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Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Mon Apr 19, 2021 10:14 am
by Payload4367
Oh yeah. How could I forget the teleport triggers. Hmmmmm. still might be able to work something out. I'll try a few ideas that might even make it possible to play as different classes. The map would play out based on player 1's choice and the others would be along for the ride.

Probably have to reset the A_SetPitch value when reverting to normal sights and then back and forth and so on.

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Mon Apr 19, 2021 11:31 am
by Colerx
Yes even if the teleport is not automatic it's already playable with different classes, and the map is playing as player1 class including the initial teleport.
However for me it's already good but if you want to investigate a bit on that you'll have all my support.
Thanks!

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Mon Apr 19, 2021 2:46 pm
by Colerx
I think I've done that thing of the pitched sights! The right value was 2.8, if you want to try them let me know if could be ok like this :)

Screenshots:
https://i.ibb.co/wcgkKTk/Screenshot-Doo ... 230552.png
https://i.ibb.co/9tKjNW3/Screenshot-Doo ... 230556.png
https://i.ibb.co/Q6MkB81/Screenshot-Doo ... 230600.png
https://i.ibb.co/VYvyfbd/Screenshot-Doo ... 230604.png

I've would applied also a little offset to the sprite in up direction, especially for the pistol, but seems that A_WeaponReady is not affected, so I think it requires graphic editing in case.. not important anyway

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Fri Nov 12, 2021 5:47 am
by StomyGame
After recompiling GZDoom on Linux 64-bit and still not having the flashlight work I ended up fiddling with the pk3 directly and got it to work.

I use steve's flashlight with a bunch of other wads so I know it's fussy about load order and usually wants to go first. By combining duplicate files (cvarinfo.txt/CVARINFO.txt, loadacs.txt/LOADACS.txt) and making sure FLASHLIGHT is listed first in LOADACS.txt I've gotten it to work. I've attached the files I've changed, anyone can patch the pk3 by deleting the existing versions and dropping these in to replace them.

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Sat Dec 11, 2021 1:10 pm
by karry299
Playing Eradication campaign as an operative, and i reached map 4 where i have to attack the pirate ship...and after witnessing a short firefight, the pirates apparently made truce with the xenos ? I can see aliens milling around and going inside the ship, ignoring the mercs completely, then they attack me together ! Is that supposed to happen ?

Also, somebody probably requested this already, but just in case, would it be possible to designate that single loot crate object as non-steppable ? It's what annoyed me for the whole campaign, moving to knife the loot crate, but getting a tiny bit too close and ending up stepping ON the crate, thus missing the knife strike.

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Sat Dec 11, 2021 3:44 pm
by Deon
So I've been playing A:Eradication and it's a lot of fun, but I cannot figure out how to save colonists. I spent 20 min herding ~10 of them to the end, but when I exit, it says "all colonists have been killed".

Re: [NEW Aliens: Eradication ] -Aliens: The Ultimate Doom Th

Posted: Tue Jul 19, 2022 5:00 pm
by Kontra Kommando

New sprite update

Posted: Sat Aug 06, 2022 3:36 pm
by Kontra Kommando
https://www.mediafire.com/file/1j226xdn ... 2.zip/file

I have updated all 251 sprite frames for the Xenomorph Warrior as one small part of the upcoming Aliens: The Ultimate Doom V1 mod.

I had scaled up the Warrior sprites by 300%, then enhanced them with the despeckle filter in gimp2.

I plan on doing the same for the other monster sprites.

Re: Aliens: The Ultimate Doom

Posted: Wed Apr 26, 2023 10:49 am
by Muppi
A bug I found is that switches which are triggered by shooting dont work when loading it with the mod. Please fix this, it really interferes with the flow of having to noclip to where the button is supposed to give me access to.

Re: Aliens: The Ultimate Doom

Posted: Tue Aug 08, 2023 4:22 pm
by Payload4367
I think this is only a problem for the pistol. All other guns should activate switches. I don't know if I'll get around to fixing this anytime soon. You could open the pk3 with Slade and delete the +NOTRIGGER flag from the pistols for each class. Hope this helps.

(AI-Upscaling) Aliens: The Ultimate Doom

Posted: Thu Dec 07, 2023 1:06 pm
by Kontra Kommando
Original done in paint:

https://i.imgur.com/a0pLLan.png


Preliminary result:

https://i.imgur.com/FXj5HQW.png

(AI-Upscaling) Aliens: The Ultimate Doom

Posted: Thu Dec 07, 2023 1:08 pm
by Kontra Kommando
Will this be the first of it's kind?

Re: Aliens: The Ultimate Doom

Posted: Tue Dec 19, 2023 5:08 am
by tajnyjemno1
Many thanks for the coop fix. I'm playing with a friend in 2 over LAN, the connection is good but it's terribly choppy, player and monster movement are laggy. First mission, colonist. Other doom mods don't stutter. Anyone have similar experience? GZ Doom, tried different versions. Weakest computer has I5 5200u, GTX 850M

Re: Aliens: The Ultimate Doom

Posted: Sat Mar 23, 2024 8:26 pm
by PulseRifleFun
Does anyone play Eradication or any other of these games in cooperative? I've never really done multiplayer before and I think it would be cool to blast some aliens as part of a team.

Re: Aliens: The Ultimate Doom

Posted: Fri Mar 29, 2024 6:49 pm
by furyweb
So been working on the pickup models from Alien Trilogy. Hopefully once complete I can upload and post a link to them for use.

https://i.imgur.com/B1z80nb.png