Changed up all the model offsets again due to complaints about inconsistency with UT.
Added view-space effects to Enforcer and Biorifle, others will follow soon. Added smoke particles to spent casings. Added green smoke particles to biorifle sludge explosions. Touched up how rockets and grenades are fired. Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
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20 changed files with 176 additions and 68 deletions
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@ -49,12 +49,15 @@ This mod requires GZDoom 3.4.0 or later.
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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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- Smoke on spent casings [DONE]
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- View-space particles for weapon fire [WIP]
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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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unlit polys into a new group, even when they're not supposed to be, this
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can be seen in the shock rifle hud model) (unlit polys are kind of
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unnecessary in gzdoom since there's brightmaps)
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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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