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™.
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)
Various restored weapon functions based on prototype builds and the Unreal Bible:
SPEEEEEEEEEN. You can hold the zoom button with the Automag to spin it 'round. Just giving some love to that unused animation.
Stinger projectiles can bounce off surfaces at certain angles. Was a feature until 0.86, when it got removed in the transition to UnrealScript.
Stinger projectiles can "pump" enemies with Tarydium radiation. This was described loosely in the Unreal Bible. Causes an explosion with fire from other weapons or when the target dies or falls from a great height.
Rifle three-round burst. This altfire was in many versions of Unreal, and even shown in trailers, until it was replaced by first a flashlight and then a scope. When enabled you can still use the scope with the zoom button.
Rifle flashlight. As mentioned above. Toggled with reload button.
Razorjack blade charging. Described in the Unreal Bible, holding primary fire will gradually increase the spin of the blade, resulting in higher speed and damage when released.
Biorifle and Eightball 2-second hold time. The Bible also mentions that these two can be held for that time after being fully loaded.
A couple extras because I felt something wasn't right:
Dispersion Pistol altfire also upgrades with powerups, instead of always staying the same lame ol' blue.
The Power Shield has a unique look and sounds. Also it drains over time for balance reasons.
Precise Razorjack altfire. Because the original kinda feels like a crappy gimmick, there's an option to make it fly towards whatever you're aiming at.
Biorifle splash like in UT. Because otherwise the altfire feels kinda dull.
Toggleable Automag dual-wielding. This is very OP.
Improved Translator with extended UI, message history and hints display. Not going to get much use unless someone makes maps for this mod.
And a couple more just for kicks:
SMP 7243. To fill in the BFG slot, here is that one weapon from the Oldskool mod. I gave it a nice shiny look and a very very long mag (since it holds 100 bullets).
Minigun Sentry. Just an original thing I came up with because the beta Sentry Gun kinda sucks. You're going to love having this guy around.
And now, the big thing, all the stuff that never made the cut into Unreal:
Like in Doom Tournament, a couple old music tracks can be heard if you switch intro styles. My personal fav is the 1995 one.
Old HUD (0.83~0.868). While the modern Unreal HUD replaces the fullscreen one, this is the status bar. Icons for keys and various ammo types had to be freshly made, but other than that it's very much an authentic recreation.
Minimal HUD (0.871~0.88). Replaces Unreal HUD mode 5. Just shows health/kills/ammo on the top of the screen.
Teleport Capsules. "Teleport Gun" (0.867~0.871), "Translocator" (0.874~0.99), brought back in 227. Because the model used some unique hand mesh that clashed completely with other weapon hands, it had to be redone. Of course, I included the "flipping off" animation. Works exactly like its modern counterpart.
Razorclaw. "Unnamed" (???). This is based on a model found in the old texturing tools distributed to licensees. It's a claw thingy that spins (at least that's what I think, since it had no animations or textures). The Unreal Bible describes a "Bonesaw", but this probably ain't it. It's likely that this isn't even really an Unreal weapon. Primary fire speeeeens, secondary fire chomps.
Protomag. "AutoMag" (0.83~0.88). The grand-daddy of the modern Automag. This gun is somewhat slower and deals a bit less damage, but is more precise and never needs to reload. Has a melee attack when pressing reload, can also spin with zoom like the Automag. Model was remade to use the newer weapon hand, old one was crappo. There's an addon available for it to use an alternate skin from later versions.
Quadshot. "QuadShot" (0.83~Final), brought back in 227. Of course it made it in, it's the obligatory beta weapon, that somehow still survived until the very end (sans scripts/sounds). Has been tuned up with a slightly more detailed model and completely redone animations.
Stunner. "Stunner" (0.867, 0.871). A clam shell looking thingy that unfolds and releases a kinetic blast. Didn't have sounds or projectiles or anything and it was only partially implemented. Altfire pulls targets in. Not very damaging, but useful to knock enemies off ledges.
Fireblaster. "Flame Gun" (0.83~0.866, 0.868). Its model wasn't even textured and it barely worked. I kinda just improvised most of this, loosely following the general idea of what it could have been. Shoots fireballs, with the altfire charging a big fat fireball that explodes into a cluster of small embers.
Flamethrower. "flamet" (0.864~0.866, 0.868), "Flamethrower" (0.867), superseded by early Biorifle aka "NapalmGun" in 0.871. A gosh-darn Flamethrower, it throws flames. The Biorifle pretty much replaced it completely, even though all they have in common is the altfire. Model was, to be honest, cheap trash. Just a bunch of tubes with no animations. I salvaged most of it at least.
Impaler. "Impaler" (0.867), projectile survived until 0.99, "bolt" still in the final game. What was seen in-game and what the Unreal Bible described were different things, so I decided on a hybrid of both. Primary fire shoots out the loaded gem, which will explode spectacularly on impact. The altfire is the real star here, it's a motherfuckin' heatseeking death laser, have fun. Can be used as a melee weapon when out of ammo, or by "unloading" it with reload. Alt melee is the same as primary for now, I'll need to work on a decent slash/slice animation later.
Peacemaker. "Peacemaker" (0.871~0.99), projectiles still in the final game, brought back in 227. Opens up and releases 4 heatseeking rockets after a configured delay (by holding the fire button). Altfire makes it blow up dealing more damage.
Demolisher. "Unnamed" (???). Another one of those rare models. It's a big gun, so I made it very boomy. Its penetrating explosive bullets should kill almost everything in a short time, if you can aim straight.
Autocannon. "Minigun" (???), textures partially survived through the flak cannon. And another one. A four-barrel beast of a gun. Since there already is a minigun, this was turned into something else. Shoots very fast shells that have some drop to them. Altfire shoots four at a time, but they have more spread. Vents for a moment when you release the trigger.
Light/Dark Flares. Described in the Unreal Bible, uses Flare model from 0.871, whose texture survived into the final game because it was shared with slime. "The player always has them". These were likely intended to show off dynamic lighting, so they're not very useful. Rather than making them infinitely spammable every second like they planned, I made them regenerate after use.
Motion Detector. "Detector" (0.864~0.868). Was never functional, so behaviour is based loosely on Unreal Bible. When picked up acts like a typical map revealer, but in the inventory it can be toggled to show a display of nearby creatures.
Light Sentry. "MiniGunSentry" (0.871~0.99), brought back in 227 still without appropriate textures. Kinda crappo model and not very fun to use. I made unique textures for it since it didn't have any.
For more info you can read the Gun / Item lore documents.
Spoiler: Assorted screenies (outdated, show incorrect handedness)
The good ol' Unreal main menu.
Guns blazin' with dual Protomags.
If you don't have a flashlight on you, flares can also work for lighting up dark areas.
Turning Imps into fine red mist with the Quadshot.
No health packs nearby? Just plant some of those fruit seeds and let them grow for a bit.
Hellknight gets slimed.
Using the Motion Detector you can check if an ambush is waiting around the corner.
Greeting the locals with a rocket to the face.
These powerups will upgrade your puny little Dispersion Pistol into a much mightier gun.
The Rifle can do a lot of damage if you aim for the head.
When in doubt, kill it with fire.
At long range, the rifle can also zoom. Time to snipe!
Frying some fools with the Impaler altfire.
If you like my work, please consider supporting me on Patreon.
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
Beta 1 known bugs:
Dispersion Pistol autoswitches when running out of ammo during altfire, instead of releasing the shot.
Dual wielded weapons can still work while the player is dead (happens rarely).
When running out of ammo for any weapon the game really REALLY loves to autoswitch to the protomag even if other weapons also have ammo.
Beta 1 planned changes:
Quadshot REALLY needs to be buffed.
Splash damage radius for various weapons needs to be reduced, it's too easy to accidentally blow yourself up.
Impaler altfire seems very weak when not amplified, so I'll buff it.
Autocannon also needs a buff. It may be too weak for how rare it is.
Beta 2 changelog:
Corrected selection order of all weapons.
Rewrote flaky reloading code. Should be more robust now.
[flak_m] manually triggered player animations no longer happen while dead.
Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
Razorclaw no longer stunlocks and can gib.
Razorclaw damages increased (5/20 → 6/30).
Dispersion Pistol alt splash damage radius reduced (120 → 80);
Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
Dispersion Pistol will only autoselect if it has at least 10 ammo.
Increased Fireblaster alt projectile damage (50 → 60).
Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
Impaler bolt seek range now affected by Amplifier.
Reduced Impaler base explosion radius (120 → 80).
Impaler altfire drain also affected by Amplifier too.
Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
Doubled the damage boost of Razorjack charging.
Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
Reduced Stunner ammo consumption for a full charge (20 → 10).
Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
Added option to disable Impaler beam self-damage.
Beta 2 Hotfix 1 changelog:
Ammo regeneration check for Dispersion Pistol was performed in the wrong spot.
Fixed one of the shaders using "double" instead of "float", oops.
Beta 3 changelog:
Made Rifle scope shader toggleable, and tweaked its visuals a bit.
Various adjustments to vector math (using portal-aware functions).
Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now.
Fixed incorrect state jump after zoomed rifle altfire.
Reduced the range of the Detector (2048 → 512), it was too massive.
[flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon.
Corrected Gun Lore description of Flamethrower altfire.
Beta 3 Hotfix 1 changelog:
Corrected an oopsie in the Minigun's fire offset code (used viewheight instead of viewz, which is... bad).
Beta 4 changelog:
Fix Dispersion Pistol altfire not ending early when releasing the button.
Dispersion Pistol now changes fire speed based on upgrade level, as intended.
Reduced Razorclaw twiddle animation frequency, it was getting annoying.
Impaler altfire now doesn't work underwater, as intended.
Impaler crystals deal less damage when underwater.
Impaler no longer loses charge underwater while the crystal is unloaded.
Impaler beam no longer homes in onto friendlies.
Fixed missing Impaler melee obituary.
Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
Added "<item> selected." messages. Dunno if DT will need this too.
Light Sentry now uses the more reliable native IsHostile() function to detect targets.
[flak_m] Added "<weapon> has no ammo." messages.
Beta 4 Hotfix 1 changelog:
Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage.
Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge).
Fixed Impaler crash when shooter dies while firing beam.
Updated the reload code of the SMP, I forgot about it.
Increased the Detector range again, 1024 is more reasonable.
Fixed Minigun altfire not triggering if player was holding primary fire.
Removed pistols from Super Shotgun replacement pool.
Increased spawn chance of Flamethrower, since it almost never appears in practice.
Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
Beta 4 Hotfix 2 changelog:
Un-nerfed the Fireblaster. That was a mistake from my part.
Beta 5 changelog:
[flak_m] Implement particle meshes.
Append heal amount to health pickups (excl. superhealth).
Armor Bonus item.
Overhaul Stinger explosive charge behaviour, more in line with 0.83 and the novels.
Fix: Dispersion Pistol should only have infinite ammo in deathmatch.
Dispersion Pistol altfire always at level 0 if below 10 ammo.
More Fireblaster tweaks and touches and whatnot. Now fires in 3 bursts of 3 projectiles. And there's more damage and whatnot, it should stop sucking.
Capped fire effects for huge actors.
Reduced flames per tic on Flamethrower, to see if this causes less performance issues. May roll back if this was a bad idea.
Snuck in some longer versions of a couple player sounds.
Increased accuracy and damage of Betamag (10 → 14).
Slightly increased per-pellet damage of Quadshot (11 → 12).
Fixed Flamethrower alt refire not restarting the charge process, making it get stuck.
[flak_m] I seriously hope this is the last time I need to add even more safeguards to the FlakAccumulator class. It should be airtight now and never crash.
Beta 5 Hotfix 2 changelog:
Fix health pickup messages not being localized correctly. Fix also done in the DT side.
Beta 5 Hotfix 3 changelog:
Planted Nali fruits were not going through the correct growth state.
Beta 5 Hotfix 4 changelog:
Correct ammo use values for Dispersion Pistol upgrade levels (1→2→4→5→6), odd progression, I know.
Stunner also has the same deathmatch regeneration behaviour as the Dispersion Pistol now.
Corrected how the ammo regen speed works for both weapons.
Beta 5 Hotfix 5 changelog:
Correct backpack amounts for various ammo types (should be approximately half of individual pickup).
Beta 5 Hotfix 6 changelog:
Somehow the Stinger has had randomized damage since the very beginning when it was supposed to deal 14. Guess I never EVER bothered to check that, this is a leftover from Doomreal's very early development. Back then, Doom Tournament also did randomized damage all over the place and it was bad.
Beta 5 Hotfix 7 changelog:
Planted Nali Fruits can now be picked up again. The quirks of InStateSequence are annoying sometimes.
Release Candidate 1 changelog:
Adjusted ammo giving behaviour for weapons with clip count.
Fixed dual naming of automag/betamag.
Release Candidate 2 changelog:
Added option to toggle all beta content.
Added option to toggle armor bonuses (for purists).
Added cheap alternate allmap replacer, so there's something else to replace the computer map when the detector isn't allowed.
Small fixes and corrections.
Release Candidate 3 changelog:
Fix inventory items not removing themselves when fully drained and no more copies are held.
Fixed Minigun playing the unwind animation on player death.
Fixed main hand Automag still firing when out of ammo dual wielding.
Corrected name clash between two explosion sounds.
Fixed suits still protecting from elemental damage when depleted.
Add option to wear all suits simultaneously.
Stunner now consumes Stinger ammo to recharge, this is more in line with the Unreal Bible.
Max damage per explosion capped to 100 for Stinger. Prevents ludicrous map-clearing explosions with an amplified asmd combo.
Shoot-through lines can now be activated by hitscan/beam weapons thanks to new DT "bullet trail" feature. No more softlocks in custom maps.
Added option to make Peacemaker missiles not seek owner and allies.
Peacemaker missiles start seeking targets much earlier, making it more viable indoors.
Autocannon has had its damage increased again.
Adjusted swingers for many weapons to feel a bit more natural. Still far from perfect.
Reverted changes to Flamethrower projectile density, and simply made it have less dynamic lights.
Adjustments to armors. Suit elemental resistances now take priority (as intended). [please redownload your DT devbuild for full effect]
Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
Fixed flashlight not clearing its dynlights when depleted and still having copies.
Release Candidate 3 Hotfix 1 changelog:
Small fix for Amplifier.
Add note about the fact the Protomag is more accurate, because people don't seem to notice.
Release Candidate 3 Hotfix 2 changelog:
Corrections on Power Shield behaviour, added option to make it absorb damage normally like in Unreal instead of individual hits, although this will make it less viable as an Invulnerability replacement.
Release Candidate 3 Hotfix 3 changelog:
Fix Armor Bonuses having the allmap effect due to hasty code copypasting.
Release Candidate 4 changelog:
Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
Betamag defaults to both having the 0.83 skin, other options put on add-ons.
Adjustments to bullet casings.
Fixed flames producing water splashes.
Fixed female models having male gibs.
Corrected ASMD ball hit behavior to match Unreal.
Added bubble trail to Stinger when underwater.
Release Candidate 4 Hotfix 1 changelog:
Hotfix for recent DT update so Power Shield doesn't spam depletion messages.
Release Candidate 4 Hotfix 2 changelog:
Change sprite name for computer map so it doesn't break in Heretic.
Release Candidate 4 Hotfix 3 changelog:
Do not replace jump boots with suits in Heretic to prevent softlocks where an increased jump height is required.
1.0 changelog:
Swap around some assets and code with Doom Tournament.
Searchlight moved to here.
Computer map and Armor bonus moved to DT.
Armor absorption priority code moved to DT.
Added Unreal crosshairs.
Fix incorrect Autocannon flash color.
Ported over Translocator ally telefrag prevention.
Fixed razor blades emitting no effects when hitting a non-bleeding enemy.
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.
1.0.5 changelog:
Add ice death frames to Doomreal players.
Fix invisibility not reactivating on map transition.
Fix a certain option not graying out when prototype features were disabled.
Remove Doom Tournament spawner file as it will be used in the merge add-on.
Fix various weapons not respecting infinite ammo cheats/powerups.
Add HUD icons for the Razorclaw.
Add sanity checks to Minigun sentry for potential cases where it dies while shooting and this causes an abort.
Fix Biorifle altfire damage here too.
When UT splash is disabled, Biorifle globs increase in size by 1.4x on impact, as originally intended.
Eightball no longer loads a rocket after being selected and instead tweens to idle, like in the original.
Flak Cannon altfire has a slower reload, as it was meant to.
Adjust "give armor" cheat so it plays nicely with the merge add-on.
Fix 0.83 hud playing the "new weapon" flash for all players.
Made the 0.83 icon assignments moddable through external lists.
HUD will still display a weapon icon even if it uses no ammo (e.g.: Razorclaw).
Update patron list.
Minor adjustment to how the give armor cheat works (combiner patch compat).
1.0.5 Hotfix 1 changelog:
Various fixes for the Combined Patch. Don't forget to also update DT to the same version, and also to redownload the old sounds add-on if you had it before this.
Some safeguards for force field and sentries so they don't bug the hell out if receiving crushing or ice damage
1.0.5 Hotfix 2 changelog:
Rifle had no select sound. Oops.
1.0.5 Hotfix 2 Hotfix 1 changelog:
OK now it actually is fixed.
1.0.5 Hotfix 3 changelog:
Flak Shell explosion had no sound. This also affected old sounds add-on.
1.0.6 changelog:
Propagate revert of 1.2 stretch compensation from Doom Tournament. Add-ons affected: Alt. Flamethrower, Combiner Patch.
1.1 changelog:
Menu tooltips.
Hexen compatibility (Combiner Patch has been updated too).
Environment Map shader fixes from Doom Tournament.
Buffed Stunner so it's actually useful. This goes against what the Unreal Bible indicated but whatever, the weapon would be useless otherwise.
"Superweapons" now have +ALWAYSPICKUP for consistency.
Sneaky Strife stuff:
Dispersion Pistol and Stunner have reduced alert radius.
Rename Peacemaker sprites to avoid conflict with peasant sprites.
Disable decapitation with bonesaw primary fire, for balance.
1.1.1 changelog:
Propagate sound overhaul from Doom Tournament.
Added extended '95 theme from Unreal mac port.
1.1.2 changelog:
Fixed missing click sound on Teleport Capsules.
1.1.2 hotfix 1 changelog:
Fixed stinger fire sound not stopping when running out of ammo.
1.1.2 hotfix 2 changelog:
Fixed missing Eightball explosion sounds. stinger_oldsounds_m is affected by this update.
Fixed excess loudness of Eightball by making the projectiles play the fire sound instead (which is what was supposed to happen).
1.1.2 hotfix 3 changelog:
Just an update to the patron credits. Doom Tournament got the actual hotfix, for crashing during an ice death.
1.1.3 changelog:
Propagated Swinger removal from DT. Also updated patron list while I was at it.
1.1.4 changelog:
Stunner ammo does not recharge if you don't have the Stunner selected.
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.
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!
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