Doom Tournament [1.2]

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Lifeform
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Re: Doom Tournament [Almost 1.0]

Post by Lifeform »

kodi wrote:First you need a development build of gzdoom. [download link]
You play it by opening flak_m.pk3 with GZDoom.exe as with any mod. You can drag the pk3 into the exe or use zdl for example. Or "open with" in windows.
I tried that, it gives me an error : Execution could not continue.

Script error, "flak_m.pk3:zscript.txt" line 1:
Version mismatch. 3.5.0 expected but only 3.4.0 supported
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kodi
 
 
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Re: Doom Tournament [Almost 1.0]

Post by kodi »

Then you're not using a new enough development build. Go to that link and get g3.6pre-35-gfad406c4c or later, as you're instructed on the original post in this thread.
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drfrag
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Re: Doom Tournament [Almost 1.0]

Post by drfrag »

I think somehow he's still using the old executable, a ZDL related problem?

Well, i think now i should give an explanation:
Marisa Kirisame wrote:I screwed up big time then! D:
I screwed up even bigger time (vamos que la he liao parda). :oops:
Actually i made a mistake and those two features made into the 3.5.1 legacy version. It's obvious if you look at the legacy devbuilds, everything is in the same branch. That's not intentional and i considered creating a different branch but i didn't notice those two commits weren't in maint. So my bad.
I uploaded the legacy build roughly @ 4 a.m. on a weak internet connection and i noticed it too late, of course i'd have noticed earlier. I reviewed the code and it looked safe so no big deal i guess. I was more concerned on the settings controller thing.
But we're all human and make mistakes. ():)
Of course i know i need to update the ZScript version and i'll do after the F3DFloor PR is merged.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

Ah, you've seen it? I'm going to make full use of it once it's in.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

Felt like some things needed to be patched up, so here's an update:
  • Various rebalances. Corrected some things that weren't 1:1 with UT.
  • Restored original flak chunk damage function (no longer falls off with distance).
  • Fixed the minigun altfire shooting bullets at the same speed as the primary fire.
  • Small hackaround for janky player movement while moving down slopes.
  • [WIP] The very beginning of an UT gore system (toggleable).
Now, I'm gonna try to take a break from this mod and focus on abort_m.
PixelWAD
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Re: Doom Tournament [Almost 1.0]

Post by PixelWAD »

Out of curiosity, how much time per day do you spend on it?
You seem to come out with big features like every single day.

I feel like I'm lagging behind with my own mod..
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

I... have absolutely no idea. I don't really keep track of this.
CD-Roman
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Re: Doom Tournament [Almost 1.0]

Post by CD-Roman »

https://youtu.be/bdl6sYRMx48

I won't get bored of Unreal Tournament until VR version comes out and even then it's going to be at least one day later!
I love what have you done so far, the port is really accurate and faithful to the original.

I've been fiddling around with old gzDoom, UT and recent multiplayer "Piracy" map and I got it to work in split screen mode!
This isn't the most recent version, as there are problems with some of the dev builds.

https://youtu.be/bdl6sYRMx48
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SyntherAugustus
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Re: Doom Tournament [Almost 1.0]

Post by SyntherAugustus »

How is this splitscreen possible? I can't get two instances of Gzdoom going on at the same time.
PixelWAD
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Re: Doom Tournament [Almost 1.0]

Post by PixelWAD »

I can post a more detailed info within the next few days, but this isn't truly supported.
It does work with 3.5.1 but it doesn't with the recent dev build.

You need 2 gzdoom copies. Configure the ini in both folders to support background sound and video. You need to configure a control scheme that can be accepted by both gzdoom at the same time. We have used Xbox controller and cheap Bluetooth controller in combination with xpadder app to simulate keystrokes. You need to change sensitivity of joystick to 0 to prevent one built from accepting it in another.
Then you can host and join localhost as usual. Sometimes there is a glitch that makes everything janky, i found no cause for it but restart of the game just works. It's really fun to play two at one pc.
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SyntherAugustus
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Re: Doom Tournament [Almost 1.0]

Post by SyntherAugustus »

I managed to produce the above by accident and figured that yes, it does require two copies of GZdoom. It also requires that you don't alt-tab or everything's ruined.

Also I found this yesterday. viewtopic.php?f=44&t=62046
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Mister Copper
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Re: Doom Tournament [Almost 1.0]

Post by Mister Copper »

Hey, uh, I might feel stupid for this, but I tried to run the mod, and I keep getting this error every time I use any of the weapons that aren't the Impact Hammer (the Impact Hammer works, strangely enough):

https://imgur.com/a/4wnNCA9

I'm using GZDoom 3.6.0 (pre-86-g58c6614c0), so I don't know what is going on or what I'm doing wrong here.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

Are you sure you're using the latest available version of the mod? The lines in that error message don't seem to match up.
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Mister Copper
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Re: Doom Tournament [Almost 1.0]

Post by Mister Copper »

Marisa Kirisame wrote:Are you sure you're using the latest available version of the mod? The lines in that error message don't seem to match up.
Sorry for late reply, but I am using the latest version of the mod.
And not to be pushy or anything, but what do you mean the lines in the error message don't seem to match up?

Just to be sure, mind if I post an image of my ZDL listing? It was at the time the error happened, so... https://imgur.com/qIcENao

Edit: I'm a massive idiot. It turns out to be tilt++.pk3 causing the issue. Sorry to waste your time.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

strange that it would be causing that
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