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Dr_Cosmobyte
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by Dr_Cosmobyte »

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.
Echelon5
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by Echelon5 »

I just tested that with only NTMAI and Hellbound and the issue persists. :(
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CantSleep
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by CantSleep »

Echelon5 wrote: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.
Here's a temporary workaround: Go into ntmai.pk3 using WinRAR or SLADE3 and remove everything inside mapinfo.txt after "ClearSkills" (remove that line too).
Sgt. Ham wrote: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?
Thanks for the heads-up. Will do.
Dr_Cosmobyte wrote: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.
Thanks! Unfortunately I am not responsible for the issues caused by these add-ons. I will try to report these issues to the creators, though. Thanks again for the reports.
IDDQD_1337
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by IDDQD_1337 »

Dr_Cosmobyte wrote: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.
I forgot fix this bug "BrutalTeleportDest" has real hurt player!
Echelon5
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by Echelon5 »

CantSleep wrote:
Echelon5 wrote: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.
Here's a temporary workaround: Go into ntmai.pk3 using WinRAR or SLADE3 and remove everything inside mapinfo.txt after "ClearSkills" (remove that line too).
I went in and just changed the first instance of "SpawnFilter = Normal" to "SpawnFilter = Easy" and that fixed it. :D
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CantSleep
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by CantSleep »

Echelon5 wrote:I went in and just changed the first instance of "SpawnFilter = Normal" to "SpawnFilter = Easy" and that fixed it. :D
Oh, well that works too lol.
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Sinael
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by Sinael »

Some bugs/problems (on GZDoom 4.3.3):
1) Stretchy crushed gibs appear not to work for me
2) Can't shoot enemies over some chest-high walls that can shoot at me perfectly fine. Shooting wall instead. Bullet origin point seems to be an issue. Happens regularily in vanilla Doom maps.
3) There should be an option to prevvent monsters from walking off the high places, as they happily leave their designated turret places and fall into pits. I thought disabling both monster jumps would stop this, but it does not - they simply walk off.
There should be an option to prevent that from happening, preferably while allowing jumping behaviour at the same time (make them calculate their jumps?)
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Bigbad75
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Re: Nobody Told Me About id v0.1 - A Build Engine-styled mod

Post by Bigbad75 »

TheOldKingCole wrote:You should add Doomguy quips similar to Duke, Wang, or Caleb quips.
You could use the brutal doom quotes
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CantSleep
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by CantSleep »

Sinael wrote:Some bugs/problems (on GZDoom 4.3.3):
1) Stretchy crushed gibs appear not to work for me
They are inconsistent at the moment. You can encounter them more in big crushers.
2) Can't shoot enemies over some chest-high walls that can shoot at me perfectly fine. Shooting wall instead. Bullet origin point seems to be an issue. Happens regularily in vanilla Doom maps.
Not sure if this is a problem in the mod itself. Can't fix until I get more material on this.
3) There should be an option to prevvent monsters from walking off the high places, as they happily leave their designated turret places and fall into pits. I thought disabling both monster jumps would stop this, but it does not - they simply walk off.
There should be an option to prevent that from happening, preferably while allowing jumping behaviour at the same time (make them calculate their jumps?)
Jumping monsters drop off ledges because of the stucking issues they have while jumping. They already calculate their jumps, but not as consistently as Duke3D's lizard commandos. Next update I'll associate the dropoff-ing along with the jumping monsters option.
Bigbad75 wrote:You could use the brutal doom quotes
No way I'm using them lol. We already had a unit of a discussion about quips a while back. Conclusion, Mr. Doom will and must stay silent.
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EddieMann
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by EddieMann »

Alternate plasma rifle should behave more like Blood's aerosol flamethrower, alternate chaingun lil' more ramble-y like Blood's tommy.
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CantSleep
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by CantSleep »

EddieMann wrote:Alternate plasma rifle should behave more like Blood's aerosol flamethrower, alternate chaingun lil' more ramble-y like Blood's tommy.
If you want an "aerosol flamethrower" kinda weapon, use the alternate class. The Plasma Rifle and Chaingun are already fine as is. I'm not adding a chaingun alt fire that spreads everywhere, especially since you can already rambo around with the mouse.
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Whoah
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by Whoah »

CantSleep wrote:
EddieMann wrote:Alternate plasma rifle should behave more like Blood's aerosol flamethrower, alternate chaingun lil' more ramble-y like Blood's tommy.
If you want an "aerosol flamethrower" kinda weapon, use the alternate class. The Plasma Rifle and Chaingun are already fine as is. I'm not adding a chaingun alt fire that spreads everywhere, especially since you can already rambo around with the mouse.
I think he may be referring to the flamethrower and the smg from the alternate class
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EddieMann
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by EddieMann »

Whoah wrote:
CantSleep wrote:
EddieMann wrote:Alternate plasma rifle should behave more like Blood's aerosol flamethrower, alternate chaingun lil' more ramble-y like Blood's tommy.
If you want an "aerosol flamethrower" kinda weapon, use the alternate class. The Plasma Rifle and Chaingun are already fine as is. I'm not adding a chaingun alt fire that spreads everywhere, especially since you can already rambo around with the mouse.
I think he may be referring to the flamethrower and the smg from the alternate class
Yeah, that's what i'm referring to. Not talking about an altfire that spreads everywhere, just the cadence of how the SMG (alt. chaingun) shoots.
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CantSleep
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by CantSleep »

Whoah wrote:I think he may be referring to the flamethrower and the smg from the alternate class
OH!! I see it now. Those names got me all messed up. I am planning to add dual wielding to the Super SMG a la Shadow Warrior, so the Blood rambo stuff is out of the question for now. Maybe DIAMOND might be planning to add a "tommy gun" for the NTMAi Expansion Pack?

Updates will be held until the next update of GZDoom releases. Once it comes out I can easily add colourable Build-styled wall blood splatters! :)

Also, I've added a new addon.
Duke Nukem Voice Lines by jankespro12
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TheEternalStruggler
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Re: Nobody Told Me About id v0.3.2 - Build Engine-styled mod

Post by TheEternalStruggler »

A slash attack would be cool for the chainsaw. As for the pistol, maybe the secondary fire could be a flare-type bullet? That'd be neat.

Chainsaw deaths for the Pinkies would be awesome, especially for that one area in E1M9 where you have a line of 'em coming at you and you just chainsaw 'em and it's so satisfying to see them get chainsawed in half!

One feature I'd love to see would be being able to use Revenant launchers and Mancubus flame cannons, maybe even rip off an Imp's hand and use it for fireballs. Something like that.

Anyway, this mod's really fun and I love the new update. The chainsaw feels so satisfying to use! I dunno if you have plans on doing blue-stains and green-stains for the Baron, Hellknight, and Cacodemon tho. :P
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