Nobody Told Me About id v0.4.9 - A Build Engine-styled mod

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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Jarewill » Sat Feb 08, 2020 4:02 pm

Gave it a try and it's pretty darn good so far.
The movement will take a bit to get used to though.

Though I have a few gripes with the pistol
In my opinion it should reload slightly faster, and talking about the reload, it would also be nice if it didn't alert enemies when pressing altfire.

And were the enemies buffed health-wise?
I noticed they now attack way more rapidly, zombies with the burst-fire and imps with their quick fireball throws, but they also seem to take longer to kill.
I guess it could have been just bad RNG, but in my experience, a well placed shotgun shot should be able to kill two zombiemen or one imp usually.

Edit: I ran a bit using linetarget and the enemies do have the same health. It was just bad RNG with the shotgun, though it still feels slightly weird to fire.
I guess it's because it's angled and that's messing with my aim.
Though, it seems the pistol damage has been changed a bit.
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Enjay » Sat Feb 08, 2020 4:10 pm

I'm enjoying the player movement in this. Is it your own movement code of does it come from elsewhere?
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby theroguemonk » Sat Feb 08, 2020 5:07 pm

can you help me? i did idkfa and still i havent seen more stuff
do you have discord?
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby RikohZX » Sat Feb 08, 2020 5:13 pm

CantSleep wrote:Hmm.. how did you get this issue? In my experience there were no enemies getting stuck by chasing into walls, since they only lose momentum and start turning around whenever they hit a wall. I also haven't changed the hitboxes for the enemies, besides the Spider Mastermind. The only way they could get stuck is because of poor map thing placement, for example in E1M1 (In which case I have to use +FIXMAPTHINGPOS, except that fixes things that are only stuck in 1-sided walls). Give details and I'll look into it :wink:

Well I thought it might have been Universal Enhanced AI but I turned that off. I tested with Wadsmoosh, E3M1, and in the narrow hall full of pinkies they can rush at you if you stand in the middle, but hug either wall and they get stuck on them. It's like they're trying to move at an angle they can't and get stuck or something, not sure why it's happening to me. It can happen to other enemies too, it's just the most applicable on the Pinkies/Spectres.
Last edited by RikohZX on Sat Feb 08, 2020 5:58 pm, edited 1 time in total.
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby CantSleep » Sat Feb 08, 2020 5:18 pm

Jarewill wrote:Though I have a few gripes with the pistol
In my opinion it should reload slightly faster, and talking about the reload, it would also be nice if it didn't alert enemies when pressing altfire.

Oh, whoops. I didn't notice altfire reloading could alert enemies. Noted!!!

Jarewill wrote:I noticed they now attack way more rapidly

One note I must mention: You can make zombiemen and shotgun guys' attacks slightly less frequent by turning off "Pissed zombies" through NTMAI options. However the rest of enemies are just pissed beyond configuration ;)

Jarewill wrote:Edit: I ran a bit using linetarget and the enemies do have the same health. It was just bad RNG with the shotgun, though it still feels slightly weird to fire.
I guess it's because it's angled and that's messing with my aim.
Though, it seems the pistol damage has been changed a bit.

Weapon sprites are angled, but I kept it so that the hitscan comes from the center anyways. So no worries :)
Pistol damage was reduced a little to balance it out with the quick firerate. For example if the pistol was 3x faster than the original, damage would be divided by 3.

Enjay wrote:I'm enjoying the player movement in this. Is it your own movement code of does it come from elsewhere?

Thanks for the reminder; forgot to mention "less slippery movement" in the features list.
To answer your question, the player movement is an adjusted version of nashmove.pk3 by Nash.
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby SMG54321 » Sat Feb 08, 2020 6:44 pm

Hi, I'm REALLY enjoying the mod so far but uhhh



can you do something about the ghost baron bug thing?
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby DoomedFox » Sat Feb 08, 2020 9:19 pm

I was asking if a mod that was bascially "what if id used the build engine instead of the idtech1 engine" existed and one week later here it is! Amazing mod, possibly my fav gameplay mod so far. There's a one notch I have though:

-enemies seem to get stuck in the map a lot, esp in e1m1 where the shotgunners get stuck in the armor room pillars and one imp in the slime room, this also happens a few times in some other levels but it seems to be a reoccurring bug I find.

Amazing first version though, can't wait to see this get more better!
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Smashhacker » Sat Feb 08, 2020 10:52 pm

Interesting start for the mod, I would like to add some suggestions to make the mod even more Build-ish:
  1. Voxels for the pickup items and certain background objects, as well as a toggle to turn voxels on and off. Voxels are pretty much a build engine staple, not so much in Duke 3D but they are prevalent in Shadow Warrior and Blood.
  2. Certain powerups as inventory items (Berserk Pack, Radiation Suit, and Night Vision Goggles to name a few), as well as a toggle to turn inventory items on and off
  3. A chance for soulspheres to be replaced by a portable med kit inventory item that can heal for up to 100 health (can also be toggled on and off), since the three main Build games all have a portable med kit
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Whoah » Sat Feb 08, 2020 11:38 pm

Really neat looking mod so far! This is something I've been wanting to see for some time now, so it's cool to see it being done! I also have a couple suggestions to keep things Build-y:

- Build engine style weapon bobbing. Pretty sure Zmovement has something similar done, but yeh some build engine weapon bobbing would rock.
- A grenade-type weapon. Caleb has his dynamite, Duke has pipe bombs, and Wang has sticky bombs, so Doomguy needs his own throwable explosive. I was thinking maybe Doom 3 grenades, but make em incendiary or something? There's some pretty nice sprites out there for them.
- A quick-kick function like in Duke 3D.
- Either super strong ammo hungry altfires like in Blood, or more tactical, sensible altfires like in Shadow Warrior.
- And lastly, though this one might be tough to do since entirely new lines would likely need to be recorded in order to do this right, Doomguy needs some quips and one-liners. Though, I was thinking less "edgy psychopath" like in Brutal Doom, and more "grizzled pissed off veteran" personally. And for added flavor, he could reference 80's/90's thrash metal in his one-liners, like how Caleb references horror movies and Duke references action flicks.

That's all the suggestions I got! In terms of gameplay, I haven't found any bugs not already mentioned, but I feel like the pistol might be just a liiiiiiiiiiiiiiiiiiittle too weak, and I find myself running out of ammo a lot early on. Keep up the good work!
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Bites! » Sun Feb 09, 2020 12:06 am

Hmmmmmmmmm
A good quality mod :D
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby CantSleep » Sun Feb 09, 2020 1:41 am

SMG54321 wrote:can you do something about the ghost baron bug thing?

UHH??? :lol: How exactly did you get this bug?

DoomedFox wrote:-enemies seem to get stuck in the map a lot, esp in e1m1 where the shotgunners get stuck in the armor room pillars and one imp in the slime room, this also happens a few times in some other levels but it seems to be a reoccurring bug I find.

I'm aware of this problem, the reason for this is because the monsters don't have enough speed (Speed property is 0.1 for monsters) to move out of the walls. I tried to calm the situation a bit by using +FIXMAPTHINGPOS, but that only fixes things stuck in 1-sided walls. I have to make some sort of load-time position fixing code to fix this, though I'll figure it out next update.

Smashhacker wrote:Interesting start for the mod, I would like to add some suggestions to make the mod even more Build-ish:
  1. Voxels for the pickup items and certain background objects, as well as a toggle to turn voxels on and off. Voxels are pretty much a build engine staple, not so much in Duke 3D but they are prevalent in Shadow Warrior and Blood.
  2. Certain powerups as inventory items (Berserk Pack, Radiation Suit, and Night Vision Goggles to name a few), as well as a toggle to turn inventory items on and off
  3. A chance for soulspheres to be replaced by a portable med kit inventory item that can heal for up to 100 health (can also be toggled on and off), since the three main Build games all have a portable med kit

Noted. Although voxels aren't working very well in GZDoom because of the way they are rendered (looked like clown vomit in software mode last time I tried), sure I can give it a try alongside inventory items :D

Whoah wrote:- Build engine style weapon bobbing. Pretty sure Zmovement has something similar done, but yeh some build engine weapon bobbing would rock.

I'm thinking what more could I add to the bobbing. Right now the weapon will bob regardless if you're shooting or now, so I've got that covered. I assume you mean things like weapons flinching or bouncing while jumping?

Whoah wrote:- A grenade-type weapon. Caleb has his dynamite, Duke has pipe bombs, and Wang has sticky bombs, so Doomguy needs his own throwable explosive. I was thinking maybe Doom 3 grenades, but make em incendiary or something? There's some pretty nice sprites out there for them.
- A quick-kick function like in Duke 3D.
- Either super strong ammo hungry altfires like in Blood, or more tactical, sensible altfires like in Shadow Warrior.

Will try to think about these. Noted

Whoah wrote:- And lastly, though this one might be tough to do since entirely new lines would likely need to be recorded in order to do this right, Doomguy needs some quips and one-liners. Though, I was thinking less "edgy psychopath" like in Brutal Doom, and more "grizzled pissed off veteran" personally. And for added flavor, he could reference 80's/90's thrash metal in his one-liners, like how Caleb references horror movies and Duke references action flicks.

We were talking about this in the ZDoom Discord yesterday. I can't give any lines to Doomguy since he's a mute... BUT! I can use DSTAUNT from Zandronum and other grunts for various situations like blowing up enemies. I got you covered :)

Bites! wrote:Hmmmmmmmmm
A good quality mod :D

And thank you for trying it out! ;)

Alright, thank you all for your feedback!
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Whoah » Sun Feb 09, 2020 2:29 am

I was talking about the weapon bobbing more in a "u" shape rather than a "w" shape in vanilla if that makes any sense. ZMovement gives a pretty solid comparison since you can switch between different weapon bob styles in that mod. But the taunt idea sounds pretty solid! Excited to see where you take this
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby CeeJay » Sun Feb 09, 2020 2:59 am

Needs more interactive/destructable environment (can be limited to scenery items in this case), this is what the Build games were most known for. Also inventory system. Have to have that.
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby theroguemonk » Sun Feb 09, 2020 6:35 am

what do you mean i have gone to 3rd level of doom 2 and still its the same angled mod with only ketchup...
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Postby Redneckerz » Sun Feb 09, 2020 7:07 am

theroguemonk wrote:what do you mean i have gone to 3rd level of doom 2 and still its the same angled mod with only ketchup...

You sure you loaded the ntmai.pk3 file?

If not, try that, preferably without the ketchup mod from SGT Mark.
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