Page 16 of 21

Re: Doom Tournament [Important Update]

PostPosted: Wed May 29, 2019 1:38 am
by Marisa Kirisame
You'd be surprised. The issue with those lines is fixable. The one with the scrolling is absolutely impossible to fix at the moment.

Re: Doom Tournament [Player Models now in testing]

PostPosted: Sun Jul 21, 2019 7:08 pm
by Marisa Kirisame
Important news!!! Player models have now been implemented and are up for testing in the development branch.

This is currently kind of rudimentary due to engine limitations (all players will appear with a placeholder weapon rather than the one they're carrying).
Player skin coloring is not yet supported, as I have to find a way to reliably do it without excess color loss.

Edit: I added keybinds for taunts, since I forgot to do them. Please download the file again.

Edit #2: Some more updates were pushed, mainly related to player corpse physics.

Re: Doom Tournament [Player Models now in testing]

PostPosted: Wed Jul 24, 2019 5:10 am
by Tormentor667
This is so fucking awesome :) Good work man, really good work!

Re: Doom Tournament [Player Models now in testing]

PostPosted: Sun Jul 28, 2019 6:12 pm
by Marisa Kirisame
Well, I have an announcement to make. Seeing as the base mod is pretty much nearing its 1.0 release, something else is being worked on now.



This is going to be a lot of fun, seeing as I'm planning on not just porting the standard Unreal 1 arsenal, but also all sorts of dummied out content, including some very obscure stuff that no one has ever seen before (mainly because all the data that existed for a couple of these weapons was just untextured, almost featureless still models (and sometimes not just that, but also clearly missing large chunks of geometry).

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 12:39 am
by Kinsie
Ooh! Are you gonna dig into all that leaked prototype shit like the dragon and such?

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 1:41 am
by Marisa Kirisame
Eh, that'll be for the monster pack. Was talking more about the Quadshot and whatnot.

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 3:19 am
by StroggVorbis
The only weapon apart from the Quadshot that comes to mind is the bonesaw from the Unreal "Bible", aka design document.

Will we be able to wear the assault vest, kevlar suit, shield belt and power shield together like in the original game? :D

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 4:33 am
by Marisa Kirisame
Bonesaw, you say? Well, it's not very close, but I guess this is what you're referring to.

The model was barely finished, so I did some touchups and drew the textures myself.
Edit: This was the original model.

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 5:50 am
by StroggVorbis
:O

Is this a melee weapon? Or a grappling hook? Looks like it can either rotate/spin its blades or contract them.

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 7:09 am
by Iniquitatis
@DabbingSquidward, nope, it's a portal gun. =D

Re: Doom Tournament [Player Models now in testing]

PostPosted: Mon Jul 29, 2019 10:02 am
by StroggVorbis
Now that you mention it, it does bear a resemblance :D

Edit: @Marisa Kirisame

I know it's way too soon to ask, but what are your plans regarding the future? After flak_m and stinger_m I mean?
I know there are already some Quake 1 & 2 mods, but I'm excited to see what you'd come up with! Hell, even Doom 3 or Quake 4 would be totally rad B)

Re: Doom Tournament [Now working on Unreal 1 add-on]

PostPosted: Fri Aug 02, 2019 2:08 am
by Marisa Kirisame
Small update: Fixed an issue that would cause the boss brain and other non-gibbable things to still get destroyed by the gibbing code. In the case of the boss brain this obviously made map30 unbeatable if you fired the redeemer into the icon of sin. This issue kinda existed due to what I assume is a gzdoom bug, though.

Oh also all the devel branch changes have now been pushed to stable. The player model stuff seems to work fine so far anyway.

DabbingSquidward wrote:I know it's way too soon to ask, but what are your plans regarding the future? After flak_m and stinger_m I mean?
I know there are already some Quake 1 & 2 mods, but I'm excited to see what you'd come up with! Hell, even Doom 3 or Quake 4 would be totally rad B)


Ehhh, this will be only focused on UE1 stuff. Deus Ex is planned, at least (I included support for its higher precision variant of the model format for a reason :P). Dunno about any other UE1 games. Klingon Honor Guard has already been covered by someone else, for example.

Re: Doom Tournament [Now working on Unreal 1 add-on]

PostPosted: Fri Aug 02, 2019 2:32 am
by StroggVorbis
Oh, alright. In that case, did you play with the idea of porting Rune to GZDoom? Dunno how well the camera would behave in the cramped, small at times, original maps though. Also, I don't know how to defend against hitscanners except for raising your shield maybe :P

Re: Doom Tournament [Now working on Unreal 1 add-on]

PostPosted: Fri Aug 02, 2019 4:39 am
by fakemai
Marisa Kirisame wrote:Deus Ex is planned, at least...

I shouldn't have doubts considering how many other weapon sets have been ported into GZDoom so well, but with a few exceptions, Deus Ex's weapons seem a little mundane for Doom. Would you just be porting in the ones from Deus Ex vanilla, or also from mods like Shifter which included things like unique variants of all the weapons? Similarly, what about Denton's augmentations and specialties? Most of the non-combat skills will be pointless, and what of the scrambler and EMP grenades and anything involving non-lethal?

Also I recall something called crimes_m what's the go with that?

Re: Doom Tournament [Now working on Unreal 1 add-on]

PostPosted: Fri Aug 02, 2019 3:40 pm
by Marisa Kirisame
Oh that one's just a map pack for abort_m