Embers Of Armageddon

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DoomKrakken
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Re: Embers Of Armageddon

Post by DoomKrakken »

Dr_Cosmobyte wrote: Fri Jul 28, 2023 6:50 am Congrats, my dude!
YOOOOOOOOOO

HE DID IT. HE FINALLY REVIEWED MY MOD!

AND HE LOVES IT! LET'S GOOOOOOOO!!!!!!!! :D
Skrell
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Re: Embers Of Armageddon

Post by Skrell »

DoomKrakken wrote: Fri Jul 28, 2023 1:00 pm
Dr_Cosmobyte wrote: Fri Jul 28, 2023 6:50 am Congrats, my dude!
YOOOOOOOOOO

HE DID IT. HE FINALLY REVIEWED MY MOD!

AND HE LOVES IT! LET'S GOOOOOOOO!!!!!!!! :D
Well deserved congrats!!
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DoomKrakken
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Re: Embers Of Armageddon

Post by DoomKrakken »

Skrell wrote: Sat Jul 29, 2023 7:03 pm
DoomKrakken wrote: Fri Jul 28, 2023 1:00 pm
Dr_Cosmobyte wrote: Fri Jul 28, 2023 6:50 am Congrats, my dude!
YOOOOOOOOOO

HE DID IT. HE FINALLY REVIEWED MY MOD!

AND HE LOVES IT! LET'S GOOOOOOOO!!!!!!!! :D
Well deserved congrats!!
Many thanks. :D
Jareth247
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Re: Embers Of Armageddon

Post by Jareth247 »

Excellent mod, though I hope it gets updated to add support for Sigil II. Other than that, this mod rocks.
TolgaKerem07
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Re: Embers Of Armageddon

Post by TolgaKerem07 »

I liked the mod very much and since I want to use it with several other mods, I will ask for various compatibility settings please:

- An option to keep the guns firing when I hold down the mouse?
- Vanilla style punch and chainsaw (no fuel and ammo replacement)
- Chainsaw options
- An option to Completely disable upgrade system (Maybe with turning on various "essential" ones)
- Adjustable ammo pool for bfg (10-20)
- "give all" command gives equipment and upgrade points "For testing purposes"
- SSG is incredibly OP, rendering normal shotguns useless

Other than that, thank you for the great mod.
Last edited by TolgaKerem07 on Wed Apr 24, 2024 11:25 am, edited 3 times in total.
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VICE
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Re: Embers Of Armageddon

Post by VICE »

Best implementation of D2016 mechanics I've seen so far. :wink:
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DoomKrakken
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Re: Embers Of Armageddon

Post by DoomKrakken »

At long last, EOA v1.9.3 is now available for download! Refer to OP for further instructions. ;)
Jareth247 wrote: Fri Feb 02, 2024 4:20 pm Excellent mod, though I hope it gets updated to add support for Sigil II. Other than that, this mod rocks.
Thank you!

Support for Sigil II? What exactly do you mean?
VICE wrote: Sat Apr 20, 2024 8:57 am Best implementation of D2016 mechanics I've seen so far. :wink:
Yoooo, thanks a ton, it means a lot! :D
TolgaKerem07 wrote: Sat Apr 20, 2024 6:45 am I liked the mod very much and since I want to use it with several other mods, I will ask for various compatibility settings please:

- An option to keep the guns firing when I hold down the mouse?
- Vanilla style punch and chainsaw (no fuel and ammo replacement)
- Chainsaw options
- An option to Completely disable upgrade system (Maybe with turning on various "essential" ones)
- Adjustable ammo pool for bfg (10-20)
- "give all" command gives equipment and upgrade points "For testing purposes"
- SSG is incredibly OP, rendering normal shotguns useless

Other than that, thank you for the great mod.
Many thanks!

Allow me to address some of your concerns here. As a basis for most (if not all) of my responses here, you should know that I made this mod with the express purpose of faithfully recreating the game, its advantages AND disadvantages. I did not make this mod to then add improvements to it, even if I agree with said improvements... because EOA is really also supposed to train you for DOOM (2016). It'd suck to have muscle memory calibrated in EOA only for it to fail you in DOOM (2016) proper because it's not reflected there, no?

With that said...
- "No" to making all guns fully automatic. Some guns are semi-automatic, just like in DOOM (2016). I'm not adding a full-auto option to the mod proper.
- "No" to vanilla-styled punches/chainsaw functions. You already have a quick-melee attack, and your infinite-ammo EMG Pistol can basically count as a long-range melee weapon due to how weak it is. :P
- "No" to completely disabling the upgrade system. You control what buttons you press, and you also control what upgrades to acquire (for the most part). ;)
- "HELL NO" to the adjustable ammo pool for BFG. If you've actually played (or at least witnessed) DOOM (2016), then you'd ought to know that three shots happens to be enough, especially if you have the Ammo Boost II rune equipped, which will cause enemies to have a 5% chance of dropping BFG ammo. IT'S SO BROKEN I HAVE NEARLY UNLIMITED BFG AMMO WHENVER FACING LARGE CROWDS.
- There are already "cheat items" present in EOA which will give you what you want en masse. Go into EOA Code and search for ZScript/EOA/Cheats.txt to see a full list (#9 will surprise you!).
- "No" to nerfing the SSG. The SSG is of course incredibly OP owing to the absolutely broken numbers the devs passed to the game. Trust me when I say that the Super Shotgun literally is that powerful in DOOM (2016). It really DOES outmode the Combat Shotgun and I hate it. But it is what it is.

TELL YOU WHAT... people are free to make mutator addons for EOA (I actually created one myself known as the "Texas Chainsaw Massacre" mod which encourages a lot more use of the Chainsaw), and I already has ideas for ways to change DOOM (2016) to be better... I did have plans to make another mutator mod that would have a large series of rebalances there (for sure, the Charged Burst needed work), so you'll probably be able to see some such changes there.

I'll keep y'all posted.
Jareth247
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Re: Embers Of Armageddon

Post by Jareth247 »

DoomKrakken wrote:
> [size=200]At long last, EOA v1.9.3 is now available for download! Refer to
> OP for further instructions. ;)[/size]
> [quote=Jareth247 post_id=1249780 time=1706912433 user_id=37828]
> Excellent mod, though I hope it gets updated to add support for Sigil II.
> Other than that, this mod rocks.
> [/quote]Thank you!
>
> Support for Sigil II? What exactly do you mean?
>
> [quote=VICE post_id=1251596 time=1713625063 user_id=7074]
> Best implementation of D2016 mechanics I've seen so far. :wink:
> [/quote]Yoooo, thanks a ton, it means a lot! :D
>
> [quote=TolgaKerem07 post_id=1251594 time=1713617153 user_id=39425]
> I liked the mod very much and since I want to use it with several other
> mods, I will ask for various compatibility settings please:
>
> - An option to keep the guns firing when I hold down the mouse?
> - Vanilla style punch and chainsaw (no fuel and ammo replacement)
> - Chainsaw options
> - An option to Completely disable upgrade system (Maybe with turning on
> various "essential" ones)
> - Adjustable ammo pool for bfg (10-20)
> - "give all" command gives equipment and upgrade points "For
> testing purposes"
> - SSG is incredibly OP, rendering normal shotguns useless
>
> Other than that, thank you for the great mod.
> [/quote]Many thanks!
>
> Allow me to address some of your concerns here. As a basis for most (if
> not all) of my responses here, you should know that I made this mod with
> the [i]express purpose[/i] of faithfully recreating the game, its
> advantages AND disadvantages. I did not make this mod to then add
> improvements to it, even if I agree with said improvements... because EOA
> is really also supposed to train you for DOOM (2016). It'd suck to have
> muscle memory calibrated in EOA only for it to fail you in DOOM (2016)
> proper because it's not reflected there, no?
>
> [i][b]With that said...[/b][/i]
> - "No" to making all guns fully automatic. Some guns are
> semi-automatic, just like in DOOM (2016). I'm not adding a full-auto
> option to the mod proper.
> - "No" to vanilla-styled punches/chainsaw functions. You already
> have a quick-melee attack, and your infinite-ammo EMG Pistol can basically
> count as a long-range melee weapon due to how weak it is. :P
> - "No" to completely disabling the upgrade system. [i]You
> control what buttons you press, and you also control what upgrades to
> acquire (for the most part).[/i] ;)
> - "HELL NO" to the adjustable ammo pool for BFG. If you've
> [i]actually[/i] played (or at least witnessed) DOOM (2016), then you'd
> ought to know that three shots happens to be enough, [i]especially if you
> have the Ammo Boost II rune equipped, which will cause enemies to have a 5%
> chance of dropping BFG ammo.[/i] [b]IT'S SO BROKEN I HAVE NEARLY UNLIMITED
> BFG AMMO WHENVER FACING LARGE CROWDS.[/b]
> - There are already "cheat items" present in EOA which will give
> you what you want [i]en masse.[/i] Go into EOA Code and search for
> [i][b]ZScript/EOA/Cheats.txt[/b][/i] to see a full list (#9 will surprise
> you!).
> - "No" to nerfing the SSG. The SSG is of course incredibly OP
> owing to the absolutely broken numbers the devs passed to the game.
> [i]Trust me when I say that the Super Shotgun literally is that powerful in
> DOOM (2016).[/i] It really DOES outmode the Combat Shotgun [b][i][u]and I
> hate it.[/u][/i][/b] But it is what it is.
>
> TELL YOU WHAT... people are free to make mutator addons for EOA (I actually
> created one myself known as the "Texas Chainsaw Massacre" mod
> which encourages a lot more use of the Chainsaw), and I already has ideas
> for ways to change DOOM (2016) to be better... I did have plans to make
> another mutator mod that would have a large series of rebalances there (for
> sure, the Charged Burst needed work), so you'll probably be able to see
> some such changes there.
>
> I'll keep y'all posted.

My issue with Sigil II, or more specifically the version from the Doom Complete IWAD created with Wadsmoosh, is that when I pick Sigil II it says this:

VM execution aborted: tried to read from address zero.
Called from WadSmooshHandler.WorldThingSpawned at doom_complete.pk3:zscript.txt, line 106

The other options work, including No Rest for the Living and Sigil, but Sigil II is the outlier.
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DoomKrakken
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Re: Embers Of Armageddon

Post by DoomKrakken »

Jareth247 wrote: Wed May 01, 2024 12:22 pm My issue with Sigil II, or more specifically the version from the Doom Complete IWAD created with Wadsmoosh, is that when I pick Sigil II it says this:

VM execution aborted: tried to read from address zero.
Called from WadSmooshHandler.WorldThingSpawned at doom_complete.pk3:zscript.txt, line 106

The other options work, including No Rest for the Living and Sigil, but Sigil II is the outlier.
You're using WadSmoosh (damn, that's not a name I had heard in a long time). That's the issue.

The code that sets Spider Masterminds' health set to 9000 in Sigil II fails to null-check for the existence of the Spider Mastermind in the first place. This is not an EOA issue, this is a WadSmoosh issue.
Jareth247
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Re: Embers Of Armageddon

Post by Jareth247 »

Oh, okay. I wonder if the WadSmoosh dev can fix that on their end. I just posted a comment on WadSmoosh's itch.io page.

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