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.
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

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.
User avatar
Ninobanaani
Posts: 6
Joined: Tue Aug 21, 2018 9:46 am

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.
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

Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

That's a work in progress.
User avatar
Sinael
Posts: 244
Joined: Tue Oct 18, 2011 8:57 am

Re: Doom Tournament [1.1.2]

Post by Sinael »

Disabling visual recoil still leaves some screen shake.
User avatar
Xada
Posts: 20
Joined: Tue Nov 07, 2017 2:46 am

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)
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

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
Posts: 18
Joined: Sat May 23, 2020 10:21 pm
Location: YouTube Comments

Re: Doom Tournament [1.1.2]

Post by Itschristian »

can i play this on LZDoom
Blue Shadow
Posts: 5032
Joined: Sun Nov 14, 2010 12:59 am

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
Posts: 1
Joined: Thu Jul 16, 2020 10:02 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Doom Tournament [1.1.2]

Post by MisterPyrite »

Gotta say, I love this mod. Good on ya for making this, Marisa-san.
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

Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

Hotfix done to fix crash when enemies die without an inflictor / damage source.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.

Re: Doom Tournament [1.1.2]

Post by Slax »

It's good stuff. Gotta love a good light show.
Spoiler:
User avatar
NotAPortalKit
Posts: 58
Joined: Sat Aug 01, 2020 12:33 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Somewhere

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!
User avatar
Linz
Posts: 316
Joined: Mon Jun 29, 2020 3:42 pm

Re: Doom Tournament [1.1.2]

Post by Linz »

Any mapsets you'd reccomend with this?
Assassin of Purity
Posts: 178
Joined: Thu May 10, 2018 10:55 am
Graphics Processor: Not Listed

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.
User avatar
Rachael
Posts: 13793
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

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.

Return to “Abandoned/Dead Projects”