Doom Tournament [1.0.6]

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Re: Doom Tournament [Almost 1.0]

Postby TaporGaming » Wed Sep 19, 2018 6:43 pm

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

Postby Rachael » Wed Sep 19, 2018 7:32 pm

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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Re: Doom Tournament [Almost 1.0]

Postby Facínora » Thu Sep 20, 2018 4:47 pm

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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Re: Doom Tournament [Almost 1.0]

Postby fakemai » Fri Sep 28, 2018 10:32 am

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.
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Re: Doom Tournament [WIP]

Postby el armadillo2 » Mon Oct 01, 2018 10:51 pm

BoneofMalkav wrote:Unreal Weapons to Doom

Where?
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Re: Doom Tournament [WIP]

Postby BoneofMalkav » Mon Oct 01, 2018 11:03 pm

el armadillo2 wrote:
BoneofMalkav wrote:Unreal Weapons to Doom

Where?

viewtopic.php?f=43&t=55580 called Prisoner 849.
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Re: Doom Tournament [Almost 1.0]

Postby TaporGaming » Thu Oct 04, 2018 6:08 pm

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

Postby Marisa Kirisame » Fri Oct 05, 2018 3:48 am

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

Postby Kinsie » Thu Oct 11, 2018 1:14 am

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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Re: Doom Tournament [Almost 1.0]

Postby Marisa Kirisame » Thu Oct 11, 2018 1:36 am

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

Postby WatermelonPL » Sat Oct 13, 2018 5:03 am

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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Re: Doom Tournament [Almost 1.0]

Postby Enjay » Sat Oct 13, 2018 6:20 am

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.
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Re: Doom Tournament [Almost 1.0]

Postby Ts879 » Sat Oct 13, 2018 9:35 am

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

Postby m8f » Sat Oct 13, 2018 10:29 am

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

Postby Ts879 » Thu Oct 18, 2018 8:43 am

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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