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

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

Postby jdredalert » Sat Mar 21, 2020 5:53 pm

Maybe he wants the ability to manually reload the pistol? Who knows.

Duke-style reloads are fine, but the reload button to reset the count can be very useful so you won't run out of bullets in the heat of the fight.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby CantSleep » Sat Mar 21, 2020 6:50 pm

jdredalert wrote:Maybe he wants the ability to manually reload the pistol? Who knows.

Duke-style reloads are fine, but the reload button to reset the count can be very useful so you won't run out of bullets in the heat of the fight.

Manual reloading is in already too, but you have to right click to do it.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby Funky Gnoll » Sun Mar 22, 2020 6:59 am

Demons/Specters seem to be biting through my chainsaw an awful lot and it really irks me.
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Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod

Postby CantSleep » Mon Mar 23, 2020 6:46 am

Funky Gnoll wrote:Demons/Specters seem to be biting through my chainsaw an awful lot and it really irks me.


Bad luck. Check out the WIP dev build, the chainsaw damage has been increased by 50% a while ago. Maybe this can make the problem less frequent.
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby CantSleep » Thu Mar 26, 2020 5:13 am



VERSION 0.3 released
  • Added alternative loadout that resembles Build Engine games more
  • Hellfire: Added keycard animation for locked doors (can be skipped by clicking or switching weapons, experimental, sv_ntm_keycard)
  • Kishiby Diggy: Added auto-activate option for radiation suit (experimental, cl_ntm_activate)
  • Zombies can now throw grenades on hard difficulties (sv_ntm_grenadiers)
  • DIAMOND: Added SMG Guy as alternative for Heavy Weapon Dude (only found when playing with alternate loadout)
  • Humanoid enemies can be burnt alive with the alternate loadout's Flamethrower (sv_ntm_burn)
  • Hellfire, mrtaterz: New weapon sprites
  • Hellfire: Fixed weapon sprites
  • Improved hand grenade & homing rocket blast
  • Improved revenant flying animation
  • Kishiby Diggy: Changed Heavy Weapon Dude's voice
  • Increased chainsaw damage by 50%
  • Mirphy: Decreased accuracy of Zombiemen by 25%
  • Last, The Shotgun Knight: Slightly more kickback on Shotgun firing animation
  • DIAMOND: Improved invisibility powerup
  • SS guards' grenade attacks can now by toggled (sv_ntm_grenadiers)
  • Demons will now only attack in mid-air on normal and hard difficulties
  • Nash Muhandes: Improved shadow system
  • Don't use Shadow Warrior-styled weapon bobbing on multiplayer, it stutters
  • Updated Revenant flying graphics
  • Fixed monster movement
  • DIAMOND: Fixed inconsistent special ammo position on HUD
  • Fixed Revenant missiles being blasted away with hand grenades and homing rockets
  • Fixed SS Guards being unable to infight
  • Fixed Super Shotgun bullet puffs not making ricochet sounds
  • Fixed a crash caused by Cyberdemons
  • Fixed players taunting while dead
  • Fixed players taunting when gibbing corpses
  • Fixed Plasma Rifle not emitting light when shooting
  • Fixed Plasma Rifle alt fire alerting enemies with insufficient ammo
  • Fixed a crash caused by Archviles
  • Fixed weapons not staying on multiplayer
  • Optimized code
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby Jarewill » Thu Mar 26, 2020 6:42 am

The keycard animations doesn't seem to work.
The player gets frozen and the door opens after a while, but the player remains frozen after that.

Also the pistol looks very weird to me:
Spoiler:


Aside that, the alt loadout is nice, but the super shotgun looks waaaaaaay too sawed off. It looks like Doomguy will shoot off his fingers any second.
As for the Unmaker, any chance for seeing it upgraded like in 64?

And for the BFG9000, maybe some brightmaps to make the green glow in the dark?
And maybe an idle animation where the green glows?
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby CantSleep » Thu Mar 26, 2020 7:24 am

Jarewill wrote:The keycard animations doesn't seem to work.
The player gets frozen and the door opens after a while, but the player remains frozen after that.


Where are you encountering this problem? Tell me the WAD and map number & part! Otherwise I can't figure out the issue.

Also, the pistol has always been like that.
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby Thedarkcube » Thu Mar 26, 2020 8:10 am

Is this compatible with zandronum?
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby DoomSoul » Thu Mar 26, 2020 8:15 am

Why blood disappears? Could you enable the reload key to reload weapons?
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby CantSleep » Thu Mar 26, 2020 8:58 am

Thedarkcube wrote:Is this compatible with zandronum?

No.

DoomSoul wrote:Why blood disappears? Could you enable the reload key to reload weapons?

Check the settings...
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby DoomSoul » Thu Mar 26, 2020 9:29 am

CantSleep wrote:
Thedarkcube wrote:Is this compatible with zandronum?

No.

DoomSoul wrote:Why blood disappears? Could you enable the reload key to reload weapons?

Check the settings...

Blood and gibbs stay on the floor only few seconds if the option is enabled. There's no option to reload with the reload key.
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby TheOldKingCole » Thu Mar 26, 2020 9:45 am

I'm going to be honest, the Rifle in the Alternative weapons mode only having 4 or 5 shots is weird and just doesn't feel right, and neither does the fact that the SMG is used as the chaingun replacement rather than the rifle. I think the two should be switched
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Re: Nobody Told Me About id v0.3 - Build Engine-styled mod

Postby CantSleep » Thu Mar 26, 2020 9:46 am

DoomSoul wrote:Blood and gibbs stay on the floor only few seconds if the option is enabled.

Blood and gibs staying on the floor permanently would be a bad habit, I'm not adding that. It would slowly tank performance if they spawn continuously and never disappear.
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Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod

Postby CantSleep » Thu Mar 26, 2020 10:15 am

VERSION 0.3.1 Released
  • Added friction during keycard animations
  • Buffed Sawed-Off damage by 33%
  • Increased Semi Rifle capacity by 29%
  • Increased Grenade Launcher trajectory
  • Enabled autoaim on Grenade Launcher
  • Fixed getting stuck during keycard animations
  • namsan, Jekyll Grim Payne: Fixed keycard animations not playing
  • Fixed reloadable weapons not being able to be reloaded with the reload key
  • Fixed keycard animation switching to Plasma Rifle or Remote Explosives after finishing
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Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod

Postby Whoah » Thu Mar 26, 2020 11:00 am

Holy shit that alternate loadout is fun to use! Don't have a lot of time right now though so I'll get right to the suggestions:

-dual wielding at least the smg would be pretty cool, and properly build-y. Same goes for the sawed offs, but I would understand not wanting to do that for both
-maybe, if you aren't already planning to, change the look of the shotgun for the alternate loadout? Like maybe make it look slightly more futuristic or give it a foregrip, or whatever, just to make the alternate loadout a bit more unique
-(insert obligatory "shoot one barrel at a time for the sawed off" suggestion here)
-it would be cool if your hands got bloody after punching an enemy like in Shadow Warrior

And quick question out of curiosity: why is the alternate loadout's starting gun a rifle? I'm fine with it and everything, I was just wondering what build engine game you're taking inspiration from for that one. But I almost feel like a big, desert eagle-style pistol would be a bit more fitting, personally. Regardless, keep up the good work! This is turning out to be one of my favorite gameplay mods!
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