Doom Tournament [Now working on Unreal 1 add-on]

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Doom Tournament [Now working on Unreal 1 add-on]

Postby Marisa Kirisame » Fri Jun 01, 2018 5:13 am

Image

Note to people who refuse to read: This mod does not work on Zandronum or severely outdated GZDoom builds

While I was talking a break after the full release of abort_m, I went and added support for UE1 models to the engine. But I didn't stop there, no sir. Obviously I had to test it all with something, and that something turned into this mod.

Initially it was just the flak cannon (hence the filename of flak_m), but then I started adding more weapons, then some items... and bam, a complete, UT99 themed weapon and item replacement (with some extras).

It has everything from the surprisingly not underpowered Enforcer pistol to the almighty Redeemer, with fan favourite weapons like the Shock Rifle and the Flak Cannon, and some neat little touches to prettify things up.

Some features (such as the new HUD) are configurable from the options menu, so make sure to take a look.

For months I've been working day and night on this when I was supposed to be taking a break, and it's almost ready for a 1.0 release, but there's still work to do. Bugs that have to be fixed, rough edges that gotta be polished...

You can DOWNLOAD pre-packaged builds of the mod here:

You can also follow the mod's development on GitHub here.
Usually things will be far more "up to date" in the repo.

Requires GZDoom 4.2.1 or later.

Oh and also, here are a couple add-ons for the mod:

  • UT announcer pack : Satisfying voice for your kills. (last updated: May 1st 2019 22:58 CEST)
  • UT voice pack : Automated kill taunts. (last updated: May 17th 2019 11:43 CEST)
  • UT music playlist : Contains all map tracks from UT99. (last updated: August 13th 2018 15:59 CEST)
  • v220 Redeemer skin : Retextures the Redeemer to its old gray rusty v220 beta look, also affects the missiles and shockwave. (last updated: August 13th 2018 15:59 CEST)
  • v222 Redeemer skin : Ditto, but with the more yellowish-brown updated look. (last updated: August 13th 2018 15:59 CEST)
  • v220 Impact Hammer skin : Banana-colored paint for your Impact Hammer. (last updated: August 13th 2018 15:59 CEST)
  • v222 Pulse Gun skin : Old gray look, not as good as the next one. (last updated: July 22nd 2019 03:03 CEST)
  • v322 Pulse Gun skin : Shiny brushed metal texture from the 3dfx demo. (last updated: July 22nd 2019 03:03 CEST)
  • v220 Damage Amplifier skin : The rough look from before it became a shiny environment mapped gold thing. (last updated: August 13th 2018 15:59 CEST)
  • v220 Translocator : Replaces the Translocator with its beta counterpart. (last updated: August 11th 2019 17:28 CEST)
  • Relics : Not yet done.

Plus the following mods built on top of it:

  • Doomreal : Currently in development. Adds everything from Unreal 1, including dummied out content. Will also feature a separate monster pack.
  • Unnamed Deus Ex port : Planned. I haven't come up with a name yet.
  • ChaosDT : Also planned. Ports all the ChaosUT stuff.
  • SWWM GZ : The first original Doom Tournament mod. A revival of all my previous UT99 weapon modding work.

Note: "Smarter" and "Always" sprite clipping options will cause some misalignments, use "Smart" instead.

Spoiler: Assorted screenies (outdated)
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Re: Doom Tournament [WIP]

Postby BoneofMalkav » Fri Jun 01, 2018 6:24 am

First Unreal Weapons to Doom, Now UT99 Weapons to Doom. The Cycle's now complete :P
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Re: Doom Tournament [WIP]

Postby Churrupez » Fri Jun 01, 2018 10:32 am

This mod feels great already! Some things i've found....

-Changing levels while having Dual Enforcers selected breaks things a lot: the second Enforcer dissapears, and if you try to switch weapons, you can't fire or switch weapons anymore.

-Sometimes, trying to telefrag enemies with the Translocator just kills you (happened to me three times telefragging Imps in Entrway).

Also, I don't know if your intention is to exactly imitate the behavior of the UT99 weapons, but this is some of the differences i've found compared to the original weapons:

-Pulse Gun's raising animation is really slow
-Pulse Gun didn't have a cooldown after firing in the original UT99
-Ripper's primary fire doesn't damage you after bouncing off the walls (same thing happens with Flak Cannon's primary)
-Some weapons fire slower than the originals (Shock Rifle's secondary, Ripper's primary, Flak Cannon's primary and secondary, Rocket Launcher's "loading" animation)
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Re: Doom Tournament [WIP]

Postby Rachael » Fri Jun 01, 2018 11:06 am

I like this. Only a couple criticisms.

- Respawning after death causes a VM (null pointer) abort
- I wish it had female player sounds (like jumping).
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Re: Doom Tournament [WIP]

Postby Marisa Kirisame » Fri Jun 01, 2018 12:03 pm

Recent changes:

  • Renamed some sprites for compatibility with Smooth Doom.
  • Added water step/land sounds.
  • Made footsteps toggleable (in case the player is using another mod that adds them).
  • Added handling of liquid terrain on all actors that need it.
  • Fixed dual enforcers breaking after level transition.
  • Fixed some refire issues caused by the use of the Resurrect cheat.
  • Made guided redeemer missiles explode on player death.
  • Replaced pure particles on pulse gun effects with actor particles.
  • Go into more detail about the pulse beam interpolation quirks.
  • Added support for DamNums.
  • Fix abort in MP when respawning.
  • Add note about why invisibility breaks the weapon models.

Rachael wrote:- Respawning after death causes a VM (null pointer) abort

Doesn't seem to happen here, any specific conditions of when this happened?
Rachael wrote:- I wish it had female player sounds (like jumping).

It does, just set your player gender to female.
Last edited by Marisa Kirisame on Fri Jun 01, 2018 1:02 pm, edited 2 times in total.
Reason: New update x2
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Re: Doom Tournament [WIP]

Postby LossForWords » Fri Jun 01, 2018 12:27 pm

thanks for letting me use the only weapon i don't suck with on unreal tournament. also, if it's not too much to ask, can you add the announcer's "you are the winner" sound when you kill all monsters and the you "have lost the match" sound when you die?
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Re: Doom Tournament [WIP]

Postby Marisa Kirisame » Fri Jun 01, 2018 12:54 pm

I don't know... doesn't sound like they'd fit right for that.
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Re: Doom Tournament [WIP]

Postby Spaceman333 » Fri Jun 01, 2018 12:59 pm

LossForWords wrote:thanks for letting me use the only weapon i don't suck with on unreal tournament. also, if it's not too much to ask, can you add the announcer's "you are the winner" sound when you kill all monsters and the you "have lost the match" sound when you die?


There already actually exists a mod that does exactly this:
viewtopic.php?f=46&t=57387

...and its GOOD. 8-)

Btw, thank you for the music addon. It was delightful to find out that it works with GZDoom, even though the main mod requires QZDoom. I think the volume on the tracks is somewhat low compared to vanilla and other music mods, but I really like it.
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Re: Doom Tournament [WIP]

Postby Marisa Kirisame » Fri Jun 01, 2018 1:04 pm

You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.
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Re: Doom Tournament [WIP]

Postby Whoah » Fri Jun 01, 2018 3:18 pm

Got any screenies? Sounds badass, by the way
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Re: Doom Tournament [WIP]

Postby Gorman Frebmane » Fri Jun 01, 2018 4:07 pm

Any plans for monsters?
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Re: Doom Tournament [WIP]

Postby Marisa Kirisame » Fri Jun 01, 2018 5:45 pm

I've been thinking that for monsters I could just do an Unreal 1 pack. Thing is, I don't know how I'd go about the whole thing of there not always being direct equivalents to each monster.

Whoah wrote:Got any screenies? Sounds badass, by the way

Added some to the post.
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Re: Doom Tournament [WIP]

Postby Gorman Frebmane » Sat Jun 02, 2018 5:50 am

Marisa Kirisame wrote:I've been thinking that for monsters I could just do an Unreal 1 pack. Thing is, I don't know how I'd go about the whole thing of there not always being direct equivalents to each monster.

Whoah wrote:Got any screenies? Sounds badass, by the way

Added some to the post.


you also have the expansion pack monsters, mabye they add up?
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Re: Doom Tournament [WIP]

Postby Spaceman333 » Sat Jun 02, 2018 7:46 am

Marisa Kirisame wrote:You can increase the volume of tracker music in the options, by the way. I usually have it at 2.0.


I didn't know that. Thanks! :D
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Re: Doom Tournament [WIP]

Postby Marisa Kirisame » Sat Jun 02, 2018 10:46 am

New changes:

  • Added missing decals to enhanced shock rifle combo blast.
  • Added missing alternate explosion sprites to biorifle gel.
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