# DOOM TOURNAMENT What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod. This mod requires GZDoom 3.4.0 or later. ## Currently implemented - Flak Cannon (slot 8) - ASMD Shock Rifle (slot 4) - Redeemer (slot 0) - GES Biorifle (slot 3) - Pulsegun (slot 5) (with beta animations) - Health - Big Keg O' Health (soulsphere) - Beta Super Health (medkit) - Health Pack (stimpak) - Health Vial (health bonus) - Some configuration options - Damage Amplifier (berserk) - Keys - Backpack - Armor - Armor Bonus (armor bonus) - Thigh Pads (green armor) - Body Armor (blue armor) - Shield Belt (megasphere) - Invisibility (blursphere) - Computer Map (computer area map) - Searchlight (light amplification visor) - Enhanced Shock Rifle (slot 4, limited ammo, invulnerability sphere) - UT HUD - Impact Hammer (slot 1) - Chainsaw (slot 1) - Translocator (slot 1) - Enforcer (slot 2) - Dual Enforcers (slot 2) - Ripper (slot 6) - Jump Boots (radsuit, has "iron boots" powerup effect to compensate) - Minigun (slot 7) - Sniper Rifle (slot 0) - Rocket Launcher (slot 9) - Scaling/Customization options for the HUD ## In progress - General polishing and bugfixing - Make biorifle sludge follow ceiling and wall movement (this might be hard) - Add some more effects - Additional particle effects on explosions - Smoke on spent casings [DONE] - View-space particles for weapon fire [WIP] - Visual recoil affecting aim (time to recycle SM's A_Swing once again) - Additional model optimization and cleanup - 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 unlit polys into a new group, even when they're not supposed to be, this can be seen in the shock rifle hud model) (unlit polys are kind of unnecessary in gzdoom since there's brightmaps) - 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) ## Future plans - Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once scripted textures are implemented. ## Known bugs - Sometimes the slave enforcer has its psprite "lower" slightly while the main enforcer is reloading. No idea what causes this (Could be bobbing-related) - Sludge doesn't react to ceiling and wall movement - Pulse gun beams behave oddly when the player is moving or looking up and down. This might just be a rendering interpolation glitch, as usual - Translocator allows telefragging of other players in coop.