I'm surprised that's even possible in the first place. Nice job!CantSleep wrote:There's more! Check out this WIP keycard animation.
I'm trying to figure out how to delay the door opening until the animation is done. More info on that soon
Nobody Told Me About id - We've Moved!
Forum rules
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.
- GamingMarine
- Posts: 28
- Joined: Sun Oct 30, 2016 2:05 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Guarding the entrance to some base on Phobos
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
- QuakedoomNukem Cz
- Posts: 235
- Joined: Mon Nov 30, 2015 11:27 am
- Location: Smržovka; Czech Republic
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Well, the original BFG looks too plastic and the Rocket Launcher was just Doom-ified, since it looked more like a BD Rocket Launcher. The SSG may or may not become a sawed-off, but Hellfire is not certain about it.Artman2004 wrote:What's wrong with the current weapon sprites?
- jdredalert
- Posts: 1682
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
The RL was an angled rendition of Eriance/Amuscaria's artwork made by sonik.o.fan. It was an updated/modernized take, yes, but i dunno if it would fit as something out of BD... but yeah, i can see your points for the BFG. I tried to edit it a bit because i also thought that it looked too much as an artificial model rip.QuakedoomNukem Cz wrote:Well, the original BFG looks too plastic and the Rocket Launcher was just Doom-ified, since it looked more like a BD Rocket Launcher. The SSG may or may not become a sawed-off, but Hellfire is not certain about it.Artman2004 wrote:What's wrong with the current weapon sprites?
I believe nothing is wrong with the current sprites, but i liked that they are changing the visuals of some weapons. Both NTMAid and Angled Doom are currently using the same set of weapon sprites, and while i fully endorse CantSleep using them, a little change will be nice to set both mods apart (there was even someone complaining in the early days of NTMAid that both mods looked the same).Artman2004 wrote:What's wrong with the current weapon sprites?
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
To clarify: the Sawed-Off will be featured in an alternative loadout for Doomguy that has more fitting weapons for the Build Engine style.QuakedoomNukem Cz wrote:The SSG may or may not become a sawed-off, but Hellfire is not certain about it.
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Will the alternate loadouts have different atats or are they purely visual?CantSleep wrote:To clarify: the Sawed-Off will be featured in an alternative loadout for Doomguy that has more fitting weapons for the Build Engine style.QuakedoomNukem Cz wrote:The SSG may or may not become a sawed-off, but Hellfire is not certain about it.
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Of course they will have different stats. For example the alt loadout has a Semi Rifle instead of the pistol, and it's more damaging and accurate but slower. A Super SMG will take the Chaingun's slot and is much faster, but reloads after 30 shots.Takuat wrote:Will the alternate loadouts have different atats or are they purely visual?CantSleep wrote:To clarify: the Sawed-Off will be featured in an alternative loadout for Doomguy that has more fitting weapons for the Build Engine style.QuakedoomNukem Cz wrote:The SSG may or may not become a sawed-off, but Hellfire is not certain about it.
- Darman Macray
- Posts: 47
- Joined: Mon Jun 10, 2019 12:35 pm
- Location: North of the west
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?
- jdredalert
- Posts: 1682
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Check three pages back.Darman Macray wrote:Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?
- Darman Macray
- Posts: 47
- Joined: Mon Jun 10, 2019 12:35 pm
- Location: North of the west
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Aw! Very good--such a discussion has already been hadjdredalert wrote:Check three pages back.Darman Macray wrote:Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?
- TheEternalStruggler
- Posts: 49
- Joined: Sun Dec 03, 2017 10:44 am
- Location: Elfhelm... waiting for potatoes to get sane again.
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Do you know what would be neat?
More varied death animations, unique chainsaw deaths for all the demons (including the Pinky! My favorite demon to chainsaw!) and a lot more unique gore (ala Beautiful Doom).
It could be randomized as well, like arms and legs flying off with different death animations, as well as decapitation deaths occurring randomly. Ofc you could also do a hitbox-based system so that a headshot results in decapitation, arms result in arm death, leg results in leg death etc.etc.etc.
It'd be different from Brutal Doom, because it wouldn't hinder the flow of Doom, and it'd have a unique Build feel to the individual gibs and it'd just be really charming. Like Blood in Doom kind of.
Sorry if I can't really express it well, but that's just an idea I have. I imagine it'd take a considerable amount of manpower and hours to code in unique gore for all the demons, as well as unique death animations that are randomized and varied (ala RDND but gorier), and unique chainsaw deaths for all the demons (with at least 2 or 3 chainsaw death sequences).
It'd go a long way in making the weapons feel satisfying! Oh, and this is another suggestion but perhaps bloodstained weapons if you kill an enemy up-close. Like the chainsaw, pistol, fist, or any weapon getting stained with red blood, blue blood, and green blood.
It'd be pretty neat I think!
More varied death animations, unique chainsaw deaths for all the demons (including the Pinky! My favorite demon to chainsaw!) and a lot more unique gore (ala Beautiful Doom).
It could be randomized as well, like arms and legs flying off with different death animations, as well as decapitation deaths occurring randomly. Ofc you could also do a hitbox-based system so that a headshot results in decapitation, arms result in arm death, leg results in leg death etc.etc.etc.
It'd be different from Brutal Doom, because it wouldn't hinder the flow of Doom, and it'd have a unique Build feel to the individual gibs and it'd just be really charming. Like Blood in Doom kind of.
Sorry if I can't really express it well, but that's just an idea I have. I imagine it'd take a considerable amount of manpower and hours to code in unique gore for all the demons, as well as unique death animations that are randomized and varied (ala RDND but gorier), and unique chainsaw deaths for all the demons (with at least 2 or 3 chainsaw death sequences).
It'd go a long way in making the weapons feel satisfying! Oh, and this is another suggestion but perhaps bloodstained weapons if you kill an enemy up-close. Like the chainsaw, pistol, fist, or any weapon getting stained with red blood, blue blood, and green blood.
It'd be pretty neat I think!
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Erm... didn't you literally post the same idea 3 times in a row on this thread? I can already see that in your forum posts list.TheEternalStruggler wrote:Do you know what would be neat?
More varied death animations, unique chainsaw deaths for all the demons (including the Pinky! My favorite demon to chainsaw!) and a lot more unique gore (ala Beautiful Doom).
It could be randomized as well, like arms and legs flying off with different death animations, as well as decapitation deaths occurring randomly. Ofc you could also do a hitbox-based system so that a headshot results in decapitation, arms result in arm death, leg results in leg death etc.etc.etc.
It'd be different from Brutal Doom, because it wouldn't hinder the flow of Doom, and it'd have a unique Build feel to the individual gibs and it'd just be really charming. Like Blood in Doom kind of.
Sorry if I can't really express it well, but that's just an idea I have. I imagine it'd take a considerable amount of manpower and hours to code in unique gore for all the demons, as well as unique death animations that are randomized and varied (ala RDND but gorier), and unique chainsaw deaths for all the demons (with at least 2 or 3 chainsaw death sequences).
It'd go a long way in making the weapons feel satisfying! Oh, and this is another suggestion but perhaps bloodstained weapons if you kill an enemy up-close. Like the chainsaw, pistol, fist, or any weapon getting stained with red blood, blue blood, and green blood.
It'd be pretty neat I think!
There is already a unique death animation for a couple of enemies. Adding even more varied deaths and separate hitboxes would slowly hinder the Build-styled charm of this mod away, because Build Engine games did not have that kinda BS at the time... even 2 or 3 chainsaw deaths are a ridiculous amount for this mod. Remember, NTMAi tries to emulate the "improvision of memory from 90s (yeah, games were a bit more lightweight than nowadays, duh)" as well, you can notice this by seeing randomly flipped dead monster sprites. Just play Brutal Doom if you want more gore & variable death animations.
I am planning to add blood stains ONLY on the chainsaw since it takes less file space and makes more sense, so hold on until 0.2.5 or 0.3 is released.
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Smashhacker
- Posts: 42
- Joined: Tue May 31, 2016 2:49 pm
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Well it looks like Nash found a way to implement gibable corpses with the proper blood color if you are planning to optimize that feature further.
- Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Absolutely fantastic mod. I can't express how much fun this has been over the past few days; makes the wait for March the 20th tolerable at last! The little nods to 90s constraints (e.g. the pallete-flipped zombieman for the shotgunner) really are the icing on the cake.
The one thing I'd suggest is- assuming it's possible- monster behavior by difficulty. In Blood, certain enemies would behave slightly differently depending on skill; for instance, the cultists would lob single sticks of dynamite at low difficulties, and on higher they'd throw whole bundles at once. This could be translated into behaviors like zombiemen lobbing grenades or imp fireballs having a slight homing effect.
The one thing I'd suggest is- assuming it's possible- monster behavior by difficulty. In Blood, certain enemies would behave slightly differently depending on skill; for instance, the cultists would lob single sticks of dynamite at low difficulties, and on higher they'd throw whole bundles at once. This could be translated into behaviors like zombiemen lobbing grenades or imp fireballs having a slight homing effect.
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
It doesn't seem like it has a gibbed corpse sprite in the video; it just disappears. I'll look into it further after nashgore gets updated.Smashhacker wrote:Well it looks like Nash found a way to implement gibable corpses with the proper blood color if you are planning to optimize that feature further.
Mind reader! That was one of the things I was planning to expand for this mod. You can see an early attempt of this feature in the ntmai_ss.pk3 addon. Also, glad you liked it. Stay tuned for 0.3.Retraux Squid wrote:The one thing I'd suggest is- assuming it's possible- monster behavior by difficulty. In Blood, certain enemies would behave slightly differently depending on skill; for instance, the cultists would lob single sticks of dynamite at low difficulties, and on higher they'd throw whole bundles at once. This could be translated into behaviors like zombiemen lobbing grenades or imp fireballs having a slight homing effect.
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Just my thought : the super shotgun firepower and kickback are similar to the riot shotgun of Shadow Warrior.
