skaarjman Posted February 25, 2020 (edited) V355 >Slith now takes 70 % less damage from sludge >Adjusted Nyleve house and tree clipping >Demon skin, added magnetic code >Added reverbs to cave in Nyleve >Adjusted Krall Wizard berserk duration >Fixed Chizra model blocks disappearing >Fixed Ceremony model blocks disappearing >Fixed Tentacles dropping too early after death >Fixed Chizra missing water tint in some places >Fixed Ruins disappearing doors >Fixed titan too low pain chance >Fixed sisvkran4 grate gate can be shot >Hopefully load times decreased due to moving some files to archives >Lowered map prices >Added some missing item pickup glows >Improved water textures and effect >Fixed the issue where you were able to buy ammo even when it was already full. >Fixed TarydiumShardPickup causing lag spikes when ammo is full >Fixed able to open vendors while in menus >Fixed unable to buy ammo while inventory is full >Remade inventory icons to higher resolution >Ushotgun reskin to higher quality >Added normal and specular maps to Ushotgun >Added normal and specular maps to DispersionPistol >Fixed Explosive upgraded weapons shooting player up while hitting ground nearby, >Upgraded explosive weapon bullets will now deal a small amount of damage to the player if used at close range. >Fixed unable to upgrade Explosive shotgun to Volatile shotgun >Fixed the issue where weapon menu decoration effects would not disappear after unequipping a weapon >Added dynamic lights to shockrifle missile >Slightly reduced required XP to level up >Increased price of Tarydium ore >Increased module cost of Social Enhancer ability >Fixed higher Agility levels causing runaway script errors >Shotgun - adjusted damage, adjusted pellet count and spread >Double barreled shotgun - adjusted pellet count and spread >ASMD corrected ring effect spawning on floors >Fixed ASMD not spawning ring effect on enemies >ASMD damage corrected >Rifle adjusted damage, bullet spread >Fixed Eightball not launching grenades >Stinger projectiles now makes actors bleed instead of exploding into pieces >Stinger damage corrected >Razorjack damage corrected >Item rarity now displayed in easier to understand color scheme. >Added additional information about luck stat in stats menu >Bullet impact sound now is now slightly delayed after pellet hits the target >GES Biorifle damage corrected >Grenade launcher can now be dropped from inventory menu >Grenade launcher damage and explosion radius adjusted >Shock Rifle damage and price adjusted >Atomic blaster damage corrected >Optimized blood particles and decals. Not only this should increase performance, but also improve the look. >Automag is now droppable from inventory >Fixed flashlight not selling/buying all charges at once >Fixed inventory item description not updating after selling last item stack >Corrected all power, sovereign, plasmatic, volatile, explosive, arcane weapon damages >Fixed player rank not advancing >Added: UMS payout - bonus credits every 10 minutes based on player's rank and kills >Attempted to smooth out Skaarj animations >Fixed tips appearing without player class selected >Starting completely new game (new .ini save), player will now get something at start. >Fixed incorrect font in stat menu >Pickaxe damage increased (not to destroyable items though) >Gem price increased >Reduced amount of blood Predator spawns >Improved Manta hitbox >Improved Skaarj hitbox >Fixed bleeding aura spawns too much blood >Increased response of selected weapon "box" in the bottom >Moved ammo bars in the bottom slightly left, so weapon upgrade icon can be seen >Fixed brutes infighting >Fixed enforcers infighting >Fixed unable to select Atomic Blaster with NextWeapon command >Fixed Isvkran4 model slope visually disappearing >Added class stat bonus descriptions >Added text when aura is applied >Fixed manta texture mask >New weapon: Tarydium shotgun Download link new v355 update Spoiler https://www.moddb.com/mods/unreal-gold-remake-in-gzdoom/downloads/unrealrpgv355-update Edited September 24, 2023 by skaarjman added more content 43 Quote Share this post Link to post
666shooter Posted February 25, 2020 This is definitely impressive, though it'd be even better to see some new levels for this game. It's a classic. 0 Quote Share this post Link to post
skaarjman Posted February 25, 2020 9 minutes ago, 666shooter said: This is definitely impressive, though it'd be even better to see some new levels for this game. It's a classic. After that many maps to remake we with my mapper definitely gonna pickup the style of Unreal, so we can make more custom stuff. 3 Quote Share this post Link to post
666shooter Posted February 25, 2020 Sounds awesome! I'll keep an eye out for it. :) 0 Quote Share this post Link to post
Hcoop111 Posted February 25, 2020 mm i loved unreal i shall keep watching this . _. 0 Quote Share this post Link to post
Murdoch Posted February 25, 2020 Interesting, a good showcase for GZDoom's capabilities. One teeny tiny critique is when you are shooting footage to show off your mod, try to not leap around like Bugs Bunny on crack. Try to keep your movement and view panning smooth. It is kind of annoying to watch otherwise. 2 Quote Share this post Link to post
Nekr0s1s Posted February 25, 2020 how long until we see the original Deus Ex recreated in Doom? 2 Quote Share this post Link to post
Merry Widow Posted February 26, 2020 Just played the levels, and they were beautiful! 1 Quote Share this post Link to post
skaarjman Posted February 26, 2020 1 hour ago, Murdoch said: Interesting, a good showcase for GZDoom's capabilities. One teeny tiny critique is when you are shooting footage to show off your mod, try to not leap around like Bugs Bunny on crack. Try to keep your movement and view panning smooth. It is kind of annoying to watch otherwise. This is kind of expected when movie is made in 5 minutes, but yeah I should stop jumping like bunny on crack, oh I did that because I couldn't find a shot without an obvious bug :D 1 Quote Share this post Link to post
skaarjman Posted February 26, 2020 1 hour ago, Nekr0s1s said: how long until we see the original Deus Ex recreated in Doom? Well this engine can do that, but need people who is willing to map and create monsters and whatnot 1 Quote Share this post Link to post
skaarjman Posted February 26, 2020 36 minutes ago, Widow said: Just played the levels, and they were beautiful! Did you managed to get through them without something game-breaking stopped you ? 1 Quote Share this post Link to post
BBQgiraffe Posted February 26, 2020 nice! I don't know why but games being shoved into the engine of another game excites my brain. 2 Quote Share this post Link to post
Doom_Dude Posted February 26, 2020 I broke a lift when I accidentally shoved a tiny box under it. ;) Very cool mod. Unreal is one of those games that's always worth going back and replaying. 2 Quote Share this post Link to post
EffinghamHuffnagel Posted February 26, 2020 With a game conversion, I always look at the textures to see how well they converted from the original. I don't remember a hardcore porn picture in Unreal Gold. I'll give benefit of the doubt and assume it was added to the /textures folder by accident. I'm not an admin, and certainly not a prude, but after you reach a certain age, you always have to worry that kids might be seeing what you post. And it doesn't really reflect well on Doomworld. You should probably remove it, unless it was meant to be an Easter Egg. Then you should add a warning about adult content. 1 Quote Share this post Link to post
ketmar Posted February 26, 2020 10 hours ago, Nekr0s1s said: how long until we see the original Deus Ex recreated in Doom? Diabolus Ex is not worser! ;-) 0 Quote Share this post Link to post
skaarjman Posted February 26, 2020 8 hours ago, Doom_Dude said: I broke a lift when I accidentally shoved a tiny box under it. ;) Very cool mod. Unreal is one of those games that's always worth going back and replaying. hahaha, this is bound to happen as lifts are "dumb" and have no idea if something is blocking the way 1 Quote Share this post Link to post
skaarjman Posted February 26, 2020 7 hours ago, EffinghamHuffnagel said: With a game conversion, I always look at the textures to see how well they converted from the original. I don't remember a hardcore porn picture in Unreal Gold. I'll give benefit of the doubt and assume it was added to the /textures folder by accident. I'm not an admin, and certainly not a prude, but after you reach a certain age, you always have to worry that kids might be seeing what you post. And it doesn't really reflect well on Doomworld. You should probably remove it, unless it was meant to be an Easter Egg. Then you should add a warning about adult content. whops, I even forgot it was even there must have survived through very early stages of the mod 1 Quote Share this post Link to post
skaarjman Posted February 26, 2020 Now I am gonna spend some time on friend (Nali) and enemy AI, since they are not very good at the moment. I want to make them as aggressive, responsive as possible. 1 Quote Share this post Link to post
VanaheimRanger Posted February 26, 2020 7 hours ago, skaarjman said: hahaha, this is bound to happen as lifts are "dumb" and have no idea if something is blocking the way Would it be possible in gzdoom to make it so that if this happens the object will break so the lift can finish it's movement? 1 Quote Share this post Link to post
skaarjman Posted February 26, 2020 1 minute ago, guitardz said: Would it be possible in gzdoom to make it so that if this happens the object will break so the lift can finish it's movement? Of course ! Anything is possible, I just need to think of way how to do it. Of course there are several other factors such as, what if the box is made of metal ? You know one of those boxes that cannot be destroyed, then lift should bounce back and so on. 2 Quote Share this post Link to post
skaarjman Posted March 2, 2020 (edited) Rewrote Skaarj code from scratch, now it's angry, responsive and has much more smoother animation. Also implemented A* pathfinder. Big Thanks to dodopod Edited March 2, 2020 by skaarjman grammar errors 4 Quote Share this post Link to post
skaarjman Posted March 26, 2020 Update v1.26: >Added 3 new weapons, double barreled shotgun, shotgun, chainsaw. >Ui is now redone and works with pretty much any resolution >Various bug fixes 2 Quote Share this post Link to post
Jawohlf Posted March 26, 2020 It's so good to see this again, thank you!! Have you considered reaching out to Marisa Kisame? She did an Unreal Weapons mod not long ago, including even existing (but never implemented) weapons. Including those here would be amazing. 0 Quote Share this post Link to post
NightFright Posted March 26, 2020 (edited) Hot damn, I hadn't seen this until just now. Fingers crossed you get a lot of maps together for this. If not the entire original game, hopefully a lot of mappers will step in and create new levels for this. It's an amazing achievement and brings one of the best classic FPSs back into the spotlight. Edited March 26, 2020 by NightFright 1 Quote Share this post Link to post
skaarjman Posted March 26, 2020 57 minutes ago, Jawohlf said: It's so good to see this again, thank you!! Have you considered reaching out to Marisa Kisame? She did an Unreal Weapons mod not long ago, including even existing (but never implemented) weapons. Including those here would be amazing. I tried those weapons they are good, everything is scripted well and clean, but I didn't liked them too much, maybe in the future 0 Quote Share this post Link to post
skaarjman Posted March 29, 2020 Uploaded update v1.29, so everything is patched up a little bit and I can work on maps again :) 1 Quote Share this post Link to post
skaarjman Posted April 26, 2020 Update 1.42 Beta demo is up go grab it ! https://www.moddb.com/mods/unreal-gold-remake-in-gzdoom/downloads/unrealrpg-v142-beta-demo-release 0 Quote Share this post Link to post
Agentbromsnor Posted April 26, 2020 I noticed you used the AK47 HUD model from Counter-Strike in that video. I'm interested in this, since I'm working on remaking a CS map in GZDoom. Do you happen to have more of these CS weapon / HUD model rips? I'd love to implement them in my mod. 0 Quote Share this post Link to post
skaarjman Posted April 26, 2020 23 minutes ago, Agentbromsnor said: I noticed you used the AK47 HUD model from Counter-Strike in that video. I'm interested in this, since I'm working on remaking a CS map in GZDoom. Do you happen to have more of these CS weapon / HUD model rips? I'd love to implement them in my mod. I have only ak at the moment, its really easy, use Crowbar to decompile model files and then import them in blender using BLENDER SOURCE TOOLS. Then your best bet is to export as fbx and then convert to md3 model using Noesis model converter. Tedious, but this is how I did it, don't know maybe there is a better way. 1 Quote Share this post Link to post
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