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jdredalert
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Re: Nobody Told Me About id v0.4.3 - A Build Engine-styled m

Post by jdredalert »

That's taking the no-reload idea to a whole new level :lol: Hmm... i wonder if we can have an auto shotgun in this mod?
VecterStroke
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Re: Nobody Told Me About id v0.4.3 - A Build Engine-styled m

Post by VecterStroke »

How about an auto nail-shotgun
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CantSleep
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Re: Nobody Told Me About id v0.4.3 - A Build Engine-styled m

Post by CantSleep »

Jarewill wrote:For some reason rapidly pressing the "use inventory" button with the grenades deselects them.
And what's weirder is that when you fire a weapon, you can cancel it with the grenade.
So, if you hold down the fire button and mash the use inventory button, you get this.
While this seems to work on all weapons, only the Super Shotgun has this effect, perhaps because firing it moves the sprite offsets down a lot, which shortens the deselect and select times(?)

Also launching the mod gives a bunch of A_PlaySound deprecation errors.
Most likely because the ZScript version was updated and in the newest versions, A_PlaySound has been replaced with A_StartSound.
That video made me chuckle in the morning :D thanks for that!
Using Grenades with the "use inventory" button is generally unstable, it's why I added a "Press <Use Grenade> to throw a grenade" message in the older versions. I might have to remove it next update too.

Yes, I am aware that A_PlaySound is deprecated. I'm also using another deprecated function called CheckClass that replaces weapons with Alternative ones respectively. If you know a non-deprecated version of CheckClass too, please let me know :)
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SyntherAugustus
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Re: Nobody Told Me About id v0.4.3 - A Build Engine-styled m

Post by SyntherAugustus »

I ran into a bug while playing recently where the player will pause and do nothing for the duration of the keycard animation if they attempt to open a keydoor without the key.
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CantSleep
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by CantSleep »

VERSION 0.4.4 released
  • Added missing pistol pickup sprite
  • Improved locked door detection, player will no longer freeze for a moment when trying to open locked doors (found by blackfish)
  • Power-up sound will now take "silent pickup" compatibility flag into account
  • Fixed code warnings
  • Fixed grenade-weapon-spam exploit (found by Jarewill)
  • Fixed not being able to pick up a Super SMG to get Dual Super SMGs when ammo is full (found by Hellfire)
  • Fixed inventory item messages showing for everyone
  • Removed throwing grenade using "Use Item" bind, grenades are now thrown using "Use Grenade" bind
  • Optimized code
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Yebudoom
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by Yebudoom »

Wow, this thing is well maintained! I actually can't seem to keep up with the updates, I think I'm still at 0.4.2 or something :D Good job, CantSleep!

The mod is really sweet, only three requests.
1. A quick melee option please (with a dedicated key)
2. Can there be a little more oomph to the endgame weapon of Alternative Loadout? Maybe something area-based like the BFG?
3. Is it possible to give the Alternative slot 5 weapon an altfire with non-bouncing grenades? I hate bouncing grenades lol

Keep up the good work!
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Ac!d
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by Ac!d »

I've sent a PM for CantSleep about cluster grenades for the grenade launcher : explode on the ground and spare 4 littles explosives around the first explosion.
I've also sent some sprites too.

:?: Maybe for the next update.
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CantSleep
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by CantSleep »

Thanks for the feedback, Yebu.
1. A quick melee option please (with a dedicated key)
Would end up being more experimental than a main feature. There are also some issues with quick melee, since it has been suggested before. Here's what I said a while ago on Discord:
i can add a kick, but then the fist would be useless without a berserk pack, the kick would be useless with a berserked fist, and it's kinda hard to script a kick without forcing the player to holster the weapon.
2. Can there be a little more oomph to the endgame weapon of Alternative Loadout? Maybe something area-based like the BFG?
I've tried buffing the Unmaker. I haven't thought of a good attack for it yet, but hopefully there'll be more beef to it in 0.5.
3. Is it possible to give the Alternative slot 5 weapon an altfire with non-bouncing grenades? I hate bouncing grenades lol
Ac!d had just coded in Cluster Grenades. I'm checking it out at the moment and planning it for 0.5.
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by Jarewill »

CantSleep wrote:it's kinda hard to script a kick without forcing the player to holster the weapon.
Well, it's not that hard to do, unless I'm misunderstanding things:
Spoiler: Video
Spoiler: Code
Personally, I don't mind there being no quick melee option.
In my opinion it doesn't need one to feel like Build. (And I am fairly certain other games aside Duke3D don't have quick melees)

In general, I personally don't like quick melee / quick grenade binds, I mostly forget they exist and not use them.
I also don't feel like binding the same key for x number of mods that use this feature, only for the binds to be reset in another mod.
I would be grateful if the grenades could also be a selectable weapon. (The player could select them like in the alt loadout, but they could still use the quick grenade key)
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Enjay
 
 
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by Enjay »

I don't suppose there is any way to address the "slippery floor" issue is there? i.e. the modified player movement mode makes low-friction floors behave very differently to how they do with the standard player behaviour. High friction floors seem to be less of an issue.

e.g. try the attached to see the difference. Walk on to the SHAWN floor without ntmai loaded and stop pressing forward - you will glide right across the floor. Try the same thing with ntmai and the floor does behave slightly differently to a normal floor, but it's nothing like the intended slippery ice effect. I know that low-friction sectors are not that commonly used but this issue is enough to make ntmai unusable on several maps that I've tried it with.
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CantSleep
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by CantSleep »

Thanks for the test map. I'm assuming I have to temporarily disable the nashmove system when the player walks on ice. Either way I'll look into it more.
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Enjay
 
 
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by Enjay »

Thank you. :)

I think I'm right in saying that if a sector is going to have altered friction, it always needs the "friction enabled" special/flag (as per the sectors in my example - although how that is recognised in different map formats, I'm not sure). With any luck, it will be something that can be detected in ZScript and then handled appropriately.
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doomduck
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by doomduck »

I played the mod, and it's great! It really feels like a Build Engine game, while still being the good old Doom we all know and love.

I have some suggestions though:

1 - The berserk honestly feels worse than the original Doom. Especially because of how the screen is red the whole time while it is on, so it's kinda hard to aim when you
use it. Maybe you could make the screen normal when it's below 50%? Or make it so we can dual wield some weapons, like in Blood :)

2 - Maybe you could make the zombies fake their deaths sometimes on the harder difficulties? That would add a little bit more challenge to them.

That's all, I guess. (Sorry if myy english is bad, I'm not a native speaker)
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Yebudoom
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by Yebudoom »

Thank you for the answers, CantSleep. Good luck with the mod, I'll keep an eye on the updates ^^
SLON
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Re: Nobody Told Me About id v0.4.4 - A Build Engine-styled m

Post by SLON »

Two things I noticed:
1. Lamps do not have GL-light.
2. When shooting with cyberdemon, GZDoom sometimes crashes.

Also:
1. The rifle sprite in the alternate class feels weird. Could it be better to bring it to alpha-look?
2. Grenade launcher in the same section... well, sometimes useless. It would be better alt-attack with the launch of a rocket in a straight line, or something like that.
3. Unmaker does not have autoaim.

P.P.S.

And yes, where is our Duke-style kick?
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