Aliens: The Ultimate Doom
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: ALIENS: The Ultimate Doom
Wow... can't wait to play this. Multiplayer would even more awesome!
Re: ALIENS: The Ultimate Doom
Looks great, I noticed you took the toxic sludge out, why is that?
- Kontra Kommando
- Posts: 968
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: ALIENS: The Ultimate Doom
solved.
Last edited by Kontra Kommando on Sun Jan 31, 2016 11:03 am, edited 1 time in total.
Re: ALIENS: The Ultimate Doom
The newest builds of GZdoom has been reported to ALSO break other mods such as Project Brutality and Brutal Doom so it is not your fault.
You can just include the lastest working build of GZdoom you have so others can use it. Maybe rename the executable so it does not overright others who have GZdoom installed.
I would just email the authors of GZdoom so they can figure it out with certain mods.
You can just include the lastest working build of GZdoom you have so others can use it. Maybe rename the executable so it does not overright others who have GZdoom installed.
I would just email the authors of GZdoom so they can figure it out with certain mods.
- Kontra Kommando
- Posts: 968
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: ALIENS: The Ultimate Doom
Good News! I was able to find a work around to the issue.
Apparently on the new version of gzdoom the acid blood was causing pain to the xenomorphs that shed it (This was that infighting bug, that I couldn't understand what the hell anyone was talking about; I was using an older version of the source port.) . Despite having all of the proper flags, I couldn't seem to figure out why they were still getting hurt. I even have the thruspecies flag, and every other possible alternative. But the one thing that worked was giving it a pain.slime state which switched the flag to NOPAIN once they come into contact with the acid blood projectiles, and then to a goto see state.
I'm now going to re-play test the mod a bit to make sure there aren't any other mishaps going on. Hopefully, if everything checks out okay, I will upload it to moddb later this evening.
Apparently on the new version of gzdoom the acid blood was causing pain to the xenomorphs that shed it (This was that infighting bug, that I couldn't understand what the hell anyone was talking about; I was using an older version of the source port.) . Despite having all of the proper flags, I couldn't seem to figure out why they were still getting hurt. I even have the thruspecies flag, and every other possible alternative. But the one thing that worked was giving it a pain.slime state which switched the flag to NOPAIN once they come into contact with the acid blood projectiles, and then to a goto see state.
I'm now going to re-play test the mod a bit to make sure there aren't any other mishaps going on. Hopefully, if everything checks out okay, I will upload it to moddb later this evening.
- Kontra Kommando
- Posts: 968
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: ALIENS: The Ultimate Doom

Aliens: the Ultimate Doom BETA 9.0 will be released at 12 AM tonight US Eastern Time.
Download:
http://www.moddb.com/mods/aliens-the-ul ... om-beta-90
FYI, this is the first update to this mod in nearly 1 year and 3 months.
Re: ALIENS: The Ultimate Doom
Kontra Kommando wrote: Aliens: the Ultimate Doom BETA 9.0 will be released at 12 AM tonight US Eastern Time.
Nice.
- Kontra Kommando
- Posts: 968
- Joined: Mon Jan 20, 2014 6:46 pm
- Location: LV-426
Re: ALIENS: The Ultimate Doom [BETA 9.0 Ready at 12 AM US ES
Mistake on my part, I accidently uploaded the wrong file! lol
It was the old beta. But now I corrected that, and uploaded right file. Sorry for that dumbass move.
It was the old beta. But now I corrected that, and uploaded right file. Sorry for that dumbass move.
Re: ALIENS: The Ultimate Doom [BETA 9.0 Ready at 12 AM US ES
I get an unknown script error when I try to use the motion detector.
Re: ALIENS: The Ultimate Doom [BETA 9.0 is Ready]
Just awesome. I'm playing some tech level maps and its amazing. I also used the dark doom mod to make the ambiance better.
Is there any way to make the lights destructible so it gets even darker? It just adds to the atmosphere.
Lastly, would you suggest we play with the Doomone map or wait for your revamped version with Alien lore type details?
Is there any way to make the lights destructible so it gets even darker? It just adds to the atmosphere.
Lastly, would you suggest we play with the Doomone map or wait for your revamped version with Alien lore type details?
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- Joined: Wed Aug 28, 2013 1:36 pm
Re: ALIENS: The Ultimate Doom [BETA 9.0 is Ready]
As always my friend you surpassed yourself 
Great work

Great work

Re: ALIENS: The Ultimate Doom [BETA 9.0 is Ready]
Congrats on the new release! A couple of comments (mostly just opinions):
- I ended up removing the music. While it's a cool idea it's just so loud that it feels like it clashes with the darker ambience of the mod. I've been combining it with some dark ambient soundtracks or PSX music for a better fit.
- The HUD feels kind of cluttered. The ammo readouts and stuff are fine, but that giant heartbeat monitor sticks out like a sore thumb, especially against the backdrop of some of the much darker rooms we have now. I'd love to see a really cut down, minimalist AVP2 style HUD.
- I'm not 100% on how the spawns are set up, but it feels like the synths spawn a lot more than they should. While I understand that it's going to be balanced differently in its own map, sometimes you get like 4-5 of them all on top of one another and they just insta kill you. Is it possible to set more of the spawns to not actually spawn? I'm alright with the occasional swarm of aliens, but big swarms of synths or marines doesn't fit as well, in my opinion. I was playing on HMP though, so maybe I just need to play on the first 2 difficulties to fix that?
- Some of the level textures might need another pass. The darker areas look great, but some of the white doors and such look really MS Paint-y and out of place. I'm not entirely sure where he got his textures from, but the Feariffic project has some really nice space station/dark grey level textures that blend in well with the Aliens stuff (http://www.moddb.com/mods/brutal-doom/a ... ty-revised). I also really like the idea of clutter spawning in to give rooms a lived in feel, but sometimes it's a little excessive and can actually block you from going through. Can it be set to be destructible or pushable?
I haven't actually noticed any big glitches or anything while playing yet, but I'll keep an eye out.
- I ended up removing the music. While it's a cool idea it's just so loud that it feels like it clashes with the darker ambience of the mod. I've been combining it with some dark ambient soundtracks or PSX music for a better fit.
- The HUD feels kind of cluttered. The ammo readouts and stuff are fine, but that giant heartbeat monitor sticks out like a sore thumb, especially against the backdrop of some of the much darker rooms we have now. I'd love to see a really cut down, minimalist AVP2 style HUD.
- I'm not 100% on how the spawns are set up, but it feels like the synths spawn a lot more than they should. While I understand that it's going to be balanced differently in its own map, sometimes you get like 4-5 of them all on top of one another and they just insta kill you. Is it possible to set more of the spawns to not actually spawn? I'm alright with the occasional swarm of aliens, but big swarms of synths or marines doesn't fit as well, in my opinion. I was playing on HMP though, so maybe I just need to play on the first 2 difficulties to fix that?
- Some of the level textures might need another pass. The darker areas look great, but some of the white doors and such look really MS Paint-y and out of place. I'm not entirely sure where he got his textures from, but the Feariffic project has some really nice space station/dark grey level textures that blend in well with the Aliens stuff (http://www.moddb.com/mods/brutal-doom/a ... ty-revised). I also really like the idea of clutter spawning in to give rooms a lived in feel, but sometimes it's a little excessive and can actually block you from going through. Can it be set to be destructible or pushable?
I haven't actually noticed any big glitches or anything while playing yet, but I'll keep an eye out.
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- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: ALIENS: The Ultimate Doom [BETA 9.0 is Ready]
Since i'm the one who made that HUD i'd like to ask you what kind of life/armor display you'd like to see replace the actual heartbeat animation. I'm currently reworking the marine's HUD of my AvP mod and if KK wishes it i could make the modifications he wants to this mod's HUD as well.-Ghost- wrote:- The HUD feels kind of cluttered. The ammo readouts and stuff are fine, but that giant heartbeat monitor sticks out like a sore thumb, especially against the backdrop of some of the much darker rooms we have now. I'd love to see a really cut down, minimalist AVP2 style HUD.
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Re: ALIENS: The Ultimate Doom [BETA 9.0 is Ready]
Not exactly like the placement in this, but similar in terms of how everything is small and out of the way.

The tracker could stay in the upper right, with the armor and HP being small icons with numbers next to them in the bottom left. Generally just smaller and unobtrusive information so you have more viewing space to watch for enemies.

The tracker could stay in the upper right, with the armor and HP being small icons with numbers next to them in the bottom left. Generally just smaller and unobtrusive information so you have more viewing space to watch for enemies.
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- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: ALIENS: The Ultimate Doom [BETA 9.0 is Ready]
I see what you mean. I don't know if i could reproduce the motion tracker since it's DOOMERO's department but the placements everything else can easily be adjusted or simply changed for smaller graphics. Again, all i do is doing the modifications but ultimately it's KK's decision to accept the changes or stay with the old HUD.-Ghost- wrote:Not exactly like the placement in this, but similar in terms of how everything is small and out of the way.
The tracker could stay in the upper right, with the armor and HP being small icons with numbers next to them in the bottom left. Generally just smaller and unobtrusive information so you have more viewing space to watch for enemies.