Doomreal [1.1.4]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 27
- Joined: Sat Aug 01, 2020 9:45 pm
- Discord: 𝕰𝖓𝖉𝖑𝖊𝖘𝖘#2065
- Location: Guatemala
Re: Doomreal [1.1.3]
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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- Posts: 94
- Joined: Sun Mar 03, 2019 11:59 am
Re: Doomreal [1.1.4]
Hey Marisa. Could you possibly implement the new weapons and new item from return to nali?
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- Posts: 239
- Joined: Tue Oct 18, 2011 8:57 am
Re: Doomreal [1.1.4]
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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- Posts: 3802
- Joined: Fri Feb 08, 2008 9:15 am
- Discord: Marisa the Magician#1666
- Twitch ID: MarisaDOOM
- Github ID: OrdinaryMagician
- OS Test Version: No (Using Stable Public Version)
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
Re: Doomreal [1.1.4]
A "more visible ambient glow" add-on has been added to the Doom Tournament page.
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- Posts: 239
- Joined: Tue Oct 18, 2011 8:57 am
Re: Doomreal [1.1.4]
Thanks, it helps quite a bit.Marisa Kirisame wrote:A "more visible ambient glow" add-on has been added to the Doom Tournament page.
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- Posts: 94
- Joined: Sun Mar 03, 2019 11:59 am
Re: Doomreal [1.1.4]
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.
Have a good day and God bless you.

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- Posts: 1
- Joined: Thu Feb 17, 2022 4:49 pm
Re: Doomreal [1.1.4]
Cool mod it could only be made by a magician at Zscript
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- Posts: 14
- Joined: Tue Dec 22, 2020 8:16 am
Re: Doomreal [1.1.4]
I would like to report that this mod is spawning arachnotrons instead of keys when used together with maps created by Oblige. I've tried to load Doomreal without any other mods (the only one I use with it is Nash Gore, but anyway) and the issue still persists. After some testing, I would assume that this issue is not Oblige related, as keys are successfully spawning with other mods in the exact same maps. Load order seems fine, since everything works great, except for this.
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- Posts: 3802
- Joined: Fri Feb 08, 2008 9:15 am
- Discord: Marisa the Magician#1666
- Twitch ID: MarisaDOOM
- Github ID: OrdinaryMagician
- OS Test Version: No (Using Stable Public Version)
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
Re: Doomreal [1.1.4]
How does that even make any sense?
There is NOTHING in this mod that could possibly cause "keys to be replaced by arachnotrons". Absolutely nothing.
There is NOTHING in this mod that could possibly cause "keys to be replaced by arachnotrons". Absolutely nothing.
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- Posts: 518
- Joined: Wed Jul 13, 2016 1:43 am
- Location: Could be the chair, the floor, or the bed.
Re: Doomreal [1.1.4]
That sounds quite bizarre indeed. Can you "info" the mentioned arachnotron with the console and tell us what its name and properties. Maybe there's a possible conflict we're not seeing here.
If it's just regular ol' arachs, then yeah, I've no clue how it could happen.
If it's just regular ol' arachs, then yeah, I've no clue how it could happen.
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- Posts: 3
- Joined: Mon Apr 04, 2022 8:00 pm
- OS Test Version: No (Using Stable Public Version)
- Graphics Processor: nVidia (Modern GZDoom)
Re: Doomreal [1.1.4]
What are the summon commands for this mod to summon various weapons and powerup?
Say I want to summon the dispersion pistol powerup?
Can't figure them out looking at the files in the pk3 since they are different from other weapon packs ive seen (written in zscript vs not)
Say I want to summon the dispersion pistol powerup?
Can't figure them out looking at the files in the pk3 since they are different from other weapon packs ive seen (written in zscript vs not)
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- Posts: 3802
- Joined: Fri Feb 08, 2008 9:15 am
- Discord: Marisa the Magician#1666
- Twitch ID: MarisaDOOM
- Github ID: OrdinaryMagician
- OS Test Version: No (Using Stable Public Version)
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
Re: Doomreal [1.1.4]
The dispersion pistol powerup is WeaponPowerUp. It's the class name it had in Unreal.