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Re: Doom Tournament [1.1.2]

PostPosted: Sat Feb 01, 2020 8:00 am
by Marisa Kirisame
UT was a bit more... "well-planned", you could say, so yeah, not anything big left out.

Re: Doom Tournament [1.1.2]

PostPosted: Tue Feb 04, 2020 9:52 am
by Ninobanaani
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.

Re: Doom Tournament [1.1.2]

PostPosted: Wed Feb 05, 2020 4:02 am
by Marisa Kirisame
That's a work in progress.

Re: Doom Tournament [1.1.2]

PostPosted: Tue Apr 14, 2020 10:20 am
by Sinael
Disabling visual recoil still leaves some screen shake.

Re: Doom Tournament [1.1.2]

PostPosted: Wed May 06, 2020 12:48 am
by Xada
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)

Re: Doom Tournament [1.1.2]

PostPosted: Wed May 06, 2020 5:02 am
by Marisa Kirisame
Fixed, it seems that some extra "safety time" of the playerpawn still existing but invisible needs to happen the instant they're gibbed.

Re: Doom Tournament [1.1.2]

PostPosted: Sat Jun 20, 2020 8:57 pm
by Itschristian
can i play this on LZDoom

Re: Doom Tournament [1.1.2]

PostPosted: Sat Jun 20, 2020 10:38 pm
by Blue Shadow
Itschristian wrote:can i play this on LZDoom

The opening post says that it requires GZDoom. There's no mention of LZDoom.

Re: Doom Tournament [1.1.2]

PostPosted: Sat Jul 18, 2020 3:57 pm
by MisterPyrite
Gotta say, I love this mod. Good on ya for making this, Marisa-san.

Re: Doom Tournament [1.1.2]

PostPosted: Tue Jul 28, 2020 1:33 am
by Marisa Kirisame
Hotfix done to fix crash when enemies die without an inflictor / damage source.

Re: Doom Tournament [1.1.2]

PostPosted: Thu Jul 30, 2020 8:04 am
by Slax
It's good stuff. Gotta love a good light show.
Spoiler:

Re: Doom Tournament [1.1.2]

PostPosted: Sat Aug 08, 2020 7:19 pm
by NotAPortalKit
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!

Re: Doom Tournament [1.1.2]

PostPosted: Tue Sep 15, 2020 12:05 pm
by Linz
Any mapsets you'd reccomend with this?

Re: Doom Tournament [1.1.2]

PostPosted: Sun Dec 13, 2020 10:01 pm
by Assassin of Purity
Mod is perfect for Zandronum. Multiplayer deathmatches reminiscent of Unreal Tournament and...oh wait. This wasn't made for Zandronum. A missed opportunity. I hope someone makes a Zandronum version with support for Skulltag's stuff.

Re: Doom Tournament [1.1.2]

PostPosted: Sun Dec 13, 2020 10:10 pm
by Rachael
Assassin of Purity wrote:Mod is perfect for Zandronum. Multiplayer deathmatches reminiscent of Unreal Tournament and...oh wait. This wasn't made for Zandronum. A missed opportunity. I hope someone makes a Zandronum version with support for Skulltag's stuff.

Zandronum is missing too many critical features for this to work well.

Be the change you want to see. You want this for Zandronum? Try your hand at it yourself. You'll have a lot of code and models to convert. Good luck.

Nice try with that "oh wait" bit, though.