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    Alaux

    @Alaux

    I made the Nugget Doom fork of the "Woof!" source port, and one of the two authors for the Amogus.pk3 gameplay mod.

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    Best posts made by Alaux

    • Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      fcce71b5-0059-4684-a7af-465613035be7-TITLEPIC.png

      As depicted by the title, Amogus.pk3 is a gameplay mod for ZDoom-based ports, brought to you by Korp and I (credits below).

      All enemies (except Keen) have been replaced with Among Us Imposters, with new behavior and sound effects; an attempt to mix memes and gameplay.

      No new maps nor weapons; feel encouraged to load it up with custom mapsets and weapon mods!

      Works with any of the Doom or Freedoom IWADs.
      GZDoom is the target source port. However, Zandronum works by leaving the GZDoom-only code in a ZScript lump that should be ignored by Zandronum. As expected, some minor features will be missing in the latter.

      Tested with GZDoom 4.4.0 and Zandronum 3.0
      Lesser testing with GZDoom 4.7.0 and LZDoom 3.87b

      DOWNLOAD:
      https://drive.google.com/file/d/1JTucHMwV0_9fKEQOZnQfbeaYKUEKypnA/view?usp=sharing
      (You can verify the version by checking the version number displayed in the bottom-left corner of the TITLEPIC)

      Doomworld thread, more carefully maintained:
      https://www.doomworld.com/forum/topic/125396-amoguspk3-v21-jan-30th-22-enemy-replacement-mod/

      Graphics and Music by Korp - Code by Alaux
      Full credit list in the text file and inside the PK3.

      Hope you enjoy!

      posted in WAD Releases
      Alaux
      Alaux
    • My version of the Doom Minor Sprite Fixing Project

      So, Revenant100 authored the Doom 2 Minor Sprite Fixing Project (DMSF for short), attempting to correct graphic errors while remaining faithful to what id's artists intended for the game. That is cool as hell, don't get me wrong, but there are some things that I wanted to change... so I left aside the faithfulness, and did my thing. Keep in mind, I wouldn't say that this is better, it's just different.

      For the most part, this meant giving new offsets to the sprites that both centered their mass and improved the transitions between rotations and/or adjacent frames, from my point of view anyway.

      Here are some examples (left anims are my edits, while right anims are from the original DMSF):
      alt text
      alt text

      Monsters, projectiles, effects, decorations and pickups, all have been subject to the offsets rework, though the changes to the latter two might make certain existing maps look wrong, should they rely on very specific positioning. A few first person sprites were also changed.

      Sprites for the MBF Helper Dog, crouching Player and Pistol pickup have also been added and given handmade offsets, with sound effects for the Dog. Additionally, some new sprites by have been implemented, most notably a new gibbing animation for the Imp.

      Projectiles are now centered based on the actual visible projectile, ignoring the trail. You wouldn't realistically collide against the trail anyways, right?

      Thanks to the omission of menu graphics shared across games, and the inclusion of DMSF's Ultimate Doom-specific fixes, this mod should be suitable for both Ultimate and Doom 2.

      Certain menu graphics were also "fixed", and source port-specific menu graphics were provided (things like the "Crispness" menu text for Crispy Doom).

      As a little bonus, GZDoom's DSSECRET is included in case your preferred port uses the sound.

      Finally, the WAD's contents have been rather nicely organized, making use of prefixed markers.

      Now, theory is that it works on most if not all ports. Testing was performed on Nugget Doom (a Woof! fork nearly identical to it) for the most part, and quick testing on vanilla and Chocolate Doom showed no issues right away.

      With all this said, here it is!

      DMSF_ALX-R1.zip

      And here's the full version, which includes the trimmed menu graphics not present in the main file to facilitate the work of modders:

      DMSF_ALX-R1_FULL.zip

      If you, fellow reader, use this during gameplay or in your mods, please provide feedback, if any. Hope this is useful!

      posted in Resource Sharing
      Alaux
      Alaux
    • RE: Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      Hola, been a while:
      The mod has been updated to V2.0 - Refer to the download link in the OP to acquire the latest version.

      With this update, all Imposters now have Pain animations and can infight. However, a new difficulty setting has been implemented to maintain the Amogus V1.X gameplay, which lacked both of these features and was more difficult.

      Also featuring, a new enemy: the WhatsApp Imposter, sometimes spawning in place of the Brown Imposter, the common Pinky replacement.

      posted in WAD Releases
      Alaux
      Alaux
    • RE: Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      @xulgonoth said in [Release] Amogus.pk3 (Enemy replacement mod):

      ... this definitely seems to be balanced around an arsenal a bit more powerful than the vanilla guns.

      To be honest I've only ever played it by itself and some custom mapsets, except few days ago when I did some quick testing with EriGuns to see if it would instantly break. It just is tougher.

      Anyways, I've updated the mod to V1.2: refer to the download link in the OP to get the latest version. It should be identified by a version number in the TITLEPIC.

      posted in WAD Releases
      Alaux
      Alaux

    Latest posts made by Alaux

    • My version of the Doom Minor Sprite Fixing Project

      So, Revenant100 authored the Doom 2 Minor Sprite Fixing Project (DMSF for short), attempting to correct graphic errors while remaining faithful to what id's artists intended for the game. That is cool as hell, don't get me wrong, but there are some things that I wanted to change... so I left aside the faithfulness, and did my thing. Keep in mind, I wouldn't say that this is better, it's just different.

      For the most part, this meant giving new offsets to the sprites that both centered their mass and improved the transitions between rotations and/or adjacent frames, from my point of view anyway.

      Here are some examples (left anims are my edits, while right anims are from the original DMSF):
      alt text
      alt text

      Monsters, projectiles, effects, decorations and pickups, all have been subject to the offsets rework, though the changes to the latter two might make certain existing maps look wrong, should they rely on very specific positioning. A few first person sprites were also changed.

      Sprites for the MBF Helper Dog, crouching Player and Pistol pickup have also been added and given handmade offsets, with sound effects for the Dog. Additionally, some new sprites by have been implemented, most notably a new gibbing animation for the Imp.

      Projectiles are now centered based on the actual visible projectile, ignoring the trail. You wouldn't realistically collide against the trail anyways, right?

      Thanks to the omission of menu graphics shared across games, and the inclusion of DMSF's Ultimate Doom-specific fixes, this mod should be suitable for both Ultimate and Doom 2.

      Certain menu graphics were also "fixed", and source port-specific menu graphics were provided (things like the "Crispness" menu text for Crispy Doom).

      As a little bonus, GZDoom's DSSECRET is included in case your preferred port uses the sound.

      Finally, the WAD's contents have been rather nicely organized, making use of prefixed markers.

      Now, theory is that it works on most if not all ports. Testing was performed on Nugget Doom (a Woof! fork nearly identical to it) for the most part, and quick testing on vanilla and Chocolate Doom showed no issues right away.

      With all this said, here it is!

      DMSF_ALX-R1.zip

      And here's the full version, which includes the trimmed menu graphics not present in the main file to facilitate the work of modders:

      DMSF_ALX-R1_FULL.zip

      If you, fellow reader, use this during gameplay or in your mods, please provide feedback, if any. Hope this is useful!

      posted in Resource Sharing
      Alaux
      Alaux
    • RE: Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      The mod has been updated to V2.1 - Refer to the download link in the OP to acquire the latest version.

      A rather small patch, with some "balancing" and a few fixes... but most importantly, something done about the rather continuous requests regarding Romero's head (wonder what was done).

      posted in WAD Releases
      Alaux
      Alaux
    • RE: Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      Hola, been a while:
      The mod has been updated to V2.0 - Refer to the download link in the OP to acquire the latest version.

      With this update, all Imposters now have Pain animations and can infight. However, a new difficulty setting has been implemented to maintain the Amogus V1.X gameplay, which lacked both of these features and was more difficult.

      Also featuring, a new enemy: the WhatsApp Imposter, sometimes spawning in place of the Brown Imposter, the common Pinky replacement.

      posted in WAD Releases
      Alaux
      Alaux
    • RE: Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      @xulgonoth said in [Release] Amogus.pk3 (Enemy replacement mod):

      ... this definitely seems to be balanced around an arsenal a bit more powerful than the vanilla guns.

      To be honest I've only ever played it by itself and some custom mapsets, except few days ago when I did some quick testing with EriGuns to see if it would instantly break. It just is tougher.

      Anyways, I've updated the mod to V1.2: refer to the download link in the OP to get the latest version. It should be identified by a version number in the TITLEPIC.

      posted in WAD Releases
      Alaux
      Alaux
    • Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)

      fcce71b5-0059-4684-a7af-465613035be7-TITLEPIC.png

      As depicted by the title, Amogus.pk3 is a gameplay mod for ZDoom-based ports, brought to you by Korp and I (credits below).

      All enemies (except Keen) have been replaced with Among Us Imposters, with new behavior and sound effects; an attempt to mix memes and gameplay.

      No new maps nor weapons; feel encouraged to load it up with custom mapsets and weapon mods!

      Works with any of the Doom or Freedoom IWADs.
      GZDoom is the target source port. However, Zandronum works by leaving the GZDoom-only code in a ZScript lump that should be ignored by Zandronum. As expected, some minor features will be missing in the latter.

      Tested with GZDoom 4.4.0 and Zandronum 3.0
      Lesser testing with GZDoom 4.7.0 and LZDoom 3.87b

      DOWNLOAD:
      https://drive.google.com/file/d/1JTucHMwV0_9fKEQOZnQfbeaYKUEKypnA/view?usp=sharing
      (You can verify the version by checking the version number displayed in the bottom-left corner of the TITLEPIC)

      Doomworld thread, more carefully maintained:
      https://www.doomworld.com/forum/topic/125396-amoguspk3-v21-jan-30th-22-enemy-replacement-mod/

      Graphics and Music by Korp - Code by Alaux
      Full credit list in the text file and inside the PK3.

      Hope you enjoy!

      posted in WAD Releases
      Alaux
      Alaux