Update README.

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Marisa the Magician 2018-08-14 15:06:04 +02:00
commit f9629a70d2

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@ -10,6 +10,7 @@ This mod requires GZDoom 3.5.0 or later.
- Flak Cannon (slot 8) - Flak Cannon (slot 8)
- ASMD Shock Rifle (slot 4) - ASMD Shock Rifle (slot 4)
- Redeemer (slot 0) - Redeemer (slot 0)
- 6 Degrees of Freedom movement with manual tilt (reload/zoom buttons)
- GES Biorifle (slot 3) - GES Biorifle (slot 3)
- Pulsegun (slot 5) (with beta animations) - Pulsegun (slot 5) (with beta animations)
- Health - Health
@ -50,15 +51,12 @@ This mod requires GZDoom 3.5.0 or later.
- Add some more effects - Add some more effects
- Visual recoil affecting aim (time to recycle SM's A_Swing once again) - Visual recoil affecting aim (time to recycle SM's A_Swing once again)
- Lava/Slime footstep sounds? - Lava/Slime footstep sounds?
- Additional model optimization and cleanup - Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming) - 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 - Re-export models using umodelextract to correct the "mangling" caused by
unlit polys into a new group, even when they're not supposed to be, this using umodel (inconsistent texture indices, extra texture groups)
can be seen in the shock rifle hud model) (unlit polys are kind of - Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
unnecessary in gzdoom since there's brightmaps) be easily noticed when using invisibility)
- 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) - Recenter the backpack mesh (it was a complete hack job to begin with)
## Future plans ## Future plans
@ -72,7 +70,8 @@ This mod requires GZDoom 3.5.0 or later.
- Sometimes the slave enforcer has its psprite "lower" slightly while the main - Sometimes the slave enforcer has its psprite "lower" slightly while the main
enforcer is reloading. No idea what causes this (Could be bobbing-related) enforcer is reloading. No idea what causes this (Could be bobbing-related)
- Translocator allows telefragging of other players in coop - Translocator allows telefragging other players in coop (no idea if I can
even fix this)
- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly. - Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
This is due to the unavailability of 3D floor data on ZScript and will be This is due to the unavailability of 3D floor data on ZScript and will be
fixed once 3D floors are exported to scripting fixed once 3D floors are exported to scripting
@ -81,4 +80,4 @@ This mod requires GZDoom 3.5.0 or later.
- Pulse gun beams behave oddly when the player is moving or looking up and - Pulse gun beams behave oddly when the player is moving or looking up and
down. This is a rendering interpolation bug in GZDoom that has been fixed down. This is a rendering interpolation bug in GZDoom that has been fixed
already in recent devbuilds already in recent devbuilds