DOOM Mod / Aleryon Betrayal

Re: DOOM Mod / Aleryon Betrayal

Postby Crazy » Tue Dec 18, 2007 4:17 pm

Well, the way Quanrian said it, it might depend on the computer the game is run on.
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Re: DOOM Mod / Aleryon Betrayal

Postby harwe » Tue Dec 18, 2007 10:52 pm

yea i guess, a high end computer can handle more than a $200 laptop [/OT]

any releases going to be made soon Redemption?
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Wed Dec 19, 2007 2:43 am

harwe wrote:any releases going to be made soon Redemption?
Not until I've made more missions (I've only made one more from the ones in the beta).

Shotgunner enemy marine made. These guys are resistant to shotguns, so you can't beat them at their own game.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Wed Jan 02, 2008 10:55 am

The elite assault rifle marine now defects when near death. This will only follow you until the end of the area though, otherwise you could build an unbeatable army of doom (also: I'm too lazy to make them transfer areas. But mostly its the army of doom thing).

Most identifier items have been switched to bars, taking out a lot of glitches.

Night vision goggles now brighten the area a lot more.

The next mission has been started (You'll be finding Larry the Medic for his hacking skills).
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Wed Jan 16, 2008 6:48 am

Puch scientists now have three different attacks (Normal punch, Tackle & Left hand punch, which was meant to be a headbut but I couldn't get the graphic right). This should make them a little less uniform.

I wrote:Most identifier items have been switched to bars, taking out a lot of glitches.
Forgot to mention it, but this also limited the number of grenades you can carry (8 frags, 8 shockwaves, 4 concussions and 10 trip mines. These limits will change as I test for a number that works well. You'll be able to increase the maximum in game with pickups of some kind.).

Destructable barricades made. Enemies can shoot through these, but you can't. There might be a point in the game where you can deploy these for yourself, because you can disassemble and reassemble them when they belong to you by right clicking them (You can't move them, but disassembling them means you can walk over them).

I've decided that in the next mission you'll be getting loads of new weapons very frequently because [Sentence stopped for spoileration reasons].

I'm thinking that it's possible for me to bring in a reloading system, but I'm going to poll this before I make it to see what everyone thinks of it (In theory, I could make this available only in hard mode). If it turns out no-one wants it, I'll just make up something that explains why reloading isn't needed in the future.

[Edit] Ok... the poll screwed up (It added options from the last poll for some reason, then added duplicates from the one I was trying to add when I tried to fix it.). You'll just have to post a 'yes' or 'no' until this makes sense.
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Re: DOOM Mod / Aleryon Betrayal

Postby Aegis » Wed Jan 16, 2008 8:53 am

Redemption wrote:[Edit] Ok... the poll screwed up (It added options from the last poll for some reason, then added duplicates from the one I was trying to add when I tried to fix it.). You'll just have to post a 'yes' or 'no' until this makes sense.


To change the poll completely you needa at or remove an entire option. So change the options to 3, then back to 2.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Wed Jan 16, 2008 9:21 am

Just tried that, it didn't work. I'm not sure exactly why, but I end up getting:

No
No
No
Hard mode only
Hard mode only
Hard mode only
No
No
No

It's not always those options, it's just random selections of previous options I've put in before. At first it just had two extra options ('Yea' and 'Nay') from the last poll (Elite marine's defection). There doesn't seem top be a way for me to fix it, but it might be possible for a moderator, so I'll just wait and see.
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Re: DOOM Mod / Aleryon Betrayal

Postby Crazy » Wed Jan 16, 2008 8:22 pm

Yes.
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Re: DOOM Mod / Aleryon Betrayal

Postby roburky » Wed Jan 16, 2008 8:30 pm

I think it's great how you've made a complete action game out of this. You may have changed the name away from Doom, but Doom is what it reminds me of.

A bug that I seem to have in the version I downloaded (Still the latest version, I think), is that I couldn't use the shotgun. I'd pick up the item, but can't select the weapon. This meant I eventually ran out of ammo for all other guns in the section where you first get the shotgun. Trying to line up as many enemies to take them out with one sniper bullet in order to conserve ammo was quite fun while it lasted, though.

I was playing on easy, and eventually reached a point where I died with my last save point very far back, so I gave up. But I applaud your work here. Was a nice night's entertainment.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Thu Jan 17, 2008 2:24 am

You need to press 2 to select the close quarters inventory (or press 0 to select the master inventory). I'll end up making a tutorial explaining this ingame at some point.
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Re: DOOM Mod / Aleryon Betrayal

Postby Redemption » Wed Jan 23, 2008 4:36 am

After a (failed) attempt to make the punch scientists less swarmlike in their tactics I've found a way to make enemies follow a set path (using invisible eat items). I'm not sure yet whether or not I can make them follow this path without disrupting combat, but I can make enemy marines run to a control panel and have them trigger an event or have Rafer run to switches when he's with you on a mission. There will also be stuff happening in areas you can't get to (or places you can't get to before the events over) such as an enemy marine running to join some others or a bunch of your squad members leaving through a hatch.

Fire doors made. These work exactly like the quarintine doors but you need to extinguish all fires in the area instead of killing enemies.

Enemies are now hurt when they run through fire.
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Re: DOOM Mod / Aleryon Betrayal

Postby Amarth » Wed Jan 23, 2008 3:19 pm

Redemption wrote:After a (failed) attempt to make the punch scientists less swarmlike in their tactics I've found a way to make enemies follow a set path (using invisible eat items).
That is... pure genius. Was this known before?
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Re: DOOM Mod / Aleryon Betrayal

Postby Crazy » Wed Jan 23, 2008 4:22 pm

Amarth wrote:That is... pure genius.

QFE
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Re: DOOM Mod / Aleryon Betrayal

Postby harwe » Wed Jan 23, 2008 6:14 pm

AI can eat?
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Re: DOOM Mod / Aleryon Betrayal

Postby MageKing17 » Thu Jan 24, 2008 1:47 am

Amarth wrote:
Redemption wrote:After a (failed) attempt to make the punch scientists less swarmlike in their tactics I've found a way to make enemies follow a set path (using invisible eat items).
That is... pure genius. Was this known before?
Yes. Suggested often to set up back-and-forth routes for, say, miners and patrolling units. Not used often because, well, what is?
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