Doomreal [1.2]

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Endless
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Re: Doomreal [1.1.3]

Post by Endless »

The best of two world in a single setting. Cant' wait to use this with a Unreal WAD (I belive there's one currently under production) Thanks <3
Bobby
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Re: Doomreal [1.1.4]

Post by Bobby »

Hey Marisa. Could you possibly implement the new weapons and new item from return to nali?
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Sinael
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Re: Doomreal [1.1.4]

Post by Sinael »

Many of the pickups still suffer from very low visibility. An option for a particle effect (like particles rising up from the items up to about half players height) would help this greately.
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Marisa the Magician
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Re: Doomreal [1.1.4]

Post by Marisa the Magician »

A "more visible ambient glow" add-on has been added to the Doom Tournament page.
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Sinael
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Re: Doomreal [1.1.4]

Post by Sinael »

Marisa Kirisame wrote:A "more visible ambient glow" add-on has been added to the Doom Tournament page.
Thanks, it helps quite a bit.
Bobby
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Re: Doomreal [1.1.4]

Post by Bobby »

I love the attention to detail in this mod. Although I have an silly question though. Would it be possible for you to make a diaikatana mod in similer vain to this. Restoring cut content, adding new features, etc.

Have a good day and God bless you. :D
RealReimuFumo
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Re: Doomreal [1.1.4]

Post by RealReimuFumo »

Cool mod it could only be made by a magician at Zscript
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Time_Streamer
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Re: Doomreal [1.1.4]

Post by Time_Streamer »

I would like to report that this mod is spawning arachnotrons instead of keys when used together with maps created by Oblige. I've tried to load Doomreal without any other mods (the only one I use with it is Nash Gore, but anyway) and the issue still persists. After some testing, I would assume that this issue is not Oblige related, as keys are successfully spawning with other mods in the exact same maps. Load order seems fine, since everything works great, except for this.
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Marisa the Magician
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Re: Doomreal [1.1.4]

Post by Marisa the Magician »

How does that even make any sense?

There is NOTHING in this mod that could possibly cause "keys to be replaced by arachnotrons". Absolutely nothing.
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ZikShadow
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Re: Doomreal [1.1.4]

Post by ZikShadow »

That sounds quite bizarre indeed. Can you "info" the mentioned arachnotron with the console and tell us what its name and properties. Maybe there's a possible conflict we're not seeing here.
If it's just regular ol' arachs, then yeah, I've no clue how it could happen.
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Axer
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Re: Doomreal [1.1.4]

Post by Axer »

What are the summon commands for this mod to summon various weapons and powerup?

Say I want to summon the dispersion pistol powerup?

Can't figure them out looking at the files in the pk3 since they are different from other weapon packs ive seen (written in zscript vs not)
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Marisa the Magician
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Re: Doomreal [1.1.4]

Post by Marisa the Magician »

The dispersion pistol powerup is WeaponPowerUp. It's the class name it had in Unreal.
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Marisa the Magician
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Re: Doomreal [1.2]

Post by Marisa the Magician »

Rejoice, for the final update has come.
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cubebert
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Re: Doomreal [1.2]

Post by cubebert »

There's one bug that I noticed with the newest version of Doomreal. Most of the weapons appear to be mirrored, along with the projectiles and bullet tracers that come from the weapons. I thought this was a new toggle at first, but I couldn't find anything that would let me flip the weapon again. One thing to note is that none of the weapons in Doom Tournament are mirrored, so it's just most of the Doomreal weapons that have this issue.

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Marisa the Magician
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Re: Doomreal [1.2]

Post by Marisa the Magician »

One read of the changelog on the second post of the thread will tell you all you need to know about this "issue".

It really is intentional, and something I should have gone with from the beginning.

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