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

PostPosted: Tue Mar 10, 2020 1:49 am
by Zero X. Diamond
I don't even know what this mod is but I was randomly linked this in a DM on Discord and told the community "wants your voice acting magic again." I see mention of the BD lines above so I'm assuming somebody wants those? Enough people have bugged me about it over the years that I've just decided to release the audio to everyone, so if this project wants to use it feel free to grab the original, non-butchered audio from this thread.

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

PostPosted: Tue Mar 10, 2020 12:03 pm
by CantSleep
Zero, no idea who told you that. I have no plans of putting voice lines in this mod, at least for now. Maybe someone else is interested in taking this feature on. Anyways, I appreciate the supplies.

Whoah wrote:I found an issue with the environmental protection suit: When activating while standing on a damaging floor, the floor keeps damaging you even while it's activated. This doesn't wear off when stepping off of the floor then back on

Appreciate the bug report. Will search into it on weekend.

A little thing I'm just thinking out loud about here is the monster AI. The smooth chasing code is from Hideous Destructor. While it works, there is no interpolation, which makes it look choppy above 35 FPS. Adding interpolation to it makes it prone to getting stuck in a corner until it stops chasing, and while replacing SetOrigin with SetXYZ makes it smoother and has a tinier risk of stucking, it could cause issues involving 3d floors and portal effects. I also attempted to get rid of the zig-zag chasing pattern and coded the enemies to chase the player in a straight line while turning smoothly, just like in Blood. But most of the time that ended up getting the enemies stuck on a wall until they lost their target.

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

PostPosted: Tue Mar 10, 2020 5:20 pm
by Matt
replacing SetOrigin with SetXYZ
Do not! SetXYZ changes the actor's deemed location but does not update the blockmap accordingly, leading to lots of unwanted behaviour.

The lack of interpolation sounds like a bug. I'm going to ask folks on the HD Discord if they notice the monsters don't ever appear to move above 35fps because I do not trust myself (or my hardware) to be able to track fast enough to tell the difference.

From your description it seems like a few things might've fallen off in moving the code from HD to NTMAI - I'll take a look.


I also attempted to get rid of the zig-zag chasing pattern and coded the enemies to chase the player in a straight line while turning smoothly, just like in Blood. But most of the time that ended up getting the enemies stuck on a wall until they lost their target.
How do Duke/Blood monsters handle obstacles?

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

PostPosted: Tue Mar 10, 2020 10:56 pm
by CantSleep
Matt wrote:The lack of interpolation sounds like a bug. I'm going to ask folks on the HD Discord if they notice the monsters don't ever appear to move above 35fps because I do not trust myself (or my hardware) to be able to track fast enough to tell the difference.

From your description it seems like a few things might've fallen off in moving the code from HD to NTMAI - I'll take a look.

It could be related to SetOrigin, because it has a "interpolate" parameter, but I'm not too sure. In the current release, the chasing code is now in the base monster class instead of a static class such as HDMobAI from HDest. I had alsp changed the interpolate parameter to true on SetOrigin, whereas in the original code it was false. It works as a temporary fix but also has the side-effects I talked about in my previous post.

How do Duke/Blood monsters handle obstacles?

Kinda hard to answer, actually. From what I've seen & played Duke has similar monster movement to Doom. Blood monsters if I recall correctly are able to bounce off walls (saw this in a Blood LP where a gargoyle was constantly ramming up a wall so it must be true lol), but sometimes they end up either hugging or getting stuck on a wall.

Besides the issues, the chase code is pretty damn handy and despite the little quirks it can cause, I am still grateful for it.

EDIT: I think the choppy movement only happens on my end. Someone turned off the interpolation on SetOrigin and apparently, aside from choppy shadows, it still moves smoothly as intended on their computer. I'll turn that off for the next release and see how it plays out.

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

PostPosted: Thu Mar 12, 2020 9:18 am
by CantSleep
Hi there! I've prepared a Discord server for this mod. There it should be easier to organize bug reports and showcase things related to the mod.

JOIN THE DISCORD SERVER!

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sat Mar 14, 2020 9:50 am
by CantSleep
VERSION 0.2.4 released

  • Added SS Guards as a separate mod (ntmai_ss.pk3)
  • mrtaterz: Added new difficulties
  • Added separate gore sprites for software mode
  • Added voxels for Explosive Shell and Homing Rocket (disabled due to palette problems)
  • Added option for ammo casings to stay on the floor (cl_ntm_casing)
  • Hellfire: Updated keycard graphics & voxels
  • Hand Grenades can now be used through the inventory (experimental)
  • Fixed special ammo position
  • Fixed a freeze when flying or noclipping
  • Fixed enemy movement
  • Hellfire: Fixed shotgun pump animation
  • Increased Explosive Shell damage
  • namsan: Super Shotgun kickback force is now based on user's distance
  • Minor adjustments
  • Optimized code


Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sat Mar 14, 2020 10:48 am
by Artman2004
Why is the video private?

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sat Mar 14, 2020 11:02 am
by CantSleep
Artman2004 wrote:Why is the video private?

It's still uploading, give it some time.

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sat Mar 14, 2020 11:50 am
by EddieMann
I can't seem to get ntmai_ss and ntmai_monsters to work with the wad properly no matter the load order.

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sat Mar 14, 2020 12:09 pm
by CantSleep
EddieMann wrote:I can't seem to get ntmai_ss and ntmai_monsters to work with the wad properly no matter the load order.

Load ntmai_ss.pk3 AFTER ntmai.pk3. You aren't supposed to load ntmai_monsters.pk3 at all; it's a version of the mod that only includes the new monsters. Maybe I should've made this a bit more clear.

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sat Mar 14, 2020 1:28 pm
by IconOfSin
As a guy who loves both Doom and Blood, i like that mod.

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sun Mar 15, 2020 4:51 am
by CantSleep
My friend Hellfire is making a fusion of both Doom and Duke Nukem weapons. Left side is Angled Doom, right side is his edits. What do you think?

Image
Image

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sun Mar 15, 2020 6:38 am
by Artman2004
A little shoddy, but alright I guess.

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sun Mar 15, 2020 7:03 am
by Enjay
The BFG definitely looks more Duke-like now (and that works well) but it doesn't look "beefy" enough to be a BFG. It looks somewhere between a plasma rifle and BFG size-wise.

Putting a handle on the RL is surprisingly effective in making the weapon look "Dukey".

Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

PostPosted: Sun Mar 15, 2020 7:27 am
by CantSleep
@Enjay: I know, right?

Here's the "finished" version of the new BFG:

Image

"finished" in quotation marks, because I'll have to expand this to fit in 16:9, and also maybe some parts to make it chunkier.