New versions 2.996 BETA for GZDoom/LZDoom & Zandronum updated by Gokuma are now live.
New versions 2.996 BETA for GZDoom/LZDoom & Zandronum updated by Gokuma are now live.
We will have something in the works soon.
Yep, that was me back in 2014. I made all of the resources.
Forum.zdoom.org
I have been replaying this in VR, on the Oculus Quest 2. I highly recommend that fans of the mod try it out!
Congratulations to Payload4367 for his masterful work!
Hey, I'm getting a script error:
Execution could not continue.
Script error, "ketchupV5.pk3:decorate.blood.txt" line 545:
Expected ',', got 'l'.
Don't worry, I really appreciate the feedback! As a matter of fact, I was working on a map of e1m1 as one level. I want to make an official "Knee Deep in Acid" map, that is tailored for Aliens Trilogy/Aliens: The Ultimate Doom. I will remove all of the line definitions that prevent enemies from entering areas, and create barriers, so they don't fall into pits. I will also rearrange the enemy placement.
Check out the update, I've reduced the speed of the xenomorphs.
That's odd. What version of gzdoom are you using?
I was modifying the description, so maybe that's why. Try again, and see.
I've notice mods get shut down, once they start using kickstarters, or go fund mes.
Awesome, I can't wait to play this!
This mod is supposed to be used with the first Doom. It replaces episodes 2 & 3. Those are where you can find the mod's levels.
Idk why you're experiencing those issues. It should work fine if you use an updated version of gzdoom. But it should work for that version too, if you select all the files, in the folder, and drag and drop it. As for the level, Justin Fisher made it back in 1994. It was a bold move, but I think it works; it builds suspense. The rest of the levels have Xenomorphs.
That's strange. I've been playing on gzdoom-2-3-0-x64. But that bug would possibly come from some kind of conflict with the sprites or two actors being in the same place. Perhaps try re-installing it.
Possibly in the future, for my a different aliens map-set.
Thus far, its only coded to work with gzdoom. There's some inherit conflicts that would arise with the coding. Mostly in regards to the classes.
You have to set it to secondary fire on the custom controls. I usually make it the right-click button of the mouse.
Also, there aren't breakable vents in Aliens (TC).
You may need to adjust the sprite clipping to always:
Click Options > Display Options > OpenGL Options > Preferences > Adjust Sprite Clipping: Always
This mod only works with the first doom. It replaces episodes 2 and 3.
Nope, because some are set to have an "Ambush+" flag in their coding.
This game runs is independent of the use of Brutal Doom's files. Playing them together will make some features not work as intended. Moreover, its not designed for it to have any effect on the game.
I don't have any plans for it, but it others want to take a crack a making a version, they can.
You need to download the source-port gzdoom.
After you install it, you just drag and drop the Aliens:Ultimate Doom files on top of the gzdoom executable.
Good find, I appreciate the feed back.
You can post it here in the comments. But also the official zdoom and doomworld threads, as well.
I'm happy you like the mod! As for the technical issues, perhaps it may need to be enabled within gzdoom's dynamic lighting options. I plan on compiling more tips for FAQs and set-up in the next release. Right now the instruction manual section is a bit basic.
Kontra_Kommando
Kontra joined
Check here for information on my Doom-modification projects.