flak_m/Readme.md

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#DOOM TOURNAMENT
What began as a test for importing UT vertex meshes has turned into an actual
full UT weapon and item mod.
### Important
#### Currently you have to patch in
[this pull request](https://github.com/coelckers/gzdoom/pull/495) yourself for
models to render correctly.
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 on moving platforms.
This might just be a rendering interpolation glitch, as usual