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  • OV3RDR!VE
    started a topic Abyss Of Pandemonium v2.0 Improved Edition (2019)

    Abyss Of Pandemonium v2.0 Improved Edition (2019)

    Greetings, everyone!

    I remember myself enjoying to play AOP as it really felt like a continuation of Quake's story and had some unique features which fit quite well into the world of Quake.

    There were some things I wanted to improve and polish while playing this mission pack and now most of this stuff has finally been implemented.

    So, let me introduce you a very useful patch created by me and Seven for Abyss Of Pandemonium The Final Mission v2.0.


    ==================================================

    The following bugs have been fixed:

    -Legond's lightning attack spawns from wrong position (too low), now it spawns right from the
    hand of Legond as she commits a lightning attack

    -Dog is partially stuck in the wall near the exit area of aop1m2.bsp map (Core Reactor),
    now the dog stands near the wall and does not touch it

    -Hovering box with shotgun shells at aop1m3.bsp map (The Power Station), now the box stands on the floor

    -Knight spawns behind the player and stucks in the ceiling at skill 3 at aop1m5.bsp map (The Dark Palace),
    now it spawns in a proper place and does not get stuck

    -Two death knights are improperly placed at aop1m5.bsp map (The Dark Palace). The first one spawns at the same place
    and time as the ogre once you press all 4 buttons after falling into basement and both these enemies telefrag one
    another upon their spawn. The second one teleports into the super shotgun area when you have already passed half of
    the map and you have to go all the way back into that area in order to kill this guy for the sake of 100% kills.
    If you step into the teleporter to the final part of the map you won't be able to go back and kill that guy.
    The decision was made to remove those two death knights

    -aop1m1.bsp map (Gates of Abyss) was missing soundtrack, now it uses impel music track #11

    -aop1m2.bsp map (Core Reactor) was missing soundtrack, now it uses impel music track #2

    -aopdm2.bsp map (Runic Raging) was missing soundtrack, now it uses impel music track #2

    -aopdm3.bsp map (Mental Overlord) was missing soundtrack, now it uses impel music track #11

    -aopdm4.bsp map (Mental Overlord II) was missing soundtrack, now it uses impel music track #6

    -Grammatically incorrect message "Hell passage is save now" occurred at
    start.bsp map (Enter the Abyss), now the message says "Hell passage is safe now"

    -There was half of the ending text missing when exiting aop1m6.bsp map (The Forgotten One).
    It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
    Now there is a full ending text displayed when exiting aop1m6.bsp map (The Forgotten One)

    -There was half of the ending text missing when exiting aopend.bsp map (Legonds of Quake).
    It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
    Now there is a full ending text displayed when exiting aopend.bsp map (Legonds of Quake)

    ==================================================

    The following features and tweaks have been added:

    -Added different looking Lightning Enforcer to make him better
    distinguishable from regular Enforcer

    -Created and added new skin for world model of Napalm Gun to make it better
    distinguishable from regular Grenade Launcher

    -Added 2 official extra deathmatch maps done by Juha "Psychodad" Koiste.
    These maps are aopdm7.bsp (Cruel World) and aopdm8.bsp (Cruel World II)

    -Added footstep sounds when walking with low speed or velocity

    -Added "Previous Weapon" (impulse 12) support

    -Added name "Iron Fury" to aopdm6.bsp map since that map didn't have any name

    -Added more ammo boxes to aop1m1.bsp map (Gates of Abyss)

    -Added more ammo boxes to aop1m2.bsp map (Core Reactor)

    -Added more ammo boxes to aop1m3.bsp map (The Power Station)

    -Added more ammo boxes to aop1m4.bsp map (Temple of Moon)

    -Added more ammo boxes to aop1m5.bsp map (The Dark Palace)

    -Added more ammo boxes to aop1m6.bsp map (The Forgotten One)

    -Added more ammo boxes to aop2m1.bsp map (Heresy)

    -Added more ammo boxes to aop2m2.bsp map (Carnage Castle)

    -Added more ammo boxes to aop2m3.bsp map (Central Complex)

    -Added more ammo boxes to aopend.bsp map (Legonds of Quake)

    ==================================================

    Components:

    Pak5.pak contains :

    maps/start.bsp
    maps/aopdm7.bsp
    maps/aopdm8.bsp
    maps/aop1m1.ent
    maps/aop1m2.ent
    maps/aop1m3.ent
    maps/aop1m4.ent
    maps/aop1m5.ent
    maps/aop1m6.ent
    maps/aop2m1.ent
    maps/aop2m2.ent
    maps/aop2m3.ent
    maps/aopend.ent
    maps/aopdm2.ent
    maps/aopdm3.ent
    maps/aopdm4.ent
    maps/aopdm6.ent
    progs/enforcer.mdl
    progs/g_prox.mdl
    progs/h_mega.mdl
    progs.dat
    quake.rc
    impel.cfg


    There are also 3 custom icons included to use with game's shortcut and AOP official soundtrack (.mp3 format) to use with Mark V or QuakeSpasm.
    The soundtrack from quaddicted is in .ogg format only so decided to convert it to .mp3.

    ==================================================

    Credits:

    1997-2005 by Impel Team
    2008 by Resurrection Team
    2019 by 0V3RDR!VE & Seven

    0V3RDR!VE
    progs.dat stuff adding, editing and compiling. .ent files editing and testing.
    Repositioning or removing entities. Assigning missing music tracks and names to
    the maps. Adding full ending texts to the source code provided by Seven. Fixing
    grammaticaly incorrect message. Creating custom skin.

    Seven
    Adding features into source code and cleaning it from bugs found. Providing
    features and fixes used in his own project "AOP - The Final Mission v2.0 extended_20160330.rar"

    ==================================================

    Requirements:


    1) An engine port which provides external .ent files support (e.g. Mark V or QuakeSpasm)

    Mark V v1.99 (Revision #4) Download Link:

    http://quakeone.com/markv/builds/109...revision_4.zip

    QuakeSpasm v0.93.2 Download Link:

    https://sourceforge.net/projects/quakespasm/


    2) Abyss Of Pandemonium The Final Mission v2.0 itself

    Abyss Of Pandemonium The Final Mission v2.0 Download Link:

    https://www.quaddicted.com/filebase/aopfm_v2.zip

    ==================================================

    Installation:

    1) Create a folder called "Impel" in your quake directory and unpack all the files from
    aopfm_v2.zip into it

    2) Download our patch and unpack all the contents of the archive into Impel directory

    3) Use shortcut or .bat file (both of which must be created by you) to launch the AOP

    For example, If you use Mark V the launch parameters should be like this:

    Mark_V.exe -game Impel -particles 8000

    P.S. -particles 8000 is necessary because there is a huge amount of pixel particles used by exit teleporter at aop2m3 (Central Complex)
    and playing this map with default value will simply remove grenade/rocket pixel trails from your grenade/rocket launcher.

    That's a bug from original developers.

    In conclusion, I would recommend to play this mission pack on "nightmare" difficulty (it's called "hell" in AOP)

    ==================================================

    Patch For Abyss Of Pandemonium v2.0 (01.05.2020) Download Link:

    https://yadi.sk/d/1r5RDaTpYygIgQ

    P.S.
    In russian language "скачать" means "download"
    Last edited by OV3RDR!VE; 05-01-2020, 07:36 AM.

  • nixos
    replied
    Originally posted by OV3RDR!VE View Post
    I think that customization options you're talking about are as useful as football bat.

    Enjoy pure gameplay with original values.

    Best regards.
    i see, recently i found seven modified source code, and customised it... i am having a blast with the modified gameplay, i also found seven modified abyss source code, and learned how to compile qc code... i will try to modify and compile source codes for all mission packs and post the result on this forum if i succeded. when i wrote the reply here i didn't know how to modify and compile qc code, also those values do not make the game as fun as the new values i put after i discovered seven modded source code. thanks for the reply.

    Leave a comment:


  • OV3RDR!VE
    replied
    I think that customization options you're talking about are as useful as football bat.

    Enjoy pure gameplay with original values.

    Best regards.
    Last edited by OV3RDR!VE; 08-20-2020, 03:09 AM.

    Leave a comment:


  • nixos
    replied
    Originally posted by OV3RDR!VE View Post
    [SIZE=18px][I]Greetings, everyone!

    I remember myself enjoying to play AOP as it really felt like a continuation of Quake's story and had some unique features which fit quite well into the world of Quake.

    There were some things I wanted to improve and polish while playing this mission pack and now most of this stuff has finally been implemented.
    hi there, would it be possible to add the option to customize monster health, ammo gained (at ammo box pickup and at weapon pickup), max ammo and powerup duration ? (writing values on autoexec.cfg) like someone did with this mod.

    https://www.moddb.com/downloads/quake-config-mod

    this mod has a custom version for base game and each mission pack (1 and 2), you write inside autoexec.cfg the new values, (for mp1 and mp2 the new monsters, weapons, ammo, powerup are also customizable.)
    (for example i made the small medkit give 10hp instead of 15, i made the mp1 empathy shield last 300 seconds instead of 30, just writing the modded values in autoexec.cfg)
    (i changed max shells ammo to 200, and max nail ammo to 600 like this)

    ///////
    /////// Set your desired values for monster-health here
    ///////


    /////// monster health values

    set fish_health 20 // default 25 //Rotfish //Zombieman
    set dog_health 20 // default 25 //Rottweiler //Zombieman
    set soldier_health 30 // default 30 //Grunt //Shotgun Guy
    set enforcer_health 50 // default 80 //Enforcer //SS Nazi
    set ogre_health 60 // default 200 //Ogre //Imp
    set wizard_health 70 // default 80 //Scrag //Heavy Weapon Dude
    set knight_health 100 // default 75 //Knight //Lost Soul
    set hellknight_health 150 // default 250 //Death Knight //Spectre
    set demon_health 150 // default 300 //Fiend //Demon (Pinky)
    set shambler_health 500 // default 600 //Shambler //Hell Knight
    set shalrath_health 300 // default 400 //Vore //Revenant
    set tarbaby_health 40 // default 80 //Spawn
    set zombie_health 60 // default 60 (more than 110 makes them invincible against grenades/rockets) //Zombie
    set boss0_health 1 // default 1 (zaps from Electric Pylon on Easy)
    set boss_health 1 // default 3 (zaps from Electric Pylon)

    set eel_health 30 // default 60 //Electric Eel //Shotgun Guy
    set tarbaby_mitosis_small_health 20 // default 60 //Hell Spawn (duplicated)
    set tarbaby_mitosis_big_health 40 // default 100 //Hell Spawn
    set knight_statue_health 100 // default 75 //Statue (Knight)
    set hellknight_statue_health 150 // default 250 //Statue (Death Knight)
    set sword_health 150 // default 150 //Phantom Swordsman
    set ogre_boss_health 90 // default 200 //Multi-Grenade Ogre
    set wrath_health 105 // default 400 //Wrath
    set overlord_health 1050 // default 1000 //Overlord (leader of the wraths)
    set mummy_health 90 // default 500 //Mummy
    set mummy_strong_health 900 // default 1000 //Queen Mummy
    set guardian_health 200 // default 200 //Guardian
    set guardian_boss_health 2000 // default 2000 //Quake's Guardian
    set hephaestus_health 1000 // default 1250 //Hephaestus
    set hephaestus_skill_health 0 // default 250 (adds health on difficulty)
    set dragon_health 4000 // default 3000 //Dragon
    set dragon_skill_health 0 // default 1000 (adds health on difficulty)


    /////// monster gib values

    set demon_gib -80 // default -80
    set dog_gib -35 // default -35
    set enforcer_gib -35 // default -35
    set fish_gib -20 // default -20
    set hellknight_gib -40 // default -40
    set knight_gib -40 // default -40
    set ogre_gib -80 // default -80
    set shalrath_gib -90 // default -90
    set shambler_gib -60 // default -60
    set soldier_gib -35 // default -35
    set wizard_gib -40 // default -40

    set eel_gib -12 // default -12
    set mummy_gib -35 // default -35


    /////// ammo pack values

    set shells_small_ammo 10 // default 20
    set shells_big_ammo 20 // default 40
    set nails_small_ammo 30 // default 25
    set nails_big_ammo 60 // default 50
    set rockets_small_ammo 5 // default 5
    set rockets_big_ammo 10 // default 10
    set cells_small_ammo 15 // default 6
    set cells_big_ammo 30 // default 12

    set lavanails_small_ammo 30 // default 25
    set lavanails_big_ammo 60 // default 50
    set multirockets_small_ammo 5 // default 5
    set multirockets_big_ammo 10 // default 10
    set plasma_small_ammo 15 // default 6
    set plasma_big_ammo 30 // default 12


    /////// weapon pickup ammo values

    set supershotgun_pickupammo 20 // default 5
    set nailgun_pickupammo 60 // default 30
    set supernailgun_pickupammo 60 // default 30
    set grenadelauncher_pickupammo 10 // default 5
    set rocketlauncher_pickupammo 10 // default 5
    set lightning_pickupammo 30 // default 15

    set nailgun_lava_pickupammo 60 // default 20
    set supernailgun_lava_pickupammo 60 // default 20
    set grenadelauncher_multi_pickupammo 10 // default 3
    set rocketlauncher_multi_pickupammo 10 // default 3
    set lightning_plasma_pickupammo 30 // default 5


    /////// max ammo values

    set shells_maxammo 200 // default 100
    set nails_maxammo 600 // default 200
    set rockets_maxammo 100 // default 100
    set cells_maxammo 300 // default 100

    set lavanails_maxammo 600 // default 200
    set multirockets_maxammo 100 // default 100
    set plasma_maxammo 300 // default 100


    /////// heal item values

    set medikit_small_heal 10 // default 15
    set medikit_big_heal 25 // default 25
    set megahealth_heal 100 // default 100


    /////// armor values

    set greenarmor 50 // default 100
    set yellowarmor 100 // default 150
    set redarmor 200 // default 200


    /////// powerup time

    set envirosuit_time 30 // default 30
    set invulnerability_time 30 // default 30
    set invisibility_time 30 // default 30
    set super_damage_time 30 // default 30

    set powershield_time 30 // default 30
    set antigrav_time 300 // default 45

    /////// item respawn time

    set ammo_respawntime 30 // default 30
    set health_respawntime 20 // default 20
    set megahealth_respawntime 20 // default 20 (5 + health rot time + respawn time: (5 + 100 + 20 = 125)
    set armor_respawntime 20 // default 20
    set powerup_respawntime 60 // default 60 (invulnerability/invisibility: respawn time * 5 ("60 * 5 = 5 minutes")

    Leave a comment:


  • OV3RDR!VE
    replied
    Originally posted by Mr.Burns View Post
    Well done and thank you to both of you. I'm currently hooked on Arcane Dimensions but I'll have to give AOP a go

    Kind regards
    Monty
    Hello, Morty!

    I​​​​​ would love to hear from you regarding your thoughts on our patch for AOP v2.0. Have you played it already?

    Please complete the game with it and let me know what you think

    Best regards.
    Last edited by OV3RDR!VE; 01-28-2020, 02:41 AM.

    Leave a comment:


  • Moon[Drunk]
    replied
    Originally posted by apm View Post
    ...

    Look at this... bet there arent too many of these in the world anymore.. https://imgur.com/a/oI7i3sX

    ...
    Nice one! I used to check Ebay on a regular basis back in the day for one of those

    /Moon

    Leave a comment:


  • OV3RDR!VE
    replied
    Hello, Alex. Unfortunately I don't use any messengers.

    All I can suggest you is to chat via Facebook or sending private messages here.

    I hope you understand.

    My best regards.

    Leave a comment:


  • apm
    replied
    not really a facebook kinda guy, tho i do use WhatsApp, do u use this?

    Ill send u a PM with my WA,

    Thanks, All the best!

    Leave a comment:


  • OV3RDR!VE
    replied
    Thanks, Alex. I would like to chat with you regarding Quake too but I don't use discord. You may send me the link to your Facebook account (if you have one) and we may continue our chat there, via private messages.

    Best regards

    Leave a comment:


  • apm
    replied
    Oh thats awesome dude, I love quake 2 and all the missions packs including Zaero.
    Q2 still has some singleplayer mappers too this day, although its no where near as active as quake.

    Id love to chat with you more about q and q2 mission packs,

    Feel free to add me on discord APM#5097
    and drop me a message in chat.

    Have a good one,
    Alex

    Leave a comment:


  • OV3RDR!VE
    replied
    I also printed official user manual and the story from a long ago shut down website.


    8.jpg

    Leave a comment:


  • OV3RDR!VE
    replied
    Thank you guys for your positive respond, it's a pleasure to hear it from you.

    No, I'm no way an original developer of AOP, I'm just a passionate enthusiast who is excited about this game just as you Alex.

    I truly consider AOP being an unofficial Mission Pack #3 for Quake and therefore wanted it to be as bug free as possible.
    I tried to refurbish it using all my little knowledge in order to make it as worth as 2 official mission packs.

    So the patch I presented is the the outcome of that attempt.

    Are you considering to sell your original copy of Abyss Of Pandemonium sometime on eBay?


    Regarding my "EVOLVE" avatar... I'm a big fan of Zaero Add-On Pack For Quake 2 and own an original US boxed version
    of the game which was released with 28 page user manual. EVOLVE team did an astonishing job on creating this so called "Mission Pack #3"
    for Quake 2 and I really loved it.

    BTW, Alex, take a look at my self made front cover and inlay for CD regarding Abyss Of Pandemonium v2.0.
    I burned my tweaked version of AOP v2.0 onto CD just for the sake of my old games collection

    image_3146.jpg

    image_3147.jpg

    7.jpg

    Last edited by OV3RDR!VE; 12-23-2019, 01:25 PM.

    Leave a comment:


  • apm
    replied
    Hey I remember getting AOP as a kid when it first came out, I was super excited about it!

    Look at this... bet there arent too many of these in the world anymore.. https://imgur.com/a/oI7i3sX

    Are you one of the original developers of the mission pack? If so ..its so awesome you have stuck around in the quake scene for so long and still care about your work 20 years later. Your work was part of my childhood and one of the reasons i got into maps and mods, and I still play quake to this day.
    I had so much fun with AOP, some reviews that you can see online thought it wasn't that good but I thought it was super fun! super underrated. The new weapons were so fun and imaginative, and it had lots of cool maps and monsters. Temple of the moon blew my mind when i first saw it. I still love it!

    BTW, I recognize the "Evolve" logo you have, I think i remember it from somewhere, ... perhaps some quake 2 mission pack.. were you involved in that as well?

    I would love to hear the backstory about all this stuff and have a chat with you,

    Would love to hear from you, all the best,
    Alex

    Leave a comment:


  • Mr.Burns
    replied
    Well done and thank you to both of you. I'm currently hooked on Arcane Dimensions but I'll have to give AOP a go

    Kind regards
    Monty

    Leave a comment:

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