Doomreal [1.0.4]

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Doomreal [1.0.4]

Postby Marisa Kirisame » Fri Sep 27, 2019 10:21 am

Image

Doomreal is the first major Doom Tournament sub-mod. This is my biggest project to date, covering not just the base Unreal 1 arsenal, but also loads of dummied out content, some of which never really saw the light of day even in existing Unreal/UT mods. A lot of work has been done to remodel and reanimate unfinished weapons and provide new sounds and effects. Hopefully, all of this has been worth the wait™.

Obviously, the mod requires Doom Tournament.

You can download a prepackaged build here (last updated: October 29th 2019 21:33 CET) , or just head over to the GitHub repo.

It has its own add-ons too:

  • Unreal music playlist : Contains all map tracks from Unreal Gold, plus some beta stuff. Requires Doom Tournament's music add-on. (last updated: November 1st 2019 13:32 CEST)
  • Old sounds pack : Replaces various sounds with those of earlier Unreal versions, for those who prefer them. (last updated: October 2nd 2019 18:05 CEST)
  • Alt. Flamethrower model : A somewhat better looking model built around an old Biorifle skin. (last updated: September 22nd 2019 00:31 CEST)
  • Alt. Protomag Skin : The alternate, rusty skin from later Unreal versions. (last updated: October 16th 2019 18:16 CEST)
  • Alt. Protomag Skin (left only) : Same but only affecting the off-hand protomag when dual wielding. (last updated: October 16th 2019 18:16 CEST)
  • Old Dispersion Pistol skin : The darker looking skin from before beta 4. (last updated: September 29th 2019 12:43 CEST)
  • Old Tarydium shard skin : Beta 4 made it brighter to match the final look. (last updated: September 29th 2019 12:44 CEST)
  • Old Biorifle skin : This one was also darker before Beta 4. (last updated: September 29th 2019 12:45 CEST)
  • RTNP weapons : Coming soon.
  • Monster pack : This will happen someday. It's going to be hard because I plan on making the AI behave as closely as possible like Unreal's.
Spoiler: Features (many of them configurable)

For more info you can read the Gun / Item lore documents.

Spoiler: Assorted screenies
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Re: [Beta] Doomreal

Postby Marisa Kirisame » Fri Sep 27, 2019 11:45 am

This post is reserved for listing bugs, suggestions, and other notes.

Spoiler: Older versions

1.0.1 changelog:
  • Greatly improved responsiveness of Eightball.
  • Increase Betamag melee damage (15 → 25).
  • Reduce Demolisher visual sway.
  • Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4).
  • Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon.
  • Razorclaw now propels you when fully submerged.
  • Fix Flame Gun not checking for the correct minimum ammo for secondary fire.
  • Replacements respect IsFinal.
  • HUD will display BasicArmor if available, for compatibility.
  • Fix alignment for non-standard item/ammo icons.
  • Fix Teleport Capsules having a choppy twiddle animation.
1.0.2 changelog:
  • Relocated crosshairs so UT ones can still be used.
  • Corrected Item Lore so it mentions the Stunner and Impaler also being enhanced by the Amplifier, in case people haven't noticed.
  • Fix biorifle/napalm glob splash code like in Doom Tournament.
1.0.3 changelog:
  • Add option for vanilla style Power Shield to not drain over time (defaults to true).
  • Fix various weapons being able to fire after player dies while charging (Biorifle, Flamethrower).
  • Fix Minigun not firing bullets immediately at start of fire loop or on refire.
  • Fix Minigun playing unwind animation on death, this time for real.
  • Added interpolation to some Teleport Capsule states and made refire a bit quicker.
1.0.4 changelog:
  • Very noticeable changes to the Automag and Protomag firing speeds. This is going to make dual wielding even more OP than it already was. Just so you know, dual wielding is NOT "canon" here, and if it breaks balance I really can't do much about it.
  • Automag and Protomag now start firing as soon as the trigger is held.
  • Protomag damage reduced back to 10 now that it has a much faster altfire. Believe it or not, the new altfire speed is actually true to the original.
  • Propagate the AmbientGlow changes from DT.

Remember to update Doom Tournament too whenever a new release of Doomreal is out, as sometimes it has changes that will be required here.
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Re: [Beta] Doomreal

Postby Iniquitatis » Fri Sep 27, 2019 4:31 pm

I've been following development of this project, but still held myself from playing it until release.
So, it's about damn time. 8-)
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Re: [Beta] Doomreal

Postby Valherran » Fri Sep 27, 2019 5:47 pm

I can't get this to run, it keeps coming up with 318 script errors upon startup. The regular Doom Tournament works perfectly fine, and I did update my GZDoom to the latest dev build as well as update DT. Did I miss something?
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Re: [Beta] Doomreal

Postby Marisa Kirisame » Fri Sep 27, 2019 6:14 pm

Pastebin the errors, that doesn't look normal. Are you sure you're loading both mods in the right order?
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Re: [Beta] Doomreal

Postby Xada » Fri Sep 27, 2019 6:22 pm

This is really incredible stuff! It's amazing to see my favorite arsenal (and other features) incorporated into Doom at last. Great work, Marisa! :D
I also agree, the '95 Unreal tune is incredible. I remember when I found it ages ago I used to get goosebumps at that climactic bridge near mid-portion of the song-- hearing the return bridge near the end always gets me too, oof. The menu intro theme you did with it definitely does it sufficient atmospheric justice-- love it! ('changemus unreal' is going to be a frequent command for me in gameplay runs, haha)

A few inquires: Seeing as how the Protomag is a seperate weapon and melees automatically when it runs out perhaps there should be an option for it as the extra starting weapon as opposed to / in alternate to the regular U1 Automag (what with Dispersion Pistol running low on ammo sometimes and such?) Just an idea but I don't know how involved that'd be with the code at play here.
The U1 Automag reload sounds seems a little, 'off' to me when ejecting the magazine? When comparing it to Unreal the ejected magazine makes a chunkier sound whereas here it seems to be done silently with the other sounds coming before and after instead. Perhaps this was intentional but it threw me off a little.
finally, a lesser point: Are Class skins going to be a thing at any point in time? By extent is the Skaarj Player ever going to be considered playable? It makes sense if he would clash too much with the Mobs segment you got planned, though.

Nitpicks aside, I am having one hell of a good time with what you've done here, easily going to be one of my favorite things to load up on any occasion.
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Re: [Beta] Doomreal

Postby BoneofMalkav » Fri Sep 27, 2019 6:26 pm

Valherran wrote:I can't get this to run, it keeps coming up with 318 script errors upon startup. The regular Doom Tournament works perfectly fine, and I did update my GZDoom to the latest dev build as well as update DT. Did I miss something?

Are you by chance using the regular release of Doom Tournament or the Cutting Edge version "devel"?
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Re: [Beta] Doomreal

Postby Valherran » Fri Sep 27, 2019 6:57 pm

BoneofMalkav wrote:
Valherran wrote:I can't get this to run, it keeps coming up with 318 script errors upon startup. The regular Doom Tournament works perfectly fine, and I did update my GZDoom to the latest dev build as well as update DT. Did I miss something?

Are you by chance using the regular release of Doom Tournament or the Cutting Edge version "devel"?


Found the problem, it was the music addon for UT99 conflicting with it. I didn't think it would effect it but it apparently does.
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Re: [Beta] Doomreal

Postby Kinsie » Fri Sep 27, 2019 9:33 pm

This is fantastic so far. Very promising!
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Re: [Beta] Doomreal

Postby PillowBlaster » Sat Sep 28, 2019 1:53 am

The rifle seems to fade in and out if you use three-burst shot and flashlight while zoomed. Otherwise, as a guy who replays Unreal once a year, consider this as me pressing the nut button.

Now if only there'd be an option to get some old-skinned redeemer in it, hint hint nudge nudge~
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Re: [Beta] Doomreal

Postby Edward-The-Hazardous » Sat Sep 28, 2019 4:31 am

Oh I love this... I love this so much, and that Quadshot... it's the stuff of wet dreams...

I really like the exotic weaponset of Unreal, and this mod does it justice perfectly. Great work, can't wait to see further updates for it!!
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Re: [Beta] Doomreal

Postby wildweasel » Sat Sep 28, 2019 9:46 am

Solid work, congrats on the release.

I feel like nitpicking just a slight bit about the Dispersion Pistol: I seem to recall it shoots very slightly faster before it receives its upgrade kits, and slows down somewhere around level 2 or 3, but here, it is on its "slow" setting from the start. Is this an intentional move for sake of consistency?
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Re: [Beta] Doomreal

Postby Officer D » Sat Sep 28, 2019 12:00 pm

Help! Where did I go wrong?
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Re: [Beta] Doomreal

Postby Marisa Kirisame » Sat Sep 28, 2019 1:11 pm

Your Doom Tournament is out of date (or the wrong branch, you're supposed to use devel).

wildweasel wrote:I feel like nitpicking just a slight bit about the Dispersion Pistol: I seem to recall it shoots very slightly faster before it receives its upgrade kits, and slows down somewhere around level 2 or 3, but here, it is on its "slow" setting from the start. Is this an intentional move for sake of consistency?


The problem with this is that it's such a fine gradual change that it would be impossible to really replicate in GZDoom due to the whole limitation of animation speed being tied to states.
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Re: [Beta] Doomreal

Postby Officer D » Sat Sep 28, 2019 2:04 pm

Awesome! Thanks!
Btw I did this the other way around. I brought Doom assets into Unreal.
You almost can't tell the difference which is amazing :O
Spoiler:
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