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

PostPosted: Sat Feb 08, 2020 10:24 am
by CantSleep
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NOTE: If you get a startup error about "OpaqueBlood", UPDATE GZDOOM!

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Featured on Realm667
NTMAi Lite for Zandronum



SUMMARY
Here's a mod of mine that's been the works since summer 2019. This is a mod that takes the charm of Build Engine games such as Duke Nukem 3D, Shadow Warrior and Blood and attempts to do the same principles for Doom. I've even gone so far to replace most of the object sprites to 1.5x upscaled sprites based on hidfan's Neural Upscaled sprites, and ensuring that there are no more than only 5 rotations for every monster sprite. Right now this mod is in a version below 1.0, so it's pretty barebones, although I'd consider it pretty much complete for a first release.

FEATURES
What's a Doom mod gotta do to be Build-styled? Here's a list:
  • Some cool resources by Kinsie (Title & intermission background, sounds)
  • Less slippery movement, sprite shadows and blood & gore system made by Nash
  • Higher resolution monster graphics, nicer explosions and some sound caulking
  • More dynamic camera movement: flinching, shaking, head flies off when gibbed...
  • Angled weapons courtesy of Angled Doom and Bullet puff sounds depending on what kind of weapon you use (fist, chainsaw, gun)
  • A quick reloadable pistol, hand grenades, a Super Shotgun that blasts enemies far away and a BFG 9000 that recoils...
  • Unique alt-fires for weapons that require different ammo (explosive shells for shotgun, homing rockets for rocket launcher, rail beam for plasma rifle...)
  • Impactful power-ups (soulsphere, invulnerability sphere...), some items are now used through the inventory (berserk, infrared...)
  • Blood-styled movement for monsters
  • New monster abilities: jumping over pits, jumping at enemies, charging at the player, added missing melee states...
And other things I forgot about! Some of these things like camera moves, weapon functions & jumping monsters can be adjusted through NTMAI Options

DOWNLOAD
RELEASE: https://github.com/LocalInsomniac/NTMAi/releases/download/0.4.9/ntmai.zip
GITHUB REPOSITORY: https://github.com/LocalInsomniac/NTMAi


    FILES:
    • ntmai.pk3 - The main file. Includes everything you need.
    • ntmai_monsters_only_ss.pk3 - A patch for ntmai_monsters_only.pk3 that includes new SS Guards. Use only if the current map pack doesn't have SS Guard replacements.
    • ntmai_monsters_only.pk3 - Self-explanatory.
    • ntmai_props_only.pk3 - Also self-explanatory.
    • ntmai_playpal.pk3 - Adds a Build Engine-styled colour palette for use, based on Eviternity's palette. For best experience, use this with Palette Tonemapping. Use only if it doesn't cause visual glitches on graphics (i.e. Ancient Aliens).

ADD-ONS
Spoiler:


RECOMMENDED FOR BEST EXPERIENCE
Knee-Deep in ZDoom Lite
Doom II: Re-Build-t (Best match so far)
The Ultimate Doom II
Hell On Earth Starter Pack with Vanilla Improver


INFORMATION
(Work In Progress)
Spoiler:


CHANGELOG
Spoiler:


CREDITS
Spoiler:


Bug reports are appreciated!

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 10:50 am
by Kinsie
This is real fun and was a blast to help out on, thanks for letting me get involved!

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 10:58 am
by Enjay
For me, quite a few of the weapons have gaps between the bottom of the sprite and the edge of the screen when using the full-screen HUD. Anyone else seeing that?



I also find that the angledness of the plasma gun and the centred sprite stream of plasma is a bit odd.



Other than that, so far so good. :D

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 11:01 am
by TheOldKingCole
You should add Doomguy quips similar to Duke, Wang, or Caleb quips.

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 11:05 am
by Joblez_I
man, this is great! the way the weapons look and feel, as well as the changed movement and new enemy sprites really works well in making this feel like a build engine game! i seem to have a small error, though. some sprites seem to have an issue where some weapon sprites are a little too short, and seem to have their ends above the viewport. this is specific to the shotgun, chaingun, and super shotgun only, it seems. all the other weapons are fine.
Spoiler:

Besides this, the mod is excellent! i really enjoy it, and i'll probably be playing it a lot! good work!

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 11:06 am
by TheOldKingCole
A Duke styled mighty kick would also be cool

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 11:09 am
by CantSleep
Joblez_I wrote:man, this is great! the way the weapons look and feel, as well as the changed movement and new enemy sprites really works well in making this feel like a build engine game! i seem to have a small error, though. some sprites seem to have an issue where some weapon sprites are a little too short, and seem to have their ends above the viewport. this is specific to the shotgun, chaingun, and super shotgun only, it seems. all the other weapons are fine.
Spoiler:

Besides this, the mod is excellent! i really enjoy it, and i'll probably be playing it a lot! good work!
Enjay wrote:For me, quite a few of the weapons have gaps between the bottom of the sprite and the edge of the screen when using the full-screen HUD. Anyone else seeing that?

Other than that, so far so good. :D


Oops.. seems like I didn't test fullscreen HUD at all. Will fix this in v0.1.1/v0.2/anything, you'll have to stick with vanilla HUD for now. Sorry! :)

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 11:13 am
by Artman2004
A few suggestions:
More alt-fires
Destructible corpses and environments
New weapons?

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 11:49 am
by CantSleep
Artman2004 wrote:Destructible corpses

Noted!! :D

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 12:58 pm
by NeonLights95
Judging by what I saw! I am going to love this mod! In the meantime! Expect testing to occur!

Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

PostPosted: Sat Feb 08, 2020 1:08 pm
by CantSleep
Hotfix version 0.1.1 has been released.
  • Fixed offsets for Shotgun, Super Shotgun and Chaingun
  • Changed "Blood pools" option default to On

Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

PostPosted: Sat Feb 08, 2020 1:52 pm
by theroguemonk
i just see the normal angled mod with ketchup mod.. i see no enhancements nor new things.. why? i am confused

Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

PostPosted: Sat Feb 08, 2020 2:12 pm
by Craneo
TheOldKingCole wrote:A Duke styled mighty kick would also be cool

I second this, I'd also like to see the old Shotgunner design being used (rn it seems to be a Zombieman recolored rather than our good ol' bald boi), otherwise, this seems pretty great, I really like the concept!

Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

PostPosted: Sat Feb 08, 2020 2:40 pm
by RikohZX
I'll say that whether due to AI tweaks and/or hitbox changes, the enemies tend to get stuck on walls which leaves them rather vulnerable. Pinkies and Spectres in particular can get stuck hopping up and down on a wall like a hyped up bulldog.
https://webm.red/hMsE.webm

Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

PostPosted: Sat Feb 08, 2020 3:51 pm
by CantSleep
theroguemonk wrote:i just see the normal angled mod with ketchup mod.. i see no enhancements nor new things.. why? i am confused


Because you most possibly haven't even tried the mod for yourself or made any further progress with it. :lol:

Craneo wrote:
TheOldKingCole wrote:A Duke styled mighty kick would also be cool

I second this, I'd also like to see the old Shotgunner design being used (rn it seems to be a Zombieman recolored rather than our good ol' bald boi), otherwise, this seems pretty great, I really like the concept!


The recolored zombieman is a nod to games like Duke3D where some enemies are just palette swaps of another one but has a different attack.

RikohZX wrote:I'll say that whether due to AI tweaks and/or hitbox changes, the enemies tend to get stuck on walls which leaves them rather vulnerable. Pinkies and Spectres in particular can get stuck hopping up and down on a wall like a hyped up bulldog.
https://webm.red/hMsE.webm


Hmm.. how did you get this issue? In my experience there were no enemies getting stuck by chasing into walls, since they only lose momentum and start turning around whenever they hit a wall. I also haven't changed the hitboxes for the enemies, besides the Spider Mastermind. The only way they could get stuck is because of poor map thing placement, for example in E1M1 (In which case I have to use +FIXMAPTHINGPOS, except that fixes things that are only stuck in 1-sided walls). Give details and I'll look into it :wink: