AEODLite V1.3 (update 5/16/16)

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PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.1

Post by PLA »

RastaManGames wrote:Dear PLA, maybe you can make this sound for using medical charge?

https://drive.google.com/file/d/0B8Qr5O ... sp=sharing (Goole Drive)

It's from old game Gunman Chronicles. I not very like, when player using medical charge with silent and every time, when i using my medical charge, i hear in head this nice sound! Sound may be looped from start using charge to end using charge for better effect.
I am sorry that I didn't use your sound in the end, honestly I found it rather distracting when it plays in the middle of a gunfight. and I just can't get the looping sound in ACS to work (the sound is too long and had to be made looped, or it will sound really bad). Still, if you woundn't say it, I'll probably never care to implement the sound. and now I think the humming sound pretty good, so you have my thanks.

Also, bump for 1.20...
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magmus
Posts: 36
Joined: Mon Sep 28, 2009 10:20 am
Location: United Kingdom

Re: AEODLite V1.2 (update 2/13/15)

Post by magmus »

Great update, I really enjoyed trying out the new machine guns, well improved than your original versions. Keep it up.

Also the upgrading system is neat.
LostFury
Posts: 6
Joined: Fri Feb 06, 2015 7:56 pm

Re: AEODLite V1.2 (update 2/13/15)

Post by LostFury »

I've played a little bit so far but i'm very impressed. Well balanced and nothing seems out of place. It'll def take up some of my dooming time :D
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-Ghost-
Posts: 1783
Joined: Wed Sep 08, 2010 4:58 pm

Re: AEODLite V1.2 (update 2/13/15)

Post by -Ghost- »

Yeah, that last update was a good one. Overall it's a lot of fun to play, with enough variety to keep things interesting without getting too crazy. I haven't had a chance to mess around with the upgrades yet, how often do they drop? Accuracy upgrades feel a bit rare too considering you get +1 each and it can go to what, 100?
PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.2 (update 2/13/15)

Post by PLA »

-Ghost- wrote:Yeah, that last update was a good one. Overall it's a lot of fun to play, with enough variety to keep things interesting without getting too crazy. I haven't had a chance to mess around with the upgrades yet, how often do they drop? Accuracy upgrades feel a bit rare too considering you get +1 each and it can go to what, 100?
10% of the accuracy upgrades are replaced by weapon upgrade crate, another 10% replaced by health regen upgrade. When you have around 50 points of accuracy, you aiming will be notably stabilized and further upgrade may not prove to be very useful. While the powerups do drops very rare, it's actually not hard to max 100 accuracy in a few slaughter maps, especially when you playing the alternative mode.
PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.3 (update 5/16/16)

Post by PLA »

New version is out, Enjoy!
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: AEODLite V1.3 (update 5/16/16)

Post by durbdoogle »

Oh hey! Surprise update! Can't wait to check it out.
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Naniyue
Posts: 884
Joined: Fri Mar 13, 2009 8:06 pm

Re: AEODLite V1.3 (update 5/16/16)

Post by Naniyue »

Fun classes! Unpredictable enemy behavior! Looks like another keeper for me!
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: AEODLite V1.3 (update 5/16/16)

Post by durbdoogle »

Got to play a bit and great update. One problem I'm having though. The Succubus, Darkpriest and Pig Cop's starting weapons aren't showing. I'm running the latest Dev build of GZDoom at 1920x1080. Not running any other mods with AEODLite either. Anyone else have this issue?
PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.3 (update 5/16/16)

Post by PLA »

durbdoogle wrote:Got to play a bit and great update. One problem I'm having though. The Succubus, Darkpriest and Pig Cop's starting weapons aren't showing. I'm running the latest Dev build of GZDoom at 1920x1080. Not running any other mods with AEODLite either. Anyone else have this issue?
They don't have any starting weapons sprite... yet, Sorry about that. :(
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: AEODLite V1.3 (update 5/16/16)

Post by durbdoogle »

PLA wrote:
durbdoogle wrote:Got to play a bit and great update. One problem I'm having though. The Succubus, Darkpriest and Pig Cop's starting weapons aren't showing. I'm running the latest Dev build of GZDoom at 1920x1080. Not running any other mods with AEODLite either. Anyone else have this issue?
They don't have any starting weapons sprite... yet, Sorry about that. :(
Oh! Ok. I thought it was on my end. That's cool. I played around with them a bit and they seem interesting still :) Can't wait to see where you take the mod from here :D
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Naniyue
Posts: 884
Joined: Fri Mar 13, 2009 8:06 pm

Re: AEODLite V1.3 (update 5/16/16)

Post by Naniyue »

Portable rejuvenation doesn't seem to be working, no matter which class or version of (G)ZDooM I use. Anyone else with this issue?
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: AEODLite V1.3 (update 5/16/16)

Post by Miguel371xd »

work in zdoom :v?

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