Doom Tournament, a recreation of the UT99 arsenal for GZDoom. https://magusmarisa.itch.io/doom-tournament
Find a file
2019-09-28 21:24:37 +02:00
brightmaps Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
fonts This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
graphics This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
maps Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
models Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
music This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
palettes This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
shaders/glsl Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
sounds Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
sprites Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +02:00
textures This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
zscript Fix the "weapon sounds stuck playing after death/drop" problem at the core UTWeapon class. 2019-09-28 21:24:37 +02:00
animdefs.txt Improved responsiveness of Biorifle alt-fire. 2019-02-02 20:40:35 +01:00
credits.txt A couple more things, including an ambient glow shader effect, some more item replacements, and menu options. 2018-05-20 02:10:30 +02:00
cvarinfo.txt Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
decaldef.txt Add missing decals for enhanced shock rifle combo. 2018-06-02 16:28:22 +02:00
fontdefs.txt This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
gameinfo.txt This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
gldefs.txt Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
keyconf.txt Forgot to add keybinds for taunt animations. 2019-07-22 11:39:44 +02:00
language.txt Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
menudef.txt Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
modeldef.boss Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
modeldef.chainsaw Option to make Chainsaw use ammo (randomly drops on enemy kill). 2019-05-03 17:26:07 +02:00
modeldef.commando Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
modeldef.eightball Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.enforcer Added Translocator ammo feature from UT2k4. 2018-12-17 16:34:23 +01:00
modeldef.fcommando Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
modeldef.flak Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
modeldef.ges Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
modeldef.gore Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
modeldef.impact Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default). 2018-08-13 15:54:45 +02:00
modeldef.minigun Added first person visual effects to all weapons. 2018-06-11 18:25:09 +02:00
modeldef.misc New backpack mesh. 2019-09-12 15:00:28 +02:00
modeldef.pulse Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
modeldef.rifle Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.ripper Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
modeldef.sgirl Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
modeldef.shock Removal of all RNG damage (excluding minigun). 2019-04-07 21:37:24 +02:00
modeldef.soldier Finally add player models (sorta rudimentary but they work). 2019-07-22 02:58:48 +02:00
modeldef.transloc Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.warhead Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
Readme.md This should fix all those damn VM aborts when using UT gibbing. 2019-09-27 00:42:28 +02:00
sndinfo.txt Portal awareness adjustments to various vector operations. 2019-09-28 20:06:51 +02:00
textcolo.txt Localization work (spanish fully covered for now). 2019-04-13 19:18:07 +02:00
textures.chainsaw Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.eightball Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.enforcer Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.flak Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.ges Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.gore Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.impact Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.minigun Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.misc Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.pulse Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.ripper Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.shock Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.sniper Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.transloc Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
textures.warhead Cleanup of unneeded dummy textures 2019-08-15 11:58:17 +02:00
xhairs.txt Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +02:00
zmapinfo.txt This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00
zscript.txt This branch is a staging area for changes that will make it to devel once they are fully implemented. 2019-08-31 03:12:46 +02:00

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.