Craneo wrote:another bug I've just experienced is in the mapset Honte Remastered, some monsters seem to get stuck, do the monsters have the same height and radius as the original Doom ones?
Radius and heights are untouched. The issue is mainly in the map itself, since it most possibly has enemies placed into the walls, assuming they have a large amount value of Speed to move out of them. You can encounter this in E1M1 too. I've tried adding +FIXMAPTHINGPOS to make this issue less frequent.
Takuat wrote:Just to add to the recommended MapSets, RoastBeefo is also working on an NTMAi/Build-inspired Doom 2 remake
viewtopic.php?f=42&t=67485
Added. RoastBeefo's efforts shall not go unnoticed!
Sgt. Ham wrote:Alt-fire ideas
Most of these are good ideas. Noted.
Gamerwarrior117 wrote:nevermind i stick with gzdoom, works better.
is there ico file for this wad?
None. It's not really possible to assign a file icon to things that aren't an executable (Exectuables are EXE, BAT, shortcuts...)
Matt wrote:most of the arachnotrons in Freedoom Map07 are stuck in the geometry. Are these guys' hitboxes a lot bigger?
Read my first reply of this post, you'll get the idea off this problem.
I'm really not a fan of the new chaingun wind-up time. It means there's no more fast-firing, low-DPS trash monster weapon to deal with individual zombies that catch you around a corner. (Freedoom does this with basic zombiemen a lot more than Doom does) I'm taking a lot of hits either just waiting for the chaingun to rev up, or trying to line up multiple guys with the shotguns, or spending extra time dancing around revving up the chaingun. If the pistol could fire just a little bit faster (maybe reload slower to make up for it if need be, though personally I think an unmitigated improvement is fine too) that could help a lot - it would also make things more consistent with those bursts the zombies fire.
Don't worry; next update will completely get rid of the wind-up. Like Captain J said you can turn it off through NTMAI Options. I'll try to add a quick refiring state as well when the chaingun winds down.
The gib taunt is perfect.
Glad you liked it, I added it in as a last minute feature.
Mirthy wrote:ive been playing this a lot recently since i love the build games (especially blood) and im having a blast. though one thing i have noticed is that the ai seems way more reactive, and while that does work for hitscanners as build engine hitscanners are known for being troublesome, especially in games like blood. however, it seems a little bit unbalanced due to blood having a way to dodge hitscan attacks through crouching while this mod packs it in with everything else vanilla. this reactiveness also affects certain enemies like the lost soul pretty badly and makes them even more annoying that usual. there are 2 ways you can fix this imo either:
a) add a similar feature to blood where hitscanners have less of a chance to hit you or
b) reduce the reactiveness of the enemies
one thing i also think would be a cool addition is like a kick move from duke 3d to help against lost souls. so far youve done a great job and i look forward to seeing what this project does next
Remember to turn off "Pissed zombies" from NTMAI Options for a slightly smaller attack chance. The main reason behind the high attack rate is because of how often A_Chase gets called during walking animations. This and the rest of the issues are noted.
It seems there are alot of mighty foot suggestions, huh? I'll consider it. Next update will mostly have optimizations, balance changes and maybe toggleable voxels. Stay tuned for next weekend!