Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 8:48 am
by Nightquake
Endless123 wrote:Gameplay video of the Marine class with some new changes
There's a missing frame on the shotgun, after the pump, I'm sure you've noticed it. Also, I would use other sprites for the pulse rifle, seems kind of out of place in style with the rest of them (Altho maybe it's just me) But overall, I like it, killing xenomorphs was never this satisfying
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 9:16 am
by Endless123
Thanks for the comment
I haven't changed anything in that script so if there is a missing frame i never noticed it. To be honest after looking at the script there is no unused frame from the look of it but i doesn't mean you are wrong. I'll check the sprite in both the "Sprites" and "Graphics" folders. maybe i misplaced some sprites. Meanwhile i'll ask jd what he thinks about the shotgun animation, since he is the one who made it i'm sure he can see if there is a frame missing.
Thanks for bringing it to attention
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 10:41 am
by Nightquake
Yeah, maybe in the shotgun code there's a spritename which is incorrect, double check the sprites folder and the decorate of that shotty.
No problem man ^^ that's what we are here for.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 2:22 pm
by jdredalert
The Pulse Rifle Endless is using is an old, raw screen rip i did a while back. It lacked shading, so I made some polishes on it about a month or two ago but never gave him the full set. Maybe i should finish it.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 3:11 pm
by Endless123
jdredalert wrote:The Pulse Rifle Endless is using is an old, raw screen rip i did a while back. It lacked shading, so I made some polishes on it about a month or two ago but never gave him the full set. Maybe i should finish it.
Yes yes yes PRETTY PLEASE
BTW jd i was about to send you a pm about the shotgun. I double checked in both the sprites and graphics folders and all the shotgun sprites are used in the script so my question is the animation you can see in the video above is the one you made or is it missing frames?
For me it looks ok but since you are the one who made it and i haven't done any modifications to the script i think if there is a frame missing you will notice it.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 3:43 pm
by jdredalert
Just send me and i'll check. Couldn't watch the video yet, but i'll see what i can do about it.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 4:04 pm
by xenoxols
Could you please remove the marines yelling out "Motherf*cker" every 2 seconds? Actually, any of them talking loudly is annoying.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 4:07 pm
by jdredalert
xenoxols wrote:Could you please remove the marines yelling out "Motherf*cker" every 2 seconds? Actually, any of them talking loudly is annoying.
I agree. You can always make the marines randomize their see sounds.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 4:31 pm
by Endless123
I was thinking of doing that myself so don't worry they will be less talkative in the next release. Also i was thinking about adding a random facehugger spawning out of the mercs after they died but maybe that would be a bit out of the regular xeno life cycle since facehuggers are the one implanting the embrio into human bodies and are not the one getting out like the chestbusters. So in short i think i won't do that in the next release. I'll keep it for my personal use though, it's adding an element of surprise i like.
There is one thing i'd like know how to do it. It's about the characters sounds like footsteps. When i had only the Predator class it wasn't a problem. I had a good working set of sounds but once i added the 2 other classes i lost the Predator's footsteps even if it's defined into the SOUNDINFO file. It making an odd effect because the predator is an heavy bastard and not hearing his footsteps is kinda weird
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 4:45 pm
by jdredalert
You can always use the Footsteps mod by The Zombie Killer. It's an universal footsteps sound effects mod.
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Wed Sep 09, 2015 6:58 pm
by Endless123
Problem solved !!! Well almost completely solved
The thing is i just needed to create a separate playersound class, add it to a separate SNDINFO file and remove the "clearaliases" from that file. Now it works, i have separate sounds for the Predator when jumping and landing !!! Now i just have to get rid of the marine sound that plays every time the use button is used to check for doors and all while playing the Predator
Re: Aliens vs Predator 1.3 Released(Polishing Phase)
Posted: Fri Sep 11, 2015 1:34 am
by Endless123
Small update
It turns out that Nightquake was right, the shotgun really had a 1-tic flicker. The problem was just a typo (SHGT instead of SHTG) at 2 key lines but now it's solved thanks to jdredalert
Also now the helpers are real badass but on the other hand they are even rarer to spawn meaning don't expect to see one of them on every maps now.
I'm in the process to make the enemies less talkative when they see the player, even the xenos would be more sneaky not making their presence betrayed by their "see" sound. I think the gameplay would be a bit more challenging, gotta have eyes behind your head to be sure a xeno is not sneaking on you
The footsteps, jump and land sounds are now fully working for all 3 classes. They could had work before but i strangely forgot to add them into the SNDINFO file ... old age getting to me again???
Anyways once i finished the randomized see sounds i will record one more video of all 3 classes to let you see guys if there is anything else i might have not noticed that could be fixed before the release.
That's all for now and thanks for your help and comments
Re: Aliens vs Predator 1.3 Revision 1 Released
Posted: Fri Sep 11, 2015 5:55 am
by Endless123
Ok ladies and gentlemen here it is ... Aliens Vs Predator 1.3 Revision 1
NOTE : Great thanks to jdredalert and Kontra Kommando for their help and great thanks to all of yo guys for your support
Video presentation for all 3 classes
EDIT:
Video fixed
The video looks a bit fuggy at times - it's probably because i recorded it at 30FPS instead of 60FPS
Re: Aliens vs Predator 1.3 Revision 1 Released !
Posted: Mon Sep 14, 2015 8:41 pm
by Endless123
Ok guys i just had an intriguing demand on my Youtube channel.
A guy wants to play this mod on his android device but he don't know how to make it works. The problem is i don't even have an android device and obviously i can't run tests to make it works. The guy mentioned he played BD on his android device with something called "Doom Touch".
So my question is : if it's possible to play Doom mods on mobiles, is this requiring major modifications into the mods or is there nothing that needs to be changes an the mods can be played the same way they are played on PC?
Any clarifications on that subject would be really appreciated
Re: Aliens vs Predator 1.3 Revision 1 Released !
Posted: Mon Sep 14, 2015 9:12 pm
by jdredalert
Probably this Doom Touch app uses an older version of GZDoom as base (probably the ancient 1.8.2 version, which is more than enough to run Brutal Doom v0.19 if i remember correctly). Your AvP mod uses a lot of new features included in the more recent dev builds. So the only way i see for him to play in his Android is using a Doom Touch version that supports some new GZDoom dev build - that is, if that ever exists.