Doomreal [1.2]

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KynikossDragonn
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Re: Doomreal [1.2]

Post by KynikossDragonn »

It's almost as if nobody noticed that every single weapon except for the Eightball has had their ViewOffset created specifically for left-handed because Female1 and Male1 are left-handed character models.

When you set handedness for "Right" in the Unreal games it's actually flipping the Y value to negative.
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cubebert
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Re: Doomreal [1.2]

Post by cubebert »

Well, now I feel a bit silly for not noticing that on the second post. :shock:

Thanks for the explanation; I never knew that Unreal's weapons were modeled for being left-handed. In any case, I loved playing Doomreal and Doom Tournament since it came out, so it's good to see it having one last update for GZDoom 4.9.
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Marisa the Magician
 
 
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Re: Doomreal [1.2]

Post by Marisa the Magician »

Yeah, if you pay attention you will see that some weapons have details modelled in that are only visible from that position.

Edit: A hotfix has been released that solves Male2 and Male3 having no skin changes.
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Xada
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Re: Doomreal [1.2]

Post by Xada »

I was just thinking the other month about the possibility of skins being usable in Doomreal. So cool to have this feature added in along with stuff like weapon-skins!

On the mirrored weapons: Given that this is the final release, there's absolutely no plans to make a alternate re-mirrored add-on pack or otherwise a setting Unreal style for on-the-fly mirroring? I admit seeing them on the left side really throws me off even if it is accurate. Will take a lot of getting used to. It is also super weird having things like the Quadshot (since it is such a mainstay weapon) centered when all the others are side-positioned. I suppose for purity sake this makes sense though because of how it was originally (albeit busted) implemented..?

Pedantic sentiments aside, the work you've done here is great and accurate as ever. Very happy to see lots of the functionality of add-ons implemented into the base mod. This thing still remains my main go-to for playing Doom WADs-- SO much fun!

Thanks for the crazy amount of effort it took to get things this far along, the commitment really shines through.
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Valherran
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Re: Doomreal [1.2]

Post by Valherran »

Great addon! The only thing I found off was the music addon, it's barely audible even at 100% volume.

The weapons however need some buffs across the board, enemies are just too spongy due to this.
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Marisa the Magician
 
 
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Re: Doomreal [1.2]

Post by Marisa the Magician »

Xada wrote: Sun Nov 13, 2022 8:38 pm It is also super weird having things like the Quadshot (since it is such a mainstay weapon) centered when all the others are side-positioned.
The Quadshot was only ever shown centered in-game until it got removed, so that's on purpose. This doesn't apply to the Protomag because it actually lasted until later builds where most guns were already left-handed.

TBH, even I have a hard time adjusting to some of the left-handed guns. I actually did change the Impaler to be centered because it felt way too weird otherwise (and it WAS left-handed in 0.867z).
Valherran wrote: Sun Nov 13, 2022 10:40 pm Great addon! The only thing I found off was the music addon, it's barely audible even at 100% volume.

The weapons however need some buffs across the board, enemies are just too spongy due to this.
There is a volume slider for tracker music in GZDoom's sound options that can be used to amplify them.

As for the "sponginess", that's entirely intentional. No damages have been altered compared to vanilla Unreal, where applicable, and even Unreal itself is known for having enemies that take a fair amount of shots to go down.
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KynikossDragonn
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Re: Doomreal [1.2]

Post by KynikossDragonn »

Implementing the "Handedness" variable I imagine is probably impossible with how GZDoom works internally, but doing so would definitely quell a lot of complaint though this will open up the option to blatantly cheating by simply binding "Handedness" to keys to swap on-demand completely changing the FireOffset ever so slightly to angle your shots around corners. On my Unreal server I've actually locked "Handedness" to depend on what direction the WEAPON poly is located on the model.

In either case, if anyone is curious to see this played I am livestreaming this on Twitch. When my ISP and severe depression even permit me to.
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Sinael
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Re: Doomreal [1.2]

Post by Sinael »

I'd really love to see someone mirroring the models back in a separate addon. Lefthand guns feel incredibly irritating to me after 24 years of righthanding them.

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