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Doomreal [1.2]

Posted: Fri Sep 27, 2019 9:21 am
by Marisa the Magician

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Doomreal is an "expansion" to Doom Tournament 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: December 5th 2022 16:58 CET) , or just head over to the GitHub repo.

It has its own add-ons too:
  • DT Combiner Patch : Re-adds UT items back to the game. Compatible with most DT add-ons as long as they're loaded before Doomreal. (last updated: November 6th 2022 00:07 CET)
  • Old sounds pack : Replaces various sounds with those of earlier Unreal versions, for those who prefer them. (last updated: November 6th 2022 00:07 CET)
  • Unreal music playlist : Contains all map tracks from Unreal Gold, plus some beta stuff. Requires Doom Tournament's music add-on, but requires neither DT nor Doomreal themselves. (last updated: November 6th 2022 00:07 CET)
Spoiler: Features (many of them configurable)
For more info you can read the Gun / Item lore documents.
Spoiler: Assorted screenies (outdated, show incorrect handedness)
If you like my work, please consider supporting me on Patreon.
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Re: [1.1.2] Doomreal

Posted: Fri Sep 27, 2019 10:45 am
by Marisa the Magician
This post is reserved for listing bugs, suggestions, and other notes.
Spoiler: Older versions
1.2 changelog:
  • Allow player skins to be changed at runtime.
  • Integrate re-skin add-ons, since we can use A_ChangeModel to switch them at runtime as well.
  • Make weapons left-handed, this is for the sake of correctness, as they were designed that way. Some weapons couldn't be adapted, however.
  • Various fixed and tweaks (a lot of time has passed).
1.2 hotfix 1 changelog:
  • Fix Male2 (Ash) and Male3 (Dante) not having skin changes applied.
1.2 hotfix 2 changelog:
  • Fix HUD messages not respecting scaling rules.
1.2 hotfix 3 changelog:
  • Jump boots weren't clearing themselves from item count when replacing themselves with toxin/asbestos suits or scuba. This resulted in total items not matching up actual items in the map.
1.2 hotfix 4 changelog:
  • Backported a projectile physics fix from Demolitionist (also applied to Doom Tournament).
1.2 hotfix 5 changelog:
  • Fix throwable items getting stuck in ceilings (for flares, this caused them to explode endlessly).
1.2 hotfix 6 changelog:
  • The Rifle's burst fire should have fairly wide spread, rather than pinpoint precision.
1.2 hotfix 7 changelog:
  • Add missing DrawPaused override.
  • Small fixes to ProcessNotify handling.
1.2 hotfix 8 changelog:
  • GZDoom 4.10 or later required now.
  • Use CORRECTPIXELSTRETCH across various models to fix distortions.
  • Migrate to new GetAxes function using quaternions.
The mod is now in a 100% finalized state. No more updates will happen unless there's critical bugs. Anything else that was planned... Has been canned.

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

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 3:31 pm
by Iniquitatis
I've been following development of this project, but still held myself from playing it until release.
So, it's about damn time. 8-)

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 4:47 pm
by Valherran
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?

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 5:14 pm
by Marisa the Magician
Pastebin the errors, that doesn't look normal. Are you sure you're loading both mods in the right order?

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 5:22 pm
by Xada
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.

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 5:26 pm
by BoneofMalkav
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"?

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 5:57 pm
by Valherran
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.

Re: [Beta] Doomreal

Posted: Fri Sep 27, 2019 8:33 pm
by Kinsie
This is fantastic so far. Very promising!

Re: [Beta] Doomreal

Posted: Sat Sep 28, 2019 12:53 am
by PillowBlaster
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~

Re: [Beta] Doomreal

Posted: Sat Sep 28, 2019 3:31 am
by Edward-The-Hazardous
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!!

Re: [Beta] Doomreal

Posted: Sat Sep 28, 2019 8:46 am
by wildweasel
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?

Re: [Beta] Doomreal

Posted: Sat Sep 28, 2019 11:00 am
by Officer D
Help! Where did I go wrong?

Re: [Beta] Doomreal

Posted: Sat Sep 28, 2019 12:11 pm
by Marisa the Magician
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.

Re: [Beta] Doomreal

Posted: Sat Sep 28, 2019 1:04 pm
by Officer D
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: