ZROTT - A port of Rise of the Triad for ZDoom and Zandronum
I'm working on a faithful ROTT port to GZDoom and Zandronum to as best as the engines can handle. Already got most actors coded in, got a WIP map conversion script and all assets are reimported from darkwar.wad (need to write a script for that though). It's all currently private on Dropbox, so there's no repo for it right now. Some methods are unorthodox to conform to vanilla methods, like:
    [*]Using special path arrows for moving objects. [*]Have moving walls follow an actor to try and keep them in sync as GZDoom and Zandronum can't have solid polyobjects that pass through unkillable blocking actors. [*]Alternatively but WIP, moving walls will be done via fixed paths in ACS. This may cause some incorrect behaviour with some custom maps that require some walls colliding for puzzles. [*]Catwalks and walls with variable heights (catwalk marker) use 3d floors instead of 3d midtext.
Some things I still need to figure out is:
    [*]Make the enemies not shoot if their LOS is blocked by windows and other actors (may have a non damaging hitscan checker). [*]Make the GAD's more reliable. They currently use Warp to attach players to them and it works well, however faster speeds may make players fall off. [*]Have enemies move using velocities rather than A_Chase to help them use jump pads more reliably. [*]Make Split Missile behave like in vanilla ROTT. [*]Make Crushers work properly and try and squish the player view height. [*]Make pit traps work that also lowers the player view height. [*]Make the dog weapon cause the player to jump when pressing use. [*]Have variable pitches for the charge up of the dog howl. [*]Completely remove player Pain states but allow their sound to still play. (Currently pain keeps resetting their animations) [*]Add the intro and slideshow screens. [*]Make it so the player can only hold one large weapon. [*]Shrooms and Elasto powerdowns.
Other WIP things:
    [*]Have the map conversion script add timed events, fog, line properties like switches and make elevators work. Also spread out some coop starts from the single player starting point. [*]Put the exported TEXTMAP into a WAD file. [*]All bosses. [*]Multiplayer stuff like Collector items and other gamemodes. [*]Finishing the reworked HUD. [*]Score system, which is also scoreboard friendly in Zandronum. [*]Redo the font system myself rather than using Return of the Triad's fonts. [*]Make GZDoom not treat the mod as Doom
Noticeable differences:
    [*]Excalibat's offsets are adjusted for widescreen. [*]Excalibat can be swung from the left side right after a right side swing (no gameplay change, just visual) [*]HUD reworked from vanilla. Mostly due to chat area messages overlapping the top bar, and also it was ugly overall. [*]Lives system has been removed. Instead, 1-up and 3-up items give full or super health respectively. This however may change for Zandronum's Survival hamemode. [*]Max life is increaseable by 1 when collecting 100 life points. [*]Knife is now useable as a weapon in slot 1. [*]Pistol changed to the Dual Pistols right hand sprite. [*]Dual Pistols use the regular Pistol firing sound. [*]Getting Dual Pistols will remove the single pistol. [*]Single pistol slot changed to 2. [*]Female and Darker (for Doug Wendt) skin tones for the knife and god hand. [*]Various dog colours based on gender or race (Male: Brown, Female: White, Doug Wendt: Black). [*]Dynamic Lights. [*]GLDEFS based brightmaps. [*]All HuntBegin, Darkwar and most additional levels will be added as all in one. HuntBegin starts as E0Ax to not conflict with Darkwar's maps, All non single/coop maps will use a different naming style.
Planned differences:
    [*]Smoother muzzle flash animations. [*]Add some various gameplay options, like what the ROTT 2012 mod changes, and the ROTT 2013 game changes. [*]Strife style brightmaps rather than using GLDEFS textures. I may be able to do this easily by fixing the COLORMAP to work with ZDoom properly. [*]Complete support for Return of the Triad's maps. [*]Support for playing through Doom/Heretic/Hexen maps using ROTT actors (if loaded with respective IWAD and patch). [*]Support for playing through ROTT maps using Doom/Heretic/Hexen actors (if loaded with respective IWAD and patch).