2 KiB
2 KiB
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 devbuild of QZDoom. You can get them here.
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
- Make biorifle sludge follow ceiling and wall movement (this might be hard)
- Add some more effects, maybe some nicer recoil on guns too
- General polishing and bugfixing
- Trim out unused animations
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.
- Culling on weapon models breaks when invisibility is active, this is an engine bug caused by negative scaling and I've already reported it.