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.
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.
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.
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theroguemonk
- Posts: 152
- Joined: Tue Nov 05, 2019 4:58 am
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
does not feel like a build game .. feels like an old doom mod where its choppy ... sorry i just dont see the differences you guys are talking about but at any rate thanks for the mod.
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation. Not to mention a pistol buff as well, can't tell how many times I ran out of ammo with it.CantSleep wrote:Back to bring another set of replies
Strange. I'm sure it's just an compatibility issue with LZDoom since that port isn't 1:1 with GZDoom on ZScript support. I'll look into it tomorrow.DoomedFox wrote:Found another bug of sorts, I killed myself with a rocket launcher and got this error and the game crashes to console:
Im running this on lzdoom v3.84Code: Select all
VM EXECUTION ABORTED: TRIED TO READ FROM ADDRESS ZERO
Thanks. Sorry for the late response, I was away from home for some time. Expect an update including this fix soonEddieMann wrote:I took it upon myself and modified the weapon offsets a little to fit the perspective better. A little subtle edit, but should enhance the feel a bit.
I've added a "Recommended" tab in the OP (suggested by mrtaterz). There you can find a couple of map packs that help to give off a more Build Engine feel when combined with this mod.
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
The mod already has flying giblets. They turn into small blood spots after landing on the ground like in Duke or SW.EddieMann wrote:Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation.
So this crash is happening only in LZDoom? Last time I tried there wasn't any aborts in GZ.Enjay wrote:In that case, it might also be possible to trigger the crash by typing "kill" at the console to cause yourself an extreme death.DoomedFox wrote:Forgot to mention this error occurred via gibbing upon rocket suicide. Normal death seems to not trigger the crash.
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Okay, I see the problem now. It happens on GZDoom too. The way to reproduce this problem is to hug a wall on low health and explode using the rocket launcher. I have no idea how to fix it though. According to Enjay I have to do a null check.. but where?Enjay & DoomedFox wrote:Rocket launcher gib crash
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
First thing that I would do would be to comment out the A_SkullPop just to confirm that's where the issue lies.
Also, I was partially mis-remembering the issue. In my Burghead mod, the flashlight effect constantly performs a location check on the player. If the player dies with an extreme death, the check loses track of the player. (I don't recall exactly what happens with A_SkullPop but the player basically becomes disassociated with its corpse position - the "resurrect" console command doesn't work after a SkullPopped death either.)
So, anyway, if you have something in your mod that checks the player position (probably the altered movement code), then the null check needs to be in there to make sure that the player is still valid before doing the other stuff.
Here's what Ed the Bat did to fix the code in my mod:
Note the lines checking for "player==null". That was the fix in my mod. However, if you need a technical explanation, or help on where to add it in your mod I'm sorry that I would be stabbing in the dark as much as anyone. However, someone might be able to figure it out if this is indeed where the problem lies.
Also, I was partially mis-remembering the issue. In my Burghead mod, the flashlight effect constantly performs a location check on the player. If the player dies with an extreme death, the check loses track of the player. (I don't recall exactly what happens with A_SkullPop but the player basically becomes disassociated with its corpse position - the "resurrect" console command doesn't work after a SkullPopped death either.)
So, anyway, if you have something in your mod that checks the player position (probably the altered movement code), then the null check needs to be in there to make sure that the player is still valid before doing the other stuff.
Here's what Ed the Bat did to fix the code in my mod:
Code: Select all
Spawn:
TNT1 A 1 NODELAY
{
if(target==null)
return state(null);
PlayerInfo player=target.player;
if(player==null)
return state(null);
angle=target.angle;
SetOrigin((target.pos.x,target.pos.y,target.pos.z+player.ViewHeight/4),true);
if(button)
return resolvestate("LWMFlashLight");
if(click)
{
click=0;
A_PlaySound("LWMFLClickOff");
}
return state(null);
}
Loop;
Re: Nobody Told Me About id v0.1.3 - Build Engine-styled mod
Well, I don't know what I just did; but I somehow managed to fix the oddly specific crash. Problem solved!Enjay wrote:Hackerman stuff
VERSION 0.1.3 released
- Added a new status bar by RoastedBeefo and Ac!d
- Added jdredalert to credits
- New menu confirm sound by Kinsie
- Buffed pistol damage by 33%
- Gnarlier zombie chainsaw death
- Increased decapacitated player head's gravity
- Less janky decapacitated player head movement
- Fixed a crash from gibbing a player with a direct rocket hit
- Weapon offsets fixed by EddieMann
- Fixed missing rotations
- Renamed all sprites to prevent mod conflicts
- Doomguy kill taunt
- Alt-fires
- Destructible decoration
- Inventory item durability %
- Redneckerz
- Spotlight Team
- Posts: 1168
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: Nobody Told Me About id v0.1.3 - Build Engine-styled mod
On the tails of Hackerman comes Writerman - Check back a week from now and scour some famous Doom community news sources to find something about NTMAI... 
Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod
Oooh. Thank you Writerman!Redneckerz wrote:Writerman stuff
I'm back to deliver yet another hotfix after testing this mod with KDiZD Lite. I found it hilarious when all the custom keycards kept piling up in random places on the KEYS status bar like Doomguy doesn't know how to manage his keys.
VERSION 0.1.4 released
- Fixed key positions in status bar
- Fixed bullet casing positioning on Pistol
- Don't pick up an inventory item when the player already has it
- Jumping/charging monsters now infight different species
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Oh no, I meant like imp/zombie heads and stuff like that. Sorta like what blood has.CantSleep wrote:The mod already has flying giblets. They turn into small blood spots after landing on the ground like in Duke or SW.EddieMann wrote:Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation.
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Good idea.. noted.EddieMann wrote:Oh no, I meant like imp/zombie heads and stuff like that. Sorta like what blood has.CantSleep wrote:The mod already has flying giblets. They turn into small blood spots after landing on the ground like in Duke or SW.EddieMann wrote:Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation.
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TheOldKingCole
- Posts: 247
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod
So there is no fullscreen hud, just the status bar
Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
After playing for long enough, i've came to the conclusion that errybody with less HP than a demon needs the creative chainsaw death animation.CantSleep wrote:Good idea.. noted.
Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod
TheOldKingCole wrote:So there is no fullscreen hud, just the status bar
@Cant SleepCantSleep wrote: To-do
- Doomguy kill taunt
- Alt-fires
- Destructible decoration
- Inventory item durability %
I sent you by PM a WAD for the fullscreen hud and the inventory items. I will find some stuff for the development of your mod.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod
Here's a quick video I recorded of this mod being played on MAP02 of Team Rocket 2 by Jimmy and pals.
Re: Nobody Told Me About id v0.1.5 - Build Engine-styled mod
VERSION 0.1.5 released
- Added a new intro
- Added taunting after gibbing monsters (cl_ntm_taunt)
- Added falling scream
- Added portable medkits, can replace Soulspheres or Soulspheres outside secret areas (sv_ntm_soulsphere)
- Added toggleable inventory items by Ac!d
- Added fullscreen status bar by Ac!d
- Changed HUD border textures
- Changed berserk pack sprite
- Jumping/leaping monsters now drop off ledges to prevent them from being stuck

