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Doom Tournament [1.2]

Posted: Fri Jun 01, 2018 4:13 am
by Marisa the Magician

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Note to people who refuse to read: This mod does not work on Zandronum or severely outdated GZDoom builds

While I was talking a break after the full release of abort_m, I went and added support for UE1 models to the engine. But I didn't stop there, no sir. Obviously I had to test it all with something, and that something turned into this mod.

Initially it was just the flak cannon (hence the filename of flak_m), but then I started adding more weapons, then some items... and bam, a complete, UT99 themed weapon and item replacement (with some extras).

It has everything from the surprisingly not underpowered Enforcer pistol to the almighty Redeemer, with fan favourite weapons like the Shock Rifle and the Flak Cannon, and some neat little touches to prettify things up.

Some features (such as the new HUD) are configurable from the options menu, so make sure to take a look.

In its current stage, the mod is pretty much complete. Although some additions were planned, development has officially ceased so this is as far as it gets (though it's received one final well-needed update for 4.9.0). Hope you enjoy.

You can download a prepackaged build here (last updated: December 8th 2022 14:40 CET) , or just head over to the GitHub repo.

Requires GZDoom 4.10.0 or later.

Oh and also, here are a couple extra goodies:
  • Standalone announcer : Allows the UT announcer to be used with any mod. (last updated: November 6th 2022 00:07 CET)
  • UT music playlist : Contains all map tracks from UT99, can be used standalone. (last updated: November 6th 2022 00:07 CET)
There is also one "expansion", Doomreal. It adds everything from Unreal 1, including dummied out content.

Note: "Smarter" and "Always" sprite clipping options will cause some misalignments, use "Smart" instead.
Spoiler: Assorted screenies (outdated, but still valid)
If you like my work, please consider supporting me on Patreon.
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Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 5:24 am
by BoneofMalkav
First Unreal Weapons to Doom, Now UT99 Weapons to Doom. The Cycle's now complete :P

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 9:32 am
by Churrupez
This mod feels great already! Some things i've found....

-Changing levels while having Dual Enforcers selected breaks things a lot: the second Enforcer dissapears, and if you try to switch weapons, you can't fire or switch weapons anymore.

-Sometimes, trying to telefrag enemies with the Translocator just kills you (happened to me three times telefragging Imps in Entrway).

Also, I don't know if your intention is to exactly imitate the behavior of the UT99 weapons, but this is some of the differences i've found compared to the original weapons:

-Pulse Gun's raising animation is really slow
-Pulse Gun didn't have a cooldown after firing in the original UT99
-Ripper's primary fire doesn't damage you after bouncing off the walls (same thing happens with Flak Cannon's primary)
-Some weapons fire slower than the originals (Shock Rifle's secondary, Ripper's primary, Flak Cannon's primary and secondary, Rocket Launcher's "loading" animation)

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 10:06 am
by Rachael
I like this. Only a couple criticisms.

- Respawning after death causes a VM (null pointer) abort
- I wish it had female player sounds (like jumping).

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 11:03 am
by Marisa the Magician
Recent changes:
  • Renamed some sprites for compatibility with Smooth Doom.
  • Added water step/land sounds.
  • Made footsteps toggleable (in case the player is using another mod that adds them).
  • Added handling of liquid terrain on all actors that need it.
  • Fixed dual enforcers breaking after level transition.
  • Fixed some refire issues caused by the use of the Resurrect cheat.
  • Made guided redeemer missiles explode on player death.
  • Replaced pure particles on pulse gun effects with actor particles.
  • Go into more detail about the pulse beam interpolation quirks.
  • Added support for DamNums.
  • Fix abort in MP when respawning.
  • Add note about why invisibility breaks the weapon models.
Rachael wrote:- Respawning after death causes a VM (null pointer) abort
Doesn't seem to happen here, any specific conditions of when this happened?
Rachael wrote:- I wish it had female player sounds (like jumping).
It does, just set your player gender to female.

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 11:27 am
by LossForWords
thanks for letting me use the only weapon i don't suck with on unreal tournament. also, if it's not too much to ask, can you add the announcer's "you are the winner" sound when you kill all monsters and the you "have lost the match" sound when you die?

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 11:54 am
by Marisa the Magician
I don't know... doesn't sound like they'd fit right for that.

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 11:59 am
by Spaceman333
LossForWords wrote:thanks for letting me use the only weapon i don't suck with on unreal tournament. also, if it's not too much to ask, can you add the announcer's "you are the winner" sound when you kill all monsters and the you "have lost the match" sound when you die?
There already actually exists a mod that does exactly this:
viewtopic.php?f=46&t=57387

...and its GOOD. 8-)

Btw, thank you for the music addon. It was delightful to find out that it works with GZDoom, even though the main mod requires QZDoom. I think the volume on the tracks is somewhat low compared to vanilla and other music mods, but I really like it.

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 12:04 pm
by Marisa the Magician
You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 2:18 pm
by Whoah
Got any screenies? Sounds badass, by the way

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 3:07 pm
by Gorman Frebmane
Any plans for monsters?

Re: Doom Tournament [WIP]

Posted: Fri Jun 01, 2018 4:45 pm
by Marisa the Magician
I've been thinking that for monsters I could just do an Unreal 1 pack. Thing is, I don't know how I'd go about the whole thing of there not always being direct equivalents to each monster.
Whoah wrote:Got any screenies? Sounds badass, by the way
Added some to the post.

Re: Doom Tournament [WIP]

Posted: Sat Jun 02, 2018 4:50 am
by Gorman Frebmane
Marisa Kirisame wrote:I've been thinking that for monsters I could just do an Unreal 1 pack. Thing is, I don't know how I'd go about the whole thing of there not always being direct equivalents to each monster.
Whoah wrote:Got any screenies? Sounds badass, by the way
Added some to the post.
you also have the expansion pack monsters, mabye they add up?

Re: Doom Tournament [WIP]

Posted: Sat Jun 02, 2018 6:46 am
by Spaceman333
Marisa Kirisame wrote:You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.
I didn't know that. Thanks! :D

Re: Doom Tournament [WIP]

Posted: Sat Jun 02, 2018 9:46 am
by Marisa the Magician
New changes:
  • Added missing decals to enhanced shock rifle combo blast.
  • Added missing alternate explosion sprites to biorifle gel.