Rename readme to markdown.
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Readme.md
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#DOOM TOURNAMENT
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What began as a test for importing UT vertex meshes has turned into an actual
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full UT weapon and item mod.
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### Important
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#### Currently you have to patch in
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[this pull request](https://github.com/coelckers/gzdoom/pull/495) yourself for
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models to render correctly.
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Currently implemented:
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- Flak Cannon (slot 8)
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- ASMD Shock Rifle (slot 4)
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- Redeemer (slot 0)
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- GES Biorifle (slot 3)
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- Pulsegun (slot 5) (with beta animations)
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- Health
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- Big Keg O' Health (soulsphere)
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- Beta Super Health (medkit)
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- Health Pack (stimpak)
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- Health Vial (health bonus)
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- Some configuration options
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- Damage Amplifier (berserk)
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- Keys
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- Backpack
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- Armor
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- Armor Bonus (armor bonus)
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- Thigh Pads (green armor)
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- Body Armor (blue armor)
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- Shield Belt (megasphere)
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- Invisibility (blursphere)
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- Computer Map (computer area map)
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- Searchlight (light amplification visor)
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- Enhanced Shock Rifle (slot 4, limited ammo, invulnerability sphere)
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- UT HUD
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- Impact Hammer (slot 1)
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- Chainsaw (slot 1)
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- Translocator (slot 1)
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- Enforcer (slot 2)
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- Dual Enforcers (slot 2)
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- Ripper (slot 6)
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- Jump Boots (radsuit, has "iron boots" powerup effect to compensate)
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- Minigun (slot 7)
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- Sniper Rifle (slot 0)
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- Rocket Launcher (slot 9)
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- Scaling/Customization options for the HUD
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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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Known bugs:
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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 on moving platforms.
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This might just be a rendering interpolation glitch, as usual
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