- Added an option to toggle vanilla monster infighting
- Increased chances of Zombies and SS Guards throwing grenades
- Increased chance from ~4% to ~6% in I Am Ultra Violent
- Increased chance from ~8 to ~12% in Your Worst Nightmare
- Changed menu hotkeys of game difficulties
- Fixed Zombies and SS Guards not throwing grenades on I Am Ultra Violent
- Fixed corpse decorations being resurrectable
- Optimized code
Nobody Told Me About id - We've Moved!
Forum rules
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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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m
VERSION 0.4.8 released
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m
I've got some neat news! Pato Fanático has made an impressive DECORATE port of NTMAi, called NTMAi Lite, which allows you to play it on source ports like Zandronum.
I've added the download link for NTMAi Lite to the OP. Every update of this edition of the mod is maintained by Pato Fanatico.
https://drive.google.com/file/d/1c1ZMxr ... sp=sharing
[EDIT] Pato made a Zandronum forum thread for this, you can check it out here: https://zandronum.com/forum/viewtopic.p ... cd9b240be9
I've added the download link for NTMAi Lite to the OP. Every update of this edition of the mod is maintained by Pato Fanatico.
https://drive.google.com/file/d/1c1ZMxr ... sp=sharing
[EDIT] Pato made a Zandronum forum thread for this, you can check it out here: https://zandronum.com/forum/viewtopic.p ... cd9b240be9
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<rd>
- Posts: 15
- Joined: Tue May 26, 2020 3:41 am
Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m
Hey I am really enjoying this. The jumping mechanic is fantastic, and also hilarious: I lost it when I saw a pinky jumping up and down eagerly at an imp that had targeted it. Monsters like the hell knights and barons, with their aggressive lunging, are very exciting to fight.
One thing I felt was unbalanced is the BFG: it'd be cool to have an option to disable its recoil. Being able to do stuff like this (https://www.youtube.com/watch?v=k6MBDF3qeek), in regular play or with other mods, has anti-grind value for me (yeah, even archies are no longer easy to one-shot). The BFG being relatively weaker and accentuating its janky qualities feels like a deliberate choice, but playability takes a hit. You no longer have a really strong weapon as insurance against a mapset's meatiest parts. I am playing Speed of Doom, but it's far from a Sunder-tier thing. :P
One thing I felt was unbalanced is the BFG: it'd be cool to have an option to disable its recoil. Being able to do stuff like this (https://www.youtube.com/watch?v=k6MBDF3qeek), in regular play or with other mods, has anti-grind value for me (yeah, even archies are no longer easy to one-shot). The BFG being relatively weaker and accentuating its janky qualities feels like a deliberate choice, but playability takes a hit. You no longer have a really strong weapon as insurance against a mapset's meatiest parts. I am playing Speed of Doom, but it's far from a Sunder-tier thing. :P
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.8 - A Build Engine-styled m
Hi <rd>, thanks for the feedback.
Funnily enough, older versions of NTMAi had an option to turn off BFG recoil, but I got rid of it since I thought it was a nitpicky option to add to the menu. What I could try to do however, is try to make the BFG's firing rate similar to vanilla's after firing the first shot. I'll take a look into it sometime.
Funnily enough, older versions of NTMAi had an option to turn off BFG recoil, but I got rid of it since I thought it was a nitpicky option to add to the menu. What I could try to do however, is try to make the BFG's firing rate similar to vanilla's after firing the first shot. I'll take a look into it sometime.
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
VERSION 0.4.9 released
- Added missing Inventory.BigPowerup flag to Portable Medkit
- Changed BFG 9000
- Recoil has been reduced from 20-30 to 10
- Refire time has been reduced by 10%
- Updated Sawed-Off Shotgun graphics by nels
- Fixed item replacement system
- Item specials are now carried over to replacement items
- Replacement items can now respawn
- Fixed Chainsaw and Mutilator getting bloody after sawing monsters with the NoBlood flag to death
- Optimized code
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EddieMann
- Posts: 524
- Joined: Sun May 18, 2014 7:25 pm
- Location: Arizona
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
I do believe player control should feel a little more like Duke with a hint of Blood's bounciness to it, that'd make it all the more appealing. Both Super Shotguns having the raw 'oomph' and power of Blood's with the alternate version retaining the speed, and the grenade functioning very similar to Blood's dynamite. Gun sounds need more "oomph" to them in general.
Oh, and the berserk fist doesn't seem to work on ntmai_lite, either.
Oh, and the berserk fist doesn't seem to work on ntmai_lite, either.
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
I do not maintain NTMAi Lite, doomduck does. Please direct all Lite issues/bug reports towards its Zandronum forum thread instead.EddieMann wrote:Oh, and the berserk fist doesn't seem to work on ntmai_lite, either.
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TheOldKingCole
- Posts: 247
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
I had an idea for an addon or mode in the main mod that allows you to pick and choose weapons from both weapon sets, so like the player could have the pistol from the classic arsenal but the smgs from the alt arsenal, so on and so forth
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Thanks! I just woke up to this, and this was quite unexpected. I'm happy to see NTMAi and the other unique mods thrive.Artman2004 wrote:Great job on getting a Cacoward. Nice!
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Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Word. Congratulations on winning this year's Cacoward. This mod is by far the most unique, yet retrospective thing i have ever played. Mixing Build Engine games' style to Doom was a great idea. 
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AlphaSoraKun
- Posts: 409
- Joined: Fri Feb 10, 2017 2:17 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
@CantSleep: I want to wish you a very happy congratulations on winning this year's Cacowards.
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scrapple
- Posts: 1
- Joined: Fri Aug 09, 2013 10:11 pm
- Location: PA, USA
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
It works with Eternal Doom, in case anyone wanted to know.
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DeXiaZ
- Posts: 139
- Joined: Tue Apr 09, 2013 3:19 am
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
This mod is awesome, I really do like it. BUT I've tried the last update (0.4.9, yeah) and WTF happened?
Monsters are just jumping on map like crazy. It's annoying enough to drop playing this.
On Switcheroom maps with a lot of big opened areas they're just jumping and jumping and jumping and jumping. This looks like a parody to Enforcers, but the original DN3D Enforcers don't jump so often, to be honest.
Monsters are just jumping on map like crazy. It's annoying enough to drop playing this.
On Switcheroom maps with a lot of big opened areas they're just jumping and jumping and jumping and jumping. This looks like a parody to Enforcers, but the original DN3D Enforcers don't jump so often, to be honest.
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Try the GitHub version. Leaping monsters have a 2x smaller chance to jump and have 3D distance checking now. If the problem persists let me know.DeXiaZ wrote:jump
0.4.10 soon
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<rd>
- Posts: 15
- Joined: Tue May 26, 2020 3:41 am
Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled m
Another thought: the alternate ammo that can appear in secrets is really fun to use, especially the homing rockets. Sadly even with the "always replace" option, these can be quite rare in many mapsets, due to a scarcity of secrets. And sometimes a secret flag appears at the opening of a secret area, rather than the pickup. So a (non-default) option to mix those in with non-secret ammo pickups at a fairly low rate would be cool.