Doom Tournament, a recreation of the UT99 arsenal for GZDoom. https://magusmarisa.itch.io/doom-tournament
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Marisa Kirisame 9e1aea068f Re-exported all models using umodelextract.
Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
2018-11-29 16:41:57 +01:00
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 Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +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 Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
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 Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +02:00
textures Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +02:00
zscript Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
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 [This update requires a very recent Q/GZDoom build] 2018-11-24 16:46:10 +01:00
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 Bumped ZScript ver. 2018-11-15 19:03:20 +01:00
language.txt Various rebalances. Corrected some things that weren't 1:1 with UT. 2018-09-05 18:56:04 +02:00
menudef.txt [This update requires a very recent Q/GZDoom build] 2018-11-24 16:46:10 +01:00
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.gore Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +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 Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
modeldef.pulse Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
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 Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
modeldef.shock Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
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 Re-exported all models using umodelextract. 2018-11-29 16:41:57 +01:00
sndinfo.txt [This update requires a very recent Q/GZDoom build] 2018-11-24 16:46:10 +01:00
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.gore Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +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
xhairs.txt Reorganized graphics and sprites folders (sounds, sprites and models will take some more work) 2018-09-30 22:42:57 +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 Bumped ZScript ver. 2018-11-15 19:03:20 +01:00

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
  • Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be toggled)
  • UT-like weapon dropping style

In progress

  • General polishing, bugfixing and rebalancing
  • Add some more effects
    • Lava/Slime footstep sounds?
  • UT gore system (toggleable)

Future plans

  • Additional model optimization and cleanup (optional, not needed for 1.0)
    • Trim out unused animations (this one is going to be very time-consuming)
    • Recenter the backpack mesh (it was a complete hack job to begin with)
  • 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
  • Unreal 1 weapons mod and maybe also a monsters mod
  • Port some of my UT weapon mods (and maybe also some of my personal faves by others, such as Psi Weapon Dreams)

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 (still waiting on that PR)

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