Nobody Told Me About id - We've Moved!

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
r&r
Posts: 294
Joined: Fri Sep 08, 2017 2:54 pm

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by r&r »

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.
User avatar
Deon
Posts: 238
Joined: Thu Oct 08, 2020 10:44 am

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by Deon »

The jump can be disabled in settings
User avatar
kalensar
Posts: 509
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by kalensar »

Just adding my own contribution to this awesome mod.

https://www.moddb.com/mods/doom-thothth ... -wtfwid-tc
User avatar
wildweasel
Posts: 21707
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by wildweasel »

Please don't advertise your own mod in somebody else's thread.
User avatar
kalensar
Posts: 509
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by kalensar »

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.
User avatar
EnriksD8
Posts: 38
Joined: Tue Nov 21, 2017 5:42 am
Location: Philippines

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by EnriksD8 »

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.
User avatar
Ashat Maself
Posts: 61
Joined: Fri Apr 02, 2021 5:32 am

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by Ashat Maself »

idea: instead of just selecting one loadout or the other, you can choose for each slot in a menu
kick12134
Posts: 1
Joined: Fri Apr 16, 2021 1:50 am

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by kick12134 »

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?
User avatar
EnriksD8
Posts: 38
Joined: Tue Nov 21, 2017 5:42 am
Location: Philippines

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by EnriksD8 »

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.
User avatar
kalensar
Posts: 509
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by kalensar »

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
User avatar
EnriksD8
Posts: 38
Joined: Tue Nov 21, 2017 5:42 am
Location: Philippines

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by EnriksD8 »

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
I see. Thanks for the info on how it works man.
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am
Contact:

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by CantSleep »

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?
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.

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.
User avatar
kalensar
Posts: 509
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by kalensar »

CantSleep wrote:
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?
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.

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.
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.
User avatar
CherubCorps
Posts: 208
Joined: Fri Sep 11, 2020 8:09 pm
Location: United States
Contact:

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by CherubCorps »

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.
User avatar
kalensar
Posts: 509
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m

Post by kalensar »

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.
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.
Post Reply

Return to “Gameplay Mods”