Doom Tournament [1.2]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Xada
Posts: 20
Joined: Tue Nov 07, 2017 2:46 am

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

Post by Xada »

Marisa Kirisame wrote:Oh, Doomreal will have all the u1 player classes . . .
Man that is cool. I remember pictures of that weird ass 'proto-Kurgan' back with a batch of leaked out U1 Beta stuff a few years ago. Always made me chuckle at how disturbing and goofy it looks along with the weird blob monster and beta Nali skin/sounds, haha.
You very well may have become my favorite active Doom modder at any rate-- you're really going above and beyond with more obscure assets. I'll be eagerly awaiting updates and status! :)

More on-topic (Although this may be an irrelevant point especially since it involves other mods) I noticed sometimes when using model-mob replacers alongside Doom Tournament the Instagib rifle would cause crashes a lot of the time, especially when hitting near Chasm(ZRift) mobs with it's AOE. It seems to spit out "VM execution aborted: tried to read from address Zero" and references 'ShredCorpseHitbox.Damagemobj', 'Actor_A_Explode', as well as 'SuperShockBall.4' and 'SuperShockBall.A_BallExplode.'
This may just be Chasm's stuff exclusively because Q1 and Q2 mobs never gave this crash (or at least rarely did thus wasn't an issue) but nonetheless it is an odd/intriguing thing I could never quite track down-- I just figured I'd mention for reference since I hadn't seen anyone els bring it up of yet in the thread so far.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

Damn, I thought I fixed that crash.

Oh well, I pushed an update to hopefully fix that.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

OK so... Something big's happened, and it's the reason why the development branch now requires the most recent GZDoom devbuild available. There's been a major change on HUDs, you'll notice soon. Things like pickup messages and the like are no styled appropriately, plus there's the whole "chat window" on the top left.

Doomreal also makes use of these features so it needs the same GZDoom version too if you wanna test it out in its current state.
Speaking of it, as of now most of the items are implemented, and the Automag, Stinger and ASMD are fully functional. As usual I'm working on this as fast as I can, when I can. Hopefully in a month or so everything will be complete, who knows...
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

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

Post by Enjay »

[botchat]You're on fire![/botchat] ;)
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

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

Post by StroggVorbis »

@Marisa Kirisame

Are you going to add a toggle between revised and original weapon damage and maybe also to enable/disable headshots?

:3
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

Not really. Anyway, I'm hella busy right now with the Unreal stuff, but I should actually be done soon-ish and have a beta release ready.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

Just popping up to say that the first Doomreal beta should be coming soon. Only a couple weapons left to implement here.
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

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

Post by Valherran »

Awesome, look forward to it.
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

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

Post by StroggVorbis »

@Marisa Kirisame

Thanks to you my interest in Unreal has been rekindled. I beat Unreal for the first time the other day, on Unreal difficulty no less (Unrealception :P)
Also registered on OldUnreal and applied for beta testing of 227j, can't wait for Doomreal to drop :3
Now I just need to finish Return to Na Pali :D
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

There are so many changes piling up on the development branch that I wish I could merge back into stable... Sadly until there's a new GZDoom release I can't really do it.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

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

Post by Bobby »

Hello, Marisa Kirisame, I was wondering if you could make addon that has the Nali 3 weapons.
Great mod by the way!
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

No, never.
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

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

Post by StroggVorbis »

https://streamable.com/qpl2t

Latest GZDoom devbuild & latest DT & Doomreal devbuilds. Can you do something about this, or do we need to bug the devs about it?

Yep, it's the classic "wanna interpolate the view but have mouse smoothing disabled? Well, fuck you"

As an aside the worst example of this I had was in Soundless Mound when charging the crowbar :P
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

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

Post by Marisa the Magician »

Yeah, I can't do anything about it.
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

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

Post by Kinsie »

Using the development build, I don't seem to be able to activate the eyeball shootwalls in SIGIL.
Locked

Return to “Abandoned/Dead Projects”