Angelic Aviary v1.1 (Finished/Hotfix: Updated 10/24/2022)

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Mute_Bluie
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Re: Angelic Aviary v1.0 (Finished: Updated 07/14/2022)

Post by Mute_Bluie »

I'm having a bit of an issue that I hope someone can help me with. I have no idea what I am doing wrong but when I try to use this with Guncaster Vindicated the monsters don't change. No matter what settings I use in GCV it is always either default doom monsters or it's GCV's monsters. I am using Doom Launcher to load up the mods, if that is affecting it. I have tried loading Angelic Aviary then GCV and vice versa but nothing seems to change it. I hope someone here can help me solve this issue cause I really wanna try this out with GCV.
Last edited by Mute_Bluie on Sun Sep 18, 2022 4:17 pm, edited 1 time in total.
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CherubCorps
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Re: Angelic Aviary v1.0 (Finished: Updated 07/14/2022)

Post by CherubCorps »

I'm having a bit of an issue that I hope someone can help me with. I have no idea what I am doing wrong but when I try to use this with Guncaster Vindicated the monsters don't change. No matter what settings I use in GCV it is always either default doom monsters or it's GCV's monsters. I am using Doom Launcher to load up the mods, if that is affecting it. I have tried loading Angelic Aviary then GCV and vice versa but nothing seems to change it. I hope someone here can help me solve this issue cause I really wanna try this out with GCV.
It's a two step process now (I think it has to do with Aviary having a custom main menu). I use ZDL for my loadout so it might be a little bit different.

1: Load Guncaster vindicated by itself. Change these two options.
-Here be dragons ---> Gameplay options ---------> Adapt to depreciated map? ------> Set to "Replace nothing, adapt all monsters"
-Here be dragons ---> Gameplay options ---------> Pick your monsters ------> Set to "Old School"

In the past, this was all that was required, but now there is a 2nd step to get it to work.

2: Load Guncaster THEN Angelic Aviary, then everything else (Maps, gore mods, etc). If done correctly, you will see the Angelic Aviary menu and not the guncaster menu. This step wasn't required in the past (Load order didn't matter), but now it's required for some reason. You will also be unable to access the guncaster menu options.
When I played 1000 Line 3, there were some areas that were absolutely bursting at the seams with Afrodites, I know that the shtick is if you kill them in their stoning state they get brought back. But in a huge fight with huge numbers where they're mixed with other high priority angels, it pratically forces cheaty behavior, it's like a caco cloud that you can't shoot, it got so bad at points that at some point I had piles of statues on top of each other. It's impossible to get rid of them. Maybe there should be a resurrection limit?
So I'm changing it so that the Aphrodite's Kiss statues are immune to splash damage, that way, they can't be freed by their sisters when fighting them in droves.

I'm glad everyone is enjoying the mod so far. Version 1.01 is coming along with lots of bug fixes, options and some fun extras. I'm hoping to release it sometime near the beginning of October.
Springtrap92
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Re: Angelic Aviary v1.0 (Finished: Updated 07/14/2022)

Post by Springtrap92 »

Hey i actually made a account just to say that i really like your work and how diferent and unique it feels,either be with mods or vanilla this mod is really difficult and entertaining(except hurting girls but that would be my fault for playing it).
The concept behind every enemy is also insteresting and like the other "varieties" of enemies,really hoping to see more in the future.

Im also insterested in the idea of a "simlish" language for the enemies voice-lines and sounds,but if you end up doing it dont force it on the player,i mean make a separate addon just like your other idea of a texture pack to turn hellish scapes into angelic ones.its just that i like their current voices(and yes i undertand japanese to an extend) and i'd like to keep them.

On another note the easter eggs and "surprices" as i call them when pairing the mod with La Tailor Girl and other ones are...unexpected but very welcome *wink*.
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shimotsuki_yumi
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Re: Angelic Aviary v1.0 (Finished: Updated 07/14/2022)

Post by shimotsuki_yumi »

I will fervently wait for a Zandronum version.
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CherubCorps
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Re: Angelic Aviary v1.1 (Finished: Updated 10/10/2022)

Post by CherubCorps »

Version 1.1 is live. This one features the ability to turn off angel's voices, flying feathers, expanded option menu and alot of bugfixes/balance.

V 1.01
Major features
-New rare bird: Rusalka (Replaces the Snowflake). Her attacks are like the Snowflake except she will now explode into a flurry of ice shards a few seconds after dying. If gibed she will instantly explode into more powerful ice shards. Think twice before using rockets on her. On the plus side, she can also be used to kill other angels. This enemy has been given custom art and is no longer a palette swap.
-Disable voices option. From the option menu, you can disable the voices of the angels and replace them with alternate sounds. Each angel’s voice can be disabled individually if you find only a specific angel’s voice grating, or all voices can be disabled. This is the most requested feature people have asked for.
-Custom gibs: As some angels take damage, they will spew feathers. This option can be turned on or off or feather can be enabled to stay on the ground forever.
-Lore: Hundreds of lore entries, hints, and fun notes in the menu and quit menu.
-Greatly Expanded the option menu to customize your experience. Option menu can be accessed from both the main menu and option menu, allowing access if mods are loaded out of order.
-Added option to disable health drops from angels entirely.
-Added option to allow players to walk over dolls.
-Added options to toggle on/off fanservice elements.
Bug fixes
-Killing the Crusader Queen’s 1st form will now end E3M8 in vanilla doom.
-Fixed an error which caused the Heretic D’Sparil replacement not to spawn. Killing the Heretic boss will open the end of the level.
-Fixed a bug which caused Cherubs to search for the player at the start of the map.
-Crusader Queen’s Hoseys no longer bleed.
-Frozen angels are immune to ice and take X2 damage from fire.
-Fixed typos/spelling errors in menus
-Fixed bug that would cause an infinite number of sprites to spawn when disabling the forgotten maiden.
Enemy changes

Cardinal
-Cardinals cannot be put into a pain state when attacking or panting, making baiting them into attacking a more viable option. Tired state has been extended so that it is easier to kill Cardinals with a chainsaw when tired.
-Cardinal easter egg death is less frequent.
Ophanim
-Slightly increased the time it takes for the Ophanim to open/close eyes.
-Ophanim drops “Eye candy” if killed with a certain element.
Principality
-Principality’s Lightning stream is more condensed.
Crusader Queen – Has been greatly buffed.
-Slightly Increased speed in 1st and 2nd forms.
-Crusader Queen is immune to damage during the flipping animation between phases.
-The explosion of the Horeys deals 4X more damage and has 3X the explosion range. In addition, the explode releases 8 super orbiter bullets at 45-degree angles.
-Moves more sporadically in 2nd form and is harder to hit.
-Arm cannon orbiter bullets have been changed. Blue bullets deal more damage and red bullets are faster.
Aphrodite’s Kiss and Forgotten Maiden
-Decreased Aphrodite’s Kiss arrows damage on strike. Increased the damage and explosion radius of the heart mine.
-When turned to stone, Aphrodite’s Kisses no longer take splash damage. Changed due to slaughter maps
-Aphrodite’s Kiss and Forgotten maiden mines will move towards the player (Very slowly) before exploding. The yellow heart will move slightly before blowing up.
-At 50% health, Forgotten maiden cannot be put into her pain state.
-Reduced Crown of the Moon’s duration from 300 seconds to 240 seconds.
Puckish Prankster
-Puckish Prankster projectiles spawn a wall of bubbles on hit.
Arch-Angels
-Custom voices for both the Destroying Angel and Willendorf.
-Destroying Angel will deflects projectiles when struck with a projectile.
-Destroying Angel has a pain animation.
-Willendorf’s Cherubs shoot 3 small bolts of lightning
Animation
-Fixed an animation error in the cardinal’s attack cycle.
-Fixed an animation error in the Seraph’s death cycle.
-Fixed an animation where the Kiss would not look at the player when firing.

Download here:
https://www.mediafire.com/file/bsf8iuiq ... 1.wad/file
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CherubCorps
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Re: Angelic Aviary v1.1 (Finished: Updated 10/20/2022)

Post by CherubCorps »

Quick hotfix: Fixed a glitch that would cause angelic health bonus to drop when angelic health bonuses were disabled/replaced with vanilla. This would cause issues when playing with Guncaster or La Tailor Girl. https://www.mediafire.com/file/bsf8iuiq ... 1.wad/file
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[]Dot
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Re: Angelic Aviary v1.1 (Finished: Updated 10/20/2022)

Post by []Dot »

Sorry for my late response but I think I figured out now why your mod causes performance issue on my end, the performance issue doesn't happen immediately but it happens later in game I tried out your mod on vv2.wad and played through map05 and I had lag spikes this times instead of constant lag. (Tested on GZDoom 4.8.2)

I looked at the difference between the old version I have and yours and I noticed you are constantly accesing a lot of CVar values, if I am not mistaken, somebody (Graf?) mentioned once that accessing CVAR is a expensive operation. So I think the solution is to create a global variable, Initialize the CVAR values once and access the global variables instead of calling the CVar directly each time it is needed.

I have modified your ACS script and made a tiny ZScript that allows for reloading the CVAR values. It's a crude method which I haven't tested yet but sending "netevent AA_InitCVAR" will reload the CVar values. https://u.smutty.horse/mjvtutdwkry.zip
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CherubCorps
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Re: Angelic Aviary v1.1 (Finished: Updated 10/20/2022)

Post by CherubCorps »

I have modified your ACS script and made a tiny ZScript that allows for reloading the CVAR values. It's a crude method which I haven't tested yet but sending "netevent AA_InitCVAR" will reload the CVar values
Holy moly. You made the code 100% better. Thank you.

I'm not a coder so alot of these things don't come naturally to me. Really appreciate it.
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Spaceman333
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Re: Angelic Aviary v1.1 (Finished: Updated 10/10/2022)

Post by Spaceman333 »

CherubCorps wrote: Thu Oct 20, 2022 2:05 am -Disable voices option. From the option menu, you can disable the voices of the angels and replace them with alternate sounds. Each angel’s voice can be disabled individually if you find only a specific angel’s voice grating, or all voices can be disabled. This is the most requested feature people have asked for.
Thank you, this had kept me from playing the mod for a long time. 🙏
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CherubCorps
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Re: Angelic Aviary v1.1 (Finished: Updated 10/10/2022)

Post by CherubCorps »

[/quote]

Thank you, this had kept me from playing the mod for a long time. 🙏
[/quote]

No problem. I get that the voices can grind people the wrong way and be a big turn off to alot of people.

So I changed the update section so that the version by []Dot is the official download. This fixes the code and prevents possible slowdown in later maps.
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[]Dot
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Re: Angelic Aviary v1.1 (Finished: Updated 10/20/2022)

Post by []Dot »

CherubCorps wrote: Sun Oct 23, 2022 6:17 am Holy moly. You made the code 100% better. Thank you.

I'm not a coder so alot of these things don't come naturally to me. Really appreciate it.
You're welcome. I enjoyed playing your mod so and I didn't wanted to have to stop playing your mod because of a bug. I tested your mod on Doom 1 till the whole first episode and I think a couple other maps and with the change I have done I didn't experienced any lag spikes anymore.

Edit: I have made some minor oversight, paste these things in your mod:
CVARHAND: https://pst.moe/paste/cdswlz (Makes the NetEvent command for this one case insensitive)
MAPINFO: https://pst.moe/paste/mgcypc (Registers the EventHandler)

Sorry for the trouble, I should have tested it a bit more.

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