Embers Of Armageddon

Projects that alter game functions but do not include new maps belong here.
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AstartesCitizen
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Re: Embers Of Armageddon

Post by AstartesCitizen »

I have been trying to play the mod with other monster replacers all good when starting the game but then when upgrading the weapons mods and doing the mastery challenges for the final upgrades these dont register at all, for example the cluster explosion for the explosive shot mod from the shotgun that requires blasting imps directly 20 times no matter how many imps
I kill with shot the counter for the mastery remains at zero I can go by without the masteries but its off putting for me, in next updates could be compatability patches for certain monsters replacements like rampancy Legión of Bones or the like, still EOA is my goto mod for Doom 2016 experience
UltimateGD3
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Re: Embers Of Armageddon

Post by UltimateGD3 »

Hi, for some reason the mod always plays the normal Doom 2 maps and not the custom maps, how can i fix that?
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wildweasel
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Re: Embers Of Armageddon

Post by wildweasel »

UltimateGD3 wrote:Hi, for some reason the mod always plays the normal Doom 2 maps and not the custom maps, how can i fix that?
I don't think this mod comes with any maps; the screenshots in the first post seem to primarily be of Back To Saturn X Episode 1.
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A_D_M_E_R_A_L
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Re: Embers Of Armageddon

Post by A_D_M_E_R_A_L »

wildweasel wrote:the screenshots in the first post seem to primarily be of Back To Saturn X Episode 1.
BTSX E1 and Eviternity, to be exact
UltimateGD3
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Re: Embers Of Armageddon

Post by UltimateGD3 »

wildweasel wrote:
UltimateGD3 wrote:Hi, for some reason the mod always plays the normal Doom 2 maps and not the custom maps, how can i fix that?
I don't think this mod comes with any maps; the screenshots in the first post seem to primarily be of Back To Saturn X Episode 1.
Ohh .-., i was
asking because the mod gives you the option to play more maps or less, also the only gameplays that i've seen had the doom eternal maps. Thanks.
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Linz
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Re: Embers Of Armageddon

Post by Linz »

DoomKrakken wrote:
AstartesCitizen wrote:The best DOOM 2016 mod I have enjoyed the most, not to descredit D4T or D4D had blast with those. Quick question. Do you plan to update the EOA Eternal addon? I loved the mechanics of Doom Eternal, the sprites needs some polish but overall its great. Keep it up.
Many thanks!

The EOA Eternal addon is not mine, but is created and maintained by a third party. I do not release incomplete projects to the public. However, I plan to make my very own mod that'll attempt to apply EOA's goals to DOOM Eternal, and will do so from scratch. ;)

Proper sprite resources do not yet exist (thus far, just the hasty resources compiled by the guy to get Eternal stuff rushed out ASAP), so I'm trying to gather as many artists as I can to help out with this project, since Franco Tieppo (the artist who overhauled the Neccronixis sprites to how they looked in D4T, which I used in EOA with some changes) is no longer working on anything DOOM-related. I found a direction we can go, but will continue to explore other options as they arise. :D

Man,that would be pretty sick if you managed to pull it off

But uhh,would it have an option to change the maximum ammo count? Remembered one major complaint towards Eternal was how little ammo you could carry(and ammo upgrades being a joke)


I know the chainsaw now regenerates fue to encourage you to use it more,but it's still pretty jarring iirc
retronutcase
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Re: Embers Of Armageddon

Post by retronutcase »

I have to agree on the ammo count. Please let us adjust maximum ammo because a lot of maps likely won't work very well using Eternal's ammo mechanics.
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Twitchy2019
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Re: Embers Of Armageddon

Post by Twitchy2019 »

retronutcase wrote:I have to agree on the ammo count. Please let us adjust maximum ammo because a lot of maps likely won't work very well using Eternal's ammo mechanics.
You can do this yourself by using Slade and modifying the ammo file in the Decorate section. The zscipt section must also be modified (I can post a vid on what I did, if you like) to account for these new ammo amounts or the upgrade scripts for ammo will override what you have in decorate i.e. if you modded Decorate shell ammo to 50 the script would upgrade from the original 20 to 25 leaving you with 25 max instead of 50.
retronutcase
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Re: Embers Of Armageddon

Post by retronutcase »

That could be nice, though what about adding some kind of cvar or ingame option to adjust ammo scaling? Could that be a thing?
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Twitchy2019
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Re: Embers Of Armageddon

Post by Twitchy2019 »

retronutcase wrote:That could be nice, though what about adding some kind of cvar or ingame option to adjust ammo scaling? Could that be a thing?
HA! Good luck with that. Most modders from what I have seen, especially the ones maintaining the Eternal addon for EOA (not DoomKraken but another fellow), don't like the idea of someone being able to change stuff like ammo or any other mechanics that others feel are BS. One either has to get down to learning the code themselves or getting lucky and changing something until it works.
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Twitchy2019
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Re: Embers Of Armageddon

Post by Twitchy2019 »

Twitchy2019 wrote:
retronutcase wrote:That could be nice, though what about adding some kind of cvar or ingame option to adjust ammo scaling? Could that be a thing?
HA! Good luck with that. Most modders from what I have seen, especially the ones maintaining the Eternal addon for EOA (not DoomKraken but another fellow), don't like the idea of someone being able to change stuff like ammo or any other mechanics that others feel are BS. One either has to get down to learning the code themselves or getting lucky and changing something until it works.
To add to this, I can attest to another mod, great in every way, LT Typhon. The problem I had with this mod was this overpowered uber Typhon coming in the middle of a map and absolutely slaughtering me every time I encountered it. It was overpowered and just sucked. I had asked the modder in question how to turn this off or get rid of it, to no avail. So I dug in the files, found something that looked like the enemy code in question, and commented it out. The mod was beautiful after that. But it goes to show the old addage is true, If you want something done, ya gotta do it yerself.
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theJuilesyboy
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Re: Embers Of Armageddon

Post by theJuilesyboy »

this is a great mod, i have truly tested the hell,literally out of this.I had to learn to poke around in other mods to make them compatible with this. thank you for it.
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DoomKrakken
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Re: Embers Of Armageddon

Post by DoomKrakken »

Linz wrote:
DoomKrakken wrote:
AstartesCitizen wrote:The best DOOM 2016 mod I have enjoyed the most, not to descredit D4T or D4D had blast with those. Quick question. Do you plan to update the EOA Eternal addon? I loved the mechanics of Doom Eternal, the sprites needs some polish but overall its great. Keep it up.
Many thanks!

The EOA Eternal addon is not mine, but is created and maintained by a third party. I do not release incomplete projects to the public. However, I plan to make my very own mod that'll attempt to apply EOA's goals to DOOM Eternal, and will do so from scratch. ;)

Proper sprite resources do not yet exist (thus far, just the hasty resources compiled by the guy to get Eternal stuff rushed out ASAP), so I'm trying to gather as many artists as I can to help out with this project, since Franco Tieppo (the artist who overhauled the Neccronixis sprites to how they looked in D4T, which I used in EOA with some changes) is no longer working on anything DOOM-related. I found a direction we can go, but will continue to explore other options as they arise. :D

Man,that would be pretty sick if you managed to pull it off

But uhh,would it have an option to change the maximum ammo count? Remembered one major complaint towards Eternal was how little ammo you could carry(and ammo upgrades being a joke)


I know the chainsaw now regenerates fue to encourage you to use it more,but it's still pretty jarring iirc
The ammo system of DOOM Eternal works fine, actually. Sure, the limits for shells and rockets are a bit of a joke... 'cuz they're really powerful and versatile, so you need to be extra careful with how you spend that stuff. RESPECT the Rocket Launcher. RESPECT the Super Shotgun.

The Chainsaw in DOOM Eternal will give you back a little more than half of your ammo per piñata in DOOM Eternal. The game does not give you enough ammo to be careless, because you're supposed to be efficient with your resources. Wasted ammo = bad experience. The way DOOM Eternal handles its ammo system was quite a risk... but it's amazing how intentional it all was.

So no, once I make the DOOM Eternal counterpart to EOA, I will not, in fact, be making any sort of mutator that expands ammo capacities. It's now even EASIER than ever before to refill your ammo (it takes 2-3 map-spawned shell pickups to refill your shell ammo completely, and the Salvo Extender upgrade for the Full Auto Combat Shotgun causes enemies to drop shell ammo upon death by full-auto salvo, meaning you can farm for shells that way if you so desired). The new ammo capacities are balanced with the versatility of each weapon. The more versatile the arsenal, the less ammo you'll need for each weapon... else you wind up easily playing the whole game with just your favorite weapon (which the devs wanted to avoid altogether).

If you still want expanded ammo because you won't grow within the new confines as defined by DOOM Eternal, you're more than welcome to edit the PK3 yourself on your own end, or to flip on the SV_InfiniteAmmo cheat. ;)

However, I'm confident that you will have enough resources to finish the task, without such drastic liberties being taken. :D
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Linz
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Re: Embers Of Armageddon

Post by Linz »

Well you seem confident so...let's see how this'll go when your take on Doom Eternal for Doom gets off the ground
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Linz
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Re: Embers Of Armageddon

Post by Linz »

OH! Another question,will you add in the scrapped pistol or no?


And what do you think of EOA Eternal in it's current state? Are you gonna ask the guy working on it for help on yours or no

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