flak_m/Readme.md
Marisa Kirisame aa3fd89bcb Changed up all the model offsets again due to complaints about inconsistency with UT.
Added view-space effects to Enforcer and Biorifle, others will follow soon.
Added smoke particles to spent casings.
Added green smoke particles to biorifle sludge explosions.
Touched up how rockets and grenades are fired.
Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
2018-06-09 14:21:13 +02:00

78 lines
2.7 KiB
Markdown

# 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
- Make biorifle sludge follow ceiling and wall movement (this might be hard)
- Add some more effects
- Additional particle effects on explosions
- Smoke on spent casings [DONE]
- View-space particles for weapon fire [WIP]
- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
- 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)
- Sludge doesn't react to ceiling and wall movement
- 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.