Doomreal [1.2]
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Re: Doomreal [1.0.6]
Did you also update Doom Tournament.
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Re: Doomreal [1.0.6]
Are there going to be mods that add Unreal monsters?
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Re: Doomreal [1.1]
Yes, that is planned.
In other news, hey, 1.1 out with Hexen compat!
In other news, hey, 1.1 out with Hexen compat!
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Re: Doomreal [1.1]
Is the Assault Rifle from Return to Na Paali going to be included in the future? Pardon me, but I noticed its absence so far.
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Re: Doomreal [1.1]
I'm working on it.
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Re: Doomreal [1.1]
Really wonderful work!
Two [hopefully] quick questions.
Are there plans to add in the headshot damage?
You've mentioned adding in the weapons from Return to Na Pali. I remember on the box for the game they had a really nice muzzle flash sprite for the Combat Assault Rifle: https://www.mobygames.com/images/covers ... -cover.jpg - any chance of having that brought over? As after seeing the rifle reanimated and added to, the quad shot etc. the work done on the weapons has been wonderful.
Thank you again for your work on this.
Two [hopefully] quick questions.
Are there plans to add in the headshot damage?
You've mentioned adding in the weapons from Return to Na Pali. I remember on the box for the game they had a really nice muzzle flash sprite for the Combat Assault Rifle: https://www.mobygames.com/images/covers ... -cover.jpg - any chance of having that brought over? As after seeing the rifle reanimated and added to, the quad shot etc. the work done on the weapons has been wonderful.
Thank you again for your work on this.
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Re: Doomreal [1.1]
1. Headshots are already in.
2. That's not a muzzle flash sprite, that seems to be a grenade exploding on an enemy.
2. That's not a muzzle flash sprite, that seems to be a grenade exploding on an enemy.
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Re: Doomreal [1.1]
I'm unable to change the HUD style. All of the options give me this bottom dashboard with red boxes representing my weapons. Is there any way for me to get a HUD that closely mimics the default HUD in Unreal Gold with the 227i patch? I miss my relative ammo meters.
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Re: Doomreal [1.1]
I think you need to press - or = to adjust the Doom screen size; those styles replace GZDoom's fullscreen HUD, if I remember right.Riddle78 wrote:I'm unable to change the HUD style. All of the options give me this bottom dashboard with red boxes representing my weapons. Is there any way for me to get a HUD that closely mimics the default HUD in Unreal Gold with the 227i patch? I miss my relative ammo meters.
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Re: Doomreal [1.1.1]
Because GZDoom 4.3.0 came out. Doom Tournament and Doomreal have both been finally updated. You'll find that some weapons might sound nicer now that firing sounds can be made to overlap.
Yes this also includes the Eightball getting louder and louder the more rockets are loaded.
Yes this also includes the Eightball getting louder and louder the more rockets are loaded.
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Re: Doomreal [1.1.1]
Yeah that can be loud to the ears if I might add.Marisa Kirisame wrote:Because GZDoom 4.3.0 came out. Doom Tournament and Doomreal have both been finally updated. You'll find that some weapons might sound nicer now that firing sounds can be made to overlap.
Yes this also includes the Eightball getting louder and louder the more rockets are loaded.
Also, I have an odd issue when I played 1.1.1 where if I run out of Stinger ammo, the firing sound keeps going and going and sometimes stops shortly, but I am playing in that one Windows 98 map for fun and well... The sound keeps playing after I save and exit the game as well. Not sure if that is fixed but it does not seem to be in the little change log there ether.
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Re: Doomreal [1.1.2]
WHY DID NO ONE REPORT THIS BEFORE.
I fixed it.
I fixed it.
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Re: Doomreal [1.1.2]
Aight good :3
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Re: Doomreal [1.1.2]
It seems really good, but for some reason, some of the weapons are missing for me, like the quad shotgun and the dual automags. Is something wrong on my end? I have the latest version of GZDoom
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Re: Doomreal [1.1.2]
Options menu