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.
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Readme.md
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Readme.md
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@ -45,10 +45,25 @@ This mod requires GZDoom 3.4.0 or later.
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## In progress
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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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- Make biorifle sludge follow ceiling and wall movement (this might be hard)
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- Add some more effects
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- Additional particle effects on explosions
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- Smoke on spent casings
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- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
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- Additional model optimization and cleanup
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- Trim out unused animations (this one is going to be very time-consuming)
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- Unify some texture groups (umodel does some weird thing where it separates
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unlit polys into a new group, even when they're not supposed to be)
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- Trim out garbage triangles (e.g.: an extra triangle in the biorifle that
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has no reason to exist (can be seen when using invisibility, looks
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completely out of place there)
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- Recenter the backpack mesh (it was a complete hack job to begin with)
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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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## Known bugs
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