Following what @Whoah said, Knee Deep in the ZDoom- Lite also helps make it feel pretty Build-likeGorman Frebmane wrote:I think this mod need's it's own mapset that is interactive like the build engine games it tries to feel like.
Nobody Told Me About id - We've Moved!
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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 v0.1.2 - A Build Engine-styled m
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
I made a SBARINFO file with that picture. (Credit me if you use it.)
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
It's because you've got a mod loaded on top of NTMAI that replaces the sprites. The NTMAI Baron's frames don't line up with the default Baron's due to the extra attack, so the frame that was a corpse in the vanilla Baron's sprites is the start of the NTMAI Baron's death animation. If that makes sense.Sgt. Ham wrote:-That "Baron Ghost" Glitch happens whenever a Baron dies for some reason. Don't know why.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Thank you so much, that just made my work way easierAc!d wrote:I made a SBARINFO file with that picture. (Credit me if you use it.)
SMG54321 wrote:can you do something about the ghost baron bug thing?
Like Kinsie said, there is a sprite conflict between NTMAI and your mods that break the baron's animation. I'll change the sprite names next update to prevent issues like this.Sgt. Ham wrote:-That "Baron Ghost" Glitch happens whenever a Baron dies for some reason. Don't know why.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Ok it turns out "cblood.pk3," which changes the blood color of the cacodemon and Hell Nobles to match their sprites for use with NashGore, was causing the issue. It also made Barons appear twice as tall for some reason. I don't know if that was the only mod that caused the problem but I found one of the culprits, at least.CantSleep wrote:Thank you so much, that just made my work way easierAc!d wrote:I made a SBARINFO file with that picture. (Credit me if you use it.)
SMG54321 wrote:can you do something about the ghost baron bug thing?Like Kinsie said, there is a sprite conflict between NTMAI and your mods that break the baron's animation. I'll change the sprite names next update to prevent issues like this.Sgt. Ham wrote:-That "Baron Ghost" Glitch happens whenever a Baron dies for some reason. Don't know why.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Gun sprites should be a little further to the right imo, they don't look centered properly, maybe add a little weight and bounce to them like Blood. Perhaps some of the doom delta weapons should make a secret appearance, too? Chaingun should ramble, enemy attacks and animations should be marginally exaggerated/prounounced, and weapons can have a little oomph as a treat.
Last edited by EddieMann on Tue Feb 11, 2020 8:36 pm, edited 2 times in total.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Got to check this out. Having a build engine gameplay run is one thing that's always been missing in Doom mods. (Unless I missed one.)
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Found another bug of sorts, I killed myself with a rocket launcher and got this error and the game crashes to console:
Im running this on lzdoom v3.84
Code: Select all
VM EXECUTION ABORTED: TRIED TO READ FROM ADDRESS ZERO
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
wow this mod looks interesting and fun, I will play it when I got a free time.
I like mods that add more moves to classic Doom monsters.
I like mods that add more moves to classic Doom monsters.
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m
Redneckerz wrote:You sure you loaded the ntmai.pk3 file?theroguemonk wrote:what do you mean i have gone to 3rd level of doom 2 and still its the same angled mod with only ketchup...
If not, try that, preferably without the ketchup mod from SGT Mark.
yes i did .. all i see still is a form of angled doom .. i dont see any thing different
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
What are you expecting to see? This mod isn't a major-overhall-everything-is-different kind of mod. It makes some very interesting changes and the obvious ones are... well, obvious, but many are quite subtle and some could go unnoticed by the more casual observer.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
I took it upon myself and modified the weapon offsets a little to fit the perspective better. A little subtle edit, but should enhance the feel a bit.
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Re: Nobody Told Me About id v0.1.1 - A Build Engine-styled m
theroguemonk wrote:Redneckerz wrote:You sure you loaded the ntmai.pk3 file?theroguemonk wrote:what do you mean i have gone to 3rd level of doom 2 and still its the same angled mod with only ketchup...
If not, try that, preferably without the ketchup mod from SGT Mark.
yes i did .. all i see still is a form of angled doom .. i dont see any thing different
Well there are some differences... Mainly the fact that Angled Doom doesn't try to be anything else but Doom, with only angled weapons and some extra visual effects. NTMAiD on the other hand tries to look and feel like Build games, and that goes a little beyond the angled sprites. There are Build-like explosion effects, camera shakes, movement, blood and more subtle stuff going on here. Also, the fact that he is not using my smooth animations for the angled sprites is another differential (since Build games never had a smooth as butter sprite animations). In the end, i believe we can enjoy both mods for what they are trying to do, and if they feel kinda similar sometimes, well... weren't Build games like Duke Nukem and Blood similar to Doom in the 90's as well?
EDIT- Oh, and about this:
Why not adding the on liners from the Quake 3/Unreal Tournament announcers? That way Doomguy would remain the silent protagonist (the player) but the quips and taunts would still happen.Enjay wrote:I see a few people asking for quips or taunts and other Duke-talk-like features.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Back to bring another set of replies
I've added a "Recommended" tab in the OP (suggested by mrtaterz). There you can find a couple of map packs that help to give off a more Build Engine feel when combined with this mod.
Strange. I'm sure it's just an compatibility issue with LZDoom since that port isn't 1:1 with GZDoom on ZScript support. I'll look into it tomorrow.DoomedFox wrote:Found another bug of sorts, I killed myself with a rocket launcher and got this error and the game crashes to console:
Im running this on lzdoom v3.84Code: Select all
VM EXECUTION ABORTED: TRIED TO READ FROM ADDRESS ZERO
Thanks. Sorry for the late response, I was away from home for some time. Expect an update including this fix soonEddieMann wrote:I took it upon myself and modified the weapon offsets a little to fit the perspective better. A little subtle edit, but should enhance the feel a bit.
I've added a "Recommended" tab in the OP (suggested by mrtaterz). There you can find a couple of map packs that help to give off a more Build Engine feel when combined with this mod.
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m
Forgot to mention this error occurred via gibbing upon rocket suicide. Normal death seems to not trigger the crash.CantSleep wrote:Strange. I'm sure it's just an compatibility issue with LZDoom since that port isn't 1:1 with GZDoom on ZScript support. I'll look into it tomorrow.