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
LossForWords
Posts: 692
Joined: Fri Jan 13, 2017 9:08 pm

Re: Doom Tournament [Pre-Release]

Post by LossForWords »

aw, that's the fun part of the translocator. other than the telefragging combos, of course.
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 [Pre-Release]

Post by Marisa the Magician »

Another small update:
  • Corrected thrust angle of all trace-based damages.
This issue has been in here since the very start and I didn't even realize. All enemies were being pushed in a fixed direction when they were damaged by any hitscans due to a little mistake from my part.
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: Doom Tournament [Pre-Release]

Post by mutator »

mutator wrote:I meant to say you are able to pick up ammo when your ammunition is full
Are you sure? I don't see this happening at all. Are you running it with any other mods?[/quote]
Yes I just run the mod alone with nothing else.. But you only pick up the ammunition that zombies drop when they die, you are not able to pick up ammo that spawn on map when your ammo is full but able to pick up the ones that zombies drop and I use latest devbuild
Rannick1982
Posts: 3
Joined: Sat Jun 02, 2018 4:00 am

Re: Doom Tournament [Pre-Release]

Post by Rannick1982 »

While using the recommended versions of QZDoom and GZDoom dev builds, and the most recent version of Doom Tournament (downloaded from Github), I seem to be having an issue where autoaim is permanently on. Is anyone else having this issue?

I have tried with vanilla Doom and BrutalDoom monsters with the same result.

Have a great day!
User avatar
Rachael
Posts: 13793
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Doom Tournament [Pre-Release]

Post by Rachael »

Try an even newer one, does the problem still happen? What version ARE you using, specifically? Don't just say "newest one" because that can change fast.
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 [Pre-Release]

Post by Marisa the Magician »

Tiny update: Bumped up the minimum required GZDoom version to 3.4.0.

(The autoaim thing is fixed in it btw)
Rannick1982
Posts: 3
Joined: Sat Jun 02, 2018 4:00 am

Re: Doom Tournament [Pre-Release]

Post by Rannick1982 »

Rachael wrote:Try an even newer one, does the problem still happen? What version ARE you using, specifically? Don't just say "newest one" because that can change fast.
Thank you for the replay Rachel, for GZDoom, I was using build gzdoom-g3.4pre-529-g7009755c5, and for QZDoom, QZDoom-q2.1pre-1756-gacc7997c3-x64, the 64-bit builds of both.
Rannick1982
Posts: 3
Joined: Sat Jun 02, 2018 4:00 am

Re: Doom Tournament [Pre-Release]

Post by Rannick1982 »

Marisa Kirisame wrote:Tiny update: Bumped up the minimum required GZDoom version to 3.4.0.

(The autoaim thing is fixed in it btw)
Thank you Marisa, I will rebuild it this evening!
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 [Pre-Release]

Post by Marisa the Magician »

Small update while I brew up the rest of the 1.0 changes:
  • Adjusted projectile speeds across the board, now more consistent with UT99.
  • Guided redeemer missile adjusts its velocity like in UT, no longer making sharp turns.
User avatar
snarkel
Posts: 139
Joined: Wed Aug 06, 2014 9:02 pm
Preferred Pronouns: He/Him

Re: Doom Tournament [Pre-Release]

Post by snarkel »

When I tried booting it up with GZDoom 3.3.1 I still get the error saying its the wrong version
You do not have the required permissions to view the files attached to this post.
User avatar
Dynamo
Posts: 1042
Joined: Sat Jun 07, 2008 5:58 am
Location: Industrial District

Re: Doom Tournament [Pre-Release]

Post by Dynamo »

snarkel wrote:When I tried booting it up with GZDoom 3.3.1 I still get the error saying its the wrong version
Yes, it's because as the error message shows, you are using GZDoom 3.3.1 when the mod requires that you use 3.4.0. Upgrade it and it'll work.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Doom Tournament [Pre-Release]

Post by wildweasel »

I was goofing around with this (using an awfully large load order...so almost anything could be at fault here) and got this VM abort after reloading a save:
Image

Here is my load order:
Image
User avatar
snarkel
Posts: 139
Joined: Wed Aug 06, 2014 9:02 pm
Preferred Pronouns: He/Him

Re: Doom Tournament [Pre-Release]

Post by snarkel »

oh gosh, now I feel stupid. I read that error message in the wrong way dangit, i'll be sure to try updating instead of downgrading lol ^^'
User avatar
fakemai
Posts: 349
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: Doom Tournament [Pre-Release]

Post by fakemai »

I'm gonna say it's not your fault, that message is really badly worded to a typical user. It should say "Mod xyzzy requires at least GZDoom version x.x.x, please update your GZDoom" or something to that effect. I realize it won't chase away every single instance of this question but anything to reduce ambiguity would be nice.
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 [Pre-Release]

Post by Marisa the Magician »

@ww: any specifics on what was happening when you saved? Was there a Redeemer explosion in the world? Because I think I know what happened.

Edit: New update pushed
  • Changed up all the model offsets again due to complaints about inconsistency with UT.
  • Added view-space effects to Enforcer and Biorifle, others will follow soon.
  • Added smoke particles to spent casings.
  • Added green smoke particles to biorifle sludge explosions.
  • Touched up how rockets and grenades are fired.
  • Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
  • Allow refire of pulsegun and minigun during cooldown/unwind.

Return to “Abandoned/Dead Projects”