Doom Tournament [1.1.2]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

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

Postby Marisa Kirisame » Thu Oct 03, 2019 12:00 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.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0]

Postby Marisa Kirisame » Mon Oct 21, 2019 2:18 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.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0]

Postby TaporGaming » Mon Oct 21, 2019 11:59 pm

Finally. Dusted can continue the Doom Tournament with CChest 4
TaporGaming
I liek to make baddons
 
Joined: 08 Jun 2018

Re: Doom Tournament [1.0.1]

Postby Marisa Kirisame » Mon Oct 28, 2019 4:07 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.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0.4]

Postby blackfish » Sat Nov 23, 2019 9:15 am

This mod is a lot of fun and is certainly improved since the last time I played it a long time ago. Will the biorifle full charge get a buff? The time it takes to charge is around the time of two super shotgun shots yet it can't one shot a cacodemon. This would be really handy in archvile fights. The biorifle in its current form is hard to use and doesn't do much damage in the charge form.

I used to use the biorifle an awful lot back in the old UT3 and UT2004 days in duels. Landing a fully charged shot meant certain death similar to a headshot unless the target was fully shielded.
User avatar
blackfish
pew pew
 
Joined: 15 Jul 2003

Re: Doom Tournament [1.0.4]

Postby Marisa Kirisame » Sun Nov 24, 2019 8:26 am

The biorifle alt dealing less damage than expected was an oversight and will be fixed soon (same thing in Doomreal). I failed to notice the fact it has a different damage (75*scale) than the primary (20*scale, or 40*scale in Doomreal).
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0.5]

Postby Marisa Kirisame » Tue Dec 03, 2019 6:26 am

1.0.5 is out:
  • Upstreamed GetClipAmount() from Doomreal, for inter-compatibility.
  • Fix missing unique pickup messages for clips and single flak shell.
  • Implement ice death support.
  • Fix frictionless corpses sliding around.
  • Add support for a Red Heretic key, should work with any custom maps that use it.
  • Added anti-bd feature, thanks to Skerion for letting me use this hilarious video.
  • Fixed missing drown sound for Female skins.
  • Added missing Redeemer altfire sound.
  • Fix damage scaling of Biorifle alt.
  • Flak Cannon altfire has been adjusted so it fires faster and reloads slower, like in UT.
  • Voodoo dolls can now produce liquid splashes.
  • Pain and death sounds will always be overriden by drowning when underwater, like in UT.
  • Add player portraits to each class for the settings menu.
  • Update patron list.
  • Solve sprite conflict between DT and Doomreal flak cannons.
  • Remove Enhanced Shock Rifle spawn for Heretic's Mace.

And then also a hotfix for stuff that was found out with the Combiner Patch.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.0.6]

Postby Marisa Kirisame » Thu Dec 05, 2019 6:39 am

1.0.6 is released. The only thing that's changed here is that I reverted all the various attempts at compensating for Doom's 1.2x vertical stretch, which resulted in many distortions. The following add-ons had to be updated too: v220 Redeemer, v222 Redeemer, v220 Damage Amplifier.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1]

Postby Marisa Kirisame » Sun Dec 15, 2019 8:06 am

1.1 is out, holy heck. This version adds Hexen compatibility, at last.

Full changelog:
  • Menu tooltips.
  • Hexen replacements. Adds "ammo cubes" to stand in for the mana pickups.
  • Fixed environment map shaders (incorrect texture coords were being used).
  • HUD support for displaying Hexen keys.
  • Fixed "has no ammo" messages displaying more often than they should.
  • Fixed lack of footsteps with UT physics disabled.
  • Sneaky initial Strife compatibility work:
    • Impact Hammer will have reduced alert distance.
    • HUD support for displaying Strife keys.

In addition, the "no ambient glow" add-on has been updated due to the environment map shader fixes.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1.1]

Postby Marisa Kirisame » Sun Jan 05, 2020 1:42 pm

1.1.1 has gone through, making full use of 4.3.0's new sound features.

Full changelog:
  • Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed.
  • Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).

Also affected: Voice Pack, Announcer Pack, v220 Translocator.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1.1]

Postby Agitatio » Mon Jan 06, 2020 4:23 am

"Edit Kinsie's test map" option makes test map really dark. Hard to see anything.
User avatar
Agitatio
 
Joined: 05 Sep 2011
Discord: Agitatio#4183
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Tue Jan 07, 2020 7:02 am

1.1.2, minor update, no changes on Doomreal:
  • Increased ambient light on kinsie's test map.
  • Bullet trails now cause splashes when crossing 3D water.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: 4page, jckfrbn, Lagi, Simple Pie [RSS] and 24 guests