Re-exported all models using umodelextract.

Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
This commit is contained in:
Marisa the Magician 2018-11-29 16:37:43 +01:00
commit 9e1aea068f
145 changed files with 36 additions and 29 deletions

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@ -47,25 +47,20 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
- UT-like player movement physics
- Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be
toggled)
- UT-like weapon dropping style
## In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Lava/Slime footstep sounds?
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Re-export models using umodelextract to correct the "mangling" caused by
using umodel (inconsistent texture indices, extra texture groups)
- Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
be easily noticed when using invisibility)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- UT gore system (toggleable)
- Change the way inventory items are dropped to be more UT-like (using the
freshly merged Inventory.OnDrop feature)
## Future plans
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
scripted textures are implemented
- Add player models once GZDoom gets a well deserved model animation system