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Nature's Call [1.3] Now on Mod DB!

Posted: Mon Aug 08, 2016 7:07 am
by MrJohnny


What is it?
Have you ever questioned how Doom Guy manages to sink knee-deep into hell—drinking mysterious blue liquids and eating god knows what while angrily punching and shooting things—without so much as a single instance of relief? Well, I know I have. So I give you - Nature's Call... the mod where you pee on and fling poop at the bad guys until they puke their guts out or until they are literally scared to death.

Okay, well, how does it work?
This mod incorporates two core functions: urinate and defecate. Before urinating, you must consume various blue beverages scattered throughout the map to increase your stream duration. Before defecating, you must consume at least one hamburger (which are also scattered through the map, but appear less often than beverages). To urinate, select your fist, press the "zoom" key to unzip your fly, and then press the fire button for blissful relief. To defecate, select your fist, and press the alt fire button. You can only digest 5 hamburgers at a time, so utilize them wisely. The maximum urine stream duration is 100, but it runs down somewhat fast, so be conservative.

Give me the details
Urinating on enemies tints their sprite yellow, and causes them to flee for approximately 4-5 seconds. Urinating repeatedly upon an enemy will cause them to upchuck and fall over dead. Flinging excrement on enemies causes them to undergo a state of extreme shock; they run around screaming in terror (for about 4-5 seconds) before the extreme stress from being defiled finally kills them. The cyber demon and spider mastermind are not affected by urine or excrement. Urine can also be utilized to put out flames. This includes fireball projectiles, torches, candles, and even arch-vile fires! As you've probably guessed, although urine deals less damage than excrement, it is more versatile and plentiful. Any assailants that are killed by either urine or excrement cannot be resurrected by arch-viles.



Disclaimer
This was made all in good fun, and is in no way meant to communicate any offense whatsoever. I am open to constructive criticism and any suggestions, but please be civil when posting. Thank you.

Notice
Although this mod is currently in a complete and playable state, all material is subject to change as future updates are added.

Credit
All credit is commented in a custom lump within the pk3; if you wish to use any resources, please give credit where credit is due. If there are any discrepancies in the credits list, please send me a PM as soon as possible to resolve the issue.
Spoiler: Known Bugs
DOWNLOAD
Spoiler: Changelog (1.2 > 1.3)
Spoiler: Changelog (1.1 > 1.2)
Spoiler: Changelog (1.0 > 1.1)

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 7:11 am
by JimpArgon
Lol I'm going to have to check this out when I get home from work. :lol:

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 7:14 am
by Gezzdt
This mod pee's and poop's on Postal 2! I like it :)

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 7:35 am
by Gorec
which versions of gzdoom i must use to play it?
because i got these errors
Tried to register class 'Poop' more than once.
Script error, "nc.pk3:decorate.txt" line 105:
class 'Poop' is not compatible with 'Inventory'
Script error, "nc.pk3:decorate.txt" line 133:
class 'Poop' is not compatible with 'Inventory'
Script error, "nc.pk3:decorate.txt" line 183:
class 'Poop' is not compatible with 'Inventory'

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 8:45 am
by Kinsie
Gorec wrote:which versions of gzdoom i must use to play it?
because i got these errors
Tried to register class 'Poop' more than once.
Script error, "nc.pk3:decorate.txt" line 105:
class 'Poop' is not compatible with 'Inventory'
Script error, "nc.pk3:decorate.txt" line 133:
class 'Poop' is not compatible with 'Inventory'
Script error, "nc.pk3:decorate.txt" line 183:
class 'Poop' is not compatible with 'Inventory'
Image

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 8:57 am
by Ozymandias81
AHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAAHAHAH - oooops: I poop on my pants.

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 9:24 am
by dljosef
Using the latest GZdoom development build ( g2.2pre-1958-g8f06299 ), I got the same errors Gorec got.

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 9:28 am
by Slax
Kinsie wrote:
Gorec wrote:which versions of gzdoom i must use to play it?
because i got these errors
Tried to register class 'Poop' more than once.
Script error, "nc.pk3:decorate.txt" line 105:
class 'Poop' is not compatible with 'Inventory'
Script error, "nc.pk3:decorate.txt" line 133:
class 'Poop' is not compatible with 'Inventory'
Script error, "nc.pk3:decorate.txt" line 183:
class 'Poop' is not compatible with 'Inventory'
Image
Nope. Recent git builds break stuff. Just try something older.

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 9:41 am
by 4thcharacter
Best thing ever? No. THE best thing ever, if we could only figure out what version of GZ/ZDoom we should use.

Now someone should recreate Sims in Doom.

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 9:45 am
by Dr_Cosmobyte
Goddammit, the archvile fire, the lost soul! I laughed lots, i always wanted something like that. Excellent work!

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 10:05 am
by SuperSomariDX
and now I have Flashbacks of Conker's Bad Fur Day. Peeing out the fire imps, and killing your friends in multiplayer.

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 11:37 am
by Baconator
Finally my fantasies can become reality!

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 12:18 pm
by JimpArgon
I keep getting errors on all MY versions of GZ and Zdoom (I have 4 on my computer)....

Why wouldn't you make this compatible with recent builds? Or at least tell us what build this works with on the main post.... I hate having to download an old version of Zdoom just to run 1 mod. But if I have to, it would be this one to try this out.

Will you at least consider updating this to a recent build of either Zdoom or GZ doom?

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 2:04 pm
by Hellser
Just as everyone mentioned, upgrading to the latest devbuild for some mods is not an ideal thing to do. Whatever version the mod maker is using should be relayed on the first post so others can use it (I believe they're still in devbuild's archive).

Re: Nature's Call [1.0]

Posted: Mon Aug 08, 2016 2:07 pm
by Ed the Bat
Hellser wrote:Just as everyone mentioned, upgrading to the latest devbuild for some mods is not an ideal thing to do. Whatever version the mod maker is using should be relayed on the first post so others can use it (I believe they're still in devbuild's archive).
Or, if the mod maker wasn't prompting a critical error by trying to perform A_Give/Take/JumpifInventory on a class that doesn't inherit from Inventory, it would work in an up-to-date build. The fact this causes a critical error when it didn't in the past must mean Graf or another dev felt it was necessary and important.