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Hi!! I've moved Nobody Told Me About id to my website for the time being. Future updates will be held there. This thread will undergo some renovation once things get better. Thanks for playing!
cantsleep.cc/ntmai
Spoiler:Besides this, the mod is excellent! i really enjoy it, and i'll probably be playing it a lot! good work!
Joblez_I wrote:man, this is great! the way the weapons look and feel, as well as the changed movement and new enemy sprites really works well in making this feel like a build engine game! i seem to have a small error, though. some sprites seem to have an issue where some weapon sprites are a little too short, and seem to have their ends above the viewport. this is specific to the shotgun, chaingun, and super shotgun only, it seems. all the other weapons are fine.Spoiler:Besides this, the mod is excellent! i really enjoy it, and i'll probably be playing it a lot! good work!
Oops.. seems like I didn't test fullscreen HUD at all. Will fix this in v0.1.1/v0.2/anything, you'll have to stick with vanilla HUD for now. Sorry!Enjay wrote:For me, quite a few of the weapons have gaps between the bottom of the sprite and the edge of the screen when using the full-screen HUD. Anyone else seeing that?
Other than that, so far so good.
Noted!!Artman2004 wrote:Destructible corpses
I second this, I'd also like to see the old Shotgunner design being used (rn it seems to be a Zombieman recolored rather than our good ol' bald boi), otherwise, this seems pretty great, I really like the concept!TheOldKingCole wrote:A Duke styled mighty kick would also be cool
Because you most possibly haven't even tried the mod for yourself or made any further progress with it.theroguemonk wrote:i just see the normal angled mod with ketchup mod.. i see no enhancements nor new things.. why? i am confused
The recolored zombieman is a nod to games like Duke3D where some enemies are just palette swaps of another one but has a different attack.Craneo wrote:I second this, I'd also like to see the old Shotgunner design being used (rn it seems to be a Zombieman recolored rather than our good ol' bald boi), otherwise, this seems pretty great, I really like the concept!TheOldKingCole wrote:A Duke styled mighty kick would also be cool
Hmm.. how did you get this issue? In my experience there were no enemies getting stuck by chasing into walls, since they only lose momentum and start turning around whenever they hit a wall. I also haven't changed the hitboxes for the enemies, besides the Spider Mastermind. The only way they could get stuck is because of poor map thing placement, for example in E1M1 (In which case I have to use +FIXMAPTHINGPOS, except that fixes things that are only stuck in 1-sided walls). Give details and I'll look into itRikohZX 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