Strange Aeons v5.7

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ImpieTwo
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Re: Strange Aeons v5.4.1

Post by ImpieTwo »

5.4.1 update: made the impaler stronger so it's a really useful bonus weapon instead of a mostly useless one. Also threw together a "guns n' monsters" wad so you can use the Strange Aeons monsters and guns in other mapsets. Includes a new gun: the super shotgun from Voyager, dropped by the Leng Chieftains.

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Hipnotic Rogue
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Re: Strange Aeons v5.4.1

Post by Hipnotic Rogue »

Glad to see the weapons/monsters standalone mod. I love SA and being able to carry some of its atmosphere into other mapsets is a boon. Thank you. :)
JohnnyTheWolf
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Re: Strange Aeons v5.4.1

Post by JohnnyTheWolf »

Kickass! But could you not have included the music as well? Also, I am not a fan of there being a powerful weapon that is both ranged and have unlimited ammunition.

Anyway, I just noticed I was still using an older release of Strange Aeons, with seperate files loaded separately instead of being all regrouped into one pk3 file. :P

Time for another fresh start, I guess!

EDIT #1: Out of curiosity, who did the custom stat bar? I am asking, because if it is wrong another mapset, there might be a widescreen version of it.

EDIT #2: Found an issue with the Guns and Monsters addon. While under the effect of the Hulksphere, you can found yourself unable to move through certain areas, e.g. the staircase in E1M2 past the red door.
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Rachael
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Re: Strange Aeons v5.4.1

Post by Rachael »

I really rather like the music, why would you not want it included? :(

Don't ask authors to do things that hurt the look and feel of the mod just for the sake of your own convenience.
JohnnyTheWolf
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Re: Strange Aeons v5.4.1

Post by JohnnyTheWolf »

Huh, you must have misread me. I do want the music included. Why would I ask the author not to when it is already not the case?
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Rachael
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Re: Strange Aeons v5.4.1

Post by Rachael »

Oh - well, in that case -

It appears there are multiple links to the project. One of them is a "guns and monsters only" version and another is the full version (above it) - it's not too obvious which is which because it is more or less disguised as a header above the previously mentioned link.
ImpieTwo
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Re: Strange Aeons v5.4.1

Post by ImpieTwo »

Yeah, the add-on doesn't include the music, so I dunno what you were using. Aheheh.

I rearranged the download page so it's clearer there are two downloads. I think.
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Rachael
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Re: Strange Aeons v5.4.1

Post by Rachael »

I think what would make it more obvious is if the word "Download" is anywhere on that line. It still looks somewhat like a section header - granted, now that I know your formatting style so I know to expect exactly what's there, so it's obvious to me - but I am trying to think in the perspective of someone else and that might not be too clear. :)
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Dr. Crowley
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Re: Strange Aeons v5.4.1

Post by Dr. Crowley »

Nice to see that you keep updating the mod. Also standalone version is a really good news. But I have a question: is this version compatible with Zandronum multiplayer?
JohnnyTheWolf
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Re: Strange Aeons v5.4.1

Post by JohnnyTheWolf »

Well, since you do not want to include Strange Aeons music to the Guns & Monsters addon, I guess I will have to do it myself. :?
ImpieTwo
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Re: Strange Aeons v5.4.1

Post by ImpieTwo »

Dr. Crowley wrote:Nice to see that you keep updating the mod. Also standalone version is a really good news. But I have a question: is this version compatible with Zandronum multiplayer?
No idea. I never tested any of my mods for Zandronum.
JohnnyTheWolf wrote:Well, since you do not want to include Strange Aeons music to the Guns & Monsters addon, I guess I will have to do it myself. :?
I would if it wouldn't bloat the mod considerably, unless there's a way to have the music replace the stock doom and doom 2 music without renaming the music tracks and including them twice.
JohnnyTheWolf
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Re: Strange Aeons v5.4.1

Post by JohnnyTheWolf »

Fair enough.

Anyway, I found a small issue in E1M8 Deathedral: if you enter the timed secret area with the Berserk pack but do not leave fast enough, you end up getting stuck in there, as there does not seem to be a way to open the secret door from inside.
ImpieTwo
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Re: Strange Aeons v5.4.1

Post by ImpieTwo »

JohnnyTheWolf wrote: Anyway, I found a small issue in E1M8 Deathedral: if you enter the timed secret area with the Berserk pack but do not leave fast enough, you end up getting stuck in there, as there does not seem to be a way to open the secret door from inside.
Do you have an older version? I was damn sure that was fixed over a year ago, but now I'm wondering if I missed it after all...
JohnnyTheWolf
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Re: Strange Aeons v5.4.1

Post by JohnnyTheWolf »

I have the latest available version, yes.

The weird thing is, I seem to be able to open it from inside only once. If I do not leave the secret area and I let the door close again, I get stuck.
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Ed the Bat
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Re: Strange Aeons v5.4.1

Post by Ed the Bat »

ImpieTwo wrote:...unless there's a way to have the music replace the stock doom and doom 2 music without renaming the music tracks and including them twice.
There is. The $musicalias command in SNDINFO will let you map one music lump to any number of names. For example, if you want one track to replace Doom II's music for MAP01 and MAP15 (which sound the same):

Code: Select all

$musicalias D_RUNNIN MYSONG
$musicalias D_RUNNI2 MYSONG
...where MYSONG is the name of your music lump.
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