Nobody Told Me About id - We've Moved!

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CantSleep
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by CantSleep »

Hi! Sorry that this update is so small. Even during summer holidays I still don't have enough time to give this mod new fixes and features. I'm also working on another project which is higher priority than this one currently.

VERSION 0.4.6 released
  • Added blood decals
  • Optimized code
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Captain J
 
 
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Captain J »

I wonder what kind of project you're working on now! Thanks for this neat mod and updating it often. Also i think i got a little bit of feedback to share:

- I found out that Classic Chaingun has no Alt-Fire. I wonder what that might be? :O

- C4 Explosive's first person sprite disappears but the remote if you holster it while having ammo.
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silentzora
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by silentzora »

Ruh-roh. I got this when launching v0.4.6. Doesn't launch.

EDIT: Well, this is embarassing. Evidently I missed the GZDoom v4.4.1 drop literally yesterday. If anyone else gets this, update to v4.4.1.
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Captain J
 
 
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Captain J »

Yeeeeeeah i was about to comment about this but then again, just realized that GZDoom got updated. :oops:

But yeah, makes sure you see the latest news on ZDoom Forum!
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CantSleep
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by CantSleep »

Captain J wrote:I wonder what kind of project you're working on now! Thanks for this neat mod and updating it often.
You're welcome ;) all I can say is that this project won't be related to Doom in any way.
- I found out that Classic Chaingun has no Alt-Fire. I wonder what that might be? :O
I feel like Chaingun is already balanced enough, so it doesn't need any alt-fire in my point of view. Some people suggested to have a spraying alt like in Blood, but I say that's very redundant if you have a mouse :)
- C4 Explosive's first person sprite disappears but the remote if you holster it while having ammo.
That's just my programming skill limitations, if at any point I manage to git gud I'll fix it.

By the way, here's a fun glitch I'm unable to fix: If you kill yourself with the plasma rifle's splash damage, you will die normally but your death animation won't play and the camera rolling will reset halfway through the death.
Artman2004
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Artman2004 »

What is that other project you were talking about? Just asking.
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VinegarSkeleton
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by VinegarSkeleton »

Nice mod. I got the same problem with the blood but that's just me not updating my GZdoom. Also I love how you can rocket jump better than vanilla doom
Artman2004
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Artman2004 »

I got some feedback for this mod:

- The boom shells for the shotgun are kind of useless. They seem to be less effective than the primary fire and aren't strong enough to justify how rare they are. Am I not using it right?

- The rifle needs more punch to its firing sound. Also, why does it hold 7 rounds? Why not 10?

- The flamethrower is underwhelming. It has the range of the Doom 3 shotgun and has pathetic damage. It could use a buff.
Donowa
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Donowa »


I made an addon that replaces the sawed-off in the alternate loadout with a modified blood sawed-off.
UPDATE 7/14/2020: Made Shotgun sprites darker, added more frames
Download:
https://drive.google.com/file/d/1Pb0uWg ... sp=sharing
Last edited by Donowa on Tue Jul 14, 2020 3:45 pm, edited 2 times in total.
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Captain J
 
 
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by Captain J »

Is it because the contrast is way high? Or this sawed-off supposed to look bright like that? But it's a nice change!
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CBM
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by CBM »

Looks nice

How do you avoid that the polyobject doors have infinite height?
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CantSleep
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by CantSleep »

Bump time
null9052 wrote:Addon
Much obliged, I'll add this to the OP.
CBM wrote:Looks nice

How do you avoid that the polyobject doors have infinite height?
What exactly are you talking about? There are no maps in this mod.
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NickCometh
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by NickCometh »

I can't get this WAD to run. I'm using ntmai with GZDoom, but I keep getting an error saying Script error, "ntmai.pk3:zscript.txt" line 1: Version mismatch. 4.3.3 expected but only 3.3.0 supported
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potetobloke
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m

Post by potetobloke »

NickCometh wrote:I can't get this WAD to run. I'm using ntmai with GZDoom, but I keep getting an error saying Script error, "ntmai.pk3:zscript.txt" line 1: Version mismatch. 4.3.3 expected but only 3.3.0 supported
"Version mismatch. 4.3.3 expected but only 3.3.0 supported"
There's your problem, update your GZDoom
cybie69
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m

Post by cybie69 »

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.
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