Added "instant rocket" mode to RL, toggleable with reload button. Various adjustments to offsets and scales. Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted. Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount. Tweaked vibration on the Chainsaw. More particles for rockets and flak slugs. Reduced delay for rocket launcher refire. Fixed Pulse balls having no XY billboarding. Tweaked Pulse bolt visual effects. Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels. Fixed clipping on the Ripper after offsets were changed.
2.7 KiB
2.7 KiB
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