The code as written presupposes the actor has a speed property similar to what you see in vanilla, and there's no A_Recoil because I originally had it set up so the monster gradually turns towards its direction of movement instead of snapping around instantly (which IIRC had other side effects so it is not currently implemented).
Nobody Told Me About id - We've Moved!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- hideousdestructor
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Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
If I minded I would not have linked it
Please let me know of any improvements you make in the process!
The code as written presupposes the actor has a speed property similar to what you see in vanilla, and there's no A_Recoil because I originally had it set up so the monster gradually turns towards its direction of movement instead of snapping around instantly (which IIRC had other side effects so it is not currently implemented).
The code as written presupposes the actor has a speed property similar to what you see in vanilla, and there's no A_Recoil because I originally had it set up so the monster gradually turns towards its direction of movement instead of snapping around instantly (which IIRC had other side effects so it is not currently implemented).
- TheEternalStruggler
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Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
This is a random suggestion, but how about implementing a randomized dismemberment system? Similar to what I did for my one sub-mod I made for Dead Marine. Dead Marine: Even Deader.
I implemented a rudimentary gore system featuring two arm deaths, two leg deaths, one headshot death, and one gib death with torso parts and what-not. I also included one unique chainsaw death, usually involving the demon getting chainsawed in half with the torso being chainsawed off. I had plans to implement unique chainsaw death animations as well, so using the chainsaw would never get boring as it would be randomized chainsaw deaths.
And on that note, randomized deaths on top of this randomized dismemberment system would make the game feel like a Build Engine game in terms of gore (ala Blood), whilst also ensuring that gunplay feels more satisfying, and gameplay feels gratifying. Because IMO, the same couple of deaths gets boring after a while, and while I am aware of Glaice's RDND, it doesn't quite scratch the gory itch I feel. And no I don't want Brutal Doom or Project Brutality, the gore I have in mind is more akin to mid-90s games. Simple superficial gore that doesn't break the flow of gameplay.
Ofc I'm probably just rambling, and this probably wasn't super constructive. I just wanted to give my two cents is all. Anyway, awesome mod! I love using this with the 3DO soundtrack wad! Really makes it feel like a Build game!
I implemented a rudimentary gore system featuring two arm deaths, two leg deaths, one headshot death, and one gib death with torso parts and what-not. I also included one unique chainsaw death, usually involving the demon getting chainsawed in half with the torso being chainsawed off. I had plans to implement unique chainsaw death animations as well, so using the chainsaw would never get boring as it would be randomized chainsaw deaths.
And on that note, randomized deaths on top of this randomized dismemberment system would make the game feel like a Build Engine game in terms of gore (ala Blood), whilst also ensuring that gunplay feels more satisfying, and gameplay feels gratifying. Because IMO, the same couple of deaths gets boring after a while, and while I am aware of Glaice's RDND, it doesn't quite scratch the gory itch I feel. And no I don't want Brutal Doom or Project Brutality, the gore I have in mind is more akin to mid-90s games. Simple superficial gore that doesn't break the flow of gameplay.
Ofc I'm probably just rambling, and this probably wasn't super constructive. I just wanted to give my two cents is all. Anyway, awesome mod! I love using this with the 3DO soundtrack wad! Really makes it feel like a Build game!
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Will add Doom II Reloaded, as for Hellbound I'm not so sure.Artman2004 wrote:Can I recommend Hellbound and Doom II Reloaded?
For the upcoming update I've implemented a balls of steel-ton of fixes and integrated a newer version of SpriteShadows. The mod's performance should be a bit nicer.
- Redneckerz
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Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
The article on NTMAI just went live on Realm667 by yours truly.
Lets give this some extra exposure! 
- Kinsie
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Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
When I made the TITLEPIC and INTERPIC graphics, I kept to the original Duke3D palletes for those images. As it turns out, those palletes don't really have much in the way of good green shades so it ended up looking pretty terrible. I used blue instead since that looked a lot better and it's also the colour that typically gets remapped on most BUILD engine player sprites. So it makes sense in a warped kinda way.Takuat wrote:Quick question, why did you choose to make DoomGuy blue/purple instead of green? Just curious



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Dwailing
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Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Just a heads up, the Berserk pack isn't stopping at 2% anymore, it's stopping at 1%. XD
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Amazing! Thanks for the shoutout.Redneckerz wrote:The article on NTMAI just went live on Realm667 by yours truly.Lets give this some extra exposure!
Already fixed by removing yet another oversight, lol.Dwailing wrote:Just a heads up, the Berserk pack isn't stopping at 2% anymore, it's stopping at 1%. XD
Re: Nobody Told Me About id v0.1.7 - Build Engine-styled mod
VERSION 0.1.7 released
EDIT: Fixed an issue where enemies could get stuck teleporting forever. Hotfix released
- Added camera tilting on death (cl_ntm_cameraTilt)
- Added toggleable voxels (r_drawvoxels, W.I.P.)
- Added pitch consideration to BFG 9000 recoil
- Added updated Shotgun and Super Shotgun sprites by DenisBelmondo
- Added optimizations
- Added missing crouching sprites
- Added interactive props (W.I.P.)
- Added key pickup sound
- Updated gore system
- Updated shadows system
- Updated enemy movement by Matt
- Clearer custom sprites
- Changed falling scream, provided by YukesVonFaust
- Imps can now shoot fireballs during melee attacks
- Lost Souls will now stop attacking after losing speed
- Arch-Viles are now faster
- Fixed Berserk Pack stopping at 1%
- Fixed pistol reload alerting enemies
- Fixed enemy attack rate
- Fixed Lost Soul pain sound
- Fixed explosion sprite flipping
- Fixed corpses sometimes not being gibbable
- Fixed a crash from an Arch-Vile killing a Lost Soul
- Removed Chaingun wind-up
EDIT: Fixed an issue where enemies could get stuck teleporting forever. Hotfix released
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TheOldKingCole
- Posts: 247
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Re: Nobody Told Me About id v0.1.7 - Build Engine-styled mod
In the next update could you make it so that you have full control of movement in mid air like the build engine games?
Re: Nobody Told Me About id v0.1.7 - Build Engine-styled mod
You should add jump animations for the player too
- namsan
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Re: Nobody Told Me About id v0.1.7 - Build Engine-styled mod
Some suggestion:
Can you add bigger gibbed corpses for bigger monsters like Mancubus or Arachnotron?
Also, can you change the gibbed corpse of Cacodemon to more blue one? Since it bleeds blue blood.
Can you add bigger gibbed corpses for bigger monsters like Mancubus or Arachnotron?
Also, can you change the gibbed corpse of Cacodemon to more blue one? Since it bleeds blue blood.
Re: Nobody Told Me About id v0.1.7 - Build Engine-styled mod
TheOldKingCole wrote:In the next update could you make it so that you have full control of movement in mid air like the build engine games?
Noted.HLRaven wrote:You should add jump animations for the player too
Due to ZScript limitations (surprising, I know) there's no way to color the gibbed corpses to the monster's blood color. If I can't find a solution I'm gonna have to make a gross hack to add colored gibbed corpses. Notednamsan wrote:Some suggestion:
Can you add bigger gibbed corpses for bigger monsters like Mancubus or Arachnotron?
Also, can you change the gibbed corpse of Cacodemon to more blue one? Since it bleeds blue blood.
- Redneckerz
- Spotlight Team
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Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
You are welcome. I like stuff like thisCantSleep wrote: Amazing! Thanks for the shoutout.
Re: Nobody Told Me About id v0.1.7 - Build Engine-styled mod
In regards to the talk of a Mighty Foot, why not instead the Blood Punch from Eternal? Same idea but with a lil more Doom rather than imitating purely Duke. I guess the major issue would be animations in regards to 2 handed weapons
Re: Nobody Told Me About id v0.1.8 - Build Engine-styled mod
VERSION 0.1.8 released
That's the final update for this week. A content update will be on the works next weekend
- Fixed enemies randomly dropping off and getting stuck
- Fixed enemies teleporting forever
- Fixed attack rate for real
- Changed Plasma Rifle cooldown animation offsets
- Changed speed for Lost Soul, Cacodemon and Pain Elemental
That's the final update for this week. A content update will be on the works next weekend
