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.
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23 changed files with 150 additions and 23 deletions
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Readme.md
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Readme.md
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@ -44,7 +44,7 @@ This mod requires GZDoom 3.5.0 or later.
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- Rocket Launcher (slot 9)
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- "Instant Rocket" mode toggleable with reload
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- Scaling/Customization options for the HUD
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- UT-like player movement physics.
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- UT-like player movement physics
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## In progress
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@ -63,9 +63,15 @@ This mod requires GZDoom 3.5.0 or later.
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## Future plans
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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scripted textures are implemented.
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- Add player models + weapon attachment support when that is also added in.
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- Migrate RandomSpawners to CheckReplacement.
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scripted textures are implemented
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- Add player models once GZDoom gets a well deserved model animation system
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overhaul (at the moment this would require a monumental amount of work in
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the current state-tied system)
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- Add weapon attachment support to player models when that is also added in
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- Migrate RandomSpawners to CheckReplacement
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- Perhaps come up with an add-on that imitates UT's blood/gore system
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- Unreal 1 weapons mod and maybe also a monsters mod
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- Port some of my UT weapon mods
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## Known bugs
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@ -79,6 +85,6 @@ This mod requires GZDoom 3.5.0 or later.
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## Known bugs that are not this mod's fault
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- Pulse gun beams behave oddly when the player is moving or looking up and
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down. This is a rendering interpolation bug in GZDoom that has been fixed
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already in recent devbuilds
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- Pulse gun beams behave oddly when the player is standing on a moving floor.
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This is an interpolation quirk in GZDoom and I can probably find some hacky
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way to fix it eventually
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