View Full Version : Daedalus: Alien Defence
Abrax
February 19th, 2004, 03:05 PM
Has anyone dowloaded TeamTNT's latest and greatest, Daedalus: Alien Defence. This TC rocks, with a new touch on the gameplay. This TC only runs with the latest version of ZDoom, and I could'nt get it to run with ZDoomGL. This is the finished Doom 2000, and is the sequel to Icarus: ALien Vanguard. Check out TeamTNT.com for more details.
Ninja_of_DooM
February 19th, 2004, 03:10 PM
It's actually a PC. Came out ages ago. I played it for 2 days then got sick of it. Too much puzzle crap ruins it just like DooM 64. I just cheated to the end.
Abrax
February 19th, 2004, 03:14 PM
I thought that it only came out at the start of the year, I just heard no one else mention it on the Forums, and I like Icarus.
PumpkinSmasher
February 19th, 2004, 03:35 PM
IT came out on December 10
Abrax
February 19th, 2004, 03:39 PM
Well then, I wasn't far off, besides, its the first thing I've seen come out of TeamTNT for millenia.
yabbacard
February 19th, 2004, 11:49 PM
It has very little in common with Icarus, except the fact that it's set in space, and you're meant to be fighting aliens. The style of gameplay is about as different as you could imagine.
Doom_Dude
February 20th, 2004, 07:00 AM
I liked the daedelus megawad tho I never finished it due to distractions....
aliceschain
February 20th, 2004, 08:01 PM
I liked the daedelus megawad tho I never finished it due to distractions....
Sex? It was sex, wasn't it?
God damn I need a female.
Abrax
February 21st, 2004, 05:39 AM
I thought that the little "cutscene" at the start was pretty cool, and as for those ZDoom stealth enemies, I'll get you next time...
ToXiCFLUFF
February 22nd, 2004, 11:39 AM
Those fucking stealth enemies. It's like they are a compulsory addition to every Zdoom wad released.
yabbacard
February 23rd, 2004, 05:13 AM
Indeed. Does anyone know of a way to disable them?
ToXiCFLUFF
February 23rd, 2004, 05:19 AM
Doesn't look that way. You set invisible enemies via scripting in Zdoom. I'd hoped it'd be in the DEHACKED lump, but it wasn't.
deepteam
February 23rd, 2004, 09:25 AM
You mean the "stealth" enemies? Normally they are just regular things you add in an editor and thus can be removed by an editor.
However, Daedalus could be using scripting to spawn them - I've never looked at the released scripts. Editing the scripts is a lot more work.
The other new objects are created by the DECORATE lump.
ToXiCFLUFF
February 23rd, 2004, 10:10 AM
The other new objects are created by the DECORATE lump. I know this, but it wasn't possible to define new enemy types in Zdoom when Daedalus was released - which led me to believe that such things would be in the DEHACKED lump.
//Edit: Yeah, it would seem that the stealth bit would be set via ACS, since there isn't any sign of it in the .bex DEHACKED lump.
Exl
February 23rd, 2004, 11:12 AM
In ZDoom those annoying stealth enemies are new things. For example if a regular Imp would be 3004 then you'd have a stealth-counterpart with the number 8004 just to name something. Just look at Doom Builder's ZDoom config or add a thing with DB using that config. You'll see they're all things.
ToXiCFLUFF
February 23rd, 2004, 11:49 AM
Ahh right. I hadn't considered they'd be hard-coded into Zdoom's thing list. Thanks for the correction.
Abrax
February 24th, 2004, 08:17 AM
It would be nice to see a way to put your own enemies into a PWAD, rather than replacing them with ones from a Dehacked lump. I would love to do this, (but it would have to run with JDoom!!!), but then again ZDoomGL is still being worked on :)
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