Merge branch 'devel'

This commit is contained in:
Marisa the Magician 2018-12-28 19:12:39 +01:00
commit 0f75a8552c
658 changed files with 1634 additions and 379 deletions

View file

@ -3,7 +3,7 @@
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 GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
This mod requires GZDoom 3.7.0 or later.
## Currently implemented
@ -45,35 +45,32 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
- "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 (sound only, no models yet)
## In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
- Lava/Slime footstep sounds?
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Re-export models using umodelextract to correct the "mangling" caused by
using umodel (inconsistent texture indices, extra texture groups)
- Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
be easily noticed when using invisibility)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- UT gore system (toggleable)
## Future plans
- Change the way inventory items are dropped to be more UT-like, this will
require GZDoom changes
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Recenter the backpack mesh (it was a complete hack job to begin with)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
scripted textures are implemented
- Add player models once GZDoom gets a well deserved model animation system
overhaul (at the moment this would require a monumental amount of work in
the current state-tied system)
- Add weapon attachment support to player models when that is also added in
- Migrate RandomSpawners to CheckReplacement
- Unreal 1 weapons mod and maybe also a monsters mod
- Port some of my UT weapon mods
- Port some of my UT weapon mods (and maybe also some of my personal faves by
others, such as Psi Weapon Dreams)
## Known bugs
@ -83,7 +80,7 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
even fix this)
- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
This is due to the unavailability of 3D floor data on ZScript and will be
fixed once 3D floors are exported to scripting
fixed once 3D floors are exported to scripting (still waiting on that PR)
## Known bugs that are not this mod's fault

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@ -1,30 +1,38 @@
user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
server bool flak_enforcerreload = false; // enforcer can reload
user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
user color flak_colorcustom = "00 80 ff"; // custom hud color
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
// status is never fully opaque (clamped under 16)
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
user bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled)
user bool flak_showammo = true; // show ammo counters
user bool flak_showfrags = true; // show kill/frag count
user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
user bool flak_footsteps = true; // players make footstep sounds
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
user bool flak_deemershader = false; // fancy blur/grain/tint shader
server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)
server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented
user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
server bool flak_enforcerreload = false; // enforcer can reload
user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
user bool flak_redeemerreadout_perframe = false; // target readout updates per-frame rather than per-tic. experimental for asmjit performance testing (seems to work well so far)
user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
user color flak_colorcustom = "00 80 ff"; // custom hud color
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
// status is never fully opaque (clamped under 16)
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
user bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled)
user bool flak_showammo = true; // show ammo counters
user bool flak_showfrags = true; // show kill/frag count
user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
user bool flak_footsteps = true; // players make footstep sounds
user bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT)
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
server bool flak_transloc2k4 = false; // translocator has recharging ammo like in UT2k4 and up
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
user bool flak_deemershader = false; // fancy blur/grain/tint shader
server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
server bool flak_nowalkdrop = false; // [GLITCHY] don't drop off ledges while holding walk key
server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented
server bool flak_swingers = true; // weapon recoil that affects player view
server float flak_swingerstrength = 0.5; // strength of visual recoil
server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit)
server bool flak_blood = true; // [WIP] use doom tournament blood (disable if using another gore mod)
server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)

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@ -182,6 +182,10 @@ HardwareShader Texture "models/JFA1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Flak_t.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JMedBox1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
@ -264,6 +268,10 @@ HardwareShader Texture "models/JM21.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Mini_t.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JRocketPack1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
@ -272,6 +280,10 @@ HardwareShader Texture "models/JuRocket1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Eight_t.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/BulletBoxT.png"
{
Shader "shaders/glsl/AmbientGlow.fp"

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@ -23,12 +23,19 @@ OptionMenu "UTOptionMenu"
Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"
Option "Redeemer Target Visuals", "flak_redeemerreadout", "YesNo"
Option "Per-Frame Target Updates", "flak_redeemerreadout_perframe", "YesNo"
Option "Redeemer View Shader", "flak_deemershader", "YesNo"
Option "No Redeemer Autoswitch", "flak_noswitchdeemer", "YesNo"
Option "Classic Enh. Shock Rifle", "flak_classicsshock", "YesNo"
Option "Visual Recoil", "flak_swingers", "YesNo"
Slider "Visual Recoil Strength", "flak_swingerstrength", 0.0, 1.0, 0.1, 1
StaticText " "
StaticText "Item Options", "Gold"
Option "Jump Boots Act Like Radsuit", "flak_radboots", "YesNo"
StaticText " "
StaticText "Translocator (Potentially Game-Breaking)", "Gold"
Option "Prevent Boss Telefrag", "flak_nobosstelefrag", "YesNo"
Option "Translocator Has Ammo", "flak_transloc2k4", "YesNo"
Option "Enable Translocator", "flak_translocator", "YesNo"
Command "Apply Changes", "event refreshtrans"
StaticText " "
@ -53,6 +60,9 @@ OptionMenu "UTOptionMenu"
StaticText " "
StaticText "Misc Options", "Gold"
Option "UT Footsteps", "flak_footsteps", "YesNo"
Option "Use Boss Class Footsteps", "flak_bossfootsteps", "YesNo"
Option "UT Blood", "flak_blood", "YesNo"
Option "[WIP] UT Gibbing", "flak_gibs", "YesNo"
Option "[WIP] Corpses Take Damage", "flak_corpsedamage", "YesNo"
}

View file

@ -384,4 +384,4 @@ Model "Enforcer"
FrameIndex 2NFA S 2 148
FrameIndex 2NFA T 2 149
FrameIndex 2NFA U 2 150
}
}

248
modeldef.gore Normal file
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@ -0,0 +1,248 @@
Model "UTGenericGib1"
{
Path "models"
Model 0 "chunkM_d.3d"
Skin 0 "JGCow1.png"
Scale 0.04 0.04 0.048
Offset 0 0 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
FrameIndex UGIB A 0 0
}
Model "UTGenericGib2"
{
Path "models"
Model 0 "chunk2M_d.3d"
Skin 0 "JGCow1.png"
Scale 0.04 0.04 0.048
Offset 0 0 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
FrameIndex UGIB A 0 0
}
Model "UTGenericGib3"
{
Path "models"
Model 0 "chunk3M_d.3d"
Skin 0 "JGCow1.png"
Scale 0.04 0.04 0.048
Offset 0 0 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
FrameIndex UGIB A 0 0
}
Model "UTGenericGib4"
{
Path "models"
Model 0 "chunk4M_d.3d"
Skin 0 "JGCow1.png"
Scale 0.04 0.04 0.048
Offset 0 0 2
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
FrameIndex UGIB A 0 0
}
Model "UTThigh"
{
Path "models"
Model 0 "ThighUTM_d.3d"
Skin 0 "ThighT.png"
Scale 0.1 0.12 0.1
Offset 0 3.5 0
PitchOffset 90
AngleOffset -90
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
FrameIndex UGIB A 0 0
}
Model "UTLiver"
{
Path "models"
Model 0 "LiverM_d.3d"
Skin 0 "Jparts1.png"
Scale 0.04 0.04 0.048
Offset 0 0 1
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex UGIB A 0 0
}
Model "UTStomach"
{
Path "models"
Model 0 "stomachM_d.3d"
Skin 0 "Jparts1.png"
Scale 0.06 0.06 0.072
Offset 0 0 1
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex UGIB A 0 0
}
Model "UTHeart"
{
Path "models"
Model 0 "PHeartM_d.3d"
Skin 0 "Jmisc1.png"
Scale 0.03 0.03 0.036
Offset 0 0 0.5
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 0.5
FrameIndex UGIB A 0 0
FrameIndex UGIB B 0 1
FrameIndex UGIB C 0 2
FrameIndex UGIB D 0 3
FrameIndex UGIB E 0 4
FrameIndex UGIB F 0 5
}
Model "UTFemaleArm"
{
Path "models"
Model 0 "femalearmm_d.3d"
Skin 0 "femalearmT.png"
Scale 0.16 0.16 0.192
Offset 0 0 1.5
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1.5
FrameIndex UGIB A 0 0
}
Model "UTFemaleFoot"
{
Path "models"
Model 0 "femalefootm_d.3d"
Skin 0 "femalefootT.png"
Scale 0.16 0.16 0.192
Offset 0 0 1.5
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1.5
FrameIndex UGIB A 0 0
}
Model "UTFemaleTorso"
{
Path "models"
Model 0 "femaletorsom_d.3d"
Skin 0 "femaletorsoT.png"
Scale 0.16 0.16 0.192
Offset 0 0 4
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 4
FrameIndex UGIB A 0 0
}
Model "UTMaleArm"
{
Path "models"
Model 0 "malearmm_d.3d"
Skin 0 "malearmT.png"
Scale 0.16 0.16 0.192
Offset 0 0 1.5
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1.5
FrameIndex UGIB A 0 0
}
Model "UTMaleFoot"
{
Path "models"
Model 0 "malefootm_d.3d"
Skin 0 "malefootT.png"
Scale 0.16 0.16 0.192
Offset 0 0 1.5
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1.5
FrameIndex UGIB A 0 0
}
Model "UTMaleTorso"
{
Path "models"
Model 0 "maletorsom_d.3d"
Skin 0 "maletorsoT.png"
Scale 0.16 0.16 0.192
Offset 0 0 4
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 4
FrameIndex UGIB A 0 0
}
Model "UTHeadFemale"
{
Path "models"
Model 0 "HeadFemaleM_d.3d"
Skin 0 "FMT1.png"
Scale 0.14 0.14 0.168
Offset 0 0 3
AngleOffset -90
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 3
FrameIndex UGIB A 0 0
}
Model "UTHeadMale"
{
Path "models"
Model 0 "headmalem_d.3d"
Skin 0 "MMT1.png"
Scale 0.14 0.14 0.168
Offset 0 0 3
AngleOffset -90
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 3
FrameIndex UGIB A 0 0
}

View file

@ -48,8 +48,9 @@ Model "UTHealthPack"
{
Path "models"
Model 0 "hbox_d.3d"
SurfaceSkin 0 0 "jhbox1.png"
SurfaceSkin 0 1 "FIZZHP00"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jhbox1.png"
SurfaceSkin 0 2 "FIZZHP00"
Scale 0.2 0.24 0.2
RollOffset -90
ZOffset 16
@ -61,9 +62,10 @@ Model "UTHealthBox"
{
Path "models"
Model 0 "hboxbeta_d.3d"
SurfaceSkin 0 0 "jhboxbeta1.png"
SurfaceSkin 0 1 "FIZZHP10"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jhboxbeta1.png"
SurfaceSkin 0 2 "FIZZHP10"
SurfaceSkin 0 3 "FIZZHP10"
Scale 0.08 0.08 0.096
ZOffset 4
@ -74,8 +76,9 @@ Model "UTMedBox"
{
Path "models"
Model 0 "MedBox_d.3d"
SurfaceSkin 0 0 "JMedBox1.png"
SurfaceSkin 0 1 "FIZZHP10"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "JMedBox1.png"
SurfaceSkin 0 2 "FIZZHP10"
Scale 0.06 0.06 0.072
ZOffset 5
@ -244,7 +247,8 @@ Model "UTInvisibility"
{
Path "models"
Model 0 "invis2M_d.3d"
SurfaceSkin 0 0 "jinvis.png"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "jinvis.png"
Scale 0.1 0.1 0.12
ZOffset 9
@ -254,7 +258,9 @@ Model "UTInvisibilityX"
{
Path "models"
Model 0 "invis2M_d.3d"
SurfaceSkin 0 1 "invis00"
// gzdoom doesn't handle the environment mapped flag, so I had to edit
// it into a separate texnum
SurfaceSkin 0 2 "invis00"
Scale 0.1 0.1 0.12
ZOffset 9

View file

@ -87,9 +87,10 @@ Model "PulseGun"
{
Path "models"
Model 0 "PulseGunR_d.3d"
SurfaceSkin 0 0 "AmmoLedBase.png"
SurfaceSkin 0 1 "JPulseGun_02.png"
SurfaceSkin 0 2 "JPulseGun_03.png"
// indices start at 1 for this model
SurfaceSkin 0 1 "AmmoLedBase.png"
SurfaceSkin 0 2 "JPulseGun_02.png"
SurfaceSkin 0 3 "JPulseGun_03.png"
AngleOffset 90
Scale 0.26 -0.28 0.28
Offset 0.0 -7.5 -10.4

View file

@ -29,12 +29,12 @@ Model "Razor2"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "RazSkin.png"
Offset -9.5 0 0
Scale 0.18 0.18 0.216
AngleOffset 90
USEACTORPITCH
USEACTORROLL
FrameIndex RAZB A 0 0
}
@ -43,12 +43,12 @@ Model "Razor2Trail"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 1 "RazTrail.png"
// indices start at 1 for this mesh
SurfaceSkin 0 2 "RazTrail.png"
Offset -19 0 0
Scale 0.36 0.18 0.216
AngleOffset 90
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
FrameIndex RAZB A 0 0
@ -58,7 +58,8 @@ Model "Razor2Alt"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
// indices start at 1 for this mesh
SurfaceSkin 0 1 "RazSkin.png"
Offset -9.5 0 0
Scale 0.18 0.18 0.216
AngleOffset 90

View file

@ -165,8 +165,7 @@ Model "ShockRifle"
SurfaceSkin 0 0 "asmd_t1.png"
SurfaceSkin 0 1 "asmd_t2.png"
SurfaceSkin 0 2 "asmd_t3.png"
SurfaceSkin 0 3 "asmd_t3.png"
SurfaceSkin 0 4 "asmd_t4.png"
SurfaceSkin 0 3 "asmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
@ -253,8 +252,7 @@ Model "EnhancedShockRifle"
SurfaceSkin 0 0 "sasmd_t1.png"
SurfaceSkin 0 1 "sasmd_t2.png"
SurfaceSkin 0 2 "sasmd_t3.png"
SurfaceSkin 0 3 "sasmd_t3.png"
SurfaceSkin 0 4 "sasmd_t4.png"
SurfaceSkin 0 3 "sasmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15

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