# DOOM TOURNAMENT

What began as a test for importing UT vertex meshes has turned into an actual
full UT weapon and item mod.

This mod requires GZDoom 3.4.0 or later.

## Currently implemented

 - Flak Cannon (slot 8)
 - ASMD Shock Rifle (slot 4)
 - Redeemer (slot 0)
 - GES Biorifle (slot 3)
 - Pulsegun (slot 5) (with beta animations)
 - Health
  - Big Keg O' Health (soulsphere)
  - Beta Super Health (medkit)
  - Health Pack (stimpak)
  - Health Vial (health bonus)
 - Some configuration options
 - Damage Amplifier (berserk)
 - Keys
 - Backpack
 - Armor
  - Armor Bonus (armor bonus)
  - Thigh Pads (green armor)
  - Body Armor (blue armor)
  - Shield Belt (megasphere)
 - Invisibility (blursphere)
 - Computer Map (computer area map)
 - Searchlight (light amplification visor)
 - Enhanced Shock Rifle (slot 4, limited ammo, invulnerability sphere)
 - UT HUD
 - Impact Hammer (slot 1)
 - Chainsaw (slot 1)
 - Translocator (slot 1)
 - Enforcer (slot 2)
   - Dual Enforcers (slot 2)
 - Ripper (slot 6)
 - Jump Boots (radsuit, has "iron boots" powerup effect to compensate)
 - Minigun (slot 7)
 - Sniper Rifle (slot 0)
 - Rocket Launcher (slot 9)
   - "Instant Rocket" mode toggleable with reload
 - Scaling/Customization options for the HUD

## In progress

 - General polishing and bugfixing
 - Add some more effects
   - Visual recoil affecting aim (time to recycle SM's A_Swing once again)
   - Lava/Slime footstep sounds?
 - Additional model optimization and cleanup
   - Trim out unused animations (this one is going to be very time-consuming)
   - Unify some texture groups (umodel does some weird thing where it separates
     unlit polys into a new group, even when they're not supposed to be, this
     can be seen in the shock rifle hud model) (unlit polys are kind of
     unnecessary in gzdoom since there's brightmaps)
   - Trim out garbage triangles (e.g.: an extra triangle in the biorifle that
     has no reason to exist (can be seen when using invisibility, looks
     completely out of place there)
   - Recenter the backpack mesh (it was a complete hack job to begin with)

## Future plans

 - Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
   scripted textures are implemented.
 - Add player models + weapon attachment support when that is also added in.

## Known bugs

 - Sometimes the slave enforcer has its psprite "lower" slightly while the main
   enforcer is reloading. No idea what causes this (Could be bobbing-related)
 - Pulse gun beams behave oddly when the player is moving or looking up and
   down. This might just be a rendering interpolation glitch, as usual
 - Translocator allows telefragging of other players in coop
 - Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly
