Doom Tournament [1.2]

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TaporGaming
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Re: Doom Tournament [Almost 1.0]

Post by TaporGaming »

How we need Zandronum Port?. with Announcer?. acs?
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Rachael
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Re: Doom Tournament [Almost 1.0]

Post by Rachael »

Considering the extensive use of features that are not available to Zandronum and never will be until they update to a MUCH newer code base, I doubt that there's any plans to port it to Zandronum. (In fact, the entire mod is completely built from the ground up on features that aren't available in Zandronum)

Unless you want to do that, yourself? Are you volunteering?
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Facínora
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Re: Doom Tournament [Almost 1.0]

Post by Facínora »

It has ace visuals and controls. these weapons are so damn good. I also liked to combine it with monster packs like in the video I made to showcase it.
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fakemai
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Re: Doom Tournament [Almost 1.0]

Post by fakemai »

Since it seems to have gone unnoticed I really want to spotlight that you can do rolls and loops with the Redeemer missile as of a couple of versions ago. It makes piloting them even more fun than the original game. I'm also curious though whether it would be feasible to make a mod like Airquake in GZDoom. That was one of the best Quake mods and vehicular stuff in general is untapped in Doom modding.
el armadillo2
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Re: Doom Tournament [WIP]

Post by el armadillo2 »

BoneofMalkav wrote:Unreal Weapons to Doom
Where?
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BoneofMalkav
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Re: Doom Tournament [WIP]

Post by BoneofMalkav »

el armadillo2 wrote:
BoneofMalkav wrote:Unreal Weapons to Doom
Where?
viewtopic.php?f=43&t=55580 called Prisoner 849.
TaporGaming
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Re: Doom Tournament [Almost 1.0]

Post by TaporGaming »

There will be multi kill's Ludicrous kill?.
and 30 spree kills like WICKED SICK yet here?
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

Which game introduced those?
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Kinsie
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Re: Doom Tournament [Almost 1.0]

Post by Kinsie »

Just posting to say that the Stable build (haven't checked the Development branch) works fine in GZDoom 3.6.0, so this mod is no longer consigned to Devbuild Hell.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

I already knew this and updated the first post accordingly :P
WatermelonPL
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Re: Doom Tournament [Almost 1.0]

Post by WatermelonPL »

Why mod crashes when entering sevral maps (Map07 in Doom 2 and my own map, and it can crash on sevral difficulity levels)
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Enjay
 
 
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Re: Doom Tournament [Almost 1.0]

Post by Enjay »

Just to try and keep things in the right place, and avoid tail-chasing in this thread, WatermelonPL has reported the crash here: viewtopic.php?f=178&t=62258 and it seems to be a driver issue so it's probably not something that can be addressed in the mod.
Ts879
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Re: Doom Tournament [Almost 1.0]

Post by Ts879 »

It dosen't seem to work for me. And I use GzDoom 3.5!
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m8f
 
 
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Re: Doom Tournament [Almost 1.0]

Post by m8f »

Ts879 wrote:It dosen't seem to work for me. And I use GzDoom 3.5!
You need at least GZDoom 3.6.0.
Ts879
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Re: Doom Tournament [Almost 1.0]

Post by Ts879 »

I was finally able to try out this mod and gotta say it's really good. The weapons are especially well animated and fun to use, with most weapons convering some kind of purpose. The only suggestion I would have is to have at least two weapons on each slot for consistency's sake and because there are still some badass guns from the unreal series yet to be implemented, mostly weapons from Unreal II (Shotgun, Grenade launcher, Rocket launcher and dispersion pistol come to mind) and the stinger. Also maybe move the sniper rifle to the minigun slot since they're both bullet weapons.
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