Doom Tournament [1.2]

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Marisa the Magician
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Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

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

Post by Ninobanaani »

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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Marisa the Magician
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Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

That's a work in progress.
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Sinael
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Re: Doom Tournament [1.1.2]

Post by Sinael »

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

Post by Xada »

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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Marisa the Magician
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Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

Fixed, it seems that some extra "safety time" of the playerpawn still existing but invisible needs to happen the instant they're gibbed.
Itschristian
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Re: Doom Tournament [1.1.2]

Post by Itschristian »

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

Post by Blue Shadow »

Itschristian wrote:can i play this on LZDoom
The opening post says that it requires GZDoom. There's no mention of LZDoom.
MisterPyrite
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Re: Doom Tournament [1.1.2]

Post by MisterPyrite »

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

Post by Marisa the Magician »

Hotfix done to fix crash when enemies die without an inflictor / damage source.
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Slax
... in rememberance ...
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Re: Doom Tournament [1.1.2]

Post by Slax »

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

Post by NotAPortalKit »

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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Linz
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Re: Doom Tournament [1.1.2]

Post by Linz »

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

Post by Assassin of Purity »

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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Rachael
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Re: Doom Tournament [1.1.2]

Post by Rachael »

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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