Reverted radius/height changes to items, it causes issues on many maps.
Implemented proper HUD rendering, along with toggling and resizing. Works just like in UT now. Added "extended" version of the Beta menu music, quickly put together in OpenMPT. I really like it. Added M_DOOM graphic and changed the titlemap texture. Made various screen graphics additive now that I know how to. Separated pickup and first person brightmaps for Pulse Gun, this is needed for beta skin packs (there will be skins for the Pulse Gun, Redeemer and Impact Hammer).
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readme.txt
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readme.txt
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@ -1,6 +1,6 @@
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DOOM TOURNAMENT
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What began as a test for importing UT vertex meshes is turning into an actual
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What began as a test for importing UT vertex meshes has turned into an actual
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full UT weapon and item mod.
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Currently implemented:
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@ -39,21 +39,19 @@ Currently implemented:
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- Minigun (slot 7)
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- Sniper Rifle (slot 0)
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- Rocket Launcher (slot 9)
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- Scaling/Customization options for the HUD
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In progress:
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- Add some more effects, maybe some nicer recoil on guns too.
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- General polishing and bugfixing.
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- Trim out unused animations.
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TODO:
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- Scaling/Customization options for the HUD.
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- Make biorifle sludge follow ceiling and wall movement (this might be hard)
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- Add some more effects, maybe some nicer recoil on guns too
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- General polishing and bugfixing
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- Trim out unused animations
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Known bugs:
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- Sometimes the slave enforcer gets "lowered" while the main enforcer is
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reloading. No idea what causes this.
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- Sludge doesn't react to ceiling and wall movement.
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- Sometimes the slave enforcer has its psprite "lower" slightly while the main
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enforcer is reloading. No idea what causes this (Could be bobbing-related)
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- Sludge doesn't react to ceiling and wall movement
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- Pulse gun beams behave oddly when the player is on moving platforms.
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This might just be a rendering interpolation glitch, as usual.
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This might just be a rendering interpolation glitch, as usual
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