Doom Tournament [1.0.4]

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 [Pre-Release]

Postby Jimmy » Fri Jul 13, 2018 5:59 am

I've been loving the hell out of this and I don't play with weapon mods all that often anymore. Everything presentation-wise here is absolutely spot-on - every weapon "feels" 100% faithful to the original, the HUD is stunning, and all the customization options are very fun to play with.

I have some very small issues:

- The bio rifle and shock rifle don't seem completely balanced - I'm finding it too easy to kill high-level enemies with the bio sludge (not to mention easy to kill myself with it), and a little tedious to repeatedly blast low-tier enemies with the shock rifle. Shock combos are still fun as hell, though.
- Certain pickups seem far too small to discern what they are even up close, and the skull keys barely stand out at all (their dynamic lighting helps a little, but the pickups are still very dark and blend in with almost every surrounding). I'd consider giving those keys a bit of a "polish", make them super bright and stand out more.

Also, would it be okay if I poked around with the music randomizer mod for educational purposes? If I do release anything as a result of it (which is debatable - I'm a slow learner with this programming stuff), then of course I'll make sure to credit you. I also may politely poke you on Discord about this. ;) I'm way overdue learning about this ZScript stuff and this seems like the perfect starting point to get to grips with it.

Many thanks for this mod, Marisa, like I said, been loving it. Best weapon mod I've played with in years.
Jimmy
I picked a fine day to be lactose intolerant
 
 
 
Joined: 10 Apr 2006
Location: Perth, WA
Twitch ID: JimmySquared

Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Wed Jul 18, 2018 8:00 am

Damn, first I get complaints that the biorifle is too weak, now I get one that it's too strong. :P

I'll keep your feedback in mind for when I'm back from summer break.

You can poke around with the music randomizer all you want btw.
User avatar
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 [Pre-Release]

Postby Enjay » Thu Jul 19, 2018 1:03 pm

Just gave this a whirl - colour me impressed. This is a really faithful implementation of the UT99 weapons in Doom. For me, UT99 was by far the best UT; none of the subsequent games have managed to get the speed of play combined with such a satisfying arsenal. Some of the weapons in the game are my favourites from any FPS games. To see them so well done in this mod is amazing. There's just so much here that I expected to be a Doom compromise (the pulse gun alt-fire, the redeemer piloting, the shock rifle combo shot) but which are implemented in a way that almost makes me think I'm actually playing UT. Really good job. Very impressed.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Doom Tournament [Pre-Release]

Postby Jimmy » Thu Jul 19, 2018 9:54 pm

Oh yeah, I also found the armor bonuses very awkward to pick up at times, and in some maps they're outright unreachable. Is their radius set too small?
Jimmy
I picked a fine day to be lactose intolerant
 
 
 
Joined: 10 Apr 2006
Location: Perth, WA
Twitch ID: JimmySquared

Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Fri Jul 20, 2018 3:01 am

Huh, strange. I'm pretty sure I reverted that change. I'll take a look.

Edit: oops, fixed.

Edit numero dos: Reduced Enforcer smoke effects and removed the HUD workaround for the wipe glitch, since it's already fixed in the latest gzdoom devbuild.
User avatar
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 [Pre-Release]

Postby Kellion » Thu Aug 09, 2018 7:17 am

First of all...

Brilliant Job! I was honestly completely stunned by the fact that I was playing UT99 inside doom. Spot on work! I was not expecting this, specially from the same author as ouch/abort. (They're still great in their own... SPECIAL way... ;)

In any case, in my murder sprees, I noticed a few quirks that weren't listed in the GITHUB list. So I thought I'd list them here:
Spoiler:


And here's a few tweak suggestions.
Spoiler:


That's just a few things that just passed through my mind.
Still those Shock Combos are an absolute joy to pull off. They are really tricky, but doing so will just annihilate a whole crowd. Damn nice job there.

Don't think I am not impressed due to the amount of criticism I'm putting out, I love this mod and I want it even better! I do know the balancing bits will be tricky, since Unreal Tournament was built as an arena shooter against speedy players, and not exactly designed against crowds of slow moving enemies. Still, what's on offer is pretty good.

Highly impressive work overall, i'm amazed at how close you nailed this mod. Best of luck in the rest of its development. I already enjoyed it very much and wish to have an even more polished experience in the future. Best of luck! :D
User avatar
Kellion
 
Joined: 14 Nov 2017

Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Thu Aug 09, 2018 2:03 pm

I'll run through all of what you've said, I think some things need clarification.
Spoiler:


Edit: In response the following updates have been pushed:

  • Corrected Armor/Pads + Shield Belt pickup behavior.
  • Reduced Biorifle damage relative to sludge scale.
  • Increased Flak Cannon chunk damage and amount and primary fire speed.
  • Increased Impact Hammer damage and knockback to enemies.
  • Added rare spawn of redeemer ammo pickups for cell packs.
  • Reduced Pulsegun beam damage timer.
  • Increased Ripper primary fire speed.
User avatar
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 [Pre-Release]

Postby Kellion » Fri Aug 10, 2018 6:02 pm

Gave a hand in Github. And clarified a few things there. Also, props to the fast response with the changes! :D
User avatar
Kellion
 
Joined: 14 Nov 2017

Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Sat Aug 11, 2018 6:57 pm

New batch of changes:

  • Changed Pulse Beam size to be the same as in UT99 (10 81-unit segments).
  • Tweaked Starter Bolt textures to look better in first person.
  • Tweaked Pulse Beam model UVs to reduce seams.
  • Switched Chainsaw alt-fire to damage in an arc.
  • Rebalanced damages of Chainsaw, Enforcer, Biorifle, Pulsegun, Minigun, Flak Cannon.
  • Adjusted Redeemer damage formula.
  • Added view flash to Redeemer shockwave.
  • Reduced Enforcer fire speed.
  • Reduced delay of Minigun altfire. Should happen after exactly one cycle.
  • Increased knockback of Impact Hammer.

While I do appreciate your suggestions on rebalancing, I felt that most of the changes suggested were maybe too overpowered and balance-breaking, to be honest.
User avatar
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 [Pre-Release]

Postby Kyotra » Sat Aug 11, 2018 11:54 pm

Is there an option to give the weapons Doom-style sprites? 3D models in Doom always irk me.
User avatar
Kyotra
 
Joined: 30 Sep 2017

Re: Doom Tournament [Pre-Release]

Postby wildweasel » Sun Aug 12, 2018 12:52 am

Kyotra wrote:Is there an option to give the weapons Doom-style sprites? 3D models in Doom always irk me.

Someone would need to make some first, I'd imagine. But bear in mind, the use of models is most likely the entire reason this mod got made.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Sun Aug 12, 2018 5:41 am

The use of models rather than sprites was simply because creating sprites for so many different frames of animation for so many models would have been a painstaking process. Not to mention that models actually look better in this case.
User avatar
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 [Pre-Release]

Postby PixelWAD » Sun Aug 12, 2018 6:53 am

I love it, been playing a lot of deathmatch recently.
However, it's there a chance to get it to work with 3.2.0? I'd like to run it with vr mod
PixelWAD
 
Joined: 10 Jun 2018

Re: Doom Tournament [Pre-Release]

Postby Enjay » Sun Aug 12, 2018 7:22 am

Thanks for continuing with this. It's amazing and it keeps improving and becoming more and more UT-like.

Marisa Kirisame wrote:New batch of changes:
  • Reduced Enforcer fire speed.

Could just be my imagination, but it seems a bit slow now. Is it the same as in UT?


How easy is it to do a speed conversion from one to the other? Are you working with scripting/game data from UT or are you doing it by feel? (I'm guessing the former due to the level of accuracy in the mod. On that note, how easy would it be to get other models in and working - like the bot models, or the enemies from Unreal etc? What tools are you using to inspect the models to figure out their frames etc? Does UnrealEd allow that or are there better tools out there?

Bio-sludge gun also seems a bit too weak now (I agree that it was a bit OP before though). But then I always found it a bit of a weak/disappointing weapon in the original game, so maybe it's about right. It was always very much a "it'll do until I pick up something better" weapon for me. In fact, the enforcer was often preferable IMO. One of the things I always liked about the enforcer was that it was still definitely a start/basic weapon but it was actually still quite useful/not crap.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Doom Tournament [Pre-Release]

Postby Marisa Kirisame » Sun Aug 12, 2018 7:38 am

I try to match the timings of the original's animations, but since they are based entirely on animation speed, which can be completely arbitrary, it's next to impossible to always map accurately to doom's 35Hz timings. Usually the animations have a base rate of 30 FPS (though this can be changed per-animation on mesh import) and then have some speed factor applied in the PlayAnim() calls in UnrealScript (which can and often is randomized).

About player/bot models, those will need to wait because apart from the fact we're talking of stuff that has around 300 frames of animation each and multiple, user-settable skins, they need some special work for attaching guns to their hands that the engine doesn't handle (yet). Unreal monsters, on the other hand, those I definitely want to try doing first.

For checking the animation sequences I just open the actor scripts in UnrealEd and look at the directives that define them.

Edit: Ok I'm definitely going to double-check that the Enforcer isn't too slow now.
Edit 2: Oh crap, you're right, I made it too slow now. And other weapons are also slower than they should be.

New updates:
  • Tweaked fire rates of Enforcer, Shock Rifle, Ripper, Flak Cannon to be even closer to the originals.
  • Reduced gravity on Biosludge to make it feel more like the original.
  • Buffed chainsaw altfire, making it hit fast on a wider arc.
  • Correctly fixed armor + shield belt behaviors.
  • Made it so jump boots drain after landing, thus preventing fall damage on the last jump in case it's enabled.
  • Made jump boots drain slowly over time, for balance reasons (especially when jumping is disabled).

So much for that summer break, here I am pushing updates to Doom Tournament again.
User avatar
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

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 15 guests