Doom Tournament [1.2]

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Marisa the Magician
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Re: Doom Tournament [Now working on Unreal 1 add-on]

Post by Marisa the Magician »

I think that's just a limitation of linetrace-based stuff, where "shoot-through" lines just won't trigger at all. I'll have a way to deal with this later.
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Marisa the Magician
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Re: Doom Tournament [1.0]

Post by Marisa the Magician »

At last, 1.0 is here. No more fiddling and diddling with GZDoom devbuilds. The list of changes since the last stable release is so long that... I don't even know where to start.
TaporGaming
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Re: Doom Tournament [1.0]

Post by TaporGaming »

Finally. Dusted can continue the Doom Tournament with CChest 4
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Marisa the Magician
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Re: Doom Tournament [1.0.1]

Post by Marisa the Magician »

1.0.1 is out with a couple little fixups, some of them for mod inter-compatibility.
  • Prevent the hacky player select See state from being used ingame.
  • Increase armor bonus amount per pickup to 5, like in Doomreal.
  • Add BasicArmor amount to HUD, for compatibility in case it's ever used.
  • Replacements now respect IsFinal.
  • Fix alignment of custom usable item icons in HUD.
  • Revert to vanilla physics if player is frozen/totallyfrozen.
  • Correct water level checks for swimming physics.
  • Allow crouch-jumping and crouching while swimming. This goes against vanilla behaviour but it would break a lot of maps otherwise.
1.0.2 had to be put up immediately afterwards.
  • Fix Minigun altfire not triggering while primary was previously held.
  • Fix Rocket Launcher fire button handling. You can fire tight wads properly now.
  • Corrected Biorifle Glob behaviour, now spawns an initial splash on impact, as intended.
  • Rename some textures to fix a small map conflict.
1.0.3 just popped up.
  • Fix Biorifle and Impact Hammer still being able to fire if player died while charging.
  • Fix Minigun not shooting bullets immediately on refire.
  • Fix Minigun playing unwind animation on death.
1.0.4 is also here.
  • Adjust AmbientGlow shader to work EXACTLY like in UE1 (don't ask how I figured this out).
  • Fix Enforcer sometimes reloading when reloading is disabled.
  • Fix Enforcer pickups having no ambient glow.
Not an update to the main thing but, I had to push an update to the music add-on so it supports loading extra playlists (like the one I just made for Doomreal). Has the option of either having playlists overwrite each other or be combined.
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SyntherAugustus
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Re: Doom Tournament [1.0.4]

Post by SyntherAugustus »

This mod is a lot of fun and is certainly improved since the last time I played it a long time ago. Will the biorifle full charge get a buff? The time it takes to charge is around the time of two super shotgun shots yet it can't one shot a cacodemon. This would be really handy in archvile fights. The biorifle in its current form is hard to use and doesn't do much damage in the charge form.

I used to use the biorifle an awful lot back in the old UT3 and UT2004 days in duels. Landing a fully charged shot meant certain death similar to a headshot unless the target was fully shielded.
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Marisa the Magician
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Re: Doom Tournament [1.0.4]

Post by Marisa the Magician »

The biorifle alt dealing less damage than expected was an oversight and will be fixed soon (same thing in Doomreal). I failed to notice the fact it has a different damage (75*scale) than the primary (20*scale, or 40*scale in Doomreal).
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Marisa the Magician
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Re: Doom Tournament [1.0.5]

Post by Marisa the Magician »

1.0.5 is out:
  • Upstreamed GetClipAmount() from Doomreal, for inter-compatibility.
  • Fix missing unique pickup messages for clips and single flak shell.
  • Implement ice death support.
  • Fix frictionless corpses sliding around.
  • Add support for a Red Heretic key, should work with any custom maps that use it.
  • Added anti-bd feature, thanks to Skerion for letting me use this hilarious video.
  • Fixed missing drown sound for Female skins.
  • Added missing Redeemer altfire sound.
  • Fix damage scaling of Biorifle alt.
  • Flak Cannon altfire has been adjusted so it fires faster and reloads slower, like in UT.
  • Voodoo dolls can now produce liquid splashes.
  • Pain and death sounds will always be overriden by drowning when underwater, like in UT.
  • Add player portraits to each class for the settings menu.
  • Update patron list.
  • Solve sprite conflict between DT and Doomreal flak cannons.
  • Remove Enhanced Shock Rifle spawn for Heretic's Mace.
And then also a hotfix for stuff that was found out with the Combiner Patch.
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Marisa the Magician
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Re: Doom Tournament [1.0.6]

Post by Marisa the Magician »

1.0.6 is released. The only thing that's changed here is that I reverted all the various attempts at compensating for Doom's 1.2x vertical stretch, which resulted in many distortions. The following add-ons had to be updated too: v220 Redeemer, v222 Redeemer, v220 Damage Amplifier.
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Marisa the Magician
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Re: Doom Tournament [1.1]

Post by Marisa the Magician »

1.1 is out, holy heck. This version adds Hexen compatibility, at last.

Full changelog:
  • Menu tooltips.
  • Hexen replacements. Adds "ammo cubes" to stand in for the mana pickups.
  • Fixed environment map shaders (incorrect texture coords were being used).
  • HUD support for displaying Hexen keys.
  • Fixed "has no ammo" messages displaying more often than they should.
  • Fixed lack of footsteps with UT physics disabled.
  • Sneaky initial Strife compatibility work:
    • Impact Hammer will have reduced alert distance.
    • HUD support for displaying Strife keys.
In addition, the "no ambient glow" add-on has been updated due to the environment map shader fixes.
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Marisa the Magician
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Re: Doom Tournament [1.1.1]

Post by Marisa the Magician »

1.1.1 has gone through, making full use of 4.3.0's new sound features.

Full changelog:
  • Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed.
  • Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).
Also affected: Voice Pack, Announcer Pack, v220 Translocator.
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Agitatio
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Re: Doom Tournament [1.1.1]

Post by Agitatio »

"Edit Kinsie's test map" option makes test map really dark. Hard to see anything.
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Marisa the Magician
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Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

1.1.2, minor update, no changes on Doomreal:
  • Increased ambient light on kinsie's test map.
  • Bullet trails now cause splashes when crossing 3D water.
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Ninobanaani
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Re: Doom Tournament [1.1.2]

Post by Ninobanaani »

This is amazing, 3D models and all, very true to Unreal Tournament too. Have you thought of maybe even adding the gib system from Unreal Tournament in this too?
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Marisa the Magician
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Re: Doom Tournament [1.1.2]

Post by Marisa the Magician »

It's already in.
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UnbornDecay25
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Re: Doom Tournament [1.1.2]

Post by UnbornDecay25 »

2 years and an unholy amount of changes later and I still play this like a madman running around with dual pistols going off every 5 seconds. This is such a goddamn masterpiece of a conversion

I only have one question. I know that Unreal left a whole bunch of stuff on the cutting room floor that you incorporated into Doomreal, but was there anything of note for UT? Or was it just reskins and whatnot that werent worth the time

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