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Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Thu Apr 16, 2020 2:40 am
by Captain J
I guess that's because it IS overpowered especially when you dual wielding it. And tbh, just like the shotgun shell, blue mana is literally on everywhere.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Tue Jun 23, 2020 10:54 pm
by Miru
I've been on an AeOD kick recently, and I just discovered another oversight; enemy jackbomb damage somehow registers as being self-inflicted, with the message being "player killed himself/herself" when you are killed with one.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Mon Sep 21, 2020 11:30 am
by gman829
The mod doesn't work for me and many others. Whenever I try loading it, it says "Script Error, 'AEoDDat.pk3:decorate/spellsv6.txt' line 120: Sprite names must be exactly 4 characters" and the mod will not load. What am I doing wrong? Is this version broken?

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Mon Sep 21, 2020 11:31 am
by Major Cooke
Are you using the alpha? The older versions will not work anymore. You must use 6.66 Alpha 8 in order to play, anything older will be unlikely capable of loading.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Mon Sep 21, 2020 3:39 pm
by gman829
I just got 6.66 alpha and its working perfectly. Thank you for the help!

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Tue Sep 22, 2020 12:21 am
by gman829
Is there a map I can get that allows me to test/experience each weapon? I love this mod. I love weapon/npc mods, but I'd like to know what every weapon does so I can get used to the mod's mechanics.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Tue Sep 22, 2020 2:09 am
by Captain J

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Fri Aug 20, 2021 5:02 pm
by siealex
Now I'm trying several megawads with the latest alpha... and each time it's different. The overall difficulty (for me :-D) depends on the occurrence of three weapons: the jack bomb, the prototype cannon (always in BFG mode) and any of homing rocket launchers (the best one is the "joke" one with gas rockets). What are your preferred weapons here?

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Wed Jun 15, 2022 3:12 am
by mofumofu
Is this the latest and/or final version of this mod? I have two bugs, one moderate and one major, to report:
1) The Firestorm spell from Hexen is listed as a slot 6 weapon, but it comes up in slot 5. This confuses all kinds of things, including the next/previous weapon logic, and it can make it hard to get to other weapons.
2) Whatever the visual effect that is supposed to happen when you demon morph causes horrible screen corruption in Vulkan mode. Nevermind, I saw that this is fixed with the latest build from Github. Hopefully it fixes the Firestorm bug too!

Thanks again for this wonderful mod. I have had so much fun with it over the years.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Wed Jun 15, 2022 8:44 am
by Major Cooke
The Firestorm spell I'll have to take a look at. But yeah, the visual corruption was caused by something with the shader which was fixed in the github build.

The mod's not done. It's just on hold while I work on Doom Eternal 4 Doom.

Re: ÆoD 6.66 Alpha 8 (11/20/2018)

Posted: Mon Aug 19, 2024 1:35 pm
by Major Cooke
Been a hot minute since I've announced anything. First, lets address the hot fuzz. Will I be adding Legacy of Rust monsters/weapons?

Not if it's straight from the expansion itself. As it's being treated commercially akin to Ion Fury, this will only happen if people are generous enough to donate custom sprites of their own along with sound effects. If anyone's willing to supply home-made versions of them, then I gladly will.
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WHERE HAVE I BEEN!?
Dealing with heart surgery back in March. Then I received some splendid news that I could start working on another mod remastery with permission after waiting for several years, so stay tuned for that. Then I was suckered into Diablo 4's seasons, that was fun and now I feel that motivational itch to resume mapping and modding again.

In private, 6.66 has been a gathering storm for the past few years and will easily become the biggest revision in the history of AEoD. A new game mode is being made to change things up, several new themes are being added and, unfortunately, some content is being stripped out to make room for the new stuff. It will all be worth it though, as I aim to give the mod a fresher feel.

But between working on this, the undisclosed project, D4D's final massive update, DooMwinia, DE4D, Triple M and Keyconf Destroyer... You can see I'm biting off more than I can chew! That being said, AEoD 6.66 will be the last major content update I'll be making, going solo. Without help, it has become a gigantic bear of a task to tackle, and while I've enough motivation to see it to its finish, I've been suffering significant burnout. If you want to help out with the mod in any capacity, namely with sprites/sounds, please join the discord server and show me your work!

Can't post any spoilers yet because it's still heavily in development, but keep an eye out on this thread for more details! I'm quite eager to share more info soon.
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Alpha 8.2 is on the way, fixing some crucial bugs and exploits that were the result of some incompatibilities between undetermined GZDoom versions. You can check the changelog for more details. I have a lot of my plate however, so it'll be a some time before it arrives.

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Posted: Fri Jun 27, 2025 10:51 am
by siealex
Alpha 8.1, the latest SVN GZDOOM build. DOOM2 MAP10 (Refueling Base). I triggered the exit with Pentagram of Protection (the black one) and Force Cube simultaneously, then upon entering the next map GZDOOM reliably crashed before autosaving. If both powerups expire before triggering the exit, no crashes occur.

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Posted: Fri Jun 27, 2025 6:23 pm
by Major Cooke
Noted. I need to redo the force cubes at any rate, so just make sure you don't exit with the force cubes active.

It'll be a long time before I get to this though, I'm currently busy with some other projects.

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Posted: Sat Jun 28, 2025 2:41 am
by siealex
Yes, the problem is in the force cube, the same happened on MAP03 (Wormhole) in TNT. Is there a way to deactivate the cube?

Re: AEoD 6.66 Alpha 8 (11/20/2018)

Posted: Sat Jun 28, 2025 9:33 am
by Major Cooke
Wait it out. It'll expire after a bit.