Doomreal [1.2]

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rockethero1
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Joined: Wed Dec 05, 2018 10:46 pm

Re: Doomreal [1.1.2]

Post by rockethero1 »

Thank you, Marisa!
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Someonewhoplaysdoom
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Location: Colombia

Re: Doomreal [1.1.2]

Post by Someonewhoplaysdoom »

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?
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Sinael
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Re: Doomreal [1.1.2]

Post 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.

Example https://i.imgur.com/q03VYn4.png
In this picture there are several automag magazines, that are very hard to notice.

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.
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Someonewhoplaysdoom
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Location: Colombia

Re: Doomreal [1.1.2]

Post 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 :wub: :wub:
Spoiler:
Still, Im going to play it on more casual map packs.
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Marisa the Magician
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Re: Doomreal [1.1.2]

Post by Marisa the Magician »

This is a DT bug, but fixed anyway.
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Someonewhoplaysdoom
Posts: 108
Joined: Fri Feb 14, 2020 11:07 am
Location: Colombia

Re: Doomreal [1.1.2]

Post 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.
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Marisa the Magician
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Re: Doomreal [1.1.2]

Post by Marisa the Magician »

That replicates the behavior in Unreal/UT where dropped weapons are ALWAYS picked up.
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StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
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Re: Doomreal [1.1.2]

Post 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
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Someonewhoplaysdoom
Posts: 108
Joined: Fri Feb 14, 2020 11:07 am
Location: Colombia

Re: Doomreal [1.1.2]

Post by Someonewhoplaysdoom »

Marisa Kirisame wrote:That replicates the behavior in Unreal/UT where dropped weapons are ALWAYS picked up.
WOW :o :o
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 8-)
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Mr Masker
Posts: 32
Joined: Fri Dec 28, 2018 2:46 am

Re: Doomreal [1.1.2]

Post 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"
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Linz
Posts: 314
Joined: Mon Jun 29, 2020 3:42 pm

Re: Doomreal [1.1.2]

Post by Linz »

rip

I was gonna play it again too
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Marisa the Magician
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Re: Doomreal [1.1.2]

Post by Marisa the Magician »

load order: flak_m + (optional, flak_m add-ons) + stinger_m + (optional, stinger_m add-ons) + combiner patch
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Linz
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Re: Doomreal [1.1.2]

Post by Linz »

Oh,whoops
dragomir
Posts: 47
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Re: Doomreal [1.1.3]

Post by dragomir »

Cant see my weapons.but can fire them and see their projectile.Using doom 2 iwad.
load order is flak_m + stinger_m
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Marisa the Magician
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Re: Doomreal [1.1.3]

Post by Marisa the Magician »

Are you playing in software rendering by any chance?

If the console is flooded by "invalid sprite frame" errors, that may be the case.
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