Commence VKDoom exclusivity.

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Mari the Deer 2024-11-06 13:18:57 +01:00
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## The Introduction
**Codename: Demolitionist** is an all-original gameplay mod for **GZDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
**Codename: Demolitionist** is an all-original gameplay mod for **VKDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
The mod's arsenal could be seen as a *"best of"* collection of custom weapons I've made for **Unreal Tournament**, plus many new things that didn't make the cut there. It is also effectively a reboot of the entire **Some Weird Weapons Mod *(SWWM)*** series, which unfortunately ended with the cancelled **SWWM Z**, this mod's direct predecessor *(hence this project originally starting its days under the name of **SWWM GZ**)*.
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**This mod features loud sounds and flashing lights**, which may be harmful to certain people. There are options to dampen some of these effects, but it may still be unsafe nonetheless.
**The UI design and color schemes of the mod may be problematic to people with color blindness**. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. GZDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
**The UI design and color schemes of the mod may be problematic to people with color blindness**. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. VKDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
**The characters and stories featured in this mod are part of my own personal fiction**. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
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## Software and Hardware Requirements
**Codename: Demolitionist** requires **GZDoom 4.12** or later. As of writing this, **Delta Touch** has not yet been updated and still offers 4.11.3 instead. Sorry, mobile players.
**Codename: Demolitionist** requires a recent **VKDoom** build. As long as it supports the full **GZDoom 4.12** feature set *(or later)* it should be fine.
Recommended desktop hardware specs are as follows:
- **CPU:** 3GHz or faster x86_64 processor (core count irrelevant, single-threaded performance is what matters).
- **Intel:** Core i5-6400 or later.
- **AMD:** Ryzen 5 1500X or later.
- **GPU:** OpenGL 4.6 or Vulkan 1.2 compatible GPU with at least 3GB of VRAM.
- **GPU:** Vulkan 1.2 compatible GPU with at least 3GB of VRAM.
- **NVIDIA:** GTX 1060 or later.
- **AMD:** RX 480 or later.
- **Intel:** Iris Pro Graphics 580 or later.
- **RAM:** 4GB minimum (8GB if using integrated graphics).
- **Display:** A 16:10 monitor is recommended for the intended visual experience.
- **Display:** A 720p or larger display should do the job. Please note that on Ultrawide displays the HUD will be constrained to a 16:9 area.
For playing on mobile, the following are recommended:
Recommended settings are as follows:
- **Chipset:** Qualcomm Snapdragon 765 or better.
- **Resolution:** On high DPI devices, playing at a 0.5x scale is advised to smoothen the framerate.
- **Input:** External keyboard and mouse are recommended, gamepad may not be enough, touch controls won't be manageable.
Recommended GZDoom settings are as follows:
- **Renderer:** Hardware only, Vulkan backend recommended if possible, avoid OpenGL ES on desktop *(it will disable custom material and postprocess shaders)*.
- **Renderer:** Hardware only, this uses 3D models, shaders, all that good stuff.
- **Textures:** Either `None` or `None (Trilinear)`. The graphics in this mod were designed with no filtering in mind.
- **Post-processing:** Bloom is recommended, it is not advised to use GZDoom's tonemap filters. For other post-processing, use [MariFX](https://git.marisa.pw/OrdinaryMagician/marifx_m).
- **Post-processing:** Bloom is recommended, it is not advised to use VKDoom's tonemap filters. For other post-processing, use [MariFX](https://git.marisa.pw/OrdinaryMagician/marifx_m).
- **Lighting:** Dynamic lights should be enabled. It's also advised to use `Classic` sector lighting, as other modes may over-brighten weapon models.
- **Audio:** Increasing sound channels to their maximum limit is advised.
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**Tertiary fire:** Toggle between wide spread *(default)* and tight spread for primary. With a tighter spread, chunks will be closer together and reach higher speeds, but bounce more erratically. In addition, lobbed shells will also go much farther.
This weapon made the **Unreal Engine** cry, so **GZDoom** may suffer a lot too.
This weapon made the **Unreal Engine** cry, so **VKDoom** may suffer a lot too.
#### Eviscerator Shells
![](docimg/evisceratorammo.png)