (Help needed: See page 1)

Post by dljosef »

Here are my ideas for artifacts.
* = I would suggest making this artifact a rare drop, and only bosses drop it

1. A timestop artifact which I suggested earlier (like a portable timefreeze sphere)
*2. An artifact which eliminates all monsters in a current level. (ex: death skull)
*3. An artifact which automatically ends the current level. (ex: honor medal)
4. Terror Artifact - It makes monsters flee in fear. (Just like entering anubis in the console)
5. Quad-damage artifact
6. Shield artifact - reduces damage by 3/4

Well... that's all I got.
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Serious Cacodemon
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Re: ÆoD (Help needed: See page 1)

Post by Serious Cacodemon »

Some ideas:

Make one of the shotguns shoot out a spread of shrapnel, like the scattergun's secondary fire in SiN Episodes: Emergence.

There is a way to make the artifacts remain intact, although it can only be done via the MAPINFO lump. There's a special flag that can be placed which prevents artifacts being reduced to 1 of each kind. It's used in Neo Doom and Arsenal.wad.
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DBThanatos
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Re: ÆoD (Help needed: See page 1)

Post by DBThanatos »

dljosef wrote:Here are my ideas for artifacts.
* = I would suggest making this artifact a rare drop, and only bosses drop it

1. A timestop artifact which I suggested earlier (like a portable timefreeze sphere)
*2. An artifact which eliminates all monsters in a current level. (ex: death skull)
*3. An artifact which automatically ends the current level. (ex: honor medal)
4. Terror Artifact - It makes monsters flee in fear. (Just like entering anubis in the console)
5. Quad-damage artifact
6. Shield artifact - reduces damage by 3/4

Well... that's all I got.
OK, about each one:
1. I like the idea, but I've thinking a lot about the issues of the monsters showing sprites which are not supossed to be show. For example, this:

Code: Select all

Actor Bleh
{
   Blah blahblah...
   states
   {
      POSS E 5 A_FaceTarget
      PLAY A 0 A_CustomMissile("examplemissile",32,0,10)
      PLAY A 0 A_CustomMissile("examplemissile",32,0,-10)
      POSS F 7 A_CustomMissile("examplemissile",32,0,0)
      goto see
   }
}
I'm afraid (in fact I'm unsure because I havent tried this) that if the time stop powerup is used in the exact moment when the monster is about the shoot the 3 "examplemissile", the "PLAYA" frames will be shown instead of the POSSF ones. I know this is actually something that would be extremely hard to achieve (in theory) and is a problem that is my fault (for using sprite names that I shouldnt), but to fix it, I would need to go through the 300+ actor's states and find in each one where I screwed it.

2. Sounds too extreme, I dont like the idea of you (player) being able to kill, let's say, Buer (cyberdemon class, with 10k+ hp) just using an artifact. I dont think that one is going to be added.

3. That one sounds interesting! I like the idea.

4. Added

5. Not really a quad damage, is more like the "tome of power", hence why I was aking help in the "powered weapons", but since almost no help is available in that matter, seems like is not going to be added.

6. Sounds good too. If I found out how to achieve that effect, will be added for sure.


Serious Cacodemon wrote:Some ideas:

Make one of the shotguns shoot out a spread of shrapnel, like the scattergun's secondary fire in SiN Episodes: Emergence.

There is a way to make the artifacts remain intact, although it can only be done via the MAPINFO lump. There's a special flag that can be placed which prevents artifacts being reduced to 1 of each kind. It's used in Neo Doom and Arsenal.wad.
Yeah, I know about it, but im not sure how "universal" would be, because I can make the definition for all the doom, doom2, plutonia & evilution, but I dont know if the doom2 mapinfo lump applies to custom megawads.




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Unknown_Assassin
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Re: ÆoD (Help needed: See page 1)

Post by Unknown_Assassin »

DBThantos wrote:5. Not really a quad damage, is more like the "tome of power", hence why I was aking help in the "powered weapons", but since almost no help is available in that matter, seems like is not going to be added.
Did you try looking at Eriance's wad?
DBThantos wrote:6. Sounds good too. If I found out how to achieve that effect, will be added for sure.
If you can't find a solution, you could try giving the person more health and more armor. Then increase the armor.savepercent. That might work; I don't know how strong your monsters are.
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DBThanatos
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Re: ÆoD (Help needed: See page 1)

Post by DBThanatos »

Unknown_Assassin wrote:
DBThantos wrote:5. Not really a quad damage, is more like the "tome of power", hence why I was aking help in the "powered weapons", but since almost no help is available in that matter, seems like is not going to be added.
Did you try looking at Eriance's wad?
DBThantos wrote:6. Sounds good too. If I found out how to achieve that effect, will be added for sure.
If you can't find a solution, you could try giving the person more health and more armor. Then increase the armor.savepercent. That might work; I don't know how strong your monsters are.
About the 1st thing, my problem is not about me dont knowing how to make the weapons work, the problem is that I dont have ideas to make the powered versions of the 50+ weapons in the mod.

about the 2nd, I have already figured how to :D ohh yeah


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HotWax
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Re: ÆoD (Help needed: See page 1)

Post by HotWax »

DBThanatos wrote:1. I like the idea, but I've thinking a lot about the issues of the monsters showing sprites which are not supossed to be show. For example, this:

Code: Select all

Actor Bleh
{
   Blah blahblah...
   states
   {
      POSS E 5 A_FaceTarget
      PLAY A 0 A_CustomMissile("examplemissile",32,0,10)
      PLAY A 0 A_CustomMissile("examplemissile",32,0,-10)
      POSS F 7 A_CustomMissile("examplemissile",32,0,0)
      goto see
   }
}
I'm afraid (in fact I'm unsure because I havent tried this) that if the time stop powerup is used in the exact moment when the monster is about the shoot the 3 "examplemissile", the "PLAYA" frames will be shown instead of the POSSF ones.
This is not an issue. Since your frame durations are 0-length, both PLAY frames and the POSS frame literally occur within the same TIC. You cannot freeze the game within the same TIC, it happens between TIC processing, therefore there is no way to freeze the animation of the actor "between" the PLAY frames and the POSS frame.
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DBThanatos
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Re: ÆoD (Help needed: See page 1)

Post by DBThanatos »

ohh that's really good to hear! thanks man!


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Phucket
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Re: ÆoD (Help needed: See page 1)

Post by Phucket »

So when exactly will this be ready for download? I'd really like to play it.
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DBThanatos
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Re: ÆoD (Help needed: See page 1)

Post by DBThanatos »

2 people have asked for it! that's enough for me to upload again!! :D

Well, if I still have a copy of the version 2.4.5 (the last one I posted like 2 months ago), I'll upload it again. I cant assure I have it, since I started to make some other changes to the mod, the current version is unplayable and considering I took (obviously) as base 2.4.5 (and I dont remember if I did a backup) it might not exist anymore. I'll serach anyway.


EDIT: I have a backup. I'll start the upload, so the mod should be available in like 4 hours (ohh... I hate this upload speed) :?

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Phucket
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Re: ÆoD (Help needed: See page 1)

Post by Phucket »

You could just use speedyshare.com, assuming the file is less then 30 mb.
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Project Shadowcat
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Re: ÆoD (Help needed: See page 1)

Post by Project Shadowcat »

Phucket wrote:You could just use speedyshare.com, assuming the file is less then 30 mb.
That's just it. It's not.
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DBThanatos
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Re: ÆoD (Help needed: See page 1)

Post by DBThanatos »

I started the upload yesterday but the electricity failed and my mighty 30% uploaded went to hell.

However, I just made another try and here is it!

ÆoD v2.4.5

Is the old version! nothing new. Just posted for those 2 people who asked for it :P


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