Lobo
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Posts: 594
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Post by Lobo on May 9, 2021 4:53:03 GMT -5
Aliens mod for EDGE-Classic, with throw-away mapset included to show off the new stuff. All-in-one version with the EDGE sourceport included and set up (run the AliensLauncher.exe): Grab It HereJust the wads version (load order is D3tex.wad, AEM.wad, AEM_Mapset.wad): Grab It HereEnemies are tough, and ammo will be limited at the beginning: you start off with an automated sentry gun which can be deployed and picked up again at any time, and is a life-saver on several occasions. In fact there will be times were you are a goner without it. Remember that your starting weapon (pistol) has a flashlight so you may need to switch back and forth a lot. Also, you have a supply of flares for lighting up areas or simply marking routes. Aliens have acid blood: remember that before shooting one point blank in the face with a shotgun! p.s. I don't need any feedback about the maps themselves since they are just quick and dirty with numerous issues. Attachment DeletedAttachment Deleted
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40oz
diRTbAg
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Post by 40oz on May 9, 2021 6:52:08 GMT -5
Whoa this looks sick
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Deleted
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Post by Deleted on May 9, 2021 7:02:21 GMT -5
Judging by screenshot (I don't watch youtube normally): those monsters are cool, feels like the map was made for the mod.
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Lobo
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Posts: 594
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Post by Lobo on May 9, 2021 9:51:37 GMT -5
It took me a while to find a map that works well with this (low monster count, slower paced, tech base) since nowadays most maps inevitably turn into slaughter maps at some stage.
I also played through Strogmans Tundra with the mod, but quite quickly hit the slaughter sections and gave up. DBP Alone and also Fear and Loathing are ok on some maps too with the mod.
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Lobo
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Posts: 594
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Post by Lobo on Sept 3, 2021 17:34:06 GMT -5
It'll basically consist of 3 wads: 1. The mod itself (monsters, weapons, scenery, pickups etc.) which can be loaded with your favorite map(s) to replace the stock Doom stuff. 2. Doom3 textures for Doom (by Craneo), ported to EDGE. 3. Official mapset with it's own missions, cutscenes, story, etc. For the first run, I recommend loading up all 3 and playing through that. After, you can mix'n'match the first 2 with any other maps. I also have an add-on in the shape of an edited version of the original AliensTC (Justin Fisher) which has been modified to run with the mod, replacing the old stuff with the new.
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Lobo
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Posts: 594
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Post by Lobo on Sept 10, 2021 11:19:39 GMT -5
Bumpity bump!
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Post by ketmar on Sept 10, 2021 13:27:31 GMT -5
still don't have time to properly play it, but anything with the word "aliens" in it just can't be something less than GREAT!
(also, i want to be subscribed to the thread)
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Post by Giomancer on Sept 10, 2021 14:46:08 GMT -5
It seems like AEM.wad could use a little slimming down, but I'm no expert.
Aside from that, I played through most of the maps (until I accidentally left my sentry behind and became sad). I was inspired to take a little break from my current Doom-work and draw up some ideas for an Aliens project.
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Lobo
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Post by Lobo on Sept 10, 2021 15:10:46 GMT -5
Yeah, I need to clean it up: lots of stuff I didnt use or replaced. But it's still gonna be a bit hefty even so.
If you find a backpack you'll get more sentry guns 😉
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P41R47
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Post by P41R47 on Sept 11, 2021 8:33:38 GMT -5
man, this is just pure awesome! I been playing it and it totally feels like another game!
I just remembered that i was playing Doom when i hit Esc and the menu come out.
It totally feels like a game that could come out around 2000/2002 I made it up to map04, but it seems that the engine is capable of really outstanding things and it doesn't even lag on my crappy PC.
A total win for me!
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Lobo
Doomer
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Post by Lobo on Sept 11, 2021 9:23:01 GMT -5
You just got to the good part: all xenomorphs from map04 onwards.
Glad you liked it 👍
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P41R47
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Post by P41R47 on Sept 11, 2021 13:22:07 GMT -5
LoboFor some reason, when i try to load a saved game, the game crash and this error appears Assertion 'mo->dlnext->dlprev == mo'failed in P_UnsetThingPosition (src/p_blockmap.cc:449)
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Lobo
Doomer
Posts: 594
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Post by Lobo on Sept 11, 2021 13:29:42 GMT -5
What map are you on?
I've seen that before, something about the map EDGE doesn't like. I can probably fix it by moving the map geometry a bit.
In theory it should just be a quirk on that particular map.
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P41R47
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Post by P41R47 on Sept 11, 2021 14:04:45 GMT -5
map04, the same i reached on my last save. I took a nap, and when i comeback, it didn't wanted to start up
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Lobo
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Posts: 594
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Post by Lobo on Sept 11, 2021 14:56:31 GMT -5
Good catch.
I've found it on a couple of other maps too: working on it.
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Lobo
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Posts: 594
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Post by Lobo on Sept 11, 2021 15:24:59 GMT -5
Lobo For some reason, when i try to load a saved game, the game crash and this error appears Assertion 'mo->dlnext->dlprev == mo'failed in P_UnsetThingPosition (src/p_blockmap.cc:449) Thanks for the bug report: found and fixed on a few other maps too. I actually bothered to check the EDGE source code to see exactly what the issue is, for future occasions, so now I know exactly how to fix it next time. You can grab just the fixed maps here (overwrite the old file): www.mediafire.com/file/n1ev20m54r19yhu/AEM_Mapset.wad/fileI've also updated the full packages to include the fixed maps. For your information: You can IDCLEV right to map 04 and should be able to arm yourself with Pulse Rifle and Shotgun before encountering the first enemy. So you don't have to start from the beginning again.
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Post by ketmar on Sept 11, 2021 15:27:48 GMT -5
I actually bothered to check the EDGE source code to see exactly what the issue is, for future occasions, so now I know exactly how to fix it next time. 'cmon, stop teasing, tell us! ;-)
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Lobo
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Posts: 594
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Post by Lobo on Sept 11, 2021 15:31:35 GMT -5
Not teasing, just didn't think anyone would be interested in the techy nitty-gritty, and also too technical for me to understand exactly why:) It's caused by sector DLights and their unlinking from sector glow list. So I can concentrate on just those 3 EDGE Things, instead of randomly moving/deleting stuff like I've done in the past
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Lobo
Doomer
Posts: 594
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Post by Lobo on Sept 12, 2021 17:28:03 GMT -5
Updated again. Android pulse rifle attack is now a tracer instead of a hitscan. Also made a few maps a bit prettier(water, 3d floors). Other minor tweaks.
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Post by ketmar on Sept 12, 2021 17:36:57 GMT -5
yay! i hope people will start using tracers even more: they're fun and look great, especially in dark areas! ;-)
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Lobo
Doomer
Posts: 594
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Post by Lobo on Sept 12, 2021 23:47:32 GMT -5
The idea was to give the player a chance to avoid getting hit: can't dodge a hitscan. 😉 Gameplay vs. realism.
But it does look nice.
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Post by Giomancer on Sept 13, 2021 17:53:03 GMT -5
Lobo: I presume you're developing AEM under EDGE 1.35? AEM has (game-breaking) graphical errors under EDGE 2.1-RC1.
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Lobo
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Posts: 594
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Post by Lobo on Sept 13, 2021 23:51:50 GMT -5
It is intended for 1.35 yes.
If the graphical error you're referring to is the door into the base on map01, it has been fixed in the very latest EDGE dev build.
Like I said in the readme: use 1.35 for your own sanity 😉
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Post by ketmar on Sept 14, 2021 1:32:30 GMT -5
somebody have to fork 1.35 to ED6E (or what else wasn't used ;-).
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Deleted
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Post by Deleted on Sept 14, 2021 2:03:42 GMT -5
Lobo, I apologise for off-topic, but what's so special about EDGE 1.35 that newer versions aren't recommended to run the mods you and ceejay do? Did the development get less stable past that version?
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