Doom Tournament, a recreation of the UT99 arsenal for GZDoom. https://magusmarisa.itch.io/doom-tournament
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2018-07-20 10:04:27 +02:00
brightmaps Added lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
graphics Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
maps Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
models Large versions of biorifle ammo and shock core weren't spawning, fixed this. 2018-06-16 17:44:13 +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 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
sounds Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +02:00
sprites Added missing alternate explosion sprites for biorifle gel. 2018-06-02 17:45:02 +02:00
textures Reverted radius/height changes to items, it causes issues on many maps. 2018-05-31 22:02:03 +02:00
zscript Reverted armor bonus to vanilla radius (little oversight from my part). 2018-07-20 10:04:27 +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 Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +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 lesser variants to shock core and biorifle ammo for balance. 2018-06-13 13:24:57 +02:00
language.txt Added support for DamNums. 2018-06-01 18:56:41 +02:00
menudef.txt Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +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 Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +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 Changed up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +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 up all the model offsets again due to complaints about inconsistency with UT. 2018-06-09 14:21:13 +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 Added first person visual effects to all weapons. 2018-06-11 18:25:09 +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 Added first person visual effects to all weapons. 2018-06-11 18:25:09 +02:00
sndinfo.txt Rebalanced things across the board, buffing relatively weak weapons. 2018-06-03 16:04:00 +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 Added brightmaps. Added environment map shader. Began working on Biorifle. 2018-05-16 02:05:39 +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 Moved beta UDamage to an add-on. 2018-06-01 11:30:56 +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 Update the ZScript version too 2018-06-07 01:04:25 +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 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)
    • "Instant Rocket" mode toggleable with reload
  • Scaling/Customization options for the HUD

In progress

  • General polishing and bugfixing
  • 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
    • 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.
  • Add player models + weapon attachment support when that is also added in.

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
  • Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly