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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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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.
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Hope i'm not being off topic but this mode
kinda reminds me Duke Nukem: Alien Armageddon
and Now I like to see Doom version having a coop buddy system,
like how Duke Nukem: Alien Armageddon have it.
I can picture this wad with that feature, but it's just an idea.
kinda reminds me Duke Nukem: Alien Armageddon
and Now I like to see Doom version having a coop buddy system,
like how Duke Nukem: Alien Armageddon have it.
I can picture this wad with that feature, but it's just an idea.
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
The jump can be disabled in settings
- kalensar
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Just adding my own contribution to this awesome mod.
https://www.moddb.com/mods/doom-thothth ... -wtfwid-tc
https://www.moddb.com/mods/doom-thothth ... -wtfwid-tc
- wildweasel
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Please don't advertise your own mod in somebody else's thread.
- kalensar
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Sorry, Mr Moderator. I didn't make the post very clear. That particular link is specifically to the modifed NTMAI version. Its NTMAI but with a different monster set, which is why it is here. Due to incompatibility issues with the monster pack itself I had to modify NTMAI itself to accommodate the monster pack.
Hopefully that is a good enough reason.
Hopefully that is a good enough reason.
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
I've been playing this mod for quite some time and I am loving what is here so far. I've been playing through the recommended maps with this mod and it was awesome.
Although I do have a nitpick regarding Alternate Ammo.
I have a habit for secret hunting and in most Doom maps or WADs most secrets I've found either hide a powerup like a Berserk Pack or a Soulsphere or a powerful weapon like the Rocket Launcher and Plasma Rifle (and rarely the BFG-9000). Rarely do I find secrets where ammo is hidden, usually they're accompanied by a weapon that uses them (Buckshot + Super Shotgun, for example). And since the only way I can get Alt Ammo is through backpacks or through secret hunting, I end up with little Alt Ammo if any at all to make use of.
Maybe you can have an option where Alt Ammo has a chance to spawn on regular map sectors (outside of secret areas) in a future update?
While the Homing Missiles/Rockets are great, the Explosive Slugs for the Shotgun feel underpowered in my opinion. Either that, or I'm using the slugs wrong since I only use it to deal with bigger enemies when I have a Rocket Launcher in most map packs I play this mod with.
Although I do have a nitpick regarding Alternate Ammo.
I have a habit for secret hunting and in most Doom maps or WADs most secrets I've found either hide a powerup like a Berserk Pack or a Soulsphere or a powerful weapon like the Rocket Launcher and Plasma Rifle (and rarely the BFG-9000). Rarely do I find secrets where ammo is hidden, usually they're accompanied by a weapon that uses them (Buckshot + Super Shotgun, for example). And since the only way I can get Alt Ammo is through backpacks or through secret hunting, I end up with little Alt Ammo if any at all to make use of.
Maybe you can have an option where Alt Ammo has a chance to spawn on regular map sectors (outside of secret areas) in a future update?
While the Homing Missiles/Rockets are great, the Explosive Slugs for the Shotgun feel underpowered in my opinion. Either that, or I'm using the slugs wrong since I only use it to deal with bigger enemies when I have a Rocket Launcher in most map packs I play this mod with.
- Ashat Maself
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
idea: instead of just selecting one loadout or the other, you can choose for each slot in a menu
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
My game crashes a lot when fighting against bosses (Cyberdemon and Spider mastermind, and also Hell on earth starter pack Bosses), is there any option I should disable to fix this?
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
The more I play this mod, the more I fall in love with it.
I do have one nitpick, though, and that's the auto-equip of the Radsuit. The Radsuit itself is fine already, but it seems to automatically activate whenever you are above a designated hurt floor, even when your feet aren't actually touching said hurt floor.
This does end up wasting precious units of the Radsuit. It's not really much of a problem, especially when one simply straferuns or, if the map pack allows it, strafejumps to speed through hurt floors, but I do hope this can be updated to where the auto-equip only happens when the player is actually touching the hurt floors rather than whenever they are above it.
I do have one nitpick, though, and that's the auto-equip of the Radsuit. The Radsuit itself is fine already, but it seems to automatically activate whenever you are above a designated hurt floor, even when your feet aren't actually touching said hurt floor.
This does end up wasting precious units of the Radsuit. It's not really much of a problem, especially when one simply straferuns or, if the map pack allows it, strafejumps to speed through hurt floors, but I do hope this can be updated to where the auto-equip only happens when the player is actually touching the hurt floors rather than whenever they are above it.
- kalensar
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
EnriksD8 wrote:The more I play this mod, the more I fall in love with it.
I do have one nitpick, though, and that's the auto-equip of the Radsuit. The Radsuit itself is fine already, but it seems to automatically activate whenever you are above a designated hurt floor, even when your feet aren't actually touching said hurt floor.
This does end up wasting precious units of the Radsuit. It's not really much of a problem, especially when one simply straferuns or, if the map pack allows it, strafejumps to speed through hurt floors, but I do hope this can be updated to where the auto-equip only happens when the player is actually touching the hurt floors rather than whenever they are above it.
I got some bad news for you on the radsuit thing. Thats kind of a Doom Engine 2.5D oddity thats related to the Zero Push like activating the switch 100 feet above your head. Basically there is no cure for it just like there's no cure for the Zero Push bug because its do to how Vertical is ran within the engine.
To elaborate, Doom looks at Floor Tiles as a top down only map so it doesn't account at all for how high you are EXCEPT for when you are actually 100% over the grid square aka your elevation will now always match the floor tile elevation.
I know a perfect example of the bug you are talking about as it can easily be found in Map09 of Doom 2: The Pit
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
I see. Thanks for the info on how it works man.kalensar wrote:EnriksD8 wrote:The more I play this mod, the more I fall in love with it.
I do have one nitpick, though, and that's the auto-equip of the Radsuit. The Radsuit itself is fine already, but it seems to automatically activate whenever you are above a designated hurt floor, even when your feet aren't actually touching said hurt floor.
This does end up wasting precious units of the Radsuit. It's not really much of a problem, especially when one simply straferuns or, if the map pack allows it, strafejumps to speed through hurt floors, but I do hope this can be updated to where the auto-equip only happens when the player is actually touching the hurt floors rather than whenever they are above it.
I got some bad news for you on the radsuit thing. Thats kind of a Doom Engine 2.5D oddity thats related to the Zero Push like activating the switch 100 feet above your head. Basically there is no cure for it just like there's no cure for the Zero Push bug because its do to how Vertical is ran within the engine.
To elaborate, Doom looks at Floor Tiles as a top down only map so it doesn't account at all for how high you are EXCEPT for when you are actually 100% over the grid square aka your elevation will now always match the floor tile elevation.
I know a perfect example of the bug you are talking about as it can easily be found in Map09 of Doom 2: The Pit
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
For some ungodly reason there have been usually uncommon hard crashes related to bosses in NTMAi that are still present in the latest versions. I've tried to pinpoint the culprit but to no avail. If anyone else manages to snatch a worthwhile clue, I could attempt to patch this one last time. Otherwise, I'll just have to rewrite the boss actors.kick12134 wrote:My game crashes a lot when fighting against bosses (Cyberdemon and Spider mastermind, and also Hell on earth starter pack Bosses), is there any option I should disable to fix this?
Also, another quick note; the GitHub repository of NTMAi contains a marginally more updated version than what's currently on this forum. Since GZDoom 4.6.0 came out and it has built-in sprite shadows now, I've removed everything related to sprite shadows, but I haven't tested out the code yet. Make sure to give it a try.
EDIT 5/22/2021: To reply to EnriksD8's radiation suit issue: Yeah, that's just how Doom's engine works. However, I can easily circumvent this by simply checking if the player's Z is the same as the acid floor's Z. Although that makes me wonder why I still haven't done this.
- kalensar
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
CantSleep, I'll give the Boss monsters a look over. I have an fair amount of experience with NTMAI monsters specifically at this point of my modding hobby and see if I can duplicate the crashes.CantSleep wrote:For some ungodly reason there have been usually uncommon hard crashes related to bosses in NTMAi that are still present in the latest versions. I've tried to pinpoint the culprit but to no avail. If anyone else manages to snatch a worthwhile clue, I could attempt to patch this one last time. Otherwise, I'll just have to rewrite the boss actors.kick12134 wrote:My game crashes a lot when fighting against bosses (Cyberdemon and Spider mastermind, and also Hell on earth starter pack Bosses), is there any option I should disable to fix this?
Also, another quick note; the GitHub repository of NTMAi contains a marginally more updated version than what's currently on this forum. Since GZDoom 4.6.0 came out and it has built-in sprite shadows now, I've removed everything related to sprite shadows, but I haven't tested out the code yet. Make sure to give it a try.
EDIT 5/22/2021: To reply to EnriksD8's radiation suit issue: Yeah, that's just how Doom's engine works. However, I can easily circumvent this by simply checking if the player's Z is the same as the acid floor's Z. Although that makes me wonder why I still haven't done this.
- CherubCorps
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Finally got around to playing this. It's pretty good so far. Feels like playing Duke in Doom (Which I think is the point of the mod)
I saw that there's a verison which is monsters only. Is there a version of NTMAI that is just the weapons and gameplay WITHOUT the custom monsters? I like to be able to mix-and-match things.
I saw that there's a verison which is monsters only. Is there a version of NTMAI that is just the weapons and gameplay WITHOUT the custom monsters? I like to be able to mix-and-match things.
- kalensar
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Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Go into the Options menu and then scroll down to the bottom to NTMAI options. You can turn the NTMAI monsters off in order to play with Monster Packs.CherubCorps wrote:Finally got around to playing this. It's pretty good so far. Feels like playing Duke in Doom (Which I think is the point of the mod)
I saw that there's a verison which is monsters only. Is there a version of NTMAI that is just the weapons and gameplay WITHOUT the custom monsters? I like to be able to mix-and-match things.
