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Releases: LocalInsomniac/NTMAi

1.0-ALPHA-RC9

21 Jul 13:40
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Visual Changes

General

  • [Donowa93] Updated graphics for Burning
  • Burning Barrel fire changed from yellow to red
  • [Donowa93] Updated main menu graphics and FMV
  • Mummy Hand glows when firing a flame wall
  • Lowered volume on weapon select sounds
  • Added a tag for Berserk Pack
  • [Yukes Von Faust] Updated German burning sounds

Gameplay Changes

General

  • Slightly sped up Blood-style explosions

AUGER;ZENITH

  • Blood-style explosion damage is now disabled in MAP21 to prevent softlocking

Bugfixes

General

  • Fixed all players throwing grenades when used through one's inventory
  • Fixed view pitch not resetting when changing maps

DOOM 64 for DOOM II

  • Fixed a VM abort caused by Mother Demon when Shadow Warrior-style movement is enabled

1.0-ALPHA-RC8

28 Mar 18:26
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NTMTITLE

Our title screen has finally reached perfection - we now have an intro FMV a la Shadow Warrior thanks to donowa and katherinecode. Everyone who has contributed and/or had their works used now have their names etched on the Credits screen for everyone to see.

To celebrate this release, we have also added special support for AUGER;ZENITH, the best cyperpunk PWAD for DOOM.

DOOM BOOMEM SAYS: Have fun kicking ass and chewing bubble gum!

Visual changes

General

  • Weapon pickups are now slightly larger

  • Updated sprites for Demon, Super Shotgun, Plasma Rifle, BFG 9000, inventory icons and gore

  • Updated Berserk Pack

    • Replaced activation message "Rip and tear!" (ugh...) with "Rip 'em a new one!" (YEAH!!!)
    • The screen is now slightly less tinted while active
    • Added a heartbeat sound effect while active
  • Revenant Missiles are now slightly smaller

  • Added a FMV and credits sequence to the title screen

  • Added CD tracks for title and intermission screens

    • MIDI tracks can be toggled back on through NTMAi Options (cl_ntm_cdMusic)
  • Changed labels in NTMAi Options so that They Don't Look Like This Any More

AUGER;ZENITH

  • Revamped breakable glass effects (may not work 100% due to map placement)
  • Traffic Drones are now breakable
  • Improved animations for various props
  • "Peter and the Wolf" easter egg now plays locally for the first player that encounters it

MAYhem 2019

  • Updated sprites for Tommy Gun
  • Necronomicon's pickup sprite is now slightly smaller

Gameplay changes

General

  • Increased Berserk Pack duration by 200%
  • Removed prefire delay on kick

AD MORTEM

  • Added Tommy Gun and Napalm Launcher from MAYhem 2019
  • Some props are no longer replaced

Bugfixes

General

  • Fixed stretchy gibs spawning incorrectly which caused them to appear on high ceilings
  • Main menu no longer uses patches for labels, which resulted in weird visuals on PWADs
  • Fixed Chainsaw attacking sounds still looping on death
  • Fixed a desync related to auto-activating Radiation Suits

1.0-ALPHA-RC7

10 Mar 19:22
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Changelog

Screenshot_Doom_20240310_211639

Behold, a new logo - courtesy of Craneo!
Some supported PWADs were updated over time which caused game-breaking issues related to actor replacements. This update fixes that while also enhancing some stuff along the way.

Visual changes

General

  • Updated sprites for Demon, Cacodemon and Hand Grenade
  • New logo by Craneo
  • Marine corpses now have randomized variants
  • Reduced volume of bullet casings
  • New jumping sprites for Imps

MAYhem 2019

  • Updated sprites for Chainsaw Maniac
    • Chainsaw Maniacs now have a unique chainsaw death animation like other Zombiemen
  • MAP31's music has been replaced
  • Some props have been overhauled
    • Bone piles are now destructible

Gameplay changes

General

  • Increased Cacodemon Fireballs' speed by 20%

Eviternity

  • Added complete support (except for Eviternity 2)

MAYhem 2019

  • Hellhound's melee attack is slightly slower
  • Overhauled Mummy
    • Mummies have a low chance to shoot a homing projectile that temporarily morphs players into Mummies
      • Mummified players have 400 health, cannot pick up items and can only throw fireballs and create a Wall of Fire every 3 shots which can deal splash damage to enemies and reach any height

Bugfixes

General

  • Updated MD5 hashes for PWAD detection
  • Taunts are now restricted to NTMAi player classes

MAYhem 2019

  • Fixed Hellhound's chasing animation

1.0-ALPHA-RC6

13 Nov 02:31
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Changelog

Visual changes

  • New sprites for Pistol, Skull Key animations, Demon, Imp and Plasma Ball
  • Brightmaps are no longer applied to Imps when their sprites are replaced
  • Improved animations for Chainsaw and Hand Grenade

Bugfixes

  • Disabled keycard animations on multiplayer to prevent desyncs
  • Fixed a VM abort related to Hand Grenades

1.0-ALPHA-RC5

13 Aug 13:19
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Intro.mp4

This release brings us one step closer to completion - it contains a lot of visual flair as well as WIP support DOOM 64 for DOOM II.

Highlights

Visual changes

  • Added brightmaps for Imp
  • Added gib animation for Demon
  • Slightly faster gib animation for humanoids
  • New burning sounds for German
  • Updated menu labels
  • Better animation for Hanging Twitching Body
  • New props
    • Torches and Burning Barrels have smoother flames and ambient sounds
    • Tech Lamps are destructible
    • Corpses are randomly flipped and can be gibbed
  • New title and intermission screens
  • New Cacodemon sprites
  • Reverted Cacodemon and Pain Elemental's sounds to vanilla ones
  • New Super Shotgun sprites
  • New Chaingun sprites
  • New Rocket Launcher sprites

Gameplay changes

  • Added WIP support for DOOM 64 for DOOM II
  • Made inventory items with percentages undroppable

Bugfixes

  • Fixed Lost Soul's idle animation
  • Fixed map name being shown on TITLEMAPs
  • Fixed player friendly fire using Hand Grenades

1.0-ALPHA-RC4

16 May 13:11
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The best update of 1.0-ALPHA so far. All upscales have been reverted back to original res sprites for better visuals. This version is more compatible with gameplay mods by fixing weapon replacements and allowing other player classes to auto-activate Radiation Suits, use Grenades and/or their Trusty Boot.

The next release will be content-oriented, including complete support for MAYhem 2019 and Doom 64 for Doom 2.

Highlights

Visual changes

  • New chainsaw sprites by Captain J and Mike12
  • Replaced vanilla chat sound with NTMAi's menu variant
  • Change shell casing sprites to be more consistent with pickup sprite
  • All player/monster sprites have been reverted back to vanilla size
  • Tweaked attenuation and limits of explosion sounds
  • Chainsaw's attack sound now loops instead of replaying every 3 tics

Gameplay changes

  • Re-enabled bullet penetration
  • Normally gibbed corpses are now gibbable
  • Improved compatibility with gameplay mods
    • Fixed weapon replacement to allow other mods to replace weapons
    • Trusty Boot, Grenades and Automatic Radiation Suit are now usable by other player classes
  • Grenades now explode as soon as they hit instead of having to overlap for 4 tics
  • Added an indicator when trying to throw grenades without having any

Bugfixes

  • Zombies no longer shoot when crouching if they don't have a target
  • Fixed Cacodemon's death animation in mid-air
  • Fixed Demon and Spectre playing their death sound twice
  • Fixed Skeleton projectiles being fullbright

Nobody Told Me About id 0.4.9

19 Feb 16:02
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Pre-release

This was the last version of NTMAi before I completely rewrote it to be 1000x better. I highly recommend playing the latest release instead of this.

1.0-ALPHA-RC3

06 Feb 17:13
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Screenshot_Doom_20230206_180702

This update introduces custom content for AD MORTEM and Scythe 2, with work-in-progress support for Eviternity and MAYhem 2019, as well as various polishing and bugfixes.

Highlights

  • New features

    • Added custom content system

      • Detects which PWAD is being played and, if it's supported, adds replacements for it

      • Can be disabled from Actor Replacement Options (sv_ntm_r_custom)

    • Full support for AD MORTEM

      • Pumpkin Marines can now leap over pits to pursue their target

      • Gargoyles' wings will fly apart when gibbed

      • Updated Satyr

        • Replaced sprites with Baron of Hell recolors
        • Can now charge at their target like Barons of Hell and Hell Knights
      • New sprites for Rocket with Legs (Rocket Warrior)

      • Updated Skellington (Skeleton)

        • New sprites for gibbing
        • New sounds for pain and gibbing
        • Bones and skull fly and bounce around when gibbed
      • King Boner the Stiff (Gjenganger) can now airblast targets away at close range (6-60 damage)

      • Replaced Gremlins with Little Marines

    • Full support for Scythe 2

      • Evil Marines can now leap over pits to pursue their target

      • Updated Afrit

        • Changed blood color to yellow
        • Now shoots a volley of three fireballs with the middle one homing towards the target
  • Visual changes

    • New Infrared sprites by osjclatchford
    • Baron of Hell and Hell Knight now have red projectiles and blood
    • New Pistol sprites by Mike12 and Craneo
    • Smoother bullet puff animation by Gifty
    • New sounds for Mancubus shooting fireballs
    • New sounds for Cacodemon melee
    • New sounds for humanoids getting lit on fire
    • Smoother projectile animations for Imp and Cacodemon
    • New animations for teleport and item fog
    • New sprites for corpses getting gibbed
  • Gameplay changes

    • Changed grenade physics

      • Increased bounce factor from 50% to 66.6%
      • Increased bounce count from 3 to 4
      • Grenades will overlap through shootables for 5 tics before exploding
    • Added first-person fire death animation for players

    • Enabled NTMAi player movement for multiplayer

    • Increased BFG9000 spray base damage from 20 to 22.5

    • Humanoids can now get gibbed by fire damage

  • Bugfixes

    • Potential fix for Blood explosion damage related crashes
    • Fixed Berserk Pack hotkey doing nothing
    • Fixed Grenade and Keycard animation raising and lowering
    • Fixed Arch-Viles not resurrecting dead enemies
    • Fixed crushed corpses not spawning stretchy gibs
    • Fixed burning humanoids not screaming
    • Fixed burning humanoids being shootable

1.0-ALPHA-RC2

09 Jan 22:31
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Screenshot_Doom_20230109_203450

All you need to know is that a majority of the features have returned. We've also added a total game changer - the space marine's Trusty Boot!

Highlights

  • New features

    • Added the Trusty Boot (netevent NTM_Kick)
      • A quick melee option that can be used with any weapon and deals 2-20 damage (10x more if berserked)
    • Added an option for Blood-styled explosion damage (sv_ntm_blast = false, experimental)
      • While enabled, explosions will expand while dealing damage and pushing everything away from the blast
  • Reimplemented features from older builds

    • HUD
    • Keycard animations when opening locked doors (sv_ntm_keycard = true)
    • Hand Grenades (netevent NTM_UseGrenade)
    • Items and powerups
      • Radiation Suit can be auto-activated in hazardous sections (cl_ntm_autoRadSuit = true)
    • Burning humanoids
  • Gameplay changes

    • Increased Hand Grenade throwing animation speed
    • Improved Hand Grenade autoaiming, bouncing and damage
    • Increased Berserk/Super Shotgun lethal knockback on heavier enemies
    • Chainsaw will no longer lock onto enemies while sawing them
    • If the player is trying to change weapons during a Hand Grenade or keycard animation, the pending weapon will attempt to be selected instead of the one that was being used before an animation
    • Radiation Suits can no longer be activated manually when auto-activation is enabled
    • Enemies no longer respawn and are 66.6% more aggressive in Nightmare
    • Zombiemen, Shotgun Guys and Heavy Weapon Dudes have a 12.5% chance of dropping a Hand Grenade on death
    • Revenants can now enter their pain states when flying
  • Bugfixes

    • Fixed Barons of Hell throwing vanilla projectiles
    • Fixed Barons of Hell being unable to drop off ledges when charging with Enemy Movement Style set to Blood (Experimental)
    • Fixed Barons of Hell charging even when their target is out of sight
    • Fixed ground checking for enemies not working properly, causing them to get stuck in certain positions
    • Potential fix for enemies getting stuck in walls when falling off ledges with Enemy Movement Style set to Blood (Experimental)
      • This may cause enemies to not have smooth movement in spaces where they are normally unable to move
    • Fixed a crash related to enemies disappearing during an Arch-Vile's attack
    • Fixed bullet casings not submerging in liquid terrain
  • Miscellaneous

    • Intermission background is now widescreen
    • Replaced shell and keycard graphics
    • Updated player pain sounds to fit the vanilla ones more
    • Removed terrain splashes

1.0-ALPHA-RC1

04 Jan 14:46
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Screenshot_Doom_20230104_140230

This release was redone from scratch and includes major improvements from older versions.
As this is an early alpha build, some features such as inventory items and HUD are missing. Only the main player and monsters are implemented.

Highlights

  • Universal corpse gibbing! Anything that causes splash damage may gib corpses

  • Bullets will no longer penetrate through monsters or objects when destroyed

  • Updated assets

    • Redesigned barrels, Imps, Lost Souls, Arachnotrons, Cyberdemons and SS Guards
    • Use Beautiful Doom's sprites for Zombieman's chainsaw death
    • Added more explosion varieties
  • Updated player behaviour

    • Added source port-style level titles on level start (sv_ntm_startTitle)
    • Added Duke Nukem 3D-style view twitching on level start (sv_ntm_startTwitch)
    • Reanimated Fists and Pistol (Pistol uses placeholder sprites)
    • Berserk Fists and Super Shotgun will only knock back monsters depending on their mass
    • Improved flinching from landing
    • Pain sounds are based on how much damage is taken
  • Updated monster behaviour

    • Added Duke Nukem 3D and Shadow Warrior movement styles (sv_ntm_enemyMove)
    • Improved zombie grenade attacks (uses placeholder sprites)
      • Zombie grenade trajectories are based on target distance
    • Improved Imp leaping (uses placeholder sprites)
      • Imps will only leap over ledges when the target is close and there are no obstacles in front of them
    • Improved Demon behaviour
      • Demons no longer leap over ledges
      • Demons will only lunge at their target when there are no obstacles in front of them
      • Added pre-lunging frame to Demon's attack animation (uses placeholder sprites)
    • Improved Revenant behaviour
      • Added pre-firing frame to Revenant's attack animation
      • Revenants will stay in their flying animation when idling mid-flight
    • Improved Arch-Vile attack animation
    • Added an alternate attack for the Cyberdemon where it shoots volleys of smaller rockets
    • Added an alternate attack for the Spider Mastermind where she can summon 2-4 Arachnotrons (max. 4-7) if there are less than 4 Arachnotrons in the level

Known Issues

  • Some "debris" (casings, gore, shards) can get stuck floating indefinitely in deep underwater sections
  • Bullet casings appear above liquid terrain instead of being submerged
  • Bullet casings can get stuck in walls and play their BounceSound rapidly before landing
  • Spider Mastermind's alternate attack can fail and not summon any Arachnotrons in small spaces due to level design
  • SS Guards are incomplete