79 lines
2.8 KiB
Markdown
79 lines
2.8 KiB
Markdown
# DOOM TOURNAMENT
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What began as a test for importing UT vertex meshes has turned into an actual
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full UT weapon and item mod.
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This mod requires GZDoom 3.4.0 or later.
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## Currently implemented
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- Flak Cannon (slot 8)
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- ASMD Shock Rifle (slot 4)
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- Redeemer (slot 0)
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- GES Biorifle (slot 3)
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- Pulsegun (slot 5) (with beta animations)
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- Health
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- Big Keg O' Health (soulsphere)
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- Beta Super Health (medkit)
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- Health Pack (stimpak)
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- Health Vial (health bonus)
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- Some configuration options
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- Damage Amplifier (berserk)
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- Keys
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- Backpack
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- Armor
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- Armor Bonus (armor bonus)
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- Thigh Pads (green armor)
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- Body Armor (blue armor)
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- Shield Belt (megasphere)
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- Invisibility (blursphere)
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- Computer Map (computer area map)
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- Searchlight (light amplification visor)
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- Enhanced Shock Rifle (slot 4, limited ammo, invulnerability sphere)
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- UT HUD
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- Impact Hammer (slot 1)
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- Chainsaw (slot 1)
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- Translocator (slot 1)
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- Enforcer (slot 2)
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- Dual Enforcers (slot 2)
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- Ripper (slot 6)
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- Jump Boots (radsuit, has "iron boots" powerup effect to compensate)
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- Minigun (slot 7)
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- Sniper Rifle (slot 0)
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- Rocket Launcher (slot 9)
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- Scaling/Customization options for the HUD
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## In progress
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- General polishing and bugfixing
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- Add some more effects
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- Additional particle effects on explosions
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- Smoke on spent casings [DONE]
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- View-space particles for weapon fire [WIP]
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- Done: Enforcer, Biorifle
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- Remaining: Shock Rifle, Pulsegun, Minigun, Flak Cannon, Rocket Launcher, Sniper rifle, Chainsaw
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- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
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- Lava/Slime footstep sounds?
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- Additional model optimization and cleanup
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- Trim out unused animations (this one is going to be very time-consuming)
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- Unify some texture groups (umodel does some weird thing where it separates
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unlit polys into a new group, even when they're not supposed to be, this
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can be seen in the shock rifle hud model) (unlit polys are kind of
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unnecessary in gzdoom since there's brightmaps)
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- Trim out garbage triangles (e.g.: an extra triangle in the biorifle that
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has no reason to exist (can be seen when using invisibility, looks
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completely out of place there)
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- Recenter the backpack mesh (it was a complete hack job to begin with)
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## Future plans
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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scripted textures are implemented.
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## Known bugs
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- Sometimes the slave enforcer has its psprite "lower" slightly while the main
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enforcer is reloading. No idea what causes this (Could be bobbing-related)
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- Pulse gun beams behave oddly when the player is moving or looking up and
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down. This might just be a rendering interpolation glitch, as usual
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- Translocator allows telefragging of other players in coop.
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