Doom Tournament [1.2]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
MaxSpec
Posts: 9
Joined: Fri Dec 16, 2016 8:36 am

Re: Doom Tournament [Almost 1.0]

Post by MaxSpec »

As soon as I start shooting, this happens: https://i.vgy.me/OAa4a7.png.
It's on 4.1-pre dev branch, just in case.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

What branch of the mod?

I really don't know why everyone is getting this error and I'm not. What are you even doing with the mod for the event handler to suddenly cease to exist?

Edit: Please load this file alongside the mod, and when in the map type "netevent testuthandler" on console, then post its output.
MaxSpec
Posts: 9
Joined: Fri Dec 16, 2016 8:36 am

Re: Doom Tournament [Almost 1.0]

Post by MaxSpec »

I used the Stable branch of the mod. Also I followed your instructions, here's the thing: https://i.vgy.me/nHGNoF.png.
Edit: I tested melee weapons, they're only the things working.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

OK I'm a complete idiot and forgot to update the binary builds. Please redownload.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

A major update has been pushed. The mod is now fully compatible with Heretic. In addition, the GZDoom version requirement has been raised to 4.1.

Other things to notice:
- The mod along with the voice pack and announcer add-ons are now localized. The main mod currently is only localized in Spanish, but the add-ons also support French and Italian.
- Enforcer and Pulsegun clips are now shown as bars under the ammo counter. Impact Hammer and Biorifle charge, along with loaded rockets in the Rocket Launcher will also appear as bars there too.
- As part of the Heretic support, some items will be activatable through an all-new inventory bar. UT never had anything like this, so I pretty much improvised it.
- The GetAxes function has been replaced with a more lightweight version, it's very unlikely that anyone will notice this anyway, but I felt like mentioning it.
- I think it MIGHT be possible to add Hexen support, but I'll have to figure out a way to cover the whole weapon range, and perhaps also add models for puzzle items and keys so they don't feel out of place as sprites.
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Doom Tournament [Almost 1.0]

Post by Enjay »

Thanks for continuing to work on this mod. I still love it.

I don't know if this will present itself at all screen resolutions so, just in case it isn't known about, menu choices overlap character portraits in the class menu:

Image
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

Yeah, I'm aware of this. I wonder if it'd be possible to force that to switch to a smaller font.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Important Update]

Post by Marisa the Magician »

Hey so I just noticed a major fuckup while working on some updates and uh... I'd really REALLY recommend anyone to update right now. As it turns out, Heretic support didn't get properly merged into the stable branch, which I'm pretty sure would cause the mod to break completely.

Anyway, apart from that major fuckup fix, here's other changes:
- Made small fonts more readable (added a drop shadow, basically).
- (Optional) Chainsaw can now use ammo. Additional ammo has a 10% drop chance from enemies killed (without the chainsaw).
- Kinsie's Test Map support updated for v3.2.
- Removed unused font glyphs to save a lil' bit of space.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3141
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Re: Doom Tournament [Important Update]

Post by drfrag »

I need help with this:
viewtopic.php?f=231&t=62157&p=1103946#p1103946
BTW now menus are nearly invisible in the vintage build (minor thing tough) and spanish works with language es.
User avatar
armymen12002003
Posts: 1416
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Doom Tournament [Important Update]

Post by armymen12002003 »

Not sure if this has been asked already but have you considered doing a 3D enemy pack for this?
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Important Update]

Post by Marisa the Magician »

It has been asked before and the answer is yes.
User avatar
armymen12002003
Posts: 1416
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: Doom Tournament [Important Update]

Post by armymen12002003 »

Oh ok lol good to know looking forward to seeing the enemy pack.
User avatar
SiFi270
Posts: 451
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: Doom Tournament [Important Update]

Post by SiFi270 »

Speaking of the future, how high a priority is ChaosDT for you right now?
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Doom Tournament [Important Update]

Post by Marisa the Magician »

I'll do that one after the Unreal 1 stuff (which is what includes the monsters).
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Doom Tournament [Important Update]

Post by Enjay »

I've found a problem while playing this mod with my own njtrain map.

Every time I play with this mod loaded, I get a VM execution abort:

Code: Select all

VM execution aborted: tried to read from address zero. In function parameter "self"
Called from UTMainHandler.WorldThingDamaged at flak_m.pk3:zscript/utcommon.zsc, line 1976
Called from Actor.FindInventory [Native]
I've tracked it down to a simple "Thing_Destroy" ACS command that kills the driver of the train at the end of the initial cutscene in the map. The attached file demonstrates it nice and easily.
shotgkill.zip
Load the WAD and flick the switch. Without Doom Tournament loaded the shotgunguy dies. With Doom tournament loaded the VM exec abort happens.

Tested with GZDoom 4.1.2 and a couple of git builds, including today's one - all show the problem.




As a complete aside, there are a couple of aesthetic points relating to the slime from the bio-rife that I noticed when playing with the train map:

The train has loads of breakable windows which are initially solid but a script removes the blocking flag. However, if the window was broken by a slime ball, the slime gloop will impact on the solid wall but the gloop droplet will hang in mid air after the window is broken and the line has been set to not blocking (I'm going to guess that there isn't much that can be done about that).

Also, the slime gloop droplets aren't carried on the scrolling floor outside the train used to give the impression of the train moving, so they appear to glide along at the same speed as the train until they explode. I suspect that is more likely to be fixable but it is just a cosmetic point anyway.

https://www.doomworld.com/idgames/level ... -o/njtrain

I apologize for the awful, horribly inefficient way that the breakable windows are set up in the script. I do know how to do it properly now, but I didn't back then.
Locked

Return to “Abandoned/Dead Projects”