Doom Tournament [1.1.2]

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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Sat Feb 01, 2020 8:00 am

UT was a bit more... "well-planned", you could say, so yeah, not anything big left out.
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Re: Doom Tournament [1.1.2]

Postby Ninobanaani » Tue Feb 04, 2020 9:52 am

Oh shit, I didn't notice that there were a lot of settings, the gibbing is really there, it was just toggled off by default! It's great, though I don't think the gibs spread any blood decals around.
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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Wed Feb 05, 2020 4:02 am

That's a work in progress.
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1.2]

Postby Sinael » Tue Apr 14, 2020 10:20 am

Disabling visual recoil still leaves some screen shake.
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Re: Doom Tournament [1.1.2]

Postby Xada » Wed May 06, 2020 12:48 am

I didn't see anyone point out but as cool as the icedeath implementation is, it often crashes the game when an iced player is shattered at current. This happens in Stinger_M too of course since it's dependant on Flak_M and has the new icedeath implementation present as well.
Sometimes it tosses out a strange HUD error message, but usually it's this one:

https://i.imgur.com/RlUS1Q0.png

At current almost any mobs with ice damage present in the map is a guaranteed crash during co-op which can be frustrating with mob mixer mods (that add ice themed creatures specifically)
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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Wed May 06, 2020 5:02 am

Fixed, it seems that some extra "safety time" of the playerpawn still existing but invisible needs to happen the instant they're gibbed.
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Github ID: OrdinaryMagician
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1.2]

Postby Itschristian » Sat Jun 20, 2020 8:57 pm

can i play this on LZDoom
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Re: Doom Tournament [1.1.2]

Postby Blue Shadow » Sat Jun 20, 2020 10:38 pm

Itschristian wrote:can i play this on LZDoom

The opening post says that it requires GZDoom. There's no mention of LZDoom.
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Re: Doom Tournament [1.1.2]

Postby MisterPyrite » Sat Jul 18, 2020 3:57 pm

Gotta say, I love this mod. Good on ya for making this, Marisa-san.
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Re: Doom Tournament [1.1.2]

Postby Marisa Kirisame » Tue Jul 28, 2020 1:33 am

Hotfix done to fix crash when enemies die without an inflictor / damage source.
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Marisa Kirisame
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Joined: 08 Feb 2008
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Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Doom Tournament [1.1.2]

Postby Slax » Thu Jul 30, 2020 8:04 am

It's good stuff. Gotta love a good light show.
Spoiler:
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Re: Doom Tournament [1.1.2]

Postby NotAPortalKit » Sat Aug 08, 2020 7:19 pm

Good job, Marisa! Hope you're doing well!

I actually thought this would be impossible (since the models used in unreal have no support in gzdoom), well you did it!
Also, I hope that there will be support for other mods like this soon!
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Re: Doom Tournament [1.1.2]

Postby Linz » Tue Sep 15, 2020 12:05 pm

Any mapsets you'd reccomend with this?
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Re: Doom Tournament [1.1.2]

Postby Assassin of Purity » Sun Dec 13, 2020 10:01 pm

Mod is perfect for Zandronum. Multiplayer deathmatches reminiscent of Unreal Tournament and...oh wait. This wasn't made for Zandronum. A missed opportunity. I hope someone makes a Zandronum version with support for Skulltag's stuff.
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Re: Doom Tournament [1.1.2]

Postby Rachael » Sun Dec 13, 2020 10:10 pm

Assassin of Purity wrote:Mod is perfect for Zandronum. Multiplayer deathmatches reminiscent of Unreal Tournament and...oh wait. This wasn't made for Zandronum. A missed opportunity. I hope someone makes a Zandronum version with support for Skulltag's stuff.

Zandronum is missing too many critical features for this to work well.

Be the change you want to see. You want this for Zandronum? Try your hand at it yourself. You'll have a lot of code and models to convert. Good luck.

Nice try with that "oh wait" bit, though.
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