Doom Tournament [1.2]
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Re: Doom Tournament [Now working on Unreal 1 add-on]
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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Re: Doom Tournament [1.0]
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.
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Re: Doom Tournament [1.0]
Finally. Dusted can continue the Doom Tournament with CChest 4
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Re: Doom Tournament [1.0.1]
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.
- 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.
- 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.
- 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.
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Re: Doom Tournament [1.0.4]
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.
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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Re: Doom Tournament [1.0.4]
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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Re: Doom Tournament [1.0.5]
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.
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Re: Doom Tournament [1.0.6]
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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Re: Doom Tournament [1.1]
1.1 is out, holy heck. This version adds Hexen compatibility, at last.
Full changelog:
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.
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Re: Doom Tournament [1.1.1]
1.1.1 has gone through, making full use of 4.3.0's new sound features.
Full changelog:
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).
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Re: Doom Tournament [1.1.1]
"Edit Kinsie's test map" option makes test map really dark. Hard to see anything.
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Re: Doom Tournament [1.1.2]
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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Re: Doom Tournament [1.1.2]
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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Re: Doom Tournament [1.1.2]
It's already in.
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Re: Doom Tournament [1.1.2]
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
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