Doom Tournament [1.0.6]

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Re: Doom Tournament [Pre-Release]

Postby wildweasel » Sat Jun 09, 2018 9:12 am

Marisa Kirisame wrote:@ww: any specifics on what was happening when you saved? Was there a Redeemer explosion in the world? Because I think I know what happened.

Most likely there was; I had killed myself with a Redeemer and it's entirely possible that AutoAutoSave kicked in while it was going off. =P
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Re: Doom Tournament [Pre-Release]

Postby m8f » Sat Jun 09, 2018 9:40 am

Roger. I'll investigate. Seems to be a problem on my side.

Edit: nope, that was a little bug in flak_m, and it is fixed now:
Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
Last edited by m8f on Sat Jun 09, 2018 9:37 pm, edited 1 time in total.
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Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Sat Jun 09, 2018 2:57 pm

Moar changes:

  • Biorifle sludge now properly follows wall, ceiling and floor movement.
  • Redeemer shockwaves properly respect actor mass and the DONTTHRUST flag.
  • All weapons and projectiles have had their knockback adjusted.
  • Corrected footstep sound behavior when walking on bridge actors over a liquid.
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [Pre-Release]

Postby RastaManGames » Mon Jun 11, 2018 9:29 am

Oh my gosh! I remember old "Unreal Tournament Guns" from VoltLock! About couple of years ago i combine that mod with "UT HUD" from unknown modder, but saddest thing that weapon pack are old, weapons in him are just sprites and he works only in Zandronum.
And here... A great Marisa Kirisame from forest of magic make this cool and nice mod with couple of cute addons!
Many thanks to you. Really. You bringed me back my nostalgia. I love you.
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Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Mon Jun 11, 2018 10:33 am

Here comes a big one:

  • Added first person visual effects to all weapons.
  • Added "instant rocket" mode to RL, toggleable with reload button.
  • Various adjustments to offsets and scales.
  • Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted.
  • Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount.
  • Tweaked vibration on the Chainsaw.
  • More particles for rockets and flak slugs.
  • Reduced delay for rocket launcher refire.
  • Fixed Pulse balls having no XY billboarding.
  • Tweaked Pulse bolt visual effects.
  • Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels.
  • Fixed clipping on the Ripper after offsets were changed.
  • Hotfix: Sniper Rifle zoom and guided Redeemer should hide crosshair.

I think after a couple more things to check out of the TODO list it should be ready for 1.0.

RastaManGames wrote:Many thanks to you. Really. You bringed me back my nostalgia. I love you.

You're welcome!
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OS Test Version: No (Using Stable Public Version)
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Re: Doom Tournament [Pre-Release]

Postby Churrupez » Tue Jun 12, 2018 4:27 am

Saving doesn't work anymore if there is Biorifle sludge on the level:

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Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Tue Jun 12, 2018 6:09 am

Whoops, Fixed.
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [Pre-Release]

Postby RastaManGames » Wed Jun 13, 2018 4:01 am

Um... I don't want to bothering you, but... I guess i found two strange things...

1) For some reason alternate fire of "Pulse Gun" are broken here. Maybe it's because firing thru middle texture... Who knows?


2) "Shock Rifle" randomly fire lower, than player's crosshair. Maybe it's because there is a some enemies in here, but honestly, i have turned off any autoaim options...
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Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Doom Tournament [Pre-Release]

Postby fakemai » Wed Jun 13, 2018 4:10 am

The wonky partial auto-aim down even with auto-aim turned off is fixed as of GZDoom 3.4.0 so update it. You'll need to play more recent versions of the mod anyway. That said, auto-aim should be turned off with this mod since it looks weird with weapons like the shock rifle, and in the case of the pulse rifle, the actual damage is not affected, but the beam effect gets "bent" weirdly.
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Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Wed Jun 13, 2018 4:14 am

All the autoaim stuff is intentional IF you have autoaim enabled.

The weird bending of the pulse beam with autoaim on is definitely a bug, though. I'm guessing the pitch isn't passed around properly, I'll fix it right away.

Edit: Patched it up. Interpolation still looks weird AF when aiming up and down, but I just can't seem to figure out why, and I've attempted many fixes.

Please update to 3.4.0, older builds still have that "autoaim is forced on" bug.
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Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [Pre-Release]

Postby RastaManGames » Wed Jun 13, 2018 4:17 am

Um... Oh... I am using last svn 3.4.0 dev build... Maybe it's outdated somehow... :oops:
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Discord: ℝ𝕒𝕤𝕥𝕒𝕄𝕒𝕟𝔾𝕒𝕞𝕖𝕤#4168
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Doom Tournament [Pre-Release]

Postby Valherran » Wed Jun 13, 2018 4:33 am

RastaManGames wrote:Um... Oh... I am using last svn 3.4.0 dev build... Maybe it's outdated somehow... :oops:


I'm using a dev build released 2 days ago and I see the same thing happen.

Also, the bio-rifle alt fire damage is little low. I deal more damage using the single shots than a fully charged shot. I hit a Hellknight with a full charged shot and had to finish it with 2 single shots. I use the single shots on a different one and took it down in 5 hits.

Enforcer dual wield is also different. It should be firing 1 after another in a consecutive order, but fires both of them at the same time instead. It may not seem like much, but in UT that would be a major balance issue cus those things do 25 damage per bullet, 4 hits with no armor and you're dead. :lol:
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Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Wed Jun 13, 2018 5:28 am

Batch of changes while I'm at it:

  • Added lesser variants to shock core and biorifle ammo for balance.
  • Added "dropped ammo" properties to all weapons, also for balance.
  • Silence warnings about floating point truncation.

I'll look into tweaking biorifle alt and figure out a way to time the dual enforcers properly (note that it's still possible in vanilla UT to fire them simultaneously).

Edit: there we go:

  • Make biorifle damage proportional to square of sludge scale.
  • Tweaked the timing of the Enforcer and Dual Enforcers.

PS: The Enforcer damage per shot is 17 in UT, not 25.
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Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [Pre-Release]

Postby Valherran » Wed Jun 13, 2018 7:28 am

PS: The Enforcer damage per shot is 17 in UT, not 25.


It is now with the later patches, but in pre-gold edition it was 25.
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Re: Doom Tournament [Pre-Release]

Postby Churrupez » Wed Jun 13, 2018 4:35 pm

I noticed that if you run out of Enforcer ammo, pick up some of it and you switch back to the Enforcer, it displays the reloading animation even if you have the Enforcer Reloading option off.
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