Doom Tournament, a recreation of the UT99 arsenal for GZDoom. https://magusmarisa.itch.io/doom-tournament
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Marisa Kirisame 569ef037ec Added lesser variants to shock core and biorifle ammo for balance.
Added "dropped ammo" properties to all weapons, also for balance.
Silence warnings about floating point truncation.
2018-06-13 13:24:57 +02:00
brightmaps Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
graphics Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
maps Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
models Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
music Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
shaders/glsl 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
sounds Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +02:00
sprites Added missing alternate explosion sprites for biorifle gel. 2018-06-02 17:45:02 +02:00
textures Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
zscript Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
animdefs.txt All misc items implemented. Enhanced Shock Rifle implemented. 2018-05-21 20:28:17 +02:00
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 Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +02:00
decaldef.txt Add missing decals for enhanced shock rifle combo. 2018-06-02 16:28:22 +02:00
fontdefs.txt First public commit. 2018-05-15 02:22:27 +02:00
gldefs.txt Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
language.txt Added support for DamNums. 2018-06-01 18:56:41 +02:00
menudef.txt Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +02:00
modeldef.chainsaw Greatly simplified MODELDEF blocks. 2018-06-04 10:15:04 +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 Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.flak Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.ges Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
modeldef.impact Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.minigun Added first person visual effects to all weapons. 2018-06-11 18:25:09 +02:00
modeldef.misc Moved beta UDamage to an add-on. 2018-06-01 11:30:56 +02:00
modeldef.pulse Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
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 Added first person visual effects to all weapons. 2018-06-11 18:25:09 +02:00
modeldef.shock Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +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 Added first person visual effects to all weapons. 2018-06-11 18:25:09 +02:00
sndinfo.txt Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +02:00
textcolo.txt The HUD is complete (actually, I forgot to add key display, will do that later). 2018-05-23 01:48:29 +02:00
textures.chainsaw Impact Hammer fully implemented. Began working on Chainsaw. 2018-05-26 00:10:31 +02:00
textures.eightball Tweaked some drawing behaviors. Added note about HUD customization. 2018-05-30 19:24:47 +02:00
textures.enforcer Rocket Launcher has been added, and with that (and a couple more tweaks) this mod is ready for the public beta stage (as soon as coelckers/gzdoom#495 is merged). 2018-05-30 14:21:15 +02:00
textures.flak Finished biorifle, began work on pulsegun. 2018-05-17 02:17:10 +02:00
textures.ges Added brightmaps. Added environment map shader. Began working on Biorifle. 2018-05-16 02:05:39 +02:00
textures.impact Impact Hammer fully implemented. 2018-05-25 20:16:37 +02:00
textures.minigun Minigun implemented. Some minor adjustments to weapon model offsets. 2018-05-28 18:49:00 +02:00
textures.misc Moved beta UDamage to an add-on. 2018-06-01 11:30:56 +02:00
textures.pulse Pulsegun now uses meshes for the beam, copying exact UT behavior. 2018-05-29 00:58:43 +02:00
textures.ripper Ripper implemented. 2018-05-27 18:33:18 +02:00
textures.shock Added brightmaps. Added environment map shader. Began working on Biorifle. 2018-05-16 02:05:39 +02:00
textures.sniper Sniper rifle added, bullet impact mesh added. Only the RL remains. 2018-05-29 21:14:06 +02:00
textures.transloc Translocator implemented. Tweaked some little things about the HUD, too. 2018-05-27 01:28:35 +02:00
textures.warhead First public commit. 2018-05-15 02:22:27 +02:00
zmapinfo.txt Cleaned all models of unreferenced vertices (will clean unused animations eventually). 2018-05-24 21:25:23 +02:00
zscript.txt Update the ZScript version too 2018-06-07 01:04:25 +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 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)
    • "Instant Rocket" mode toggleable with reload
  • Scaling/Customization options for the HUD

In progress

  • General polishing and bugfixing
  • Add some more effects
    • Visual recoil affecting aim (time to recycle SM's A_Swing once again)
    • Lava/Slime footstep sounds?
  • 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.
  • Add player models + weapon attachment support when that is also added in.

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)
  • 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
  • Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly