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skaarjman

Unreal Gold Remake in GZDooM engine v355

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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. 

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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.

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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 

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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

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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 ?

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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.

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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.

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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

 

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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

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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.

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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?

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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.

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Rewrote Skaarj code from scratch, now it's angry, responsive and has much more smoother animation. Also implemented A* pathfinder. Big Thanks to dodopod 

 

ezgif-com-optimize.gif

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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

 

 

 

Screenshot-Doom-20200326-120031.png

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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.

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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. 

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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

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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.

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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.

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