Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot.

Reduced the screen tint of the Damage Amplifier.
More tweaks to the DOOMTEST enhancer, now it looks very pretty.
This commit is contained in:
Marisa the Magician 2018-08-25 19:31:05 +02:00
commit 17add7f007
23 changed files with 150 additions and 23 deletions

View file

@ -44,7 +44,7 @@ This mod requires GZDoom 3.5.0 or later.
- Rocket Launcher (slot 9)
- "Instant Rocket" mode toggleable with reload
- Scaling/Customization options for the HUD
- UT-like player movement physics.
- UT-like player movement physics
## In progress
@ -63,9 +63,15 @@ This mod requires GZDoom 3.5.0 or later.
## 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.
- Migrate RandomSpawners to CheckReplacement.
scripted textures are implemented
- Add player models once GZDoom gets a well deserved model animation system
overhaul (at the moment this would require a monumental amount of work in
the current state-tied system)
- Add weapon attachment support to player models when that is also added in
- Migrate RandomSpawners to CheckReplacement
- Perhaps come up with an add-on that imitates UT's blood/gore system
- Unreal 1 weapons mod and maybe also a monsters mod
- Port some of my UT weapon mods
## Known bugs
@ -79,6 +85,6 @@ This mod requires GZDoom 3.5.0 or later.
## Known bugs that are not this mod's fault
- Pulse gun beams behave oddly when the player is moving or looking up and
down. This is a rendering interpolation bug in GZDoom that has been fixed
already in recent devbuilds
- Pulse gun beams behave oddly when the player is standing on a moving floor.
This is an interpolation quirk in GZDoom and I can probably find some hacky
way to fix it eventually