Adjusted projectile speeds across the board for more consistency.

Tweaked guided redeemer missile movement, no longer makes sharp turns.
Additional development notes so I don't forget what I should do next.
This commit is contained in:
Marisa the Magician 2018-06-08 16:01:12 +02:00
commit 9ed6c9dea0
8 changed files with 39 additions and 24 deletions

View file

@ -45,10 +45,25 @@ This mod requires GZDoom 3.4.0 or later.
## In progress
- Make biorifle sludge follow ceiling and wall movement (this might be hard)
- Add some more effects, maybe some nicer recoil on guns too
- General polishing and bugfixing
- Trim out unused animations
- Make biorifle sludge follow ceiling and wall movement (this might be hard)
- Add some more effects
- Additional particle effects on explosions
- Smoke on spent casings
- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
- 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)
- 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.
## Known bugs