I begin to play the mod recently and it looks really great (even if Im really unfamiliar with Unreal hahaha)
I started to play it on Scythe 1, who is a megawad that doesn't features an easy adquisition of weaponry and Im not sure if I need to change some options for the spawn of Prototipe weapons like the Impaler or the Quadshotgun? They spawn naturally or is needed to change some settings?
Re: Doomreal [1.1.2]
Posted: Wed Jul 22, 2020 3:47 am
by Sinael
One heavy gripe I have with this mod is the low visibility of pickups they are smaller and less noticable, especially in a detail-rich environments that sprite based powerups.
Some of them like automag mags that lay almost flat on the ground can often be completely unnotiable until you are only few meters away.
The blinking brightness that should've helped does not due to model's small scale.
The pickups are not that small in Unreal itself.
What would help:
a) Scaling up of the pickups 1.5-2 times, maybe an option to custom scale.
b) Some other way to spot them, maybe subtle (semitransparent) particle trail/light column rising from them like in some modern-ish games.
Re: Doomreal [1.1.2]
Posted: Mon Jul 27, 2020 2:55 pm
by Someonewhoplaysdoom
I enjoyed playing both Scythe and part of Alfonzone with Unreal weapon and customized content. I think is a mod not really suited to deal with slaughter leves and on some cases you can have some problems while dealing with boss level enemies. But I really liked playing with this mod
Spoiler:
For ALFONZONE, most levels can be played without any real problems, but I got this issue "Called fro, UTMainHandler .WorldThingDamaged at flak_m . pk3:zscript/utcommon.zcs, line3549
Called from Actor .FindInventory [Native]"
This happened like 3 times on MAP31: Count Fronkula, MAP39: Byte Size and MAP41: Voidwarp Prototype. At least on the first 2 ones, they have some kind of Giant enemy that serves for background. Im not sure if its related to the bug.
Still, Im going to play it on more casual map packs.
Re: Doomreal [1.1.2]
Posted: Tue Jul 28, 2020 1:31 am
by Marisa the Magician
This is a DT bug, but fixed anyway.
Re: Doomreal [1.1.2]
Posted: Tue Jul 28, 2020 7:52 pm
by Someonewhoplaysdoom
Great!! I downloaded the new Version of doom tournament.
Pd: I forgot to report an actual minor glitch for Doomreal. Apparently, you can pick weapons dropped for enemies when you are at full ammo of that weapon. That only happens specifically with these weapons, not with the weapons that spawn at the start of the level or the clips dropped by zombiemen. It doesn't really have an impact on a playthrough with maybe the drawback of accidentally take away spare ammunition.
Re: Doomreal [1.1.2]
Posted: Wed Jul 29, 2020 1:10 am
by Marisa the Magician
That replicates the behavior in Unreal/UT where dropped weapons are ALWAYS picked up.
Re: Doomreal [1.1.2]
Posted: Wed Jul 29, 2020 1:48 am
by StroggVorbis
Could there maybe be an option to disable it then? :3
Fun fact: I already didn't like this in the original Unreal and wish dropped weapons didn't disappear on their own after a set amount of time.
Problem is, I know UnrealScript as much as I know ZScript :P
Re: Doomreal [1.1.2]
Posted: Wed Jul 29, 2020 6:29 am
by Someonewhoplaysdoom
Marisa Kirisame wrote:That replicates the behavior in Unreal/UT where dropped weapons are ALWAYS picked up.
WOW
Thats interesting, I never played Unreal/UT (Or at least don't remember playing it). Still, I was thinking it was a Glitch but really doesn't have a negative impact on gameplay.
Thanks Marisa
Re: Doomreal [1.1.2]
Posted: Fri Jul 31, 2020 1:13 pm
by Mr Masker
im getting errors when trying to load the combined patch it says "367 errors,warnings while compiling stinger_m.pk3:zscript.txt"