Made double tap dodge toggleable (and its sensibility configurable). Fixed some long standing bugs with dual enforcers.
87 lines
3 KiB
Markdown
87 lines
3 KiB
Markdown
# 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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This mod requires GZDoom 3.7.0 or later.
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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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- 6 Degrees of Freedom movement with manual tilt (reload/zoom buttons)
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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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- "Instant Rocket" mode toggleable with reload
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- Scaling/Customization options for the HUD
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- UT-like player movement physics
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- Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be
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toggled)
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- UT-like weapon dropping style
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- UT player classes (sound only, no models yet)
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## In progress
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- General polishing, bugfixing and rebalancing
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- Add some more effects
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- Lava/Slime footstep sounds?
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- UT gore system (toggleable)
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## Future plans
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- Additional model optimization and cleanup (optional, not needed for 1.0)
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- Trim out unused animations (this one is going to be very time-consuming)
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- Recenter the backpack mesh (it was a complete hack job to begin with)
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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scripted textures are implemented
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- Add player models once GZDoom gets a well deserved model animation system
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overhaul (at the moment this would require a monumental amount of work in
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the current state-tied system)
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- Add weapon attachment support to player models when that is also added in
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- Unreal 1 weapons mod and maybe also a monsters mod
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- Port some of my UT weapon mods (and maybe also some of my personal faves by
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others, such as Psi Weapon Dreams)
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## Known bugs
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- Translocator allows telefragging other players in coop (no idea if I can
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even fix this)
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- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
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This is due to the unavailability of 3D floor data on ZScript and will be
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fixed once 3D floors are exported to scripting (still waiting on that PR)
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## Known bugs that are not this mod's fault
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- Pulse gun beams behave oddly when the player is standing on a moving floor.
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This is an interpolation quirk in GZDoom and I can probably find some hacky
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way to fix it eventually
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