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

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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Postby Jarewill » Thu Aug 27, 2020 4:25 am

Kzer-Za wrote:Hm, how do you use the quick melee from the respective addon? I don't see the option to bind the key in the game options and looking at the code of the addon didn't help.

The kick is executed by pressing the "Weapon State 2" key. (User2)
I'm not a fan of creating several binds if there are still the base GZDoom binds left, so I used that.

It could use a little "how to use" text in the addon section to prevent any further confusion.
CantSleep, could you add a little text saying how to use it next to the addon?
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Postby Kzer-Za » Thu Aug 27, 2020 8:10 am

Jarewill wrote:The kick is executed by pressing the "Weapon State 2" key. (User2)


Thanks!
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Postby Kzer-Za » Thu Aug 27, 2020 8:13 am

I noticed that there is no infighting. Is there gonna be an option for turning it on? If not, what would be the simplest method of turning it on? (I mean, by creating an additional small mod and loading it after the NTMAI). I thought about creating a mapinfo with skill definitions and adding "TotalInfighting", but then even the monsters of the same species would infight, which is too much even for me.

Why I want this is not even because of the difficulty, but because for me provoking the monster infighting and watching them infight constitutes almost half of the fun in the gameplay :)
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Postby doomduck » Thu Aug 27, 2020 4:53 pm

Kzer-Za wrote:I noticed that there is no infighting. Is there gonna be an option for turning it on? If not, what would be the simplest method of turning it on? (I mean, by creating an additional small mod and loading it after the NTMAI). I thought about creating a mapinfo with skill definitions and adding "TotalInfighting", but then even the monsters of the same species would infight, which is too much even for me.


I'm pretty sure there's infighting on the lower difficulties.
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Postby Kzer-Za » Fri Aug 28, 2020 2:23 am

doomduck wrote:I'm pretty sure there's infighting on the lower difficulties.


That's exactly the point! That's what I was talking about when I said that it's not about difficulty but about fun. The fact that I want infighting doesn't mean that I want lower difficulty. Anyway, I solved that by copying the mapinfo file from the mod and copying it into a separate mini-mod that loads after the NTMAI, then removing the line "NoInfighting" from the difficulties "hard" and "nightmare".
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Postby CantSleep » Fri Aug 28, 2020 6:31 am

Serious Cacodemon wrote:So I've had a situation that happened twice in Hunted in Plutonia Experiment where an Archvile tried resurrecting a dead marine and failed every time.


Athel wrote:there seems to be a slight issue when playing with KDiZD. I'm playing with the lite version and I was able to play all the way up to Z1M7. There's a segment where you have to grab a soulsphere, which plays out a trap that is needed to progress. Having the portable medikit option enabled seems to completely remove the script that's tied to activating it


Noted, thanks for reporting.

Jarewill wrote:CantSleep, could you add a little text saying how to use it next to the addon?


Done.

Also a little notice, I won't be able to make a bugfix update yet, since I'm packing up and moving over to a new house, but it will happen eventually (like, in the next week or so).

I definitely appreciate all the feedback and bug reports for this mod!
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Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m

Postby CantSleep » Sun Sep 06, 2020 11:20 am

VERSION 0.4.8 released

  • Added an option to toggle vanilla monster infighting
  • Increased chances of Zombies and SS Guards throwing grenades
    • Increased chance from ~4% to ~6% in I Am Ultra Violent
    • Increased chance from ~8 to ~12% in Your Worst Nightmare
  • Changed menu hotkeys of game difficulties
  • Fixed Zombies and SS Guards not throwing grenades on I Am Ultra Violent
  • Fixed corpse decorations being resurrectable
  • Optimized code
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Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m

Postby CantSleep » Mon Sep 07, 2020 10:06 am

I've got some neat news! Pato Fanático has made an impressive DECORATE port of NTMAi, called NTMAi Lite, which allows you to play it on source ports like Zandronum.

I've added the download link for NTMAi Lite to the OP. Every update of this edition of the mod is maintained by Pato Fanatico.

https://drive.google.com/file/d/1c1ZMxr ... sp=sharing

[EDIT] Pato made a Zandronum forum thread for this, you can check it out here: https://zandronum.com/forum/viewtopic.p ... cd9b240be9
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Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m

Postby <rd> » Tue Sep 15, 2020 1:21 am

Hey I am really enjoying this. The jumping mechanic is fantastic, and also hilarious: I lost it when I saw a pinky jumping up and down eagerly at an imp that had targeted it. Monsters like the hell knights and barons, with their aggressive lunging, are very exciting to fight.

One thing I felt was unbalanced is the BFG: it'd be cool to have an option to disable its recoil. Being able to do stuff like this (https://www.youtube.com/watch?v=k6MBDF3qeek), in regular play or with other mods, has anti-grind value for me (yeah, even archies are no longer easy to one-shot). The BFG being relatively weaker and accentuating its janky qualities feels like a deliberate choice, but playability takes a hit. You no longer have a really strong weapon as insurance against a mapset's meatiest parts. I am playing Speed of Doom, but it's far from a Sunder-tier thing. :P
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Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m

Postby CantSleep » Thu Sep 17, 2020 7:58 am

Hi <rd>, thanks for the feedback.

Funnily enough, older versions of NTMAi had an option to turn off BFG recoil, but I got rid of it since I thought it was a nitpicky option to add to the menu. What I could try to do however, is try to make the BFG's firing rate similar to vanilla's after firing the first shot. I'll take a look into it sometime.
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Postby CantSleep » Sun Sep 27, 2020 6:58 am

VERSION 0.4.9 released

  • Added missing Inventory.BigPowerup flag to Portable Medkit
  • Changed BFG 9000
    • Recoil has been reduced from 20-30 to 10
    • Refire time has been reduced by 10%
  • Updated Sawed-Off Shotgun graphics by nels
  • Fixed item replacement system
    • Item specials are now carried over to replacement items
    • Replacement items can now respawn
  • Fixed Chainsaw and Mutilator getting bloody after sawing monsters with the NoBlood flag to death
  • Optimized code

https://github.com/LocalInsomniac/NTMAi/releases/download/0.4.9/ntmai.zip
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Postby EddieMann » Sun Sep 27, 2020 10:37 am

I do believe player control should feel a little more like Duke with a hint of Blood's bounciness to it, that'd make it all the more appealing. Both Super Shotguns having the raw 'oomph' and power of Blood's with the alternate version retaining the speed, and the grenade functioning very similar to Blood's dynamite. Gun sounds need more "oomph" to them in general.

Oh, and the berserk fist doesn't seem to work on ntmai_lite, either.
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Postby CantSleep » Mon Sep 28, 2020 3:48 am

EddieMann wrote:Oh, and the berserk fist doesn't seem to work on ntmai_lite, either.


I do not maintain NTMAi Lite, doomduck does. Please direct all Lite issues/bug reports towards its Zandronum forum thread instead.
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Postby TheOldKingCole » Mon Sep 28, 2020 1:47 pm

I had an idea for an addon or mode in the main mod that allows you to pick and choose weapons from both weapon sets, so like the player could have the pistol from the classic arsenal but the smgs from the alt arsenal, so on and so forth
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