Doom Tournament, a recreation of the UT99 arsenal for GZDoom. https://magusmarisa.itch.io/doom-tournament
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Marisa Kirisame 957f976b29 Made visual recoil toggleable (and with configurable strength, too).
Cleaned up some code (mostly related to server CVars).
Proper angle interpolation.
Snap player to floor when walking down steps like UE does (looks kinda twitchy due to lack of view height smoothing).
2018-09-24 15:00:02 +02:00
brightmaps Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default). 2018-08-13 15:54:45 +02:00
graphics Initial work towards Heretic compat. 2018-08-31 15:30:55 +02:00
maps Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
models Corrected normals on Flak Cannon first person mesh. 2018-09-15 16:50:59 +02:00
music Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
shaders/glsl Disable view dim while Redeemer shader is active. 2018-08-15 22:16:57 +02:00
sounds Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot. 2018-08-25 19:31:05 +02:00
sprites Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default). 2018-08-13 15:54:45 +02:00
textures Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot. 2018-08-25 19:31:05 +02:00
zscript Made visual recoil toggleable (and with configurable strength, too). 2018-09-24 15:00:02 +02:00
animdefs.txt All misc items implemented. Enhanced Shock Rifle implemented. 2018-05-21 20:28:17 +02:00
credits.txt A couple more things, including an ambient glow shader effect, some more item replacements, and menu options. 2018-05-20 02:10:30 +02:00
cvarinfo.txt Made visual recoil toggleable (and with configurable strength, too). 2018-09-24 15:00:02 +02:00
decaldef.txt Add missing decals for enhanced shock rifle combo. 2018-06-02 16:28:22 +02:00
fontdefs.txt First public commit. 2018-05-15 02:22:27 +02:00
gldefs.txt Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot. 2018-08-25 19:31:05 +02:00
language.txt Various rebalances. Corrected some things that weren't 1:1 with UT. 2018-09-05 18:56:04 +02:00
menudef.txt Made visual recoil toggleable (and with configurable strength, too). 2018-09-24 15:00:02 +02:00
modeldef.chainsaw Greatly simplified MODELDEF blocks. 2018-06-04 10:15:04 +02:00
modeldef.eightball Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.enforcer Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.flak Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
modeldef.ges Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
modeldef.impact Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default). 2018-08-13 15:54:45 +02:00
modeldef.minigun Added first person visual effects to all weapons. 2018-06-11 18:25:09 +02:00
modeldef.misc Moved beta UDamage to an add-on. 2018-06-01 11:30:56 +02:00
modeldef.pulse Changed Pulse Beam size to be the same as in UT99 (10 81-unit segments). 2018-08-12 01:49:00 +02:00
modeldef.rifle Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.ripper Made visual recoil toggleable (and with configurable strength, too). 2018-09-24 15:00:02 +02:00
modeldef.shock Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
modeldef.transloc Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
modeldef.warhead Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +02:00
Readme.md Various rebalances. Corrected some things that weren't 1:1 with UT. 2018-09-05 18:56:04 +02:00
sndinfo.txt Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot. 2018-08-25 19:31:05 +02:00
textcolo.txt The HUD is complete (actually, I forgot to add key display, will do that later). 2018-05-23 01:48:29 +02:00
textures.chainsaw Impact Hammer fully implemented. Began working on Chainsaw. 2018-05-26 00:10:31 +02:00
textures.eightball Tweaked some drawing behaviors. Added note about HUD customization. 2018-05-30 19:24:47 +02:00
textures.enforcer Rocket Launcher has been added, and with that (and a couple more tweaks) this mod is ready for the public beta stage (as soon as coelckers/gzdoom#495 is merged). 2018-05-30 14:21:15 +02:00
textures.flak Finished biorifle, began work on pulsegun. 2018-05-17 02:17:10 +02:00
textures.ges Migrate replacements to CheckReplacement. 2018-08-27 20:15:23 +02:00
textures.impact Impact Hammer fully implemented. 2018-05-25 20:16:37 +02:00
textures.minigun Minigun implemented. Some minor adjustments to weapon model offsets. 2018-05-28 18:49:00 +02:00
textures.misc Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot. 2018-08-25 19:31:05 +02:00
textures.pulse Pulsegun now uses meshes for the beam, copying exact UT behavior. 2018-05-29 00:58:43 +02:00
textures.ripper Ripper implemented. 2018-05-27 18:33:18 +02:00
textures.shock Added brightmaps. Added environment map shader. Began working on Biorifle. 2018-05-16 02:05:39 +02:00
textures.sniper Sniper rifle added, bullet impact mesh added. Only the RL remains. 2018-05-29 21:14:06 +02:00
textures.transloc Translocator implemented. Tweaked some little things about the HUD, too. 2018-05-27 01:28:35 +02:00
textures.warhead First public commit. 2018-05-15 02:22:27 +02:00
zmapinfo.txt Cleaned all models of unreferenced vertices (will clean unused animations eventually). 2018-05-24 21:25:23 +02:00
zscript.txt Un-bump version number. 2018-08-31 23:22:52 +02:00

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 a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 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)
  • UT gore system (toggleable)

Future plans

  • Change the way inventory items are dropped to be more UT-like, this will require GZDoom changes
  • 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
  • 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