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ACES of th A.S.S. (Alien Secret Service)

Posted: Thu Jul 02, 2020 11:43 am
by TontonMayonnaise
[DELETED BY USER]

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Thu Jul 02, 2020 4:18 pm
by Enjay
I haven't got very far through yet but I needed to stop and give this a thumbs up. Fantastic mod - way more extensive than I expected resource-wise and it seems really nicely done.

:thumb:

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Thu Jul 02, 2020 10:28 pm
by TontonMayonnaise
[DELETED BY USER]

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Fri Jul 03, 2020 4:01 am
by Enjay
Actually, I really like the Wolfenstein-esque (or Wolfenstein+ might be more accurate) feeling to the maps. They aren't as simple as the Wolf maps by any means, but the relatively flat nature, simple details, orthogonal walls etc really go with the graphics and game style IMO and compliment the overall feel very nicely.

I have found a few things mapping-wise that could be addressed (lots of doors with moving doortraks (maybe a style choice?), some secrets with nothing in them at the easy difficulty, and I think, one wall that left untextured areas when it lowered (not sure about that). However, I didn't make notes as I was playing simply because I was having fun with it.

I really would encourage people to play this mod. It absolutely is a new game in its own right; very original and fun.

Needs more levels. ;)

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Fri Jul 03, 2020 11:11 am
by Ferretmanjcdenton
Hi there...
I uploaded a short showcase of your amazing mod

https://youtu.be/OiwGyL4P2VA

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Fri Jul 03, 2020 1:24 pm
by CeeJay
I love it, one of the most creative and original TC's I've seen in a long time. Though I had no clue what the plot or character motivation was, maybe it is a cultural thing but I found myself really confused most of the time. The level design was a little on the simplistic side, but it certainly wasn't bad. Felt very much like a Rise of the Triad kind of mod in that department.

I did notice a couple of bugs though: When I had the "banana" equiped there was no ammo counter on the HUD for it. And when ammo for it ran out, the weapon would stay in my hands until I manually switched to another weapon. The weapon apears to be very wonky code-wise. Another issue I noticed is that enemies would more often than not enter something of a "ghost" state after being attacked, they would still walk around and behave normaly but my attacks just went through them as if they weren't even there.

I can tell a lot of effort went into this, some of the animations for instance are freaking amazing, so I really wish you would keep at it and improving as this is truly something special and deserves all the love it can get.

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Fri Jul 03, 2020 1:29 pm
by Toyoch
I gave it a go and...

- I love the humorous looks and sounds of everything.
- Really dense enemies. 1400 in a single map.
- Lots of secrets.

- Weapons feels a bit unbalanced; Pump Shotgun, Magnum, Heavy Machinegun(the big muzzle one dropped by enemies) and Banana are great, but starting pistol is pathetic, making combat a bit of chore.
- Some bugs found:
Pistol can be reloaded even if it has full ammo loaded.
There were few invincible enemies; One(Hazmat pistol guy) in the second section of post-laser gun zone. Two(Shotgun soldier and Pyro) in southern part of long hallway ambush(before the 2 switches).
Flamethrower's secondary doesn't consume any ammo.
Health/Armor pickups have no name, the messages on top saying "Pickup".
Can't progress further than the 2x2 switches. I believe that would lower the wall in the big area with barrels or somewhere nearby, but they don't.

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Sat Jul 04, 2020 3:34 am
by TontonMayonnaise
[DELETED BY USER]

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Sun Jul 05, 2020 2:17 am
by TontonMayonnaise
[DELETED BY USER]

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Sun Jul 05, 2020 9:38 am
by Toyoch
> Can't progress further than the 2x2 switches. I believe that would lower the wall in the big area with barrels or somewhere nearby, but they don't.
My bad, I just missed newly opened rooms!

> I added a new weapon for the Gorgos : the NeutroGrenade
Apparently it's not quick-throwable like Banana. Would you please consider that?

Also, the 50-round Purple Energy gun seem to consume BOTH energy in current magazine and reserve. I don't know if it's intended, considering the high damage of those energy weapons?

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Sun Jul 05, 2020 12:39 pm
by TontonMayonnaise
[DELETED BY USER]

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Tue Jul 07, 2020 12:28 pm
by TontonMayonnaise
[DELETED BY USER]

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Wed Jul 08, 2020 9:21 am
by Enjay
Still really enjoying this mod.

A few things to point out:

There are quite a lot of places where, after walls move, you can see right through the architecture - a few examples:




There are more.

I'm pretty sure that this occurs because there is no texture on the section of the wall that is now exposed.

The glass here can be shot through:


Most (if not all) doors do not have their door tracks set to have the "lower unpegged" flag. So the wall appears to move with the door. This is even more obvious in some of the toilets where the door track wall doesn't even have a different texture.


Misaligned carpet:


I think the logic of the HUD size is wrong. Normally, if you press + in doom, the HUD gets smaller (screen view gets bigger) until the status bar vanishes and you get the minimal HUD, followed by no HUD at all. In Aces of the A.S.S., the status bar disappears and you get the minimal HUD when you press - and the status bar comes back when you press +. I typically have my setup so that the minimal HUD is on display, but when I load up Aces, it is showing the status bar. If I press - to get it to disappear, the next time that I play Doom, the status bar is showing and I have to press + to get back to the HUD view.

Short version, the status bar is shown on screenblocks 11 and the HUD is shown on screenblocks 10 and below - which is the wrong way around.

Screensblocks 10:


Screenblocks 11:

Also, that status bar could do with some clues on it as to which number means what.

If I load Aces with developer mode set to 2, there are a bunch of errors shown at the console on startup:

Code: Select all

ANIMDEFS: Can't find INTR01
ANIMDEFS: Can't find DIAPO01
ANIMDEFS: Can't find TELE002
ANIMDEFS: Can't find PROJO
ANIMDEFS: Can't find MACHINE
ANIMDEFS: Can't find COMPUTER3
ANIMDEFS: Can't find COMPUTER3_1
ANIMDEFS: Can't find COMPUTER1
ANIMDEFS: Can't find COMPUTER2
ANIMDEFS: Can't find TAPISROULANT
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/ammos/laserclip.txt" line 10:
Icon 'LGSCA0' for 'laserclip' not found

Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/ammos/atomclip.txt" line 10:
Icon 'LGSCA0' for 'AtomClip' not found

Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/ammos/destructiclip.txt" line 10:
Icon 'LGSCA0' for 'DestructiClip' not found

Attempt to get invalid state Death2.raygun from actor CACASCIEN1.
Attempt to get invalid state death2 from actor ATOM1.
Attempt to get invalid state death2 from actor ATOM2.
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/lightning.txt" line 1:
Tried to define class 'Lightning' more than once. Renaming class to 'Lightning@ACES_of_the_ASS_V1-2-2.pk3@actors/decoration/lightning.txt'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/statue.txt" line 1:
Tried to define class 'Statue' more than once. Renaming class to 'Statue@ACES_of_the_ASS_V1-2-2.pk3@actors/decoration/statue.txt'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 172:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 192:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 193:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 208:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 209:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 213:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/rifle.txt" line 221:
Unknown class name 'SniperPistol_Zoomed' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/fist.txt" line 46:
Unknown class name 'Actual_Weapon' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/fist.txt" line 58:
Unknown class name '0' of type 'BasicArmorBonus'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/bazooka.txt" line 50:
Unknown class name 'Actual_Weapon' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/louche.txt" line 59:
Unknown class name '0' of type 'BasicArmorBonus'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/dualtraillette.txt" line 55:
Unknown class name 'Actual_Weapon' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/gorgos_weapons/generic.txt" line 53:
Unknown class name 'IsTaunting' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/characters/loot.txt" line 22:
Unknown class name 'RG10' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/characters/loot.txt" line 27:
Unknown class name 'RG50' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/characters/loot.txt" line 52:
Unknown class name 'ARM21' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/weapons/gorgos_weapons/nucleoray.txt" line 28:
Unknown class name 'IsTaunting' of type 'Inventory'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/characters/boss.txt" line 48:
Unknown class name 'laserTrail' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/characters/boss.txt" line 49:
Unknown class name 'laserTrail' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/generic.txt" line 51:
Unknown class name 'Xplosion' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/generic.txt" line 60:
Unknown class name 'Xplosion' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/generic.txt" line 119:
Unknown class name 'Xplosion' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/radio.txt" line 15:
Unknown class name 'explosion6' of type 'Actor'
Script warning, "ACES_of_the_ASS_V1-2-2.pk3:actors/decoration/television.txt" line 29:
Unknown class name 'explosion6' of type 'Actor'
script parsing took 247.46 ms
Brightmap 'BROBE3E7' not found in texture 'ROBTE3E7'
Brightmap 'BROBE4E6' not found in texture 'ROBTE4E6'
Brightmap 'BROBE5' not found in texture 'ROBTE5'
Brightmap 'BROBF3F7' not found in texture 'ROBTF3F7'

And finally, the end game sequence has a slight problem in that when you press a buttin to kill the bad guy, they die and disappear but then it takes quite a few seconds of nothing apparently happening before the next enemy appears.


It should move on to the next bad guy much more quickly. It almost feels like the game has hung and it makes it frustrating to try and go through all the bad guys.

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Thu Jul 09, 2020 3:36 pm
by Enjay
I just noticed that there are a couple of unfinished maps that (I think) can only be reached by cheating. They were fun too, even though they are not set up properly for Gorgos (my favourite character by far) and one doesn't have an ending.

Re: ACES of th A.S.S. (Alien Secret Service)

Posted: Fri Jul 10, 2020 6:55 am
by Enjay
A few more minor points:
Fire extinguishers can be pushed around and they can just float away from the wall that they are supposed to be attached to. This one is moving all on its own after I pushed it off a wall:


This weapon is found here when you play as Gorgos, but I think it's meant to be a Guzz-specific weapon.


I've also found a few doors that have their unpegging set inappropriately so that the texture on them doesn't move when the door opens:


and I found another place with translucent glass that can be walked through.