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

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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby Matt » Thu Feb 27, 2020 2:54 am

Some ideas to buff the zerk:

- faster punch (maybe skip a few frames of the fist going forwards)
- higher jump
- maybe a bit of regenerating health over time? one idea is that the zerk will always heal 100 points, and an points that it can't heal on the initial use it'll slowly leak into your system (or be wasted if still 100) until it's all gone.
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby CantSleep » Thu Feb 27, 2020 8:37 am

Not to worry, the berserk effect will be buffed. After all tomorrow will be one whole week of holidays, so a huge content update will be on the works.

Also, huge thanks to Ac!d who went ahead and provided me the missing voxel models.
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby sdk2k9 » Fri Feb 28, 2020 4:45 am

I really like the player movements in this mod. Is there anyway just to have the movement by itself?
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby CantSleep » Fri Feb 28, 2020 6:42 am

sdk2k9 wrote:I really like the player movements in this mod. Is there anyway just to have the movement by itself?


Yup. You can find this feature separately from a mini-mod called "Less Slippery Movement" by Nash. The file name should be nashmove.pk3.
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby HLRaven » Fri Feb 28, 2020 6:44 am

Excuse me if this is already in the sourceport, but just for that extra build engine feel I think you should limit looking up and down
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby CantSleep » Fri Feb 28, 2020 9:07 am

HLRaven wrote:Excuse me if this is already in the sourceport, but just for that extra build engine feel I think you should limit looking up and down


Can't do that.
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby Dwailing » Fri Feb 28, 2020 1:03 pm

CantSleep wrote:
HLRaven wrote:Excuse me if this is already in the sourceport, but just for that extra build engine feel I think you should limit looking up and down


Can't do that.


Run the game in the software renderer and it limits vertical aiming.
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Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod

Postby Matt » Sat Feb 29, 2020 3:26 am

CantSleep wrote:
HLRaven wrote:Excuse me if this is already in the sourceport, but just for that extra build engine feel I think you should limit looking up and down


Can't do that.

Sorry for potentially making a lot more work for you, but overriding CheckPitch could do it!
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Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby CantSleep » Sat Feb 29, 2020 12:26 pm

Ladies and gentlemen, I've pushed out an intermediate content update! More abilites, more challenges!!! Oh, and also I skipped a version, because I thought this update was a lot cooler than the older ones :lol:

VERSION 0.2 released
  • Added voxel models for Berserk Pack and Portable Medkit by Ac!d
  • Added injured state for zombies
  • Added death-while-attacking animation to Heavy Weapon Dude
  • Added jetpacks to Revenants
  • Added explosive shell alt-fire for the shotgun, ammo can be found in secrets (sv_ntm_boomShells)
  • Added homing rocket alt-fire for the rocket launcher, ammo can be found in secrets (sv_ntm_homingRockets)
  • Added rail beam alt-fire for the plasma rifle
  • Added grenades, can be obtained randomly from rocket boxes and backpacks (Use "Weapon State 1" or "Hand Grenade" bind to throw grenades)
  • Improved sprites
  • Improved fist attack during berserk powerup
  • Changed Heavy Weapon Dude's graphics
  • Enemies won't have pain animations during special animations
  • Increased camera flinching
  • Increased knockback on the fist and super shotgun
  • Blood no longer stays on the floor by default (cl_ntm_bloodDetail)
  • Fixed powerup effects being permanent on level exit

And here's a quick gameplay video to show you some of the new stuff in 0.2:
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Re: Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby UnbornDecay25 » Sat Feb 29, 2020 2:46 pm

[quote="CantSleep"]*]Added jetpacks to Revenants


WHY WOULD YOU DOOO SUCH A THING?!
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Re: Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby HLRaven » Sat Feb 29, 2020 3:05 pm

WOOOOOOOOOOOOOOO!!!

0.2 BABY LET'S GO!
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Re: Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby Artman2004 » Sat Feb 29, 2020 5:47 pm

Bug: When I throw a grenade, the grenades will continue to be thrown until they run out. Why couldn't they just be a weapon?
Also, could you let us be able to see how much special ammo(explosive shells/homing rockets) we are carrying?
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Re: Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby mamaluigisbagel » Sat Feb 29, 2020 7:22 pm

I don't know if this is because I'm using Doom Complete and playing SIGIL, but after picking up a Portable Medkit and exiting a level, the medkit's use went from 100 to 1

Bugs aside, this has become another one of my favorites!
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Re: Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby Ac!d » Sun Mar 01, 2020 1:46 am

Artman2004 wrote:Bug: When I throw a grenade, the grenades will continue to be thrown until they run out. Why couldn't they just be a weapon?


The worst in this, is that if you throw a grenade with any ammo weapons, you lose ammo ! (1 with pistol / shotgun / chaingun / rocket launcher / plasma rifle ; 2 with super shotgun ; 40 with BFG 9000 !)
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Re: Nobody Told Me About id v0.2 - Build Engine-styled mod

Postby Matt » Sun Mar 01, 2020 2:06 am

After thinking about how Duke's pipe bombs and Blood's (and RR's?) dynamite work, yeah I think it would be best to make the grenades their own weapon.
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