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Doom Tournament [1.0.4]

PostPosted: Fri Jun 01, 2018 5:13 am
by Marisa Kirisame
Image

Note to people who refuse to read: This mod does not work on Zandronum or severely outdated GZDoom builds

While I was talking a break after the full release of abort_m, I went and added support for UE1 models to the engine. But I didn't stop there, no sir. Obviously I had to test it all with something, and that something turned into this mod.

Initially it was just the flak cannon (hence the filename of flak_m), but then I started adding more weapons, then some items... and bam, a complete, UT99 themed weapon and item replacement (with some extras).

It has everything from the surprisingly not underpowered Enforcer pistol to the almighty Redeemer, with fan favourite weapons like the Shock Rifle and the Flak Cannon, and some neat little touches to prettify things up.

Some features (such as the new HUD) are configurable from the options menu, so make sure to take a look.

After many months of development, the mod's finally in what I would consider a "complete" state. Although there are still some little things that could be done in the future...

You can DOWNLOAD pre-packaged builds of the mod here:

  • Stable : Should work fine and have no issues. (last updated: October 29th 2019 21:33 CET)
  • Development : Bleeding edge features, may break. (last updated: October 29th 2019 21:33 CET)
  • Experimental : Stuff that isn't even in mainline GZDoom yet. (last updated: August 19th 2019 20:22 CEST, required: QZDoom q2.2pre-2995-ga4054a756 or later) No longer in use
You can also follow the mod's development on GitHub here.
Usually things will be far more "up to date" in the repo.

Requires GZDoom 4.2.3 or later.

Oh and also, here are a couple add-ons for the mod:

  • UT announcer pack : Satisfying voice for your kills. (last updated: May 1st 2019 22:58 CEST)
  • UT voice pack : Automated kill taunts. (last updated: May 17th 2019 11:43 CEST)
  • UT music playlist : Contains all map tracks from UT99. (last updated: November 1st 2018 13:32 CEST)
  • v220 Redeemer skin : Retextures the Redeemer to its old gray rusty v220 beta look, also affects the missiles and shockwave. (last updated: August 13th 2018 15:59 CEST)
  • v222 Redeemer skin : Ditto, but with the more yellowish-brown updated look. (last updated: August 13th 2018 15:59 CEST)
  • v220 Impact Hammer skin : Banana-colored paint for your Impact Hammer. (last updated: August 13th 2018 15:59 CEST)
  • v222 Pulse Gun skin : Old gray look, not as good as the next one. (last updated: July 22nd 2019 03:03 CEST)
  • v322 Pulse Gun skin : Shiny brushed metal texture from the 3dfx demo. (last updated: July 22nd 2019 03:03 CEST)
  • v220 Damage Amplifier skin : The rough look from before it became a shiny environment mapped gold thing. (last updated: August 13th 2018 15:59 CEST)
  • v220 Translocator : Replaces the Translocator with its beta counterpart. (last updated: October 9th 2019 12:49 CEST)
  • Relics : Not yet done.
  • Map pack: This is a possibility. Would include recreations of the most popular UT maps (obviously Deck 16 is included).

Plus the following mods built on top of it:

  • Doomreal : Adds everything from Unreal 1, including dummied out content. Will also feature a separate monster pack.
  • Unnamed Deus Ex port : Planned. I haven't come up with a name yet.
  • ChaosDT : Also planned. Ports all the ChaosUT stuff.
  • SWWM GZ : The first original Doom Tournament mod. A revival of all my previous UT99 weapon modding work.

Note: "Smarter" and "Always" sprite clipping options will cause some misalignments, use "Smart" instead.

Spoiler: Assorted screenies (outdated)

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 6:24 am
by BoneofMalkav
First Unreal Weapons to Doom, Now UT99 Weapons to Doom. The Cycle's now complete :P

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 10:32 am
by Churrupez
This mod feels great already! Some things i've found....

-Changing levels while having Dual Enforcers selected breaks things a lot: the second Enforcer dissapears, and if you try to switch weapons, you can't fire or switch weapons anymore.

-Sometimes, trying to telefrag enemies with the Translocator just kills you (happened to me three times telefragging Imps in Entrway).

Also, I don't know if your intention is to exactly imitate the behavior of the UT99 weapons, but this is some of the differences i've found compared to the original weapons:

-Pulse Gun's raising animation is really slow
-Pulse Gun didn't have a cooldown after firing in the original UT99
-Ripper's primary fire doesn't damage you after bouncing off the walls (same thing happens with Flak Cannon's primary)
-Some weapons fire slower than the originals (Shock Rifle's secondary, Ripper's primary, Flak Cannon's primary and secondary, Rocket Launcher's "loading" animation)

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 11:06 am
by Rachael
I like this. Only a couple criticisms.

- Respawning after death causes a VM (null pointer) abort
- I wish it had female player sounds (like jumping).

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 12:03 pm
by Marisa Kirisame
Recent changes:

  • Renamed some sprites for compatibility with Smooth Doom.
  • Added water step/land sounds.
  • Made footsteps toggleable (in case the player is using another mod that adds them).
  • Added handling of liquid terrain on all actors that need it.
  • Fixed dual enforcers breaking after level transition.
  • Fixed some refire issues caused by the use of the Resurrect cheat.
  • Made guided redeemer missiles explode on player death.
  • Replaced pure particles on pulse gun effects with actor particles.
  • Go into more detail about the pulse beam interpolation quirks.
  • Added support for DamNums.
  • Fix abort in MP when respawning.
  • Add note about why invisibility breaks the weapon models.

Rachael wrote:- Respawning after death causes a VM (null pointer) abort

Doesn't seem to happen here, any specific conditions of when this happened?
Rachael wrote:- I wish it had female player sounds (like jumping).

It does, just set your player gender to female.

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 12:27 pm
by LossForWords
thanks for letting me use the only weapon i don't suck with on unreal tournament. also, if it's not too much to ask, can you add the announcer's "you are the winner" sound when you kill all monsters and the you "have lost the match" sound when you die?

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 12:54 pm
by Marisa Kirisame
I don't know... doesn't sound like they'd fit right for that.

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 12:59 pm
by Spaceman333
LossForWords wrote:thanks for letting me use the only weapon i don't suck with on unreal tournament. also, if it's not too much to ask, can you add the announcer's "you are the winner" sound when you kill all monsters and the you "have lost the match" sound when you die?


There already actually exists a mod that does exactly this:
viewtopic.php?f=46&t=57387

...and its GOOD. 8-)

Btw, thank you for the music addon. It was delightful to find out that it works with GZDoom, even though the main mod requires QZDoom. I think the volume on the tracks is somewhat low compared to vanilla and other music mods, but I really like it.

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 1:04 pm
by Marisa Kirisame
You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 3:18 pm
by Whoah
Got any screenies? Sounds badass, by the way

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 4:07 pm
by Gorman Frebmane
Any plans for monsters?

Re: Doom Tournament [WIP]

PostPosted: Fri Jun 01, 2018 5:45 pm
by Marisa Kirisame
I've been thinking that for monsters I could just do an Unreal 1 pack. Thing is, I don't know how I'd go about the whole thing of there not always being direct equivalents to each monster.

Whoah wrote:Got any screenies? Sounds badass, by the way

Added some to the post.

Re: Doom Tournament [WIP]

PostPosted: Sat Jun 02, 2018 5:50 am
by Gorman Frebmane
Marisa Kirisame wrote:I've been thinking that for monsters I could just do an Unreal 1 pack. Thing is, I don't know how I'd go about the whole thing of there not always being direct equivalents to each monster.

Whoah wrote:Got any screenies? Sounds badass, by the way

Added some to the post.


you also have the expansion pack monsters, mabye they add up?

Re: Doom Tournament [WIP]

PostPosted: Sat Jun 02, 2018 7:46 am
by Spaceman333
Marisa Kirisame wrote:You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.


I didn't know that. Thanks! :D

Re: Doom Tournament [WIP]

PostPosted: Sat Jun 02, 2018 10:46 am
by Marisa Kirisame
New changes:

  • Added missing decals to enhanced shock rifle combo blast.
  • Added missing alternate explosion sprites to biorifle gel.