Doomreal [1.1.4]

Projects that alter game functions but do not include new maps belong here.
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Re: Doomreal [1.1.3]

Postby Endless » Sun Feb 21, 2021 12:54 am

The best of two world in a single setting. Cant' wait to use this with a Unreal WAD (I belive there's one currently under production) Thanks <3
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Endless
- Wadazine creator
 
Joined: 01 Aug 2020
Location: Guatemala
Discord: 𝕰𝖓𝖉𝖑𝖊𝖘𝖘#2065

Re: Doomreal [1.1.4]

Postby Bobby » Thu Apr 01, 2021 8:36 am

Hey Marisa. Could you possibly implement the new weapons and new item from return to nali?
Bobby
 
Joined: 03 Mar 2019

Re: Doomreal [1.1.4]

Postby Sinael » Fri Jun 11, 2021 11:03 pm

Many of the pickups still suffer from very low visibility. An option for a particle effect (like particles rising up from the items up to about half players height) would help this greately.
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Sinael
Russian Ripman
 
Joined: 18 Oct 2011

Re: Doomreal [1.1.4]

Postby Marisa Kirisame » Sat Jun 12, 2021 5:09 am

A "more visible ambient glow" add-on has been added to the Doom Tournament page.
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Marisa Kirisame
ZScript Crimester
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Twitch ID: MarisaDOOM
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doomreal [1.1.4]

Postby Sinael » Sat Jun 12, 2021 5:35 am

Marisa Kirisame wrote:A "more visible ambient glow" add-on has been added to the Doom Tournament page.


Thanks, it helps quite a bit.
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Sinael
Russian Ripman
 
Joined: 18 Oct 2011

Re: Doomreal [1.1.4]

Postby Bobby » Tue Aug 17, 2021 8:17 pm

I love the attention to detail in this mod. Although I have an silly question though. Would it be possible for you to make a diaikatana mod in similer vain to this. Restoring cut content, adding new features, etc.

Have a good day and God bless you. :D
Bobby
 
Joined: 03 Mar 2019

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