Aren't there mods similar to this made for Skulltag? It's possible.Rachael wrote:Zandronum is missing too many critical features for this to work well.Assassin of Purity wrote:Mod is perfect for Zandronum. Multiplayer deathmatches reminiscent of Unreal Tournament and...oh wait. This wasn't made for Zandronum. A missed opportunity. I hope someone makes a Zandronum version with support for Skulltag's stuff.
Be the change you want to see. You want this for Zandronum? Try your hand at it yourself. You'll have a lot of code and models to convert. Good luck.
Nice try with that "oh wait" bit, though.
Doom Tournament [1.2]
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Re: Doom Tournament [1.1.2]
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Re: Doom Tournament [1.1.2]
Aren't there mods similar to this made for Skulltag? It's possible.
You're thinking of that (very) ancient UT'99 sprite-based mod for Zandronum that took many, many liberties with the arsenal. Also it wasn't exactly the best, especially when compared to a mod like this. It's incredibly difficult to do a lot of things in DECORATE alone and this mod is kind of a testament to what you can get done with ZSCRIPT instead.
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Re: Doom Tournament [1.1.2]
Never heard of that version. I meant other advanced mods made for Skulltag and Zandronum. Do not underestimate Zandronum's modding capabilities. There's very awesome stuff made for that lovely source port. Maybe someday we'll see Unreal Tournament 99 for Zandronum made by someone else that's based off this one.Xada wrote:Aren't there mods similar to this made for Skulltag? It's possible.
You're thinking of that (very) ancient UT'99 sprite-based mod for Zandronum that took many, many liberties with the arsenal. Also it wasn't exactly the best, especially when compared to a mod like this. It's incredibly difficult to do a lot of things in DECORATE alone and this mod is kind of a testament to what you can get done with ZSCRIPT instead.
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Re: Doom Tournament [1.1.2]
I am well aware of Zandronum's modding capabilities. I've been modding for it for longer than a decade, now. So I personally find it very hard to "underestimate" its capabilities - I have it nailed down to a tee just what they are.Assassin of Purity wrote:Never heard of that version. I meant other advanced mods made for Skulltag and Zandronum. Do not underestimate Zandronum's modding capabilities. There's very awesome stuff made for that lovely source port. Maybe someday we'll see Unreal Tournament 99 for Zandronum made by someone else that's based off this one.
The author of this mod chose to use ZScript instead of supporting Zandronum. Please respect her wishes. Any further attempts to persuade her, or any other mod author (yes, I saw you in the Smooth Doom thread, too), to abandon ZScript in the pushy way you just did, *just* so you can play on your favorite port will not be tolerated. That is up to the author, and the author alone, not you.
I do know of a place where you can get a ton of Zandronum mods though - have you ever heard of this place?
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Re: Doom Tournament [1.1.2]
The reply is to Xada, and I've recently found that place so yeah. That's where the awesome mods I've talked about come from. I'm sorry about my posts. My intention wasn't to push the creators into abandoning ZScript. They can do what they want. I just thought that we wouldn't get Zandronum versions, that's all. However, people have made Zandronum versions of certain mods, such as Nobody Told Me About id for example. Since that happens, you guys can be at peace. I wish you a good day.Rachael wrote:I am well aware of Zandronum's modding capabilities. I've been modding for it for longer than a decade, now. So I personally find it very hard to "underestimate" its capabilities - I have it nailed down to a tee just what they are.Assassin of Purity wrote:Never heard of that version. I meant other advanced mods made for Skulltag and Zandronum. Do not underestimate Zandronum's modding capabilities. There's very awesome stuff made for that lovely source port. Maybe someday we'll see Unreal Tournament 99 for Zandronum made by someone else that's based off this one.
The author of this mod chose to use ZScript instead of supporting Zandronum. Please respect her wishes. Any further attempts to persuade her, or any other mod author (yes, I saw you in the Smooth Doom thread, too), to abandon ZScript in the pushy way you just did, *just* so you can play on your favorite port will not be tolerated. That is up to the author, and the author alone, not you.
I do know of a place where you can get a ton of Zandronum mods though - have you ever heard of this place?
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Re: Doom Tournament [1.1.3]
I have gone and did it. I can't believe this horrendous hack has worked. Ammo counter textures are now implemented in this 1.1.3 minor update.
I've also removed the view recoil code by popular demand (if you also have Doomreal, don't forget to update it to 1.1.3 too).
I'm going to go out and say this, though. It's very unlikely that I will update either mod any further for the time being. Major refactoring would be needed, as compared to SWWM GZ, it is an absolute mess of janky old code.
Edit: NEVERMIND THE WHOLE THING FUCKING BREAKS AT RANDOM.
Edit 2: WAIT I THINK I FIXED IT BUT I'M NOT SURE.
Edit 3: OK I think that should do it. God, this was torture. Please don't look at it.
I've also removed the view recoil code by popular demand (if you also have Doomreal, don't forget to update it to 1.1.3 too).
I'm going to go out and say this, though. It's very unlikely that I will update either mod any further for the time being. Major refactoring would be needed, as compared to SWWM GZ, it is an absolute mess of janky old code.
Edit: NEVERMIND THE WHOLE THING FUCKING BREAKS AT RANDOM.
Edit 2: WAIT I THINK I FIXED IT BUT I'M NOT SURE.
Edit 3: OK I think that should do it. God, this was torture. Please don't look at it.
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Re: Doom Tournament [1.1.3]
Yeah, I just hope it's not terribly too much to refactor, dear... Because of all those VM aborts I got trying to stream circus2.wad with this.Marisa Kirisame wrote:Major refactoring would be needed, as compared to SWWM GZ, it is an absolute mess of janky old code.
That was terrible, I really hated to end a stream on a sour note like that too...
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Re: Doom Tournament [1.1.3]
Pretty sure I fixed those aborts.
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Re: Doom Tournament [1.1.3]
Hello. Just came here to say two things:
1. I ADORE this MOD. As a casual UT99 fan, it brings so much joy to play with these weapons in Doom. Like a dream come true.
2. There is something about one of the weapong that kinda bugs me. The arch of the GES Biorifle Goo. I kinda sense that it takes a lot of time to fall in comparison with the source material. is there something that can be done so the arch doesnt take too much to fall into the ground. MAybe its because Doomguy is kinda fast but, one of the reasons why the Biorifle it's so "controversial" its because its fasts and can corner the enemies really quick.
Sorry if this sounds nonsensical. Just wanted to pont that out. Everything else.... leave as it is. It's just peefect! (Chef kiss!! )
Have a wonderful day.
1. I ADORE this MOD. As a casual UT99 fan, it brings so much joy to play with these weapons in Doom. Like a dream come true.
2. There is something about one of the weapong that kinda bugs me. The arch of the GES Biorifle Goo. I kinda sense that it takes a lot of time to fall in comparison with the source material. is there something that can be done so the arch doesnt take too much to fall into the ground. MAybe its because Doomguy is kinda fast but, one of the reasons why the Biorifle it's so "controversial" its because its fasts and can corner the enemies really quick.
Sorry if this sounds nonsensical. Just wanted to pont that out. Everything else.... leave as it is. It's just peefect! (Chef kiss!! )
Have a wonderful day.
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Re: Doom Tournament [1.1.3]
So... 4.6.0 has made the faux "scripted textures" for the ammo counters easier to manage now that I have less crazy math to do to compensate for pixel stretch.
Obviously this fix will break in earlier versions, so I've decided to bump up the minimum version requirement to 4.6.0 itself.
This hotfix additionally fixes the strange "gap" at the top of the textures showing the skybox, which I couldn't figure out how to fix before.
Obviously this fix will break in earlier versions, so I've decided to bump up the minimum version requirement to 4.6.0 itself.
This hotfix additionally fixes the strange "gap" at the top of the textures showing the skybox, which I couldn't figure out how to fix before.
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Re: Doom Tournament [1.1.3]
so it compatible with Heretic
edit: and also Hexen tho-- oh wow
edit: and also Hexen tho-- oh wow
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Re: Doom Tournament [1.1.3]
We need multiplayer-bot-maps for this
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Re: Doom Tournament [1.1.3]
Can't imagine how big is gonna be mess of 3D-Floors on "GZD_Deck16.wad"...
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Re: Doom Tournament [1.1.3]
Mess of 3D floors, you say?RastaManGames wrote:Can't imagine how big is gonna be mess of 3D-Floors on "GZD_Deck16.wad"...
And DM-Pyramid as a bonus
I tried making these myself very long ago. They're not even close to the originals and have lots of issues (namely, being at the wrong scale and missing some geometry). Not to mention, having been made awkwardly in SLADE, where there's no previews for this sort of thing.