Doom Tournament [1.0.4]

Projects that alter game functions but do not include new maps belong here.
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Thu Oct 03, 2019 1:00 pm

I think that's just a limitation of linetrace-based stuff, where "shoot-through" lines just won't trigger at all. I'll have a way to deal with this later.
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Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0]

Postby Marisa Kirisame » Mon Oct 21, 2019 3:18 pm

At last, 1.0 is here. No more fiddling and diddling with GZDoom devbuilds. The list of changes since the last stable release is so long that... I don't even know where to start.
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Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0]

Postby TaporGaming » Tue Oct 22, 2019 12:59 am

Finally. Dusted can continue the Doom Tournament with CChest 4
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TaporGaming
Nemesis Zombie
 
Joined: 08 Jun 2018

Re: Doom Tournament [1.0.1]

Postby Marisa Kirisame » Mon Oct 28, 2019 5:07 am

1.0.1 is out with a couple little fixups, some of them for mod inter-compatibility.
  • Prevent the hacky player select See state from being used ingame.
  • Increase armor bonus amount per pickup to 5, like in Doomreal.
  • Add BasicArmor amount to HUD, for compatibility in case it's ever used.
  • Replacements now respect IsFinal.
  • Fix alignment of custom usable item icons in HUD.
  • Revert to vanilla physics if player is frozen/totallyfrozen.
  • Correct water level checks for swimming physics.
  • Allow crouch-jumping and crouching while swimming. This goes against vanilla behaviour but it would break a lot of maps otherwise.
1.0.2 had to be put up immediately afterwards.
  • Fix Minigun altfire not triggering while primary was previously held.
  • Fix Rocket Launcher fire button handling. You can fire tight wads properly now.
  • Corrected Biorifle Glob behaviour, now spawns an initial splash on impact, as intended.
  • Rename some textures to fix a small map conflict.
1.0.3 just popped up.
  • Fix Biorifle and Impact Hammer still being able to fire if player died while charging.
  • Fix Minigun not shooting bullets immediately on refire.
  • Fix Minigun playing unwind animation on death.
1.0.4 is also here.
  • Adjust AmbientGlow shader to work EXACTLY like in UE1 (don't ask how I figured this out).
  • Fix Enforcer sometimes reloading when reloading is disabled.
  • Fix Enforcer pickups having no ambient glow.
Not an update to the main thing but, I had to push an update to the music add-on so it supports loading extra playlists (like the one I just made for Doomreal). Has the option of either having playlists overwrite each other or be combined.
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Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia with Vulkan support

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