DoomKrakken Posted May 16, 2020 Non-critical hotfix issued: Changelog: Spoiler ===== v1.8.1 (Hotfix) ===== - Fixed an issue that allowed players to trigger other interaction animations while performing an interaction animation. - Fixed a condition concerning the selection of the Bird's Eye View challenge. 1 Share this post Link to post
DoomKrakken Posted February 2, 2021 Hello guys, sorry for not reporting here for the longest time. Mod's not dead, but I got plenty of stuff happening behind the scenes. Updates are gonna take a while to handle even after I get them released because I need to restructure my file hosting infrastructure to better streamline download availability. Just letting you guys know there's more to come in the near future. I hope I can deploy it soon! Stay tuned, Slayers! :D 2 Share this post Link to post
Korozive Posted February 21, 2021 My favorite mod for ripping though a megawad. You get stronger as things get more difficult. 0 Share this post Link to post
DoomKrakken Posted March 16, 2021 (edited) EOA v1.9 is now here! Comes with some HUGE changes (coding-wise). Changelog: Spoiler ===== v1.9 ===== - Standard rockets fired by the Rocket Launcher now have a full damage radius equal to twice their radius (previously 0). - Increased deployed Mobile Turret projectile spread to 3, horizontally and vertically (previously 1, horizontally and vertically). - Hazard Protection's fire damage reduction now only applies to environmentally-sourced fire damage (previously environmentally and monster-sourced). - Lock-On Burst rockets now have an angular turn threshold of 45 (previously 60). - Created an essentials utility that can be edited by an inventory item in each monster's inventory, which defines custom weakpoints, stagger/GK stats, and other utilities. - Renamed EOA_Thinker to EOA_Essentials. - Monsters now spawn a head hitbox in the top 2/11 of the actor with a radius equal to 4/7 of their own radius and 2/11 of their height (while their "ProjectilePassHeight" property is lowered by 2/11 [this behavior can be disabled in EOA Settings]). - Shifted stagger/stun/Glory Kill functionalities to the EOA_Essentials item. - Monsters that have the NOKILLSCRIPTS flag will not drop items upon death. - Siege Mode's Outer Beam and Heat Blast damage effects are now flagged as explosive damage. - Fixed an issue with players being able to mantle a ledge right after launching into a Glory Kill. - Added the ALLOWTHRUFLAGS and THRUGHOST flags to EOA_NullPuff2. - Lock-On Burst no longer locks onto monsters possessing the SHADOW flag. - Added a check to the Explosive Shot grenade to include EOA_WeakPoint for constituting a valid target to launch cluster bombs. - The Slayer now performs a dash toward an enemy he's aiming at whenever performing a melee attack from the ground. - Converted all DECORATE actors to ZScript. - Transferred all weapon-specific ZScript functions from the base weapon class and player pawn to their respective weapons. - Updated deprecated action functions to their proper respective replacements. - Transferred Micro Missile mastery challenge tracking code from the Slayer to the Heavy Assault Rifle. - Prefixed various custom action functions with "EOA_". - Fixed an issue with the Incendiary Rounds Mastery Challenge being able to be completed without the Gatling Rotator being equipped. - All weapons (especially semi-automatic weapons) can now fire upon raising even if the Fire button was held down prior. - The Chainsaw now causes monsters to play their Pain sound only once, upon the player entering into a Chainsaw Glory Kill (previously had monsters constantly play it while getting chainsawed). - Fixed an issue with the Chainsaw failing to clear the NOTARGET flag after performing a Chainsaw Glory Kill. - Fixed an issue with the Berserk Fists failing to clear the NOTARGET flag after performing a Glory Kill. - Fixed an issue with the Super Shotgun being able to fire if holding down the Fire key while pressing/releasing the Alt-Fire key. - Cached CVars for better performance. - Overhauled Rune system to use integer constants instead of strings, for better performance. - Renamed EOA_MediStim to EOA_SmallHealth. - Renamed EOA_MediKit to EOA_MediumHealth. - Renamed EOA_MediPack to EOA_LargeHealth. - "EOA_SpawnNoiseMaker"/"EOA_SpawnPersistentNoiseMaker"/"EOA_DestroyPersistentNoiseMaker" now play a sound directly on the caller instead of spawning a warping actor to play the sound. - Overhauled temp item movement. Temp items now arc and NOCLIP while in flight, and no longer perform sight checks to determine movement. - Temp item speed changed to 25 (previously 20). - Temp item vacuum speed bonuses changed to 12.5 (previously 20). - Transferred all functionality from the Slayer's Ammo Overlay to the EOA_Ammo base class. - Micro Missile homing range increased to 128 (previously 96). - Fixed an issue with Micro Missiles not latching onto a wall if fired at the wall point-blank. - Condensed code for the Siege Mode projectile's trails to utilize iteration. - Fixed Berserk Death From Above leg overlays to be in the correct position. - Fixed an issue with the Heavy Assault Rifle not zooming out if selecting another weapon while zooming in (thank you, Fat Tony!). - Transferred Gutamatics libraries to the Gutamatics folder. - Sorted various classes to their own files under the Items folder or under previously existing files outside of Base.txt. - Overhauled weapon spawners for code cleanup. - Distributed weapon mastery messages among their respective mastery challenge tokens. - Distributed GetSpeedFactor overrides among their respective weapons. - The Slayer now moves at full speed while the Mobile Turret is deployed, but will still move at half speed while the Mobile Turret fires. - Removed all present shaders and shader code. - Removed all DECORATE files. - Updated ZScript to version 4.5. - Changed all strings in the SavageryArray to names. - Transferred Savagery Mastery array to the Savagery Rune (previously held by the Doom Slayer). - The Slayer is now able to throw punches while utilizing alt-fire functions. - Overhauled Homing Rocket homing code. Homing rockets fired from a Lock-On Burst now have a slow initial turning angle/pitch, but also become more precise the longer they remain in the air. - Lock targets for Lock-On Burst homing rockets are now always centered on the victim's position plus 75% of the victim's height (previously wherever the lock target spawned on the victim). - The Gauss Cannon now plays its standard firing sound in addition to the Precision Bolt's firing sound when firing the Precision Bolt. - Reduced angle check iterations for GetLedgeOffset to 8 45-degree intervals (previously 360 1-degree intervals... thank you Cherno!). - Micro Missile pod now instantly closes upon tossing a grenade. - Overhauled Secret Finder system. - Gauss/Add gets played at full volume (previously half). - Fixed an issue with Gauss/Cycle failing to play if scoping out from the Precision Bolt scope too soon. - Increased Precision Bolt projectile's base damage to 120 (previously 100). - Updated sprites for the Chaingun's blue muzzleflashes in EOA Assets (thank you, BerserkerNoir!). [EOA Assets download is optional.] - Removed obsolete Chaingun sprites from EOA Assets. [EOA Assets download is optional.] - Overhauled stun/stagger systems. - Staggered/stunned monsters have their Speed set to 0 until unstaggered/unstunned or killed. - Changed standard Rocket Launcher rocket speed to 20 (previously 30). - Changed Lock-On Burst homing rocket speed to 36 (previously 60). - Rockets fired from the Rocket Launcher now spawn a smoke actor that disappears twice as fast as the Frag Grenade's smoke. - Fixed an issue with "Death From Above" Glory Kills counting towards completion of the Chiropractor challenge. - Heat Blast damage now deals 140 max damage and 240 max damage with the Expanded Threshold upgrade (previously 150 max damage and 300 max damage with the Expanded Threshold upgrade). - Increased HeatBlastChargeCounter max amount to 140 + 100 with Expanded Threshold (previously 30 + 30 with Expanded Threshold). - Replaced EOA_PlasmaBall translation with a desaturated translation. - Added a check for Level.Time not being 0 to all weapons' respective Ready state sequences to bypass a strange level loading crash in GZDoom 4.5.0 (this will likely be removed when a subsequent version of GZDoom fixes this issue). - Added code to ensure proper removal of tokens for specific weapons should said weapons suddenly be rendered inactive (for example, an instant switch to a weapon of class EOA_InteractWeapon). - Added "MarkPrecacheSounds" overrides to each instance of EOA_InteractWeapon and their respective interactable items. - CGN/Rotor and CGN/Spin now play on the same channel (6) and are automatically stopped if ChaingunSpinCounter is not present in the player's inventory. - Removed all calls to "EOA_SpawnPersistentNoiseMaker" in the Chaingun that stopped the 6th and 7th local channels on the Chaingun outside of its DoEffect override. - Transferred Chaingun-specific code in the LedgeMantle state sequence for EOA_Weapon to a custom LedgeMantle state sequence for the Chaingun. - Implemented an overdue update for Glory Kill checking in the Chainsaw's Zoom state sequence. - Removed checks for [Chainsaw]GloryKillCounter in the Challenge Event Handler's QueueGloryKills function. - Fixed a bug that triggered Saving Throw's slow-motion effect whenever the player died with the Saving Throw rune equipped while having no Saving Throws. - Changed all calls for "A_StopSound" in powerups'/runes' OnDestroy overrides to use one call to "A_StopAllSounds". - Deleted ZScript/Base/OldFastProjectile.txt. - Removed extraneous parentheses in a multitude of GetClassName comparisons. - Overhauled Chainsaw Glory Kill detection system to use information output by the EOA_Essentials thinker to determine how much fuel to consume when chainsawing a monster. - Created a menu option for disabling custom weakpoints and opting for the old system (targeting the top fraction of a monster's hitbox to score a headshot). - Overhauled PowerStaggered to handle staggering, recovery, and the Intimacy Is Best rune's damage protection. - Progression for the Intimacy Is Best rune upgrade challenge is now applied whenever any monster gets staggered by anything. Any players with Intimacy Is Best I equipped will recieve a point whenever this happens. - The ticking sound played whenever progress is made on a challenge is now handled by their respective counters and play a sound directly on the player (previously executed an ACS script within code blocks that also incremented the challenge count). - Changed "EOA_HeatBlast" to use "CheckIfCloser" for the distance check in its actor vetting (previously "Distance3D"). - Changed "EOA_HeatBlast" to use "AbsAngle" for the angle check in its actor vetting (previously "DeltaAngle"). - Removed call to "A_FaceTarget" from "EOA_HeatBlast". - Removed target reassignment from "EOA_HeatBlast". - Changed "EOA_HeatBlast" to utilize a BlockThingsIterator to handle actor vetting (previously a ThinkerIterator). - Changed the Siege Mode projectile to use "CheckIfCloser" for the distance check in its actor vetting (previously "Distance3D"). - Changed the Siege Mode projectile to use "AbsAngle" for the angle check in its actor vetting (previously "DeltaAngle"). - Removed target reassignment from the Siege Mode projectile. - Changed the Siege Mode projectile to utilize a BlockThingsIterator to handle actor vetting (previously a ThinkerIterator). - Changed the EMG Pistol's Charged Energy Shot's base damage to 16 + 4 (with Increased Power) (previously 20). - Changed the EMG Pistol's Charged Energy Shot's max damage to 80 + 48 (with Increased Power) (previously 80 + 80 with Increased Power). - Updated "EOA_CheckGloryKill" to use "CheckIfCloser" for its distance check (previously "Distance3D"). - Fixed an issue with non-default ripper projectiles dealing damage twice to monsters if fired point blank. - Accommodated for line normals in "EOA_ExplodeMissile" to have projectile puffs spawn in the correct place (should work about 99% of the time with those pillars). - Overhauled all EOA_Projectile classes to correctly spawn effects. - Changed EOA_Projectile's "EEffectsStepsMode" property to "EFXStepMode_Accurate" for more accurate trail spawning placement (previously "EFXStepMode_FastProj"). - Changed calls from "Distance3D" to "CheckIfCloser" in "EOA_FireBullets". - Changed max range for "A_SprayDecal" in ChaingunSlug to 5 (previously 1). - Fixed a bug with multiple invalid sound position/velocity errors being puked to the console whenever firing a Charged Burst point blank at a wall. - Removed calls to "Super.Tick()" in various Thinker classes. - Micro Missiles now spray a Scorch decal on walls upon detonation via "A_SprayDecal". - EOA_Berserk will not store the current ReadyWeapon of the player if the weapon is an EOA_InteractWeapon. - BFG Ammo now randomly plays any of its three rotation sounds while idle (previously selected only one and looped it ad nauseam). - Added the "SKYEXPLODE" flag to EOA_Projectile with a generic "Death.Sky" state sequence that calls "A_StopAllSounds". - Overhauled "EOA_SpawnCustomDynamicLight". It now calls the static "SpawnCustomDynamicLight" function in EOA_ActorExtensions and supports better light behaviors. - Removed "EOA_SpawnCustomDynamicLight" from EOA_ExplosiveBarrelFX. It now directly calls the static "SpawnCustomDynamicLight" function. - Reduced the light radius of EOA_ExplosionBarrelExplosionFX to 128 (previously 204). - Monsters firing the enemy plasma ball projectiles now play PLR/Enemy/Fire on slot CHAN_WEAPON (previously CHAN_BODY). - Most projectile puffs now spawn dynamic lights (previously handled by the projectiles themselves). - Fixed a crash with EOA_InteractWeapon's "ReselectWeapon" pointer becoming null upon EOA_BerserkFist being removed from the player's inventory upon PowerBerserk's expiration (if EOA_BerserkFist was set to be the "ReselectWeapon" pointer). - Dynamic lights spawned by ArgentCellWeapon are now handled via an overlay. - Fixed an issue with the hands in the tearing animation for the Berserk Fists being improperly positioned if launched into immediately after performing a "Death From Above" Glory Kill. - Removed all calls to "SetPlayerProperty" that dealt with instant weapon switching. - All calls to "A_Raise" in all weapons now loop on a 0-tic delay. - Changed all calls to "A_Raise" to use their default arguments (previously passed 60 as its RaiseSpeed). - Changed all tracer projectiles to have a minimum radius and height of 0.5 and 1, respectively. - Changed all puffs spawned by tracer projectiles to have a minimum radius and height of 0.1. - Added a delay counter to the mantling animation to prevent it from retriggering early. - Changed code pertaining to the maximum amount of armor the player can pick up to retrieve the base default value via "GetDefaultByType". - Fixed an issue with temp armor shards homing in on the Slayer and armor-related challenges not triggering correctly if he had picked up a non-EOA_Armor-derived armor item that had a bigger MaxSaveAmount than EOA_Armor and had less armor than the non-EOA_Armor-derived armor item came with but more armor than EOA_Armor's current "TrueMaxSaveAmount". 1 Share this post Link to post
DoomKrakken Posted April 3, 2021 Critical hotfix inbound: Changelog: Spoiler ===== v1.9.1 (Hotfix) ===== - Removed an erroneous change from the changelog. - Switched the "Radius1" and "Radius2" arguments in calls to "SpawnCustomDynamicLight" in the ExternalPayloadExplosion class. - Added a null-check to "EOA_HeatBlast". 0 Share this post Link to post
Korozive Posted April 18, 2021 Would sticky bombs from DOOM Eternal be possible in this? 0 Share this post Link to post
DoomKrakken Posted June 9, 2021 On 4/17/2021 at 9:19 PM, Korozive said: Would sticky bombs from DOOM Eternal be possible in this? Absolutely. However, I'd be making a whole separate mod to apply the same EOA treatment to DOOM Eternal, instead of slapping such changes on top of EOA itself. 1 Share this post Link to post
The Wizard Of Oz Posted December 10, 2022 (edited) I have an error when mix EOA with Brutal Doom Monsters Only V21. :( Game crashes when enemies become dismembered. Any ideas ? Edited December 10, 2022 by The Wizard Of Oz 0 Share this post Link to post
Ax The Axe Posted February 26 (edited) hi i just wanted to say that this is a REALLY cool mod i only have one little pet peeve: the head hitboxes feel weird like when i want to headshot an imp i have to aim abit above his head for it to count as headshot is it maybe because im using LZDoom? 0 Share this post Link to post