ÆoD (6.06.02 (03-14-16))

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Archer
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Archer »

:o

I got this working pretty well now in Co-op on the latest GZDoom release, pretty damn awesome!
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Hunter9ooo
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Hunter9ooo »

You got co-op working in Aeod? With actual other people? Please do tell us how you did it? :D
Archer
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Archer »

Aww nevermind, it worked fine first two levels, and then it de-synched on the third one, becoming increasingly worse :\

Wish Zdoom/GZdoom had proper multiplayer support, it's the only reason why I'm sticking with Zandronum actually, but AEoD doesn't run on that, so yeah.. :?
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Hunter9ooo
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Hunter9ooo »

I don't think you should give up on trying to play Aeod in coop. I think it is possible. Look at this guy on youtube, he seems to have Aeod running coop flawlessly. I tried it out myself and it wasn't too bad but I couldn't use spells or some controls like drop weapon or toggle weapon slot limits. Anyway here's the link to the video, check it out http://www.youtube.com/watch?v=y930oDV9FVo
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dljosef
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Re: ÆoD (patch 6.02 (01-22-12))

Post by dljosef »

My only suggestion for this mod now is making Monster Mayhem mode harder. I personally think, given enough time, it'll become too easy because of the rewards.

Edit: I don't mean reducing the item piles, but making the monster spawning (including boss monster) spawning more frequent to make you hurry up on the map.
PFL
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Re: ÆoD (patch 6.02 (01-22-12))

Post by PFL »

dljosef wrote:"Big monsters, big prizes. I love it!".
"Good luck, you'll need it"

GO try V2.45 or 3.0 again ... the roots 8-)
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Jack Mackerel
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Jack Mackerel »

Hope I'm not necroing too much, but is it possible to reinstate the classes from AEOD 5 into AEOD 6, or does all the fancy new changes make the change impossible? I know they didn't do much beyond change your barely-seen player sprite, HUD, and noises, but dammit, I miss them.

No, I'm not begging the devs to reinstate them. I'd take a crack at it if I knew how to mod properly, but alas.
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Major Cooke
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Major Cooke »

dljosef wrote:My only suggestion for this mod now is making Monster Mayhem mode harder. I personally think, given enough time, it'll become too easy because of the rewards.

Edit: I don't mean reducing the item piles, but making the monster spawning (including boss monster) spawning more frequent to make you hurry up on the map.
I've currently been working on making it harder, somewhat. However, I'm not going to flood the player because sometimes, map designers make you walk from one end of a map to another in a repeated fashion which only serves to aggravate, especially if you have weak weapons and a powerful monster (like the cyclops, or baphomet, or demilich) spawns. Then you're screwed.
Hunter9ooo wrote:I don't think you should give up on trying to play Aeod in coop. I think it is possible. Look at this guy on youtube, he seems to have Aeod running coop flawlessly. I tried it out myself and it wasn't too bad but I couldn't use spells or some controls like drop weapon or toggle weapon slot limits. Anyway here's the link to the video, check it out http://www.youtube.com/watch?v=y930oDV9FVo
Heh. Try being any player but the first and use a pentagram of protection. Unless he modified it, only player #1 will receive invulnerability.

Jack Mackerel, sorry, that won't be happening. They were just gimmicks, and to be honest, I never liked those. It felt like I was playing in alien skin instead of the actual doom marine, even while choosing as close to it as possible.

I think it's time for a status update on what's going down...

Version 6.03 is in the works!
  • Some minor gameplay changes are being made
  • Loads of bugs are being squashed
  • Compatibility with scripted maps has been increased*
  • A new weapon or two will be appearing... ;)
*-Tested with Mandrill Ass Project and Lost Soulsphere: Gold Edition (though I slightly modified it). Also, there will be no more script conflicts!
DBThanatos does not support anything outside of vanilla maps, so when the patch is released, you will report the bugs to me. Don't bother him with it, bother me instead!
Spoiler: Techie jargon
It will still be a while though, as real life tends to swamp the unwary. Look forward to some status updates later on, though!
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dljosef
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Re: ÆoD (patch 6.02 (01-22-12))

Post by dljosef »

Another thing, will the obituaries for the enemies be rewritten so that the same one's not the "X was killed by a Y" ( where X = player and Y = enemy in question), which gets somewhat dull?
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Major Cooke
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Major Cooke »

It's not top priority, but we gave many of them obituaries...
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Jack Mackerel
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Jack Mackerel »

Major Cooke wrote: Jack Mackerel, sorry, that won't be happening. They were just gimmicks, and to be honest, I never liked those. It felt like I was playing in alien skin instead of the actual doom marine, even while choosing as close to it as possible.
I liked being an alien. Or a mech. Reflected AEOD's mashup pretty well. Oh, well. Looks like I'll need to learn proper modding.
Rarsonic
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Re: ÆoD (patch 6.02 (01-22-12))

Post by Rarsonic »

I'm glad that this is still going, even though currently it's Samsara which has my heart.

I guess I just love crossovers and mashups.
flashn00b
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Re: ÆoD (patch 6.02 (01-22-12))

Post by flashn00b »

Seeing that the stock doom enemies are underwhelming compared to everything else that can spawn, have you entertained the idea of approaching Sgt_MarkIV for permission to use Brutal Doom versions of the default Doom Monsters? (Though, i assume that the Cyberdemon would have to be in the Spider Mastermind spawn list and vice versa)
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DBThanatos
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Re: ÆoD (patch 6.02 (01-22-12))

Post by DBThanatos »

flashn00b wrote:Seeing that the stock doom enemies are underwhelming compared to everything else that can spawn, have you entertained the idea of approaching Sgt_MarkIV for permission to use Brutal Doom versions of the default Doom Monsters? (Though, i assume that the Cyberdemon would have to be in the Spider Mastermind spawn list and vice versa)
Not at all. I dont see what's special about them other than the extra gore and a the animations to go along with said gore. All in all, the monsters there are as uninteresting as AEoD's (feel free to correct me about them having something else). Brutal doom works as whole, but it's monsters are honestly not something that call my attention.

And most importantly, AEoD's (counting from 6.0 onwards) contents are no longer direct rips of anything. Even when we had permission to use things, people tended to immediately say "aeod is just a bunch of stolen stuff with no changes whatsoever" when in fact, we had to make tons of code changes to everything to add spell effects, special death/pain states, we tweaked a lot of visual effects and behavior. A lot of work was dismissed just because people had seen the monsters in their original mods (demon eclipse, monsters from the 667 beastiary, etc). If we were for some odd reason, to bring brutal doom, we'd start again with that trend. So far AEoD 6 has mantained a cleaner look (heh), cleaner code, and in the internal version, even a better organization and filesize.

Adding stuff directly from another mod (specially one as popular as brutal doom) would be taking a step backwards. And again, correct me if Im wrong, but I believe that the AEoD doom monsters (with their special versions) have more variety than brutal doom's (AEoD's doom section has 32 monsters in total, all using doom's graphics, and divided in different classes).
flashn00b
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Re: ÆoD (patch 6.02 (01-22-12))

Post by flashn00b »

DBThanatos wrote:
Not at all. I dont see what's special about them other than the extra gore and a the animations to go along with said gore. All in all, the monsters there are as uninteresting as AEoD's (feel free to correct me about them having something else). Brutal doom works as whole, but it's monsters are honestly not something that call my attention.

And most importantly, AEoD's (counting from 6.0 onwards) contents are no longer direct rips of anything. Even when we had permission to use things, people tended to immediately say "aeod is just a bunch of stolen stuff with no changes whatsoever" when in fact, we had to make tons of code changes to everything to add spell effects, special death/pain states, we tweaked a lot of visual effects and behavior. A lot of work was dismissed just because people had seen the monsters in their original mods (demon eclipse, monsters from the 667 beastiary, etc). If we were for some odd reason, to bring brutal doom, we'd start again with that trend. So far AEoD 6 has mantained a cleaner look (heh), cleaner code, and in the internal version, even a better organization and filesize.

Adding stuff directly from another mod (specially one as popular as brutal doom) would be taking a step backwards. And again, correct me if Im wrong, but I believe that the AEoD doom monsters (with their special versions) have more variety than brutal doom's (AEoD's doom section has 32 monsters in total, all using doom's graphics, and divided in different classes).

Having played both Brutal Doom and Aeons of Death extensively, there are some noteworthy differences between Brutal Doom and Vanilla Doom's monsters

-Zombieman has a better rate of fire
-Zombiemen and shotgun guys need to reload
-The heavy weapon dude has an inflated rate of fire
-Projectiles are faster than their stock counterparts
-Enemy bullet weapons use incredibly fast projectiles
-Imps will pounce at you if you're close enough
-The Baron of Hell will sometimes throw 3 fireballs at once
-Upon melee killing a Zombie or Imp, the Baron of Hell will throw a chunk of gibs at the player, dealing more damage than his fireball
-The Revenant sometimes uses dumbfire projectiles
-Cacodemons can sometimes dodge rockets
-Pain elementals explode violently, much to the point where you can easily get one-shotted if you're armor is a little low should you kill it at point blank
-The Cyberdemon now has a stomp attack, and his rockets fly faster
-The Spider Mastermind is probably the most notable change between vanilla doom and Brutal Doom. He's got more health than the Cyberdemon, and his chaingun is replaced with a rotary autocannon. Yeah, he's powerful enough to kill even the Cyberdemon.

You are correct that AEoD has more variety when it comes to the stock doom monsters, I feel that the unmodified versions are a little underpowered compared to everything else in the mod, hence why I felt that it might be a good idea to approach Sgt Mark IV for permission to use buffed Doom enemies from Brutal Doom.
Last edited by flashn00b on Wed Jul 10, 2013 3:07 pm, edited 5 times in total.
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