flak_m/Readme.md
Marisa Kirisame 17add7f007 Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot.
Reduced the screen tint of the Damage Amplifier.
More tweaks to the DOOMTEST enhancer, now it looks very pretty.
2018-08-25 19:31:05 +02:00

90 lines
3.3 KiB
Markdown

# 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 3.5.0 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 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
- UT-like player movement physics
## In progress
- General polishing, bugfixing and rebalancing
- 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 (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Re-export models using umodelextract to correct the "mangling" caused by
using umodel (inconsistent texture indices, extra texture groups)
- Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
be easily noticed when using invisibility)
- 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 once GZDoom gets a well deserved model animation system
overhaul (at the moment this would require a monumental amount of work in
the current state-tied system)
- Add weapon attachment support to player models when that is also added in
- Migrate RandomSpawners to CheckReplacement
- Perhaps come up with an add-on that imitates UT's blood/gore system
- Unreal 1 weapons mod and maybe also a monsters mod
- Port some of my UT weapon mods
## 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)
- Translocator allows telefragging other players in coop (no idea if I can
even fix this)
- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
This is due to the unavailability of 3D floor data on ZScript and will be
fixed once 3D floors are exported to scripting
## Known bugs that are not this mod's fault
- Pulse gun beams behave oddly when the player is standing on a moving floor.
This is an interpolation quirk in GZDoom and I can probably find some hacky
way to fix it eventually