flak_m/Readme.md

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# 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.