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Unreal Gold Remake in GZDooM engine v355


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5 hours ago, skaarjman said:

I would like to get some feedback:

>Does anything work ? 

>Any suggestions for the future

 

I haven't tried the mod yet. However I would like to say that I wish the mod didn't add stuff from other games (like Enforcer from Duke3D or AK47 from CS) and just sticked with Unreal 1's assets (so that consistent visuals are retained).

 

Though I didn't mind the shotgun and SSG that were shown in some of the pics as they fitted well with Unreal 1's aesthetics.

Edited by ReaperAA

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35 minutes ago, ReaperAA said:

 

I haven't tried the mod yet. However I would like to say that I wish the mod didn't add stuff from other games (like Enforcer from Duke3D or AK47 from CS) and just sticked with Unreal 1's assets (so that consistent visuals are retained).

 

Though I didn't mind the shotgun and SSG that were shown in some of the pics as they fitted well with Unreal 1's aesthetics.

I thought if somebody wants to play Unreal they can play unreal, if it's in different engine it's gonna be different. AK will be reskinned or it will be be different model or even the gun, Enforcer from duke is actually reskinned and  wearing Kevlar suit. This mod is early stage and I want to see what works and what fits the best. Thanks for your feedback!

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1 hour ago, skaarjman said:

I thought if somebody wants to play Unreal they can play unreal, if it's in different engine it's gonna be different.

 

I understand. However, I feel like that any new things that are added should retain the cohesiveness. The improvements you made to some of the particles effects and the addition of the shotgun/SSG seem perfectly fine. They are not part of original Unreal but they work well because they conform to Unreal's 1 feel and aesthetics.

 

However, the AK47 and the Duke3D Enforcer seem visually out of place to me and I doubt some skin change would be enough. You mentioned that the Enforcer is reskinned and wearing Kevlar suit but despite this change, it still feels out of place to me.

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1 hour ago, ReaperAA said:

 

I understand. However, I feel like that any new things that are added should retain the cohesiveness. The improvements you made to some of the particles effects and the addition of the shotgun/SSG seem perfectly fine. They are not part of original Unreal but they work well because they conform to Unreal's 1 feel and aesthetics.

 

However, the AK47 and the Duke3D Enforcer seem visually out of place to me and I doubt some skin change would be enough. You mentioned that the Enforcer is reskinned and wearing Kevlar suit but despite this change, it still feels out of place to me.

That is fair point actually

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Did a very short view into it as I have my own project to progress on. So there seems to be hub like start area which is cool but obviously not finished and felt a bit empty. The shop and leveling system seems interesting! Like them. 

 

Skaarjw attack froze me like 1 secs making fighting quite impossible. Not sure what caused it, I sure do have an old laptop with shitty integrated graphics (intel hd4000). I also didn't found enough ammo to fight em. Their HP was very high compared to the weapon(s) I found. I think fighting them with more powerful weapons could be fun as the AI seems good. Feels very much Unreal which is good. Have to check out how AI is done. When I died I returned to the hub with all inventory items I had found. Is that intentional? Also all items had respawned in hub area (breakable crates, bandages).

 

Environments look good as in Unreal you would expect and ambient noises create atmosphere.

 

Some pics:

Spoiler

 

Too reflective floor, I thought I could drop there.
G7qVxnV.png

Invisible wall puzzled me.
gLAYbHa.png

Can go through that beam.
Zh91tRY.png

Some areas are pitch black or I have wrong settings.
9mX1hPw.png

 

I'll have a second look at it some day.

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4 hours ago, Jaska said:

Did a very short view into it as I have my own project to progress on. So there seems to be hub like start area which is cool but obviously not finished and felt a bit empty. The shop and leveling system seems interesting! Like them. 

 

Skaarjw attack froze me like 1 secs making fighting quite impossible. Not sure what caused it, I sure do have an old laptop with shitty integrated graphics (intel hd4000). I also didn't found enough ammo to fight em. Their HP was very high compared to the weapon(s) I found. I think fighting them with more powerful weapons could be fun as the AI seems good. Feels very much Unreal which is good. Have to check out how AI is done. When I died I returned to the hub with all inventory items I had found. Is that intentional? Also all items had respawned in hub area (breakable crates, bandages).

 

Environments look good as in Unreal you would expect and ambient noises create atmosphere.

 

 

Very good look into my mod ! 

Well I have no idea what is causing the freezes, cause I tested it on 4 PCs, two low end laptops and two high ends desktops. 
Monster Health is based on random rank which they spawn (1 to 4 ). In heroic difficulty mode monsters always spawn at rank 4. 
Ammo, well I agree there is a bit of a shortage, but as soon as you level up Strength stat a little bit damage increases a lot and any monster is less of a problem.

Some areas lack ambient noises, some small miscellaneous objects. 

The item saving is intentional, as all items, credits, weapons are saved into configuration file when you quit the game so any time you can just resume without loading.

Leveling system and stat system now is just very basic and this is just beginning and I am yet to find where exactly I can expand it so it fits Unreal the best and would be fun . Thanks for the review, obviously when I get bug reports I can fix them faster

 

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  • 7 months later...
  • 2 weeks later...

I'll check this out later tonight. I'm a huge Unreal fan so I'm curious about how this plays (it looks great). It could be fun to make some maps for this too, a real change of pace.

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9 minutes ago, xvertigox said:

I'll check this out later tonight. I'm a huge Unreal fan so I'm curious about how this plays (it looks great). It could be fun to make some maps for this too, a real change of pace.

Nice. There are all objects, models, textures, (up to the map we've made), so you can go and make maps. Let me know how it plays 

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I'm very impressed with how accurate the maps are. Before playing this I played through the first half of Unreal and the mod very closes matches the original game. I wrote some notes (sorry about being lazy and not writing them out properly).
 

Spoiler

 

1. Is the first skaarj you see in the vent supposed to run away? I had to kill him and the console shows an error: P_StartScript: Unknown Script "skaarjvent".

 

2. Corpses have health bars

 

3. Movement doesnt feel like Unreal. Maybe have a look at zMovement?

 

4. After killing my second skaarj I went straight to level 3?

 

5. I started with a dispersion pistol but then also found one as a pickup in the usual spot in the first map?

 

6. Brutes get stunlocked by the dispersion pistol and never fire. I would recommend changing the painchance.

 

7. 'In case of emergency break glass' section with the health in the first map doesn't have any glass.

 

8. 'In case of emergency break glass' section for the exit level switch in first map doesn't have a glass midtexture, it has a solid metal midtexture. If I didn't know there was a button there behind it I might have never finished the first map.

 

9. Automag in first house is floating above the table (Second Map).

 

10. Brutes bodies are blocking. Have to gib them sometimes as they block the corridor.

 

11. HOM at mine exit in second map.

 

12. Good work on the skaarj rolling, it looks good.

 

13. The physical switches look fantastic.

 

14. Where's the Universal Translator?

 

 

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12 hours ago, xvertigox said:

I'm very impressed with how accurate the maps are. Before playing this I played through the first half of Unreal and the mod very closes matches the original game. I wrote some notes (sorry about being lazy and not writing them out properly).
 

  Hide contents

 

1. Is the first skaarj you see in the vent supposed to run away? I had to kill him and the console shows an error: P_StartScript: Unknown Script "skaarjvent".

 

2. Corpses have health bars

 

3. Movement doesnt feel like Unreal. Maybe have a look at zMovement?

 

4. After killing my second skaarj I went straight to level 3?

 

5. I started with a dispersion pistol but then also found one as a pickup in the usual spot in the first map?

 

6. Brutes get stunlocked by the dispersion pistol and never fire. I would recommend changing the painchance.

 

7. 'In case of emergency break glass' section with the health in the first map doesn't have any glass.

 

8. 'In case of emergency break glass' section for the exit level switch in first map doesn't have a glass midtexture, it has a solid metal midtexture. If I didn't know there was a button there behind it I might have never finished the first map.

 

9. Automag in first house is floating above the table (Second Map).

 

10. Brutes bodies are blocking. Have to gib them sometimes as they block the corridor.

 

11. HOM at mine exit in second map.

 

12. Good work on the skaarj rolling, it looks good.

 

13. The physical switches look fantastic.

 

14. Where's the Universal Translator?

 

 

Thanks a lot ! I will look into these.

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8 hours ago, Tormentor667 said:

Exactly :)

Well, everything takes time, we are only two people, I do all the programming and models and whatnots and the other is doing maps. There is a lot of improvements to be had, a lot of things a lot of monsters maps, but we are working on it :) I would say its pretty far from being finished 

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  • 3 weeks later...
  • 3 weeks later...

>.< Gahh,

 Now scripting some systems:

Mythic difficulty,

More balanced loot,

Weapon upgrades (dmg, speed, etc)

New weapon

New monsters 

Persistive map system 

New base

Two new maps

Fixing map bugs

Adding more missions

and more

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17 minutes ago, Samuel Slayer said:

Unreal Gold had a shotgun? Flak cannon is where it's at!

If I want to play vanilla unreal I play unreal , there is no way I could replicate 1:1 everthing. This "recreation" is so I can relatively easily add some stuffs

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1 hour ago, skaarjman said:

If I want to play vanilla unreal I play unreal , there is no way I could replicate 1:1 everthing. This "recreation" is so I can relatively easily add some stuffs

Seems like a reimagining of Unreal then.

Edited by Samuel Slayer

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On 2/25/2020 at 10:46 PM, skaarjman said:

 

11 map pack

 

 

Version 1.46

Changelog old:

  Reveal hidden contents

Added damaging lava where needed

Cleaned up missing items from maps

Added AK-47 muzzleflash

Add item and ammo icons were remade from scratch, now they are 48x48 so its easier to pick up detail

Added loot items

Monsters now drop loot along with credits

Fixed Map lock bugs.

Fixed some shop bugs when you buy items and they get taken away after you leave base

Main base look improved a little bit.

Added missile-base for weapons, now they are not hitscan but very fast missiles

With update above, weapon feedback system is added, so you can hear when you actually hit targets.

Enforcer now drops automag clips

Fixed map areas where monsters fall into pits.

Corrected Kevlar suit buy/sell price

Enforcer now drops Kevlar suits

Other small fixes

 

 

Screenshot-Doom-20200329-173628.png

 

 

Download link new v1.56b Beta Update

 

If you want to run this on older hardware or you get low fps, try LZDooM, most of the stuff might work.

Please report obvious bugs, it helps development process a lot ! 

how how how how how how how how how how how how how how how 
no way it's doom no way it's doom no way it's doom no way it's doom 

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1 hour ago, The Bug said:

how how how how how how how how how how how how how how how 
no way it's doom no way it's doom no way it's doom no way it's doom 

its not doom lol, its "unreal" with some bells and whistles

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