Doom Tournament, a recreation of the UT99 arsenal for GZDoom.
https://magusmarisa.itch.io/doom-tournament
- GLSL 100%
Got rid of the deprecated Matrix4.GetAxes method. Next step is to get rid of more stuff by migrating to libeye. Mirrored Translocator model so it shows the actually detailed side. At some point in UT's development it got flipped around for some reason. Weapon code cleanup (most noticeable on states). Backported scope shader from Doomreal. Added optional "dummied out" Sniper zoom sounds from a dubious source. |
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|---|---|---|
| brightmaps | ||
| fonts | ||
| graphics | ||
| maps | ||
| models | ||
| music | ||
| palettes | ||
| shaders/glsl | ||
| sounds | ||
| sprites | ||
| textures | ||
| zscript | ||
| animdefs.txt | ||
| credits.txt | ||
| cvarinfo.txt | ||
| decaldef.txt | ||
| fontdefs.txt | ||
| gameinfo.txt | ||
| gldefs.txt | ||
| keyconf.txt | ||
| language.txt | ||
| menudef.txt | ||
| modeldef.boss | ||
| modeldef.chainsaw | ||
| modeldef.commando | ||
| modeldef.eightball | ||
| modeldef.enforcer | ||
| modeldef.fcommando | ||
| modeldef.flak | ||
| modeldef.ges | ||
| modeldef.gore | ||
| modeldef.impact | ||
| modeldef.minigun | ||
| modeldef.misc | ||
| modeldef.pulse | ||
| modeldef.rifle | ||
| modeldef.ripper | ||
| modeldef.sgirl | ||
| modeldef.shock | ||
| modeldef.soldier | ||
| modeldef.transloc | ||
| modeldef.warhead | ||
| Readme.md | ||
| sndinfo.txt | ||
| textcolo.txt | ||
| textures.chainsaw | ||
| textures.eightball | ||
| textures.enforcer | ||
| textures.flak | ||
| textures.ges | ||
| textures.gore | ||
| textures.impact | ||
| textures.minigun | ||
| textures.misc | ||
| textures.pulse | ||
| textures.ripper | ||
| textures.shock | ||
| textures.sniper | ||
| textures.transloc | ||
| textures.warhead | ||
| xhairs.txt | ||
| zmapinfo.txt | ||
| zscript.txt | ||
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 g4.3pre-79-gbcef44051 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 optional beta reload)
- 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)
- Instagib DM mode
- UT HUD
- Impact Hammer (slot 1)
- Chainsaw (slot 1)
- Option to make chainsaw use ammo (random drop from enemies killed without it)
- Translocator (slot 1)
- Option to make it use regenerating ammo like in UT2k4
- Enforcer (slot 2)
- Dual Enforcers (slot 2)
- Restored reloading (optional)
- 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
- UT player classes
- Heretic compatibility
- Spanish localization
- UT gore system (toggleable)
In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Lava/Slime footstep sounds?
- French, Italian and German localizations (I'll need help for these)
Ideas
- Code cleanup / backporting of improvements from Doomreal
- Stop using A_Overlay instead of player.SetPSprite, this breaks stuff (and is the reason the Enforcer does that lowering thing when reloading)
- Simplify certain fire loops (especially the minigun/biorifle)
- Add ####-based tweening to some weapon animations where needed
- Remember to flip the translocator model so people stop complaining
- Fancy titlemap like Doomreal
- Pickup lights like Doomreal
- Figure out some alternative invincibility item. Kinda like how I improvised the backpack replacement
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)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once scripted textures are implemented
- Redo player models once GZDoom gets a well deserved model animation system overhaul (mainly to clean up the current, messy implementation of this)
- Add weapon attachment support to player models when that is also added in (at the moment all player models have an integrated placeholder weapon)
- Port some of my UT weapon mods (and maybe also some of my personal faves by others, such as Psi Weapon Dreams)
- Hexen/Strife compatibility ???
- Relics?
Known bugs
- Translocator allows telefragging other players in coop (no idea if I can even fix this)
- Biorifle sludge doesn't attach properly when it lands on the edge between sectors. This is most noticeable with moving sectors and 3d floors.