Biorifle sludge now properly follows wall, ceiling and floor movement.
Redeemer shockwaves properly respect actor mass and the DONTTHRUST flag. All weapons and projectiles have had their knockback adjusted.
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11 changed files with 73 additions and 5 deletions
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@ -46,11 +46,12 @@ This mod requires GZDoom 3.4.0 or later.
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## In progress
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- General polishing and bugfixing
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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 [DONE]
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- View-space particles for weapon fire [WIP]
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- Done: Enforcer, Biorifle
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- Remaining: Shock Rifle, Pulsegun, Minigun, Flak Cannon, Rocket Launcher, Sniper rifle, Chainsaw
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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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@ -72,7 +73,6 @@ This mod requires GZDoom 3.4.0 or later.
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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 moving or looking up and
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down. This might just be a rendering interpolation glitch, as usual
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- Translocator allows telefragging of other players in coop.
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