Doom Tournament, a recreation of the UT99 arsenal for GZDoom.
https://magusmarisa.itch.io/doom-tournament
- GLSL 100%
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| brightmaps | ||
| fonts | ||
| graphics | ||
| maps | ||
| models | ||
| music | ||
| palettes | ||
| shaders/glsl | ||
| sounds | ||
| sprites | ||
| textures | ||
| zscript | ||
| animdefs.txt | ||
| credits.txt | ||
| cvarinfo.txt | ||
| decaldef.txt | ||
| fontdefs.txt | ||
| gameinfo.txt | ||
| gldefs.txt | ||
| keyconf.txt | ||
| language.txt | ||
| menudef.txt | ||
| modeldef.boss | ||
| modeldef.chainsaw | ||
| modeldef.commando | ||
| modeldef.eightball | ||
| modeldef.enforcer | ||
| modeldef.fcommando | ||
| modeldef.flak | ||
| modeldef.ges | ||
| modeldef.gore | ||
| modeldef.impact | ||
| modeldef.minigun | ||
| modeldef.misc | ||
| modeldef.pulse | ||
| modeldef.rifle | ||
| modeldef.ripper | ||
| modeldef.sgirl | ||
| modeldef.shock | ||
| modeldef.soldier | ||
| modeldef.transloc | ||
| modeldef.warhead | ||
| Readme.md | ||
| sndinfo.txt | ||
| textcolo.txt | ||
| textures.chainsaw | ||
| textures.eightball | ||
| textures.enforcer | ||
| textures.flak | ||
| textures.ges | ||
| textures.gore | ||
| textures.impact | ||
| textures.minigun | ||
| textures.misc | ||
| textures.pulse | ||
| textures.ripper | ||
| textures.shock | ||
| textures.sniper | ||
| textures.transloc | ||
| textures.warhead | ||
| xhairs.txt | ||
| zmapinfo.txt | ||
| zscript.txt | ||
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 g4.3pre-79-gbcef44051 or later.
Currently implemented
- Flak Cannon (slot 8)
- ASMD Shock Rifle (slot 4)
- Redeemer (slot 0)
- 6 Degrees of Freedom movement with manual tilt (reload/zoom buttons)
- GES Biorifle (slot 3)
- Pulsegun (slot 5) (with optional beta reload)
- 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)
- Instagib DM mode
- UT HUD
- Impact Hammer (slot 1)
- Chainsaw (slot 1)
- Option to make chainsaw use ammo (random drop from enemies killed without it)
- Translocator (slot 1)
- Option to make it use regenerating ammo like in UT2k4
- Enforcer (slot 2)
- Dual Enforcers (slot 2)
- Restored reloading (optional)
- Ripper (slot 6)
- Jump Boots (radsuit, has "iron boots" powerup effect to compensate)
- Minigun (slot 7)
- Sniper Rifle (slot 0)
- Rocket Launcher (slot 9)
- "Instant Rocket" mode toggleable with reload
- Scaling/Customization options for the HUD
- UT-like player movement physics
- Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be toggled)
- UT-like weapon dropping style
- UT player classes
- Heretic compatibility
- Spanish localization
- UT gore system (toggleable)
In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Lava/Slime footstep sounds?
- French, Italian and German localizations (I'll need help for these)
Ideas
- Code cleanup / backporting of improvements from Doomreal
- Stop using A_Overlay instead of player.SetPSprite, this breaks stuff (and is the reason the Enforcer does that lowering thing when reloading)
- Simplify certain fire loops (especially the minigun/biorifle)
- Add ####-based tweening to some weapon animations where needed
- Remember to flip the translocator model so people stop complaining
- Fancy titlemap like Doomreal
- Pickup lights like Doomreal
- Figure out some alternative invincibility item. Kinda like how I improvised the backpack replacement
Future plans
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once scripted textures are implemented
- Redo player models once GZDoom gets a well deserved model animation system overhaul (mainly to clean up the current, messy implementation of this)
- Add weapon attachment support to player models when that is also added in (at the moment all player models have an integrated placeholder weapon)
- Port some of my UT weapon mods (and maybe also some of my personal faves by others, such as Psi Weapon Dreams)
- Hexen/Strife compatibility ???
- Relics?
Known bugs
- Translocator allows telefragging other players in coop (no idea if I can even fix this)
- Biorifle sludge doesn't attach properly when it lands on the edge between sectors. This is most noticeable with moving sectors and 3d floors.