Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
DoomKrakken

Embers Of Armageddon

Recommended Posts

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.

 

Share this post


Link to post

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

Share this post


Link to post

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".

 

Share this post


Link to post

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".

 

Share this post


Link to post
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.

Share this post


Link to post

I have an error when mix EOA with Brutal Doom Monsters Only V21. :(

Game crashes when enemies become dismembered.

Any ideas ?

 

 

Erorr Embers Of Armageddon.png

Edited by The Wizard Of Oz

Share this post


Link to post

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?

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×