Doom Tournament [1.0]

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

Postby Xada » Mon Aug 19, 2019 2:52 am

Marisa Kirisame wrote:Oh, Doomreal will have all the u1 player classes . . .


Man that is cool. I remember pictures of that weird ass 'proto-Kurgan' back with a batch of leaked out U1 Beta stuff a few years ago. Always made me chuckle at how disturbing and goofy it looks along with the weird blob monster and beta Nali skin/sounds, haha.
You very well may have become my favorite active Doom modder at any rate-- you're really going above and beyond with more obscure assets. I'll be eagerly awaiting updates and status! :)

More on-topic (Although this may be an irrelevant point especially since it involves other mods) I noticed sometimes when using model-mob replacers alongside Doom Tournament the Instagib rifle would cause crashes a lot of the time, especially when hitting near Chasm(ZRift) mobs with it's AOE. It seems to spit out "VM execution aborted: tried to read from address Zero" and references 'ShredCorpseHitbox.Damagemobj', 'Actor_A_Explode', as well as 'SuperShockBall.4' and 'SuperShockBall.A_BallExplode.'
This may just be Chasm's stuff exclusively because Q1 and Q2 mobs never gave this crash (or at least rarely did thus wasn't an issue) but nonetheless it is an odd/intriguing thing I could never quite track down-- I just figured I'd mention for reference since I hadn't seen anyone els bring it up of yet in the thread so far.
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Mon Aug 19, 2019 1:16 pm

Damn, I thought I fixed that crash.

Oh well, I pushed an update to hopefully fix that.
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Graphics Processor: nVidia with Vulkan support

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

Postby Marisa Kirisame » Mon Sep 02, 2019 8:52 am

OK so... Something big's happened, and it's the reason why the development branch now requires the most recent GZDoom devbuild available. There's been a major change on HUDs, you'll notice soon. Things like pickup messages and the like are no styled appropriately, plus there's the whole "chat window" on the top left.

Doomreal also makes use of these features so it needs the same GZDoom version too if you wanna test it out in its current state.
Speaking of it, as of now most of the items are implemented, and the Automag, Stinger and ASMD are fully functional. As usual I'm working on this as fast as I can, when I can. Hopefully in a month or so everything will be complete, who knows...
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Enjay » Mon Sep 02, 2019 6:06 pm

[botchat]You're on fire![/botchat] ;)
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby DabbingSquidward » Sun Sep 15, 2019 10:48 am

@Marisa Kirisame

Are you going to add a toggle between revised and original weapon damage and maybe also to enable/disable headshots?

:3
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Sun Sep 15, 2019 2:07 pm

Not really. Anyway, I'm hella busy right now with the Unreal stuff, but I should actually be done soon-ish and have a beta release ready.
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Sat Sep 21, 2019 4:27 pm

Just popping up to say that the first Doomreal beta should be coming soon. Only a couple weapons left to implement here.
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Marisa Kirisame
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Graphics Processor: nVidia with Vulkan support

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

Postby Valherran » Sat Sep 21, 2019 4:45 pm

Awesome, look forward to it.
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby DabbingSquidward » Sun Sep 22, 2019 1:31 am

@Marisa Kirisame

Thanks to you my interest in Unreal has been rekindled. I beat Unreal for the first time the other day, on Unreal difficulty no less (Unrealception :P)
Also registered on OldUnreal and applied for beta testing of 227j, can't wait for Doomreal to drop :3
Now I just need to finish Return to Na Pali :D
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Sat Sep 28, 2019 1:10 pm

There are so many changes piling up on the development branch that I wish I could merge back into stable... Sadly until there's a new GZDoom release I can't really do it.
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Bobby » Tue Oct 01, 2019 5:41 pm

Hello, Marisa Kirisame, I was wondering if you could make addon that has the Nali 3 weapons.
Great mod by the way!
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Wed Oct 02, 2019 1:53 am

No, never.
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby DabbingSquidward » Thu Oct 03, 2019 4:22 am

https://streamable.com/qpl2t

Latest GZDoom devbuild & latest DT & Doomreal devbuilds. Can you do something about this, or do we need to bug the devs about it?

Yep, it's the classic "wanna interpolate the view but have mouse smoothing disabled? Well, fuck you"

As an aside the worst example of this I had was in Soundless Mound when charging the crowbar :P
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Thu Oct 03, 2019 4:51 am

Yeah, I can't do anything about it.
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Marisa Kirisame
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Joined: 08 Feb 2008
Location: Vigo, Galicia
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Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

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

Postby Kinsie » Thu Oct 03, 2019 10:55 am

Using the development build, I don't seem to be able to activate the eyeball shootwalls in SIGIL.
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