flak_m/Readme.md

2.8 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)
  • Scaling/Customization options for the HUD

In progress

  • General polishing and bugfixing
  • Add some more effects
    • Additional particle effects on explosions
    • Smoke on spent casings [DONE]
    • View-space particles for weapon fire [WIP]
      • Done: Enforcer, Biorifle
      • Remaining: Shock Rifle, Pulsegun, Minigun, Flak Cannon, Rocket Launcher, Sniper rifle, Chainsaw
    • 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.

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.