Unreal Gold Remake in GZDooM engine with RPG elements, 14 map Beta available

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Some progress on titan

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Some progress on new weapon from Return to Na Pali. CAR rifle. Then, scripting Titan which throws rock boulders. Those boulders do insane damage and can shatter into smaller pieces doing less damage.

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UnrealRPG v245

UnrealRPG v245

Demo 2 comments

New boss map and loong list of bugfixes, from annoying bugs to game-breaking things

UnrealGold v236

UnrealGold v236

Demo 3 comments

Some bug fixes and changes, and mythic difficulty additions.

Unrealgold v2.33

Unrealgold v2.33

Demo 5 comments

Added new map - Noork's Elbow, predator comes back, bug fixes and more

UnrealGoldv228

UnrealGoldv228

Demo 7 comments

added player classes with different bonuses for each one, new monster - Plague Brute, map keys and more

UnrealGoldv220

UnrealGoldv220

Patch 1 comment

added some dismemberment effects and double barrel upgrades

Unreal RPG GZDooM mod v2.05 alpha update

Unreal RPG GZDooM mod v2.05 alpha update

Demo 6 comments

some new additions including weapon system, as always, mod comes with a bunch of bugs.

Comments  (0 - 10 of 40)
ANDROIDFERRET
ANDROIDFERRET

Aaawweeessoommee

Again . Tha ks for updating this regularly

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ANDROIDFERRET
ANDROIDFERRET

I have a short showcase .i can only recommend playing this .its insanely amazing

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[]Dot
[]Dot

Is there any chance of having a version or a CVar option where the weapons and/or monsters are optional? I would like to try your maps with different weapon sets. The shop menu should be edited so that it spawns and gives directly to the player so that some weapon sets that relies on RandomSpawner or different forms of it still work.

Or maybe if its possible I don't know some kind of a array/dictionary that can be edited so that new items entries for the shop menu can be added manually so that a weapon/item patch can be made for different mods.

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dbdarius1 Creator
dbdarius1

All shop items are buried in array somewhere everything could be edited, but it's too much work.T he maps are not that impressive anyway compared to some other maps people make.

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ANDROIDFERRET
ANDROIDFERRET

The maps arent as good ? Maybe .but they definitely look like unreal maps and thats what counts . And actually i like them a lot .

Only thing i wished for would be more details with objects .(barrels ,machines ,people (in the hub map) ,plants ,water puddles ,dripping pipes and that kind of stuff ..

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[]Dot
[]Dot

I briefly looked into your mod and I noticed there is I think 3-4 different actor definiton for the weapons and items, so if I understand it right one is for the item itself (either in inventory or usable as a weapon) and the rest are some odd method to define slots for the shop and inventory menu and from the looks of it, it seems it relies on specific number ordering to make this system work.

So if I understand it right I would have to check for each Item and renumber them again to get the order right and to make new items appear, though on the other hand it might screw up with the configuration too so players could end up having different items which they didn't get.

"T he maps are not that impressive anyway compared to some other maps people make. "
I believe in you, maybe once you have nailed down all the features you planned on adding it and doing bug fixes you will be able to create better maps. I mean you are brave enough trying to copy Unreal 1 maps as close as possible under the Doom source ports.

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ANDROIDFERRET
ANDROIDFERRET

And for what ive seen he managed that pretty well . Map two alone is proof of that . Absolute nostalgia OVERLOAD .
And putting those maps in a working semi openworld game is just INSANE .

IF YOU PLAYED UNREAL99
YOU MUST PLAY UNREALRPG !!!!

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spedos22
spedos22

I'm starting with an inventory full of weapons and items and it's a fresh install. Is that normal?

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dbdarius1 Creator
dbdarius1

This is because you played other version before with the same engine and everything is saved in configuration file

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Guest
Guest

Looks great, I didn't know this was a thing. I've just tried it for a couple minutes but I had some issues. The dispersion pistol's primary fire doesn't seem to deal any damage to any enemy and the nuclear ASMD's primary fire doesn't splash, deals about half damage compared to its secondary fire and uses up several ammo. It doesn't seem possible to combo with this weapon so maybe the increased ammo consumption would be better on its 2nd function (shock ball)? Just a suggestion

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dbdarius1 Creator
dbdarius1

Thanks, sorry for late reply, those bugs should be fixed now. ASMD though still don't have combo function (it was removed), because it's very difficult to line up two projectiles with spawn functions I have

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