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

Post by jdredalert »

I liked some of the lines, like "All roads lead to hell" and "Try aiming next time", those would fit in a Build-game protagonist.
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Whoah
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by Whoah »

Some of the lines are alright. But if this mod is gonna feature a full set of one-liners, then I agree with wildweasel
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silentzora
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by silentzora »

Jarewill wrote:It's so terrible, that I kinda love it.

"Join the marines, see the universe. Phhh, you are just jealous because the voices only talk to me."
I'll probably learn them by heart and start quoting them randomly alongside the quotes from the comic.
Don't ask, I'm just that weird.
Mic quality is garbage, but I'd be willing to help out with some voice work, if that ends up being a feature. I like my Doomguy with a little snark.

Sample 1
Sample 2
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Hellstorm Archon
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by Hellstorm Archon »

jdredalert wrote:I liked some of the lines, like "All roads lead to hell" and "Try aiming next time", those would fit in a Build-game protagonist.
Yeah, I definitely feel that lines like those would definitely be up there “rest in pieces” and “I’ll rip your head off and shit down your neck”.
The lines feel very Build-like, and for some weird reason, “kiss my ammo belt” makes me crack up.
Whoah wrote:Some of the lines are alright. But if this mod is gonna feature a full set of one-liners, then I agree with wildweasel
Eh, not necessarily all of the lines should be considered. There are lines even I think are too cringey like “that ain’t no BFG” or “the rain of destruction, it never stops”. But for the most part, they do feel fitting for something that might exist in the Build engine.

I mean, the Zero X. Diamond lines are way too… unrestrained for something like this, and I feel it’s time for a reprieve from CHUGGACHUGGACHUGGACHUGGA HERE COMES THE NIGHT TRAAAAAAAAIN

Don’t get me wrong, the lines themselves aren’t exactly anything to sneeze at, but they were written and recorded around the late 90s, about the same times the Top 3 of Build games were made.

Honestly, it’s really up to NoSleep and if he wants to consider those lines, let alone consider which lines to use for like gibbing enemies, entering maps, etc.

And yeah, re-recording those lines are a good option as well.

(For some reason, I’ve always imagined Doomguy’s voice and mannerisms to be similar to Karl Urban’s take on Judge Dredd (a terse baritone growler with a hint of snark).)

EDIT: On a slightly related note, I’ve actually been thinking to see about re-recording Doomguy’s voice for Project Brutality to further distance it from that one Brewtal mod (apparently there’s bad blood between the creators even to this day but that’s a whole another topic I have no desire getting into). Not only that, I feel that portraying Doomguy as a cool and collected killer akin to John Wick would provide a nice contrast to “comic book Doomguy” that we’ve been seeing often (AKA the RIP AND TEAR YOUR GUTS OUT guy).
Last edited by Hellstorm Archon on Sat Mar 07, 2020 10:03 pm, edited 1 time in total.
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Whoah
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by Whoah »

I would all in all prefer to see new lines voice-acted by a community member or something like that. Regardless, I'm excited to where this whole thing goes
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CantSleep
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by CantSleep »

I wouldn't mind adding some voice lines for Doom Guy, but I'd rather have it disabled by default because it may or may not cause a lot of controversy due to a silent protagonist getting a voice.

Right now the voice lines from Quake III Revolution just doesn't fit for this Doom Guy. "Canonically" speaking they come from a post-insane version of Doom Guy who has already went through the events of Doom. Also it sounds more like Caleb.

For now I've left a little dev build for you all to check out. You can download it through Dropbox. There are mainly balance fixes and the difficulty options have been replaced with the ones provided by mrtaterz. Let me know what you think!
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by Whoah »

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

Post by Blackgrowl »

I don't want Doomguy to have a voice either, but if it becomes a popular request, then I do have a suggestion; Torment & Torture protagonist.
Not sure who voiced him, maybe Tormentor667? It seems to be heavily acted and modified but I see no problem with that, looks like the kind of voice I'd hear from a Marine who's passing through hell, pretty much so slowly becoming apathetic that he talks monotonous.
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Clownman
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

Post by Clownman »

silentzora wrote:
Jarewill wrote:It's so terrible, that I kinda love it.

"Join the marines, see the universe. Phhh, you are just jealous because the voices only talk to me."
I'll probably learn them by heart and start quoting them randomly alongside the quotes from the comic.
Don't ask, I'm just that weird.
Mic quality is garbage, but I'd be willing to help out with some voice work, if that ends up being a feature. I like my Doomguy with a little snark.

Sample 1
Sample 2
I vote for this one. Sounds a lot less like a Caleb wannabe like the cut Q3 voice.
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Zero X. Diamond
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Re: Nobody Told Me About id v0.2.3 - Build Engine-styled mod

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

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

Post by hideousdestructor »

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

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

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

Post 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
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