Doom Tournament, a recreation of the UT99 arsenal for GZDoom.
https://magusmarisa.itch.io/doom-tournament
- GLSL 100%
Implemented proper HUD rendering, along with toggling and resizing. Works just like in UT now. Added "extended" version of the Beta menu music, quickly put together in OpenMPT. I really like it. Added M_DOOM graphic and changed the titlemap texture. Made various screen graphics additive now that I know how to. Separated pickup and first person brightmaps for Pulse Gun, this is needed for beta skin packs (there will be skins for the Pulse Gun, Redeemer and Impact Hammer). |
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|---|---|---|
| brightmaps | ||
| graphics | ||
| maps | ||
| models | ||
| music | ||
| shaders/glsl | ||
| sounds | ||
| sprites | ||
| textures | ||
| zscript | ||
| animdefs.txt | ||
| credits.txt | ||
| cvarinfo.txt | ||
| decaldef.txt | ||
| fontdefs.txt | ||
| gldefs.txt | ||
| menudef.txt | ||
| modeldef.chainsaw | ||
| modeldef.eightball | ||
| modeldef.enforcer | ||
| modeldef.flak | ||
| modeldef.ges | ||
| modeldef.impact | ||
| modeldef.minigun | ||
| modeldef.misc | ||
| modeldef.pulse | ||
| modeldef.rifle | ||
| modeldef.ripper | ||
| modeldef.shock | ||
| modeldef.transloc | ||
| modeldef.warhead | ||
| readme.txt | ||
| sndinfo.txt | ||
| textcolo.txt | ||
| textures.chainsaw | ||
| textures.eightball | ||
| textures.enforcer | ||
| textures.flak | ||
| textures.ges | ||
| textures.impact | ||
| textures.minigun | ||
| textures.misc | ||
| textures.pulse | ||
| textures.ripper | ||
| textures.shock | ||
| textures.sniper | ||
| textures.transloc | ||
| textures.warhead | ||
| 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. 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: - Make biorifle sludge follow ceiling and wall movement (this might be hard) - Add some more effects, maybe some nicer recoil on guns too - General polishing and bugfixing - Trim out unused animations 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 on moving platforms. This might just be a rendering interpolation glitch, as usual