Doom Tournament [1.2]

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Henry8896
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Re: Doom Tournament [WIP]

Post by Henry8896 »

just a plenty of script errors, im disappointed

ZANDRONUM:

Script error, "flak_m_devel.pk3:animdefs.txt" line 3:
Bad syntax.



SKULLTAG:

Script error, "flak_m.pk3:gldefs.txt" line 1:
Error parsing defs. Unknown tag: HardwareShader.







GZDOOM-QZDOOM-ZDOOM:


Script error, "flak_m_devel.pk3:zscript.txt" line 1:
Version mismatch. 3.7.0 expected but only 3.4.0 supported
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phantombeta
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Re: Doom Tournament [WIP]

Post by phantombeta »

Henry8896 wrote:just a plenty of script errors, im disappointed
ZANDRONUM:
Script error, "flak_m_devel.pk3:animdefs.txt" line 3:
Bad syntax.

SKULLTAG:
Script error, "flak_m.pk3:gldefs.txt" line 1:
Error parsing defs. Unknown tag: HardwareShader.

GZDOOM-QZDOOM-ZDOOM:
Script error, "flak_m_devel.pk3:zscript.txt" line 1:
Version mismatch. 3.7.0 expected but only 3.4.0 supported
This mod is not compatible with Zandronum. Skulltag is ancient and dead. The minimum GZDoom version for running this mod is GZDoom 3.7.2.
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Rachael
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Re: Doom Tournament [WIP]

Post by Rachael »

Henry8896 wrote:just a plenty of script errors, im disappointed

ZANDRONUM:

Script error, "flak_m_devel.pk3:animdefs.txt" line 3:
Bad syntax.



SKULLTAG:

Script error, "flak_m.pk3:gldefs.txt" line 1:
Error parsing defs. Unknown tag: HardwareShader.







GZDOOM-QZDOOM-ZDOOM:


Script error, "flak_m_devel.pk3:zscript.txt" line 1:
Version mismatch. 3.7.0 expected but only 3.4.0 supported
God forbid you would update your GZDoom before reporting problems. But no - you have to make a complete ass AND a fool of yourself, and blame someone else for something that's clearly your fault.

There is a legacy version of GZDoom 3.7.2 if your hardware is not up to snuff. It should be pretty obvious it won't run on ZDoom, Zandronum, or Skulltag.
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leodoom85
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Re: Doom Tournament [Almost 1.0]

Post by leodoom85 »

hahahaha...these people who skips the OP to post such stuff.....
TaporGaming
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Re: Doom Tournament [Almost 1.0]

Post by TaporGaming »

There will be a Doom Tournament 2004?
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

I'm afraid not. We need an overhaul to how models and animations work first.
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TDRR
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Re: Doom Tournament [Almost 1.0]

Post by TDRR »

Just wondering, is there any converter for the UTX format? I would love to backport this to Zandronum yet without any way to convert these models to MD3 i can't.

A Google search didn't show much.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

I'm afraid the models can't be converted without breaking texture coordinates. And still, the mod cannot be backported anyway because the vast majority of its features would be impossible to replicate without ZScript.
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TDRR
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Re: Doom Tournament [Almost 1.0]

Post by TDRR »

Marisa Kirisame wrote:I'm afraid the models can't be converted without breaking texture coordinates. And still, the mod cannot be backported anyway because the vast majority of its features would be impossible to replicate without ZScript.
Honestly, even if i had to re-texture the weapons, it still would be way easier and faster than having to recreate the models or ripping them from screenshots.

Not impossible to replicate, while obviously there can't be a perfect recreation without ZScript, you can get really dang close with DECORATE and ACS.

From what i have played, a lot of the features that are "impossible to replicate without ZScript" are mostly graphical effects, along with the Teleporter, that while doable in DECORATE and ACS, are quite a bit harder.
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Enjay
 
 
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Re: Doom Tournament [Almost 1.0]

Post by Enjay »

In case it turns out to be mod-side related, I just reported a crash with the build from the first post and the current GZDoom git build (1st April).

viewtopic.php?f=2&t=64148
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Enjay
 
 
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Re: Doom Tournament [Almost 1.0]

Post by Enjay »

Well, the crash is now fixed, but the game aborts to the console instead.

_mental_ has posted about it in the bug thread:

viewtopic.php?f=2&t=64148
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

Just wanted to pop up to mention a couple things coming:

- Removal of all RNG damage. This was initially done for the mod to be more Doom-ish, but I've received enough complaints to make me realize it was a dumb idea. Obviously the minigun is excluded from it because it had RNG damage by design in the original.
- Enhanced Shock Rifle is actually instakill.
- Add an option to disable Enhanced Shock Rifle spawns in deathmatch, instead being replaced with Damage Amplifiers.
- Implemented Instagib Deathmatch, settable with the flak_instagib cvar from the command line when setting up a multiplayer game.
- Full localization support in all additional languages available from the original game (French, Italian, Spanish).
- Localization support will also extend to the voice pack and announcer add-ons.
- I'll keep fighting for PR #732. This is important. (The experimental branch will still be available until this is merged)
- Heretic support to be merged into stable after I implement an inventory bar for manually activating powerups.
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potetobloke
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Re: Doom Tournament [Almost 1.0]

Post by potetobloke »

Any chances for a CVar for the minigun fire rate?
The sound and the actual results don't feel correct.

EDIT:
Nevermind, I'm an idiot.
Forgot to update the mod.
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Marisa the Magician
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Re: Doom Tournament [Almost 1.0]

Post by Marisa the Magician »

The minigun firing rate can't be made as precise as in UT because Doom has a fixed tic rate of 35 while UT has a variable tic rate (usually of 60 because it's tied to the FPS).
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Enjay
 
 
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Re: Doom Tournament [Almost 1.0]

Post by Enjay »

Thanks for your continued work on this mod Marisa. I just downloaded the current git repo and had a fun game with it. The mod is nothing short of a work of genius IMO; so close in feel to the original game it's absolutely [clears throat] Unreal. Ahem. :oops:
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