Doom Tournament [1.1.2]

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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Sat Feb 01, 2020 8:00 am

UT was a bit more... "well-planned", you could say, so yeah, not anything big left out.
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Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Twitch ID: magusmarisa
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 [1.1.2]

Postby Ninobanaani » Tue Feb 04, 2020 9:52 am

Oh shit, I didn't notice that there were a lot of settings, the gibbing is really there, it was just toggled off by default! It's great, though I don't think the gibs spread any blood decals around.
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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Wed Feb 05, 2020 4:02 am

That's a work in progress.
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Marisa Kirisame
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Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Twitch ID: magusmarisa
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 [1.1.2]

Postby Sinael » Tue Apr 14, 2020 10:20 am

Disabling visual recoil still leaves some screen shake.
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Re: Doom Tournament [1.1.2]

Postby Xada » Wed May 06, 2020 12:48 am

I didn't see anyone point out but as cool as the icedeath implementation is, it often crashes the game when an iced player is shattered at current. This happens in Stinger_M too of course since it's dependant on Flak_M and has the new icedeath implementation present as well.
Sometimes it tosses out a strange HUD error message, but usually it's this one:

https://i.imgur.com/RlUS1Q0.png

At current almost any mobs with ice damage present in the map is a guaranteed crash during co-op which can be frustrating with mob mixer mods (that add ice themed creatures specifically)
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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Wed May 06, 2020 5:02 am

Fixed, it seems that some extra "safety time" of the playerpawn still existing but invisible needs to happen the instant they're gibbed.
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Marisa Kirisame
ZScript Crimester
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Twitch ID: magusmarisa
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 [1.1.2]

Postby Itschristian » Sat Jun 20, 2020 8:57 pm

can i play this on LZDoom
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Re: Doom Tournament [1.1.2]

Postby Blue Shadow » Sat Jun 20, 2020 10:38 pm

Itschristian wrote:can i play this on LZDoom

The opening post says that it requires GZDoom. There's no mention of LZDoom.
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Operating System: Windows 10/8.1/8/201x 64-bit
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Doom Tournament [1.1.2]

Postby MisterPyrite » Sat Jul 18, 2020 3:57 pm

Gotta say, I love this mod. Good on ya for making this, Marisa-san.
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Joined: 16 Jul 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Tue Jul 28, 2020 1:33 am

Hotfix done to fix crash when enemies die without an inflictor / damage source.
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Marisa Kirisame
ZScript Crimester
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Twitch ID: magusmarisa
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 [1.1.2]

Postby Slax » Thu Jul 30, 2020 8:04 am

It's good stuff. Gotta love a good light show.
Spoiler:
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Re: Doom Tournament [1.1.2]

Postby NotAPortalKit » Sat Aug 08, 2020 7:19 pm

Good job, Marisa! Hope you're doing well!

I actually thought this would be impossible (since the models used in unreal have no support in gzdoom), well you did it!
Also, I hope that there will be support for other mods like this soon!
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Re: Doom Tournament [1.1.2]

Postby Linz » Tue Sep 15, 2020 12:05 pm

Any mapsets you'd reccomend with this?
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