Nobody Told Me About id - We've Moved!

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Reisal
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Reisal »

This looks rather fun, I wonder how this would impact Oblige maps w/ ObAddon though :D Jumping monsters coming off ledges, shit like that.
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iwantdoometernal
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by iwantdoometernal »

This mod is so fun! The classic weapons feel so good despite being pretty normal, and I'm loving zooming around maps dodging demons like Neo! I love it.
I do have a quick question, though. Does the "Your Worst Nightmare" difficulty setting change anything else besides enemy's damage and speed?
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mamaluigisbagel
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by mamaluigisbagel »

One of the main changes I've noticed in 'Your Worst Nightmare' is that zombies will start to throw grenades, but I'm not sure if other enemies have new attacks and such
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Alptraum
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Alptraum »

Can't wait this mod to go 1.0 eventually. I love Build Engine games and Doom.
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CantSleep
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by CantSleep »

iwantdoometernal wrote:Does the "Your Worst Nightmare" difficulty setting change anything else besides enemy's damage and speed?
Like mamaluigisbagel said, zombies will be able to throw grenades on "Your Worst Nightmare" and "I am Ultra-Violent" (It should happen in UV albeit rarely, if it doesn't then I'll have to investigate). This also applies to SS Guards. Also as the difficulty gets greater, Demons and Spectres will also be able to bite in mid-air when lunging at you.
user19284
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by user19284 »

This is nothing short of amazing! :D :D
I'm so glad I browsed through the gameplay forums 8-) 8-)
Will check it out soon...
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Serious Cacodemon
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Serious Cacodemon »

So I've had a situation that happened twice in Hunted in Plutonia Experiment where an Archvile tried resurrecting a dead marine and failed every time. I have provided a highlight of one of these moments where it happened. Playing on Skill 3, GZDoom version g4.5pre-70-gfcb6e1b18, using Damnums and Targetspy as well.
https://clips.twitch.tv/BumblingImpossi ... anicBasket
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Athel
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Athel »

Hey! I wanted to pop in and say I LOVE this mod to pieces, only there seems to be a slight issue when playing with KDiZD. I'm playing with the lite version and I was able to play all the way up to Z1M7. There's a segment where you have to grab a soulsphere, which plays out a trap that is needed to progress. Having the portable medikit option enabled seems to completely remove the script that's tied to activating it, while playing it with it turned off works as intended. I'm not sure if this has been reported or if anything can be done about it, but I thought it was worth reporting here in case it had something to do with this mod in particular.

EDIT: Typing in "puke 8" at the point where it would normally triggered worked fine for me, definitely helpful since I didn't want to restart the level at that point anyhow
Kzer-Za
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Kzer-Za »

Hm, how do you use the quick melee from the respective addon? I don't see the option to bind the key in the game options and looking at the code of the addon didn't help.
Jarewill
 
 
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Jarewill »

Kzer-Za wrote:Hm, how do you use the quick melee from the respective addon? I don't see the option to bind the key in the game options and looking at the code of the addon didn't help.
The kick is executed by pressing the "Weapon State 2" key. (User2)
I'm not a fan of creating several binds if there are still the base GZDoom binds left, so I used that.

It could use a little "how to use" text in the addon section to prevent any further confusion.
CantSleep, could you add a little text saying how to use it next to the addon?
Kzer-Za
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Kzer-Za »

Jarewill wrote:The kick is executed by pressing the "Weapon State 2" key. (User2)
Thanks!
Kzer-Za
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Kzer-Za »

I noticed that there is no infighting. Is there gonna be an option for turning it on? If not, what would be the simplest method of turning it on? (I mean, by creating an additional small mod and loading it after the NTMAI). I thought about creating a mapinfo with skill definitions and adding "TotalInfighting", but then even the monsters of the same species would infight, which is too much even for me.

Why I want this is not even because of the difficulty, but because for me provoking the monster infighting and watching them infight constitutes almost half of the fun in the gameplay :)
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doomduck
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by doomduck »

Kzer-Za wrote:I noticed that there is no infighting. Is there gonna be an option for turning it on? If not, what would be the simplest method of turning it on? (I mean, by creating an additional small mod and loading it after the NTMAI). I thought about creating a mapinfo with skill definitions and adding "TotalInfighting", but then even the monsters of the same species would infight, which is too much even for me.
I'm pretty sure there's infighting on the lower difficulties.
Kzer-Za
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by Kzer-Za »

doomduck wrote:I'm pretty sure there's infighting on the lower difficulties.
That's exactly the point! That's what I was talking about when I said that it's not about difficulty but about fun. The fact that I want infighting doesn't mean that I want lower difficulty. Anyway, I solved that by copying the mapinfo file from the mod and copying it into a separate mini-mod that loads after the NTMAI, then removing the line "NoInfighting" from the difficulties "hard" and "nightmare".
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CantSleep
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m

Post by CantSleep »

Serious Cacodemon wrote:So I've had a situation that happened twice in Hunted in Plutonia Experiment where an Archvile tried resurrecting a dead marine and failed every time.
Athel wrote:there seems to be a slight issue when playing with KDiZD. I'm playing with the lite version and I was able to play all the way up to Z1M7. There's a segment where you have to grab a soulsphere, which plays out a trap that is needed to progress. Having the portable medikit option enabled seems to completely remove the script that's tied to activating it
Noted, thanks for reporting.
Jarewill wrote:CantSleep, could you add a little text saying how to use it next to the addon?
Done.

Also a little notice, I won't be able to make a bugfix update yet, since I'm packing up and moving over to a new house, but it will happen eventually (like, in the next week or so).

I definitely appreciate all the feedback and bug reports for this mod!

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