Various bugfixes and graphical changes. Grenades now work, chainsaw refills, enemies have better AI (ported from NTMAI), lots of under the hood changes to remove a lot of jank in the base mod and in the old EOA_Eternal here on modDB. Essentially this is a much needed quality of life update and I will be going through and cleaning the code as well as adding or improving existing graphics. Let me know if you have recommendations or anything else and I'll see if they can be fixed or added.
Make sure to follow the instructions in the file names otherwise the enhancements file will mess up the menus, order is EOAE_Enhancements, EOA Code, EOA Assets, EOAE_Base.
I've taken about a week so far to do all this so please bear with me, more updates will come
EOAE_Enhancements adds voxels and new textures from doom 64 with pbr materials for all textures and patches with support for a few others, namely cascade's de maps.
| 8/10/22 | UPDATE 2: Fixed more issues, added some new props, cleaned some code, includes grenadefix.wad for those who still have grenade issues, next version will include the modified weapon wheel
| 8/16/22 | UPDATE 3: Added Riotguys and Cursed Prowlers, switched back to old textures, added a new Invasion Injector mod to the included files (works with most maps, incuding dm maps) and a modified version of gearbox (weapon wheel), some weapon balancing tweaks, removal of air control rune (player now has air control as a base stat), and some sprite fixes, next version will include the weapon sprites from doom unbroken as well as a couple new monsters
| 9/8/22 | UPDATE 4: Added Eye Turrets, Cyber Cacodemons, a new Revenant variant, as well as a new fire variant of the Gargoyle called a Phoenix. Sorry but I have still yet to fix the weapons, they are still not updated, I have some help with that so hopefully that will happen shortly after this update, I've just been adding so much new stuff that I feel I need to make another update. Various changes to monster health values and scale, which is subject to change, as I need to edit the chainsaw to have higher health values so the bigger enemies can still be killed that way, however, the Hammer now has a chance to drop ammo on a direct overhead impact, climbing and jumping code is slightly tweaked, added a map for playing around on with the arena mod, still a wip too (type map cultist in console to warp there). Also I separated the enhancements completely from the base file, which was an oversight that RedDragon the guy helping with sprite placement pointed out to me, I'm also going to be making the monsters a separate file again so it can be loaded with or without the mod as that was something that was talked about as well. Completely revamped and rebalanced the random spawning system, next update I plan to iron out the visual issues, got someone that's going to rig some models for me to turn into sprites. I really need to start making a changelog, as there's starting to be a lot, and I'm losing track of everything going from just memory.
8/8/22 - fixing the rest of the hud issues before updating the weapon sprites [~80%]
Just tried the mod ad it worked fine.
If I can suggest something,it would be that when the SSG meat hook is used on an enemy, the enemy should stand still, instead of continuing moving arround. A mod that does this very good is Meta Doom.
That should be as easy as sending them to a flinch state while they're being hooked.
Another suggestion would be adding compatibility with weapon wheel mods such as PyWeaponWheel, to use them with EOAE.
I Did that with Gearbox actually, I'll share those files on here as well.
It's for final version?,if it's for final release please Can you make Five Spot Mastery Work.
Not the final release, big updates are coming from a full team here soon, just wanted to get the ball rolling again on this
It would be possible to do one good thing from the original game. This is to make it so that punching can skip animations and some weapon uses, and it is also expected to update demons and add new ones.
I believe there already is some of that in the game, namely the SSG reload, but I will make sure to consider that when we go back through the weapon code
Can you add the crucible as an optional weapon? In other previous versions of EOA Eternal it was available but the developer decided to remove it and replace it with the hammer, but would be very nice if we could decide to play with it or not through the options menu.
Yeah, I will just have to make a version that doesn't include it or includes it as an upgrade that's optional. Shouldn't be too crazy, just will have to add the stuff added to this file to that and debug it.
Yeah that, and also will be necessary to add the crucible ammo and the ammo replacer for the crucible ammo.
Currently working on updating monster sprites and adding new, Marauder is much more imposing now and I've also started on a doom hunter sheet.
Doom Hunter
Cdn.discordapp.com
New Marauder
Cdn.discordapp.com
Plan to do Chaingunners, Cursed Prowler, Sam Makyr, and a few others as well
edit: Davoth Idle sprite done, only resources used were Strife mechs
Cdn.discordapp.com
Awesome Job with the Marauder, the Doom Hunter looks nice too. I hope you consider doing the Armored Baron and the Riot Soldier too.
Yeah, definitely the Riot Soldiers(Chaingunners) they won't be hard since I can modify the existing Shotgunguy Shield to be yellow and all the sprite itself really needs is a helmet since they stuck to the original design pretty well. I have a reference images for the Gladiator, Armored Baron, and Davoth so once I get together the spritesheets I'm going to make them from (I use a process called frankenspriting where you take existing sprites and use pieces of them to make new sprites that way it visually fits in classic doom still) I can get something started with those too.
Here's a quick peek at the Riot Soldier I did really quick
Cdn.discordapp.com
Cdn.discordapp.com
The shield is a separate actor so I didn't include it in the sprite, that will be handled code side.
edit: and here is the shaded finalized version
Cdn.discordapp.com
edit edit: and here's that baron
Cdn.discordapp.com
Here's a sneak peek at the new monsters:
Imgur.com
Can you post the image in other website rather than imgur? For some reason the pictures won't load.
Added a minor update
Hi is anyone else having issues with menu ui ? it seems like for me when i click on something it doesn't work, but if i click next to it, it does ?
i hope there is a fix cause its annoying trying to figure out which part of the screen i need to click in order to start a game or load or quit, thanks x )
You have the files loaded in the wrong order, or you don't have the proper base files that come with EOA 2. Instructions are in the file names.
You should have your mods like this:
EOAE_Enhancements
EOA Assets
EOA Code
EOAE_Base
As far as that goes, just use the keyboard arrows
Hello there ! thanks for the help i had the same mod order, i'm going to try and download a different version of EOA, might fix it, or i'll just use keyboard like u said x )
Its not working
"16 errors, 0 warnings while compiling EOA Code.pk3:zscript.txt"
Nvm it was outdated version of EOA
hello, do I have a bug in this or it should be so, the point is that I have old ssg sprites and not new ones
Make sure your load order is as listed above
Добавь новые спрайты
Я работаю над изменениями кода в первую очередь
-Гугл переводчик
can you make a pack with new ssg and har from the final version
Sprites will eventually be taken from doom unbroken, right now I'm making codebase changes
This 2 version final release?
no, expect more updates
This is great work and thank you for keeping EoA going
But I just have a simple request
Would you be so Kind to give us an option to use the default hud colors or maybe I just didn't check it cause I tried changing the colors but to no avail
I just find the red color a little bit off (but again it is just me)
having that simple option to have the default hud color would be amazing
thanks again and more power to your team
The UI CVARS don't work so unless I figure out how to make them work, I'll be including the huds as addons until then
No worries, thank you so much for this
Love the 3d items. Any chance you can bring back the combat ratings in the upper right corner? Nice to know how many monsters are left. Also the rocket launcher when equipped just cuts off at the edge of the screen, not a huge deal but kinda takes me out of the mindset. Thanks so much!
The combat rating will hopefully be getting an update from the EOA dev themselves (I've worked with them before so I'll talk to them about it) and as far as the graphics go, I have still yet to make a real pass on them, right now I've just made things playable but expect a quality update in the future for those
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It's really well done work
it's really cool to see someone fixed most of the bugs in this mod
Will you add doom eternal sprites when switching weapon mods?
Yes, as I've said before, the code is the main thing that is being worked on now as I am not a coder and I'm researching and teaching myself as I go and I would rather do the hard part first and then do the graphics later which is what I actually like to do.
great addon! this mod is lucky to have you and your add on!!
One issue, please lower the file MB on the pk3s. Last time I played this, it tanked my phone. Or make a version without D64 filter. Other than that, I love it
The new version doesn't have the d64 filter actually, but as far as file size goes that's going to be happening in a bit as I need to cut down some code and do a little programming/graphics sorcery to cut down on how many images are used and also optimizing the pngs. If you want a performance friendly version load it without the enhancements as they add pbr
Also sorry to say this, but wait for Kar En Tuk if you want something for mobile, this isn't really meant to be played on anything but a PC tbh
can you fix the super shotgun using it feels so weird to use
explain
mainly because of the reloading
Adding an old school FMV intro which can be skipped.
can you add the gore from brutal doom in to this
It's already in the mod, check under Bolognese Options in the menu