[WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
jdredalert
Posts: 1682
Joined: Sat Jul 13, 2013 10:13 pm

Re: [WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]

Post by jdredalert »

Hey! Been a while since i last loged in ZDoom Forums and i know that i am late to the party, but thank you for keeping the torch lit. AvP was a very fun - albeit very messy - collaborative project between me and Endless123, and it feels like something out of another lifetime. We both loved what we were doing back then, but we lacked some coding skills, and for that i am really sorry that you have to dive into all that duct taped spaghetti party. At some point of my life i was working on a reboot/remake of the mod, called AvP Rebith, but the post-covid-world adult life pushed me away from modding the more the years passed (but i still have the unfinished prototype mod saved, just in case ;)). Even after all the hardships and crisis i had to endure in the last 6 years, and also new, exciting projetcts i started (most i never finished, both ZDoom and non-ZDoom related), AvP was always that special little something that kept bringing me a cozy longging feeling. I really don't think i'll ever touch the old AvP classic mod that i worked with Endless123 again, and i know i'm repeating myself saying that i'm kinda late to the party to say something, but i still want you to know that you have my full bless to keep the mod going.

Thank you for doing that. It means a lot to me.
User avatar
moonlighter74
Posts: 57
Joined: Thu Dec 18, 2025 7:35 am

Re: [WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]

Post by moonlighter74 »

jdredalert wrote: Thu Jul 30, 2026 8:19 pm Hey! Been a while since i last loged in ZDoom Forums and i know that i am late to the party, but thank you for keeping the torch lit. AvP was a very fun - albeit very messy - collaborative project between me and Endless123, and it feels like something out of another lifetime. We both loved what we were doing back then, but we lacked some coding skills, and for that i am really sorry that you have to dive into all that duct taped spaghetti party. At some point of my life i was working on a reboot/remake of the mod, called AvP Rebith, but the post-covid-world adult life pushed me away from modding the more the years passed (but i still have the unfinished prototype mod saved, just in case ;)). Even after all the hardships and crisis i had to endure in the last 6 years, and also new, exciting projetcts i started (most i never finished, both ZDoom and non-ZDoom related), AvP was always that special little something that kept bringing me a cozy longging feeling. I really don't think i'll ever touch the old AvP classic mod that i worked with Endless123 again, and i know i'm repeating myself saying that i'm kinda late to the party to say something, but i still want you to know that you have my full bless to keep the mod going.

Thank you for doing that. It means a lot to me.
No thank you for your love as it kindled mine again for avp, the code was very clean actually, very readable as shown the minimal comments I gived for the code and how I didn't changed much. Since you mentioned that mod, could you care publish him? I learned quickly that avp doom have ancient code and I mean in the good sense that they are reliable and are still being used by others mods today. I also collecting every of one of those, for example I recentely was seeing a avp mp doom mod that was abandoned too, but all of those serve to build hopefully a greater future for avp in doom, and I got all the ideas but not the time for it.

Thanks again for your hard work, i find it very admirable
User avatar
Shatter-Thought[V-4]
Posts: 166
Joined: Tue Apr 06, 2021 8:21 pm
Graphics Processor: Not Listed

Re: [WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]

Post by Shatter-Thought[V-4] »

I just downloaded the latest version and I've had a ton of fun with it so far, and built up a few suggestions.

First thoughts on the alien: The infect mechanic is a little clumsy, the Facehugger spawned doesn't always want to move onto the intended target so they just sit there.

I had this happen on the steps in vanilla Doom 2's first map, tried infecting the marines spawned there, the facehuggers just sat there, only when they were spawned on a flat surface they seemed to react properly, but they could still spawn in the wall possibly.

I suggest one of two solutions: One is to make the facehugger merely a visual indicator and have it have no clip and zoom in only to the marked target to proceed with the infestation animation.

Solution 2 is to increase the animation from just gripping to showing your character shoving a facehugger onto a marine's face to infect them.

Onto the Predator: The energy device refilling your energy isn't too bad for vanilla doom 2, but I have an idea I have been throwing around in my head over a mechanic for some actions to be faster when you are standing still, maybe giving the energy device a SLIGHT boost like 0.5 increase in regeneration speed when completely still would be of good help with tougher first levels in more rough maps.

I think the level ups could also enhance your melee by making repeated strikes or shifts into other melee attacks a hair faster so melee becomes much more viable without ammo for weapons.

Hacking doors might be more useful if you can also lock standard doors, giving you space to breath, but it would only last half a minute.

On to enemies: The aliens spawning around aren't too bad but they can be kind of much when in mass with other enemy types, but I have an idea for some alien spawn points randomly chosen to spawn a "Hole" in the floor that spawns aliens at a limited capacity and only when unobserved, or rather when they have no line of sight with the player.

I look forward to playing further versions of this, it's very fun so far!
User avatar
moonlighter74
Posts: 57
Joined: Thu Dec 18, 2025 7:35 am

Re: [WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]

Post by moonlighter74 »

Shatter-Thought[V-4] wrote: Thu Aug 06, 2026 9:02 pm I just downloaded the latest version and I've had a ton of fun with it so far, and built up a few suggestions.

First thoughts on the alien: The infect mechanic is a little clumsy, the Facehugger spawned doesn't always want to move onto the intended target so they just sit there.

I had this happen on the steps in vanilla Doom 2's first map, tried infecting the marines spawned there, the facehuggers just sat there, only when they were spawned on a flat surface they seemed to react properly, but they could still spawn in the wall possibly.

I suggest one of two solutions: One is to make the facehugger merely a visual indicator and have it have no clip and zoom in only to the marked target to proceed with the infestation animation.

Solution 2 is to increase the animation from just gripping to showing your character shoving a facehugger onto a marine's face to infect them.

Onto the Predator: The energy device refilling your energy isn't too bad for vanilla doom 2, but I have an idea I have been throwing around in my head over a mechanic for some actions to be faster when you are standing still, maybe giving the energy device a SLIGHT boost like 0.5 increase in regeneration speed when completely still would be of good help with tougher first levels in more rough maps.

I think the level ups could also enhance your melee by making repeated strikes or shifts into other melee attacks a hair faster so melee becomes much more viable without ammo for weapons.

Hacking doors might be more useful if you can also lock standard doors, giving you space to breath, but it would only last half a minute.

On to enemies: The aliens spawning around aren't too bad but they can be kind of much when in mass with other enemy types, but I have an idea for some alien spawn points randomly chosen to spawn a "Hole" in the floor that spawns aliens at a limited capacity and only when unobserved, or rather when they have no line of sight with the player.

I look forward to playing further versions of this, it's very fun so far!
Finally seen this reply, yeah I noticied sometimes the facehugger doesn't do anything, but it should occur very rarely and should only occur regulary if you try to bug it, also which enemy? Female_Smartgunner? For some reason the bugs the facehugger more.

They could spawn on walls but it also should occur rarely since they spawn behind you and in your right, yeah the energy refilling faster when standing still is a decent idea, I would do that in avp doom multiplayer but for singleplayer it also works. Now for meele to be faster after power-ups it would really make predator even more op but potentially fun, I was planning in adding more melee attacks for predator, but this is a good one too.

Lock doors? I will see what I can do, pretty sure is something that was never done before in doom mods, but then again my mod is already accumulating those since 2.6. The Aliens spawning around? The aliens spawn randomly and replace the places of enemies in doom, I think to spawn a "Hole" would be what xenomorph madneess does and what AI Director mod can do already, you can stack AI Director with my mod and boom.
User avatar
moonlighter74
Posts: 57
Joined: Thu Dec 18, 2025 7:35 am

Re: [WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]

Post by moonlighter74 »

Shatter-Thought[V-4] wrote: Thu Aug 06, 2026 9:02 pm I just downloaded the latest version and I've had a ton of fun with it so far, and built up a few suggestions.

I suggest one of two solutions: One is to make the facehugger merely a visual indicator and have it have no clip and zoom in only to the marked target to proceed with the infestation animation.

Solution 2 is to increase the animation from just gripping to showing your character shoving a facehugger onto a marine's face to infect them.

Onto the Predator: The energy device refilling your energy isn't too bad for vanilla doom 2, but I have an idea I have been throwing around in my head over a mechanic for some actions to be faster when you are standing still, maybe giving the energy device a SLIGHT boost like 0.5 increase in regeneration speed when completely still would be of good help with tougher first levels in more rough maps.
Yeah solution 2 would be a pain in ass, you mean making the facehugger ally have no clip? for the Predator have you tried miscellaneous options? There is health regen for predator and marine, also the start with + one random weapon.

Return to “Gameplay Mods”