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Re: Nobody Told Me About id v0.2.1 - Build Engine-styled mod

PostPosted: Sun Mar 01, 2020 2:57 am
by CantSleep
Matt wrote: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.

The reason the hand grenade isn't a separate weapons is to make the weapons inventory easy to access without cluttering it. I was inspired by BLOOM while making these grenades. In that mod, you had to press a key bind to throw grenades instead of switching to it. Thought it would feel a bit more intuitive.

VERSION 0.2.1 released
  • Added pickups for Grenades
  • Special ammo is now displayed
  • Fixed Hand Grenade key bind
  • Fixed ammo being used from throwing Hand Grenades
  • Fixed inventory items depleting after finishing a level
  • Berserk powerup will now switch to the fist
  • Demons can now do a melee attack after reaching a target by charging

Re: Nobody Told Me About id v0.2.1 - Build Engine-styled mod

PostPosted: Sun Mar 01, 2020 11:04 am
by MentzWolf
Holy crap you actually added in grenades! Thank you so much :D

Re: Nobody Told Me About id v0.2.1 - Build Engine-styled mod

PostPosted: Sun Mar 01, 2020 11:06 am
by Artman2004
I can only tell my special ammo amounts on the non-fullscreen hud.

Re: Nobody Told Me About id v0.2.1 - Build Engine-styled mod

PostPosted: Sun Mar 01, 2020 11:16 am
by CantSleep
Artman2004 wrote:I can only tell my special ammo amounts on the non-fullscreen hud.

Turn on fullscreen HUD and look in the bottom right corner :lol:

Re: Nobody Told Me About id v0.2.1 - Build Engine-styled mod

PostPosted: Sun Mar 01, 2020 1:12 pm
by Trustdeth
Mod is great, really looks like if doom was made on the Build Engine..
My only problem though.. you should add an option to remove the revenant's jetpacks.. it screws up with TNT Evilution's MAP30. And no, i did not press the switch that alerts them.


Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Mon Mar 02, 2020 9:26 am
by CantSleep
Not to worry, I added an option to disable flying Revenants.

VERSION 0.2.2 released
  • Added air control
  • Added jumping animation for Doomguy
  • Zombies now scream during chainsaw death
  • Heavy Weapon Dude now screams during death-while-attacking
  • Jumping monsters can now jump over pits by default (sv_ntm_monsterLeap)
  • Revenant jetpacks can now be toggled (sv_ntm_monsterFly)
  • Increased Hand Grenade capacity by 20
  • Hand Grenades now cause knockback
  • Increased Homing Rocket capacity by 10
  • Buffed homing rockets
  • Backpacks will now always give 2 explosive shells and 1 homing rocket
  • Fixed gibbed corpses being gibbable again

Re: Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Tue Mar 03, 2020 7:55 am
by CantSleep
...grumble mumble double posts....

I released a hotfix with the following patches:
  • Adjusted Hand Grenade trajectory & bouncing
  • Fixed a crash from sprite shadow system
  • Fixed decal definitions

Also, I've released a Monsters Only version of this mod, which you can find in the download section of the OP. Have fun!

Re: Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Tue Mar 03, 2020 2:40 pm
by namsan
>Monsters Only version
Cool!
Do you have a plan to add injured states for more enemies, or expand this mechanic?
I really love the concept of injured states in shooter games, because with this mechanic you can cripple damaged enemies.

I think current injured state for zombie enemies are hard to notice, since they usually die before they get injured state.
It would be awesome to see injured state for Boss enemies like Cyberdemon. :D

Re: Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Tue Mar 03, 2020 2:52 pm
by CantSleep
namsan wrote:Do you have a plan to add injured states for more enemies, or expand this mechanic?
I really love the concept of injured states in shooter games, because with this mechanic you can cripple damaged enemies.

I think current injured state for zombie enemies are hard to notice, since they usually die before they get injured state.
It would be awesome to see injured state for Boss enemies like Cyberdemon. :D


It seems like a tiny detail at first. I should also change the hitbox when the zombieman gets injured. You know how the cultists in Blood start crawling when you damage them enough? If I have enough motivation to sprites or the perfect sprites for that situation, I might add it in. Gonna have a lot of brainstorming :)

Re: Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Tue Mar 03, 2020 6:32 pm
by SyntherAugustus
Having fun with the mod but I have a bug to report. In Akeldema map 11, something is preventing the player from picking up anything after the cyberdemons are able to roam free in the first big room of the level. Do the cyberdemons have something to do with player pickups?

Re: Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Tue Mar 03, 2020 11:28 pm
by Skullman
Having a lot of fun with this! The SSG could, in my opinion, be a bit punchier. That's my only complaint, really.

Also experiencing a bug where you gain a huge speed boost when taking lots of damage. Noticed it when I was messing around on The Gauntlet and got spammed by chaingunners.

Re: Nobody Told Me About id v0.2.2 - Build Engine-styled mod

PostPosted: Wed Mar 04, 2020 3:09 am
by CantSleep
blackfish wrote:Having fun with the mod but I have a bug to report. In Akeldema map 11, something is preventing the player from picking up anything after the cyberdemons are able to roam free in the first big room of the level. Do the cyberdemons have something to do with player pickups?

Found the problem. You might have picked up a backpack, which in return broke your whole inventory picking up system. I removed the "stackable backpack" option and now it seems to work fine.

Skullman wrote:Having a lot of fun with this! The SSG could, in my opinion, be a bit punchier. That's my only complaint, really.

Also experiencing a bug where you gain a huge speed boost when taking lots of damage. Noticed it when I was messing around on The Gauntlet and got spammed by chaingunners.

I agree about the SSG. Gonna see what I can do about that. Also fixed the speed boost scandal, apparently the "Nash Move" system wouldn't clamp the speed when the player gets into the Pain state.

Expect a 0.2.3 update in a few hours that includes these fixes.

Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

PostPosted: Wed Mar 04, 2020 9:59 am
by CantSleep
VERSION 0.2.3 released
  • Added Shadow Warrior-styled weapon bobbing
  • Added experimental Blood-styled death animations (sv_ntm_bloodDeath)
  • Added Super Knockback for Super Shotgun
  • Added tags for inventory items
  • Fixed the player being unable to pick up items after picking up a backpack
  • Fixed crushed corpses being gibbable
  • Fixed getting speed boosts from damage
  • Fixed dead cacodemon objects having red blood
  • Fixed a crash from sprite shadow system
  • Fixed decal definitions
  • Improved weapon animations
  • Adjusted Hand Grenade trajectory & bouncing
  • Removed "Stackable backpacks" option (sv_ntm_opBackpack)

Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

PostPosted: Wed Mar 04, 2020 11:54 am
by xrownerx
Hi! Which GZdoom version do I need to play this mod?

Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

PostPosted: Wed Mar 04, 2020 2:31 pm
by DoomedFox
I have a suggestion, duke 3d has a system for health where the lower dukes health becomes the more agonizing noises duke would make getting close to death. Could that be a feature here too? Eg:

100-80:normal pain sound
80-50:a slightly strained pain sound
50-30:yells of pain.
30-10: groaning and the occasional yell.