It could be possible, but during my playthroughs of NTMAi 0.4.6, I still had encounters of some enemies getting stuck in corners. They were able to get out of it when walking the opposite direction, or entering a different animation, though.cybie69 wrote:If im correct in thinking thats sigil i had charging pinkies get stuck on in brutal doom when playing sigil. I don't think Romero had BD in mind when creating SIGIL so it might just be that particular wall type.RikohZX 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
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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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m
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Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m
It doesn't work with 4.3.3 in delta touch
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- Location: Smržovka; Czech Republic
Re: Nobody Told Me About id v0.4.6 - A Build Engine-styled m
Icarus just reviewed this mod alongside Doom 2 Re-Build-t.
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
VERSION 0.4.7 released
- Added option to toggle smooth monster movement (sv_ntm_monsterSmooth)
- Changed Flamethrower
- Adjusted alternate attack animation
- Increased flame range by 2 tics
- Flame base damage is now randomized from 1 to 2
- Changed Unmaker
- Changed typo in pickup message
- Increased minimal point-blank damage from 12 to 30
- Increased ammo consumption from 1 to 2
- Buffed Shotgun's alternate attack
- Increased minimum damage from 28 to 33
- Increased maximum damage from 66 to 76
- Increased damage radius from 48 to 64 units
- Reduced volumes of some sounds
- Reduced ricochet by 62%
- Reduced bullet casing impact by 10%
- Fixed Flamethrower
- Fixed alternate attack using ammo when infinite ammo is enabled
- Fixed first frame of flame not being lit
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
It doesn't run. When I try to boot it up, I get:
Script error, "ntmai.pk3:decaldef.txt" line 31:
Unknown keyword 'OpaqueBlood'
Anyone know how to fix this?
Script error, "ntmai.pk3:decaldef.txt" line 31:
Unknown keyword 'OpaqueBlood'
Anyone know how to fix this?
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- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
Ever heard of something very unique that's called "Updating GZDoom?"Artman2004 wrote:It doesn't run. When I try to boot it up, I get:
Script error, "ntmai.pk3:decaldef.txt" line 31:
Unknown keyword 'OpaqueBlood'
Anyone know how to fix this?

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

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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
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?
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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- Graphics Processor: nVidia with Vulkan support
Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
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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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
Can't wait this mod to go 1.0 eventually. I love Build Engine games and Doom.
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
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.iwantdoometernal wrote:Does the "Your Worst Nightmare" difficulty setting change anything else besides enemy's damage and speed?
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
This is nothing short of amazing!
I'm so glad I browsed through the gameplay forums
Will check it out soon...


I'm so glad I browsed through the gameplay forums


Will check it out soon...
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- Location: Canada
Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
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
https://clips.twitch.tv/BumblingImpossi ... anicBasket
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- Location: New Jersey
Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
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
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
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Re: Nobody Told Me About id v0.4.7 - A Build Engine-styled m
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.