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CantSleep
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Post by CantSleep »

cybie69 wrote:
RikohZX wrote:I'll say that whether due to AI tweaks and/or hitbox changes, the enemies tend to get stuck on walls which leaves them rather vulnerable. Pinkies and Spectres in particular can get stuck hopping up and down on a wall like a hyped up bulldog.
https://webm.red/hMsE.webm
If im correct in thinking thats sigil i had charging pinkies get stuck on in brutal doom when playing sigil. I don't think Romero had BD in mind when creating SIGIL so it might just be that particular wall type.
It could be possible, but during my playthroughs of NTMAi 0.4.6, I still had encounters of some enemies getting stuck in corners. They were able to get out of it when walking the opposite direction, or entering a different animation, though.
Kuzregoist
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Kuzregoist »

It doesn't work with 4.3.3 in delta touch
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QuakedoomNukem Cz
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by QuakedoomNukem Cz »

Icarus just reviewed this mod alongside Doom 2 Re-Build-t.
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CantSleep
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by CantSleep »

VERSION 0.4.7 released
  • Added option to toggle smooth monster movement (sv_ntm_monsterSmooth)
  • Changed Flamethrower
    • Adjusted alternate attack animation
    • Increased flame range by 2 tics
    • Flame base damage is now randomized from 1 to 2
  • Changed Unmaker
    • Changed typo in pickup message
    • Increased minimal point-blank damage from 12 to 30
    • Increased ammo consumption from 1 to 2
  • Buffed Shotgun's alternate attack
    • Increased minimum damage from 28 to 33
    • Increased maximum damage from 66 to 76
    • Increased damage radius from 48 to 64 units
  • Reduced volumes of some sounds
    • Reduced ricochet by 62%
    • Reduced bullet casing impact by 10%
  • Fixed Flamethrower
    • Fixed alternate attack using ammo when infinite ammo is enabled
    • Fixed first frame of flame not being lit
Artman2004
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Artman2004 »

It doesn't run. When I try to boot it up, I get:
Script error, "ntmai.pk3:decaldef.txt" line 31:
Unknown keyword 'OpaqueBlood'

Anyone know how to fix this?
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CantSleep
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by CantSleep »

Artman2004 wrote:It doesn't run. When I try to boot it up, I get:
Script error, "ntmai.pk3:decaldef.txt" line 31:
Unknown keyword 'OpaqueBlood'

Anyone know how to fix this?
Ever heard of something very unique that's called "Updating GZDoom?" :)
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Armaetus
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Armaetus »

This looks rather fun, I wonder how this would impact Oblige maps w/ ObAddon though :D Jumping monsters coming off ledges, shit like that.
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iwantdoometernal
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by iwantdoometernal »

This mod is so fun! The classic weapons feel so good despite being pretty normal, and I'm loving zooming around maps dodging demons like Neo! I love it.
I do have a quick question, though. Does the "Your Worst Nightmare" difficulty setting change anything else besides enemy's damage and speed?
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mamaluigisbagel
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by mamaluigisbagel »

One of the main changes I've noticed in 'Your Worst Nightmare' is that zombies will start to throw grenades, but I'm not sure if other enemies have new attacks and such
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Alptraum
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Alptraum »

Can't wait this mod to go 1.0 eventually. I love Build Engine games and Doom.
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CantSleep
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by CantSleep »

iwantdoometernal wrote:Does the "Your Worst Nightmare" difficulty setting change anything else besides enemy's damage and speed?
Like mamaluigisbagel said, zombies will be able to throw grenades on "Your Worst Nightmare" and "I am Ultra-Violent" (It should happen in UV albeit rarely, if it doesn't then I'll have to investigate). This also applies to SS Guards. Also as the difficulty gets greater, Demons and Spectres will also be able to bite in mid-air when lunging at you.
user19284
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by user19284 »

This is nothing short of amazing! :D :D
I'm so glad I browsed through the gameplay forums 8-) 8-)
Will check it out soon...
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Serious Cacodemon
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Serious Cacodemon »

So I've had a situation that happened twice in Hunted in Plutonia Experiment where an Archvile tried resurrecting a dead marine and failed every time. I have provided a highlight of one of these moments where it happened. Playing on Skill 3, GZDoom version g4.5pre-70-gfcb6e1b18, using Damnums and Targetspy as well.
https://clips.twitch.tv/BumblingImpossi ... anicBasket
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Athel
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Athel »

Hey! I wanted to pop in and say I LOVE this mod to pieces, only there seems to be a slight issue when playing with KDiZD. I'm playing with the lite version and I was able to play all the way up to Z1M7. There's a segment where you have to grab a soulsphere, which plays out a trap that is needed to progress. Having the portable medikit option enabled seems to completely remove the script that's tied to activating it, while playing it with it turned off works as intended. I'm not sure if this has been reported or if anything can be done about it, but I thought it was worth reporting here in case it had something to do with this mod in particular.

EDIT: Typing in "puke 8" at the point where it would normally triggered worked fine for me, definitely helpful since I didn't want to restart the level at that point anyhow
Kzer-Za
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Kzer-Za »

Hm, how do you use the quick melee from the respective addon? I don't see the option to bind the key in the game options and looking at the code of the addon didn't help.
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