Nobody Told Me About id - We've Moved!

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled mod

Post by CantSleep »

I'm starting work on a total rewrite as a small side project. A dev branch could appear on GitHub at any moment. No high hopes, though. I may be too busy with real life and other bigger non-related works.
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled mod

Post by CantSleep »

The rewrite is up and active!! You can take a look at it in this branch: https://github.com/LocalInsomniac/NTMAi/tree/dev

I've also re-opened the Discord server, can be found on the main post.
User avatar
Redead-ITA
Posts: 439
Joined: Sun Dec 20, 2015 8:06 am
Location: At the Pizza Tower

Re: Nobody Told Me About id v0.4.9 - A Build Engine-styled mod

Post by Redead-ITA »

CantSleep wrote: Sun Dec 18, 2022 2:45 pm The rewrite is up and active!! You can take a look at it in this branch: https://github.com/LocalInsomniac/NTMAi/tree/dev

I've also re-opened the Discord server, can be found on the main post.
Interesting, i've been checking the code to see if you did any changes to the quake effect on the explosion and i don't seem to see any reference to it, is that planned to be added later date?
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Nobody Told Me About id "Alpha RC1" - A Build Engine-style mod

Post by CantSleep »

Image

And with that, we finally have an early alpha in a presentable state!

This is the first release of the Rewrite™ and only includes the main player and monster set. Some features haven't been re-implemented yet, with the most important ones being the HUD, items/power-ups and burning zombies. This release is mainly for testing so I could iron out any issues before moving onto other things.

Get it from the main post or here:
https://github.com/LocalInsomniac/NTMAi/releases/tag/1.0-ALPHA-RC1
DarkkOne
Posts: 258
Joined: Mon Jun 06, 2016 11:26 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Widnows 11
Graphics Processor: nVidia with Vulkan support

Re: Nobody Told Me About id "Alpha RC1" - A Build Engine-style mod

Post by DarkkOne »

Just want to say I'm really excited about this! There are just some mapsets for Doom that feel so clearly inspired by the Build style, and having this hybrid way to play them really makes them shine in a new way. Thanks for returning to the project!
User avatar
Gorec
Posts: 311
Joined: Tue Feb 09, 2016 9:41 pm
Location: )()()()()()()()()()()()(

Re: Nobody Told Me About id "Alpha RC1" - A Build Engine-style mod

Post by Gorec »

played around a bit and noticed that supershotgun pellets does not go through multiple targets, like for example if i shoot a zombieman at point blank the remaining pellets wont hit anything else
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Re: Nobody Told Me About id "Alpha RC1" - A Build Engine-style mod

Post by CantSleep »

Gorec wrote: Mon Jan 09, 2023 6:32 am played around a bit and noticed that supershotgun pellets does not go through multiple targets, like for example if i shoot a zombieman at point blank the remaining pellets wont hit anything else
This is an intentional change; hitscans will no longer penetrate enemies. If I recall, this also happens in Build games - an enemy will always absorb every pellet from a single shotgun blast, compared to DOOM where each pellet will instantly skip through an enemy as soon as it dies from one (which causes this penetration effect). Please correct me if I'm wrong, though.
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Nobody Told Me About id "Alpha RC2"

Post by CantSleep »

Image

1.0-ALPHA-RC2 is out! Some of the new features include the Trusty Boot, explosion damage and knockback a la Blood and much better Hand Grenades.

You can find the download and full changelog from the main post and here: https://github.com/LocalInsomniac/NTMAi/releases/tag/1.0-ALPHA-RC2
User avatar
Gorec
Posts: 311
Joined: Tue Feb 09, 2016 9:41 pm
Location: )()()()()()()()()()()()(

Re: Nobody Told Me About id "Alpha RC1" - A Build Engine-style mod

Post by Gorec »

CantSleep wrote: Mon Jan 09, 2023 5:04 pm This is an intentional change; hitscans will no longer penetrate enemies. If I recall, this also happens in Build games - an enemy will always absorb every pellet from a single shotgun blast, compared to DOOM where each pellet will instantly skip through an enemy as soon as it dies from one (which causes this penetration effect). Please correct me if I'm wrong, though.
im not sure if thats true or not since i only started to play duke nukem 3d recently and shotgun is not powerful enough to test this, but if it is non penetrating i think it would be better to add an option to make shotgun and ssg to use doom logic to be able to kill more than 1 enemy, since you might run out of ammo quickly
or maybe you can tell me how to change such behaivour for myself if thats possible
did i mention that this mod is awesome?
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Nobody Told Me About id "Alpha RC3" - A Build Engine-style mod

Post by CantSleep »

Image

1.0-ALPHA-RC3 is out!

NTMAi now has a "custom content" system that will check which PWADs are loaded alongside it and add its own replacements to the current map. Currently the only fully supported WADs are AD MORTEM and Scythe 2, with Eviternity and MAYhem 2019 being work-in-progress.

You can find the download and full changelog from the main post and here: https://github.com/LocalInsomniac/NTMAi/releases/tag/1.0-ALPHA-RC3
DarkkOne
Posts: 258
Joined: Mon Jun 06, 2016 11:26 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Widnows 11
Graphics Processor: nVidia with Vulkan support

Re: Nobody Told Me About id "Alpha RC3" - A Build Engine-style mod

Post by DarkkOne »

I noticed options for different movement styles in the settings. As I'm not too familiar with Build games (and also, just not entirely sure how that'd translate over into Doom) what do the Samurai Warrior / Duke3D / Blood movement styles end up doing?
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Re: Nobody Told Me About id "Alpha RC3" - A Build Engine-style mod

Post by CantSleep »

That option just changes how the enemies move and behave.

"Duke3D" is the same as vanilla, plain and simple.
"Shadow Warrior" has "interpolated" movement and enemies can fly back after getting killed by a Super Shotgun blast or a Berserk punch.
"Blood (Experimental)" applies velocity to monsters for the smoothest possible movement as well as vertical shifting to every monster's death animations (which causes the jittering effect like in Blood).
DarkkOne
Posts: 258
Joined: Mon Jun 06, 2016 11:26 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Widnows 11
Graphics Processor: nVidia with Vulkan support

Re: Nobody Told Me About id "Alpha RC3" - A Build Engine-style mod

Post by DarkkOne »

Ah, okay, I was interpreting "movement" more as some change to their AI behavior (I didn't know if the three games had like... noticeably different general agility of their monsters or something) rather than changes to their physics. But yeah, makes sense, thanks for the info!
User avatar
Nimlouth
Posts: 22
Joined: Wed May 06, 2020 8:34 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Argentina

Re: Nobody Told Me About id "Alpha RC3" - A Build Engine-style mod

Post by Nimlouth »

Hi! I'm trying out the latest file and I might be doing something wrong but the player movement seems awfuly slow for some reason?? I'm running GZDoom 4.11 x64 (dev build) and no other mods/addons with NTMAi. Thx for your hard work this mod kicks some serious ass!

EDIT: So it turns out I'm just very stupid. I was auto-loading ultimate-custom-doom and it seems to F up the ntmai movement for some reason. But yeah, solved haha
User avatar
CantSleep
Posts: 177
Joined: Tue Jan 10, 2017 9:04 am

Re: Nobody Told Me About id - We've Moved!

Post by CantSleep »

Hi!! I've moved Nobody Told Me About id to my website for the time being. Future updates will be held there. The OP will undergo some renovation once things get better. Thanks for playing!

cantsleep.cc/ntmai

Return to “Gameplay Mods”