Blood and gibs staying on the floor permanently would be a bad habit, I'm not adding that. It would slowly tank performance if they spawn continuously and never disappear.DoomSoul wrote:Blood and gibbs stay on the floor only few seconds if the option is enabled.
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.
Re: Nobody Told Me About id v0.3 - Build Engine-styled mod
Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
VERSION 0.3.1 Released
- Added friction during keycard animations
- Buffed Sawed-Off damage by 33%
- Increased Semi Rifle capacity by 29%
- Increased Grenade Launcher trajectory
- Enabled autoaim on Grenade Launcher
- Fixed getting stuck during keycard animations
- namsan, Jekyll Grim Payne: Fixed keycard animations not playing
- Fixed reloadable weapons not being able to be reloaded with the reload key
- Fixed keycard animation switching to Plasma Rifle or Remote Explosives after finishing
Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
Holy shit that alternate loadout is fun to use! Don't have a lot of time right now though so I'll get right to the suggestions:
-dual wielding at least the smg would be pretty cool, and properly build-y. Same goes for the sawed offs, but I would understand not wanting to do that for both
-maybe, if you aren't already planning to, change the look of the shotgun for the alternate loadout? Like maybe make it look slightly more futuristic or give it a foregrip, or whatever, just to make the alternate loadout a bit more unique
-(insert obligatory "shoot one barrel at a time for the sawed off" suggestion here)
-it would be cool if your hands got bloody after punching an enemy like in Shadow Warrior
And quick question out of curiosity: why is the alternate loadout's starting gun a rifle? I'm fine with it and everything, I was just wondering what build engine game you're taking inspiration from for that one. But I almost feel like a big, desert eagle-style pistol would be a bit more fitting, personally. Regardless, keep up the good work! This is turning out to be one of my favorite gameplay mods!
-dual wielding at least the smg would be pretty cool, and properly build-y. Same goes for the sawed offs, but I would understand not wanting to do that for both
-maybe, if you aren't already planning to, change the look of the shotgun for the alternate loadout? Like maybe make it look slightly more futuristic or give it a foregrip, or whatever, just to make the alternate loadout a bit more unique
-(insert obligatory "shoot one barrel at a time for the sawed off" suggestion here)
-it would be cool if your hands got bloody after punching an enemy like in Shadow Warrior
And quick question out of curiosity: why is the alternate loadout's starting gun a rifle? I'm fine with it and everything, I was just wondering what build engine game you're taking inspiration from for that one. But I almost feel like a big, desert eagle-style pistol would be a bit more fitting, personally. Regardless, keep up the good work! This is turning out to be one of my favorite gameplay mods!
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TheOldKingCole
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Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
Can the semi rifle's fire rate be buffed?
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3336655445
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Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
Cool new update
- mamaluigisbagel
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Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
Trying out the alternative weapons, and noticed pressing reload will reload the rifle, no matter how many times you've fired it. in other words, it can freely be reloaded indefinitely
EDIT: This seems to happen with every weapon that needs to be reloaded. Including the Classic Weapon Set's Pistol.
EDIT: This seems to happen with every weapon that needs to be reloaded. Including the Classic Weapon Set's Pistol.
- Wivicer
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Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
Bug report: Touching the floor of an underwater sector causes a crash to desktop.
Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
Artman2004 wrote:Could you buff the chaingun's fire rate?
No. Would ruin balance.TheOldKingCole wrote:Can the semi rifle's fire rate be buffed?
Thanks, I tried my best. Although it seemed a little rough around the edges.3336655445 wrote:Cool new update
mamaluigisbagel wrote:Trying out the alternative weapons, and noticed pressing reload will reload the rifle, no matter how many times you've fired it. in other words, it can freely be reloaded indefinitely
EDIT: This seems to happen with every weapon that needs to be reloaded. Including the Classic Weapon Set's Pistol.
Fixed, redownload the mod.Wivicer wrote:Bug report: Touching the floor of an underwater sector causes a crash to desktop.
Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
How about you cycle the weapon slots and double check before reporting anything? Also, get ammo.Artman2004 wrote:The satchel charges aren't showing up.
Re: Nobody Told Me About id v0.3.1 - Build Engine-styled mod
EDIT: This is an old post, check out the latest one.
Last edited by CantSleep on Tue Mar 31, 2020 6:26 am, edited 1 time in total.
Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod
VERSION 0.3.2 Released
- Added add-ons created by other people to the forum thread
- Morty & Last, the Shotgun Knight: Fixed issues related to human enemies throwing grenades
- ntmai_ss.pk3 is now compatible with ntmai_monsters_only.pk3
- Optimized code
CHANGES FROM 0.3.1 HOTFIX: - Yukes Von Faust: Added new burning sounds for zombies
- Fixed voxel offsets
- Wivicer: Fixed a crash when touching the ground underwater
- mamaluigisbagel: Fixed reloading to your heart's content with the reload key
Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod
Added 2 new add-ons to the Add-ons section. These were provided by IDDQD_1337.
BD v21 Gold Map Enhancer for NTMAi
20th Anniversary-style HUD
BD v21 Gold Map Enhancer for NTMAi
20th Anniversary-style HUD
Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod
So one of my favorite mapsets to play through is Hellbound (heresy, I know) but I've always felt like the I'm Too Young To Die skill level has the perfect amount of monsters per map. Using Nobody Told Me About Id, the lowest skill level has the next highest tier of enemy spawns, and it's messing with my mojo. Any way to work around this? I've tried the skill console command, but it seems like having NOTMAI activated messes with the enemy counts on the skill levels still.
- Sgt. Ham
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- Location: Somewhere else.
Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod
Took me a while to realize that the "Classic/Alt Weapons at the Same Time" addon was actually standalone. Could you clarify that so others don't get confused?
- Dr_Cosmobyte
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod
Happened to me with other MapEnhancers, but haven't extensivily testes witu other mods to provide a more in-depth feedback: Sometimes with the Gold MapEnhancer, gibbing a monster creates a damaging actor tgat can continuosly hurt the player to death.
Mods loaded are: Immerse, DarkDoom, and cosmetic-only replacers (monster/textures.
Congrats on keeping the Duke3D spirit alive.
Mods loaded are: Immerse, DarkDoom, and cosmetic-only replacers (monster/textures.
Congrats on keeping the Duke3D spirit alive.
