Merge branch 'devel'
25
Readme.md
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@ -3,7 +3,7 @@
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||||||
What began as a test for importing UT vertex meshes has turned into an actual
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What began as a test for importing UT vertex meshes has turned into an actual
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||||||
full UT weapon and item mod.
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full UT weapon and item mod.
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||||||
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||||||
This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
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This mod requires GZDoom 3.7.0 or later.
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||||||
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||||||
## Currently implemented
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## Currently implemented
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||||||
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||||||
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@ -45,35 +45,32 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
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||||||
- "Instant Rocket" mode toggleable with reload
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- "Instant Rocket" mode toggleable with reload
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||||||
- Scaling/Customization options for the HUD
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- Scaling/Customization options for the HUD
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||||||
- UT-like player movement physics
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- UT-like player movement physics
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||||||
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- Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be
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||||||
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toggled)
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||||||
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- UT-like weapon dropping style
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||||||
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- UT player classes (sound only, no models yet)
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||||||
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||||||
## In progress
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## In progress
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||||||
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||||||
- General polishing, bugfixing and rebalancing
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- General polishing, bugfixing and rebalancing
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||||||
- Add some more effects
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- Add some more effects
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||||||
- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
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||||||
- Lava/Slime footstep sounds?
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- Lava/Slime footstep sounds?
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||||||
- Additional model optimization and cleanup (optional, not needed for 1.0)
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||||||
- Trim out unused animations (this one is going to be very time-consuming)
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||||||
- Re-export models using umodelextract to correct the "mangling" caused by
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|
||||||
using umodel (inconsistent texture indices, extra texture groups)
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||||||
- Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
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||||||
be easily noticed when using invisibility)
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||||||
- Recenter the backpack mesh (it was a complete hack job to begin with)
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||||||
- UT gore system (toggleable)
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- UT gore system (toggleable)
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||||||
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||||||
## Future plans
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## Future plans
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||||||
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||||||
- Change the way inventory items are dropped to be more UT-like, this will
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- Additional model optimization and cleanup (optional, not needed for 1.0)
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||||||
require GZDoom changes
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- Trim out unused animations (this one is going to be very time-consuming)
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||||||
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- Recenter the backpack mesh (it was a complete hack job to begin with)
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||||||
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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||||||
scripted textures are implemented
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scripted textures are implemented
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||||||
- Add player models once GZDoom gets a well deserved model animation system
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- Add player models once GZDoom gets a well deserved model animation system
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||||||
overhaul (at the moment this would require a monumental amount of work in
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overhaul (at the moment this would require a monumental amount of work in
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||||||
the current state-tied system)
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the current state-tied system)
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||||||
- Add weapon attachment support to player models when that is also added in
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- Add weapon attachment support to player models when that is also added in
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||||||
- Migrate RandomSpawners to CheckReplacement
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|
||||||
- Unreal 1 weapons mod and maybe also a monsters mod
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- Unreal 1 weapons mod and maybe also a monsters mod
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||||||
- Port some of my UT weapon mods
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- Port some of my UT weapon mods (and maybe also some of my personal faves by
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||||||
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others, such as Psi Weapon Dreams)
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||||||
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||||||
## Known bugs
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## Known bugs
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||||||
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||||||
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@ -83,7 +80,7 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
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even fix this)
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even fix this)
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- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
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- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
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||||||
This is due to the unavailability of 3D floor data on ZScript and will be
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This is due to the unavailability of 3D floor data on ZScript and will be
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||||||
fixed once 3D floors are exported to scripting
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fixed once 3D floors are exported to scripting (still waiting on that PR)
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||||||
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||||||
## Known bugs that are not this mod's fault
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## Known bugs that are not this mod's fault
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||||||
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68
cvarinfo.txt
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@ -1,30 +1,38 @@
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user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
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user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
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user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
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user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
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server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
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server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
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server bool flak_enforcerreload = false; // enforcer can reload
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server bool flak_enforcerreload = false; // enforcer can reload
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user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
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user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
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user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
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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)
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user color flak_colorcustom = "00 80 ff"; // custom hud color
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user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
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user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
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user color flak_colorcustom = "00 80 ff"; // custom hud color
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// 16 means fully opaque, everything else is just additive with gradually lowering alpha
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user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
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// status is never fully opaque (clamped under 16)
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// 16 means fully opaque, everything else is just additive with gradually lowering alpha
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// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
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// status is never fully opaque (clamped under 16)
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user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
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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)
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user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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user bool flak_showammo = true; // show ammo counters
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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)
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user bool flak_showfrags = true; // show kill/frag count
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user bool flak_showammo = true; // show ammo counters
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user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
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user bool flak_showfrags = true; // show kill/frag count
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user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
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||||||
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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user bool flak_footsteps = true; // players make footstep sounds
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user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
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user bool flak_footsteps = true; // players make footstep sounds
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user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
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user bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT)
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user bool flak_deemershader = false; // fancy blur/grain/tint shader
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server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
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server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
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server bool flak_transloc2k4 = false; // translocator has recharging ammo like in UT2k4 and up
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server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
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user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
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server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
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user bool flak_deemershader = false; // fancy blur/grain/tint shader
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server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
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server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
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server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
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server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
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server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)
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server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
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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
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server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
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server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
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server bool flak_nowalkdrop = false; // [GLITCHY] don't drop off ledges while holding walk key
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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
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server bool flak_swingers = true; // weapon recoil that affects player view
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server float flak_swingerstrength = 0.5; // strength of visual recoil
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server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit)
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server bool flak_blood = true; // [WIP] use doom tournament blood (disable if using another gore mod)
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server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)
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12
gldefs.txt
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@ -182,6 +182,10 @@ HardwareShader Texture "models/JFA1.png"
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||||||
{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
}
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}
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||||||
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HardwareShader Texture "models/Flak_t.png"
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||||||
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{
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||||||
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
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}
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||||||
HardwareShader Texture "models/JMedBox1.png"
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HardwareShader Texture "models/JMedBox1.png"
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||||||
{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
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@ -264,6 +268,10 @@ HardwareShader Texture "models/JM21.png"
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||||||
{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
}
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}
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||||||
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HardwareShader Texture "models/Mini_t.png"
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||||||
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{
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||||||
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
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}
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||||||
HardwareShader Texture "models/JRocketPack1.png"
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HardwareShader Texture "models/JRocketPack1.png"
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||||||
{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
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@ -272,6 +280,10 @@ HardwareShader Texture "models/JuRocket1_.png"
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||||||
{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
}
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}
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||||||
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HardwareShader Texture "models/Eight_t.png"
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||||||
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{
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||||||
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
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}
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||||||
HardwareShader Texture "models/BulletBoxT.png"
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HardwareShader Texture "models/BulletBoxT.png"
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||||||
{
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{
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||||||
Shader "shaders/glsl/AmbientGlow.fp"
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Shader "shaders/glsl/AmbientGlow.fp"
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||||||
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||||||
BIN
graphics/Blake.png
Normal file
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After Width: | Height: | Size: 2.6 KiB |
BIN
graphics/Brock.png
Normal file
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After Width: | Height: | Size: 4.1 KiB |
BIN
graphics/Ivana.png
Normal file
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After Width: | Height: | Size: 3.3 KiB |
BIN
graphics/Lauren.png
Normal file
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BIN
graphics/Xan.png
Normal file
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After Width: | Height: | Size: 2.8 KiB |
BIN
graphics/crosshairs/XHAIRB10.png
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After Width: | Height: | Size: 180 B |
BIN
graphics/crosshairs/XHAIRB11.png
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BIN
graphics/crosshairs/XHAIRB12.png
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After Width: | Height: | Size: 180 B |
BIN
graphics/crosshairs/XHAIRB13.png
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After Width: | Height: | Size: 151 B |
BIN
graphics/crosshairs/XHAIRB14.png
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After Width: | Height: | Size: 153 B |
BIN
graphics/crosshairs/XHAIRB15.png
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After Width: | Height: | Size: 138 B |
BIN
graphics/crosshairs/XHAIRB16.png
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After Width: | Height: | Size: 284 B |
BIN
graphics/crosshairs/XHAIRB8.png
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After Width: | Height: | Size: 191 B |
BIN
graphics/crosshairs/XHAIRB9.png
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After Width: | Height: | Size: 161 B |
BIN
graphics/decals/BldSplt0.png
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After Width: | Height: | Size: 2 KiB |
BIN
graphics/decals/BldSplt1.png
Normal file
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After Width: | Height: | Size: 6 KiB |
BIN
graphics/decals/BldSplt2.png
Normal file
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After Width: | Height: | Size: 2.5 KiB |
BIN
graphics/decals/BldSplt3.png
Normal file
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After Width: | Height: | Size: 4.6 KiB |
BIN
graphics/decals/BldSplt4.png
Normal file
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After Width: | Height: | Size: 1.9 KiB |
BIN
graphics/decals/BldSplt5.png
Normal file
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After Width: | Height: | Size: 4.2 KiB |
BIN
graphics/decals/BldSplt6.png
Normal file
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After Width: | Height: | Size: 7.8 KiB |
BIN
graphics/decals/BldSplt7.png
Normal file
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After Width: | Height: | Size: 1.9 KiB |
BIN
graphics/decals/BldSplt8.png
Normal file
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After Width: | Height: | Size: 6 KiB |
BIN
graphics/decals/BldSplt9.png
Normal file
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After Width: | Height: | Size: 7.1 KiB |
BIN
graphics/decals/BlodPol6.png
Normal file
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After Width: | Height: | Size: 7.8 KiB |
BIN
graphics/decals/BlodPol7.png
Normal file
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After Width: | Height: | Size: 9 KiB |
BIN
graphics/decals/BlodPol8.png
Normal file
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After Width: | Height: | Size: 8.4 KiB |
BIN
graphics/decals/BlodPol9.png
Normal file
|
After Width: | Height: | Size: 8 KiB |
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Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.6 KiB |
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|
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|
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.9 KiB |
BIN
graphics/hud/Boss.png
Normal file
|
After Width: | Height: | Size: 4.4 KiB |
BIN
graphics/hud/BossArm.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
graphics/hud/BossBlt.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
graphics/hud/BossBot.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
BIN
graphics/hud/BossPad.png
Normal file
|
After Width: | Height: | Size: 879 B |
BIN
graphics/hud/IconTrn2.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
BIN
graphics/hud/UseTrn2.png
Normal file
|
After Width: | Height: | Size: 832 B |
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10
menudef.txt
|
|
@ -23,12 +23,19 @@ OptionMenu "UTOptionMenu"
|
||||||
Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
|
Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
|
||||||
Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"
|
Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"
|
||||||
Option "Redeemer Target Visuals", "flak_redeemerreadout", "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 "Redeemer View Shader", "flak_deemershader", "YesNo"
|
||||||
Option "No Redeemer Autoswitch", "flak_noswitchdeemer", "YesNo"
|
Option "No Redeemer Autoswitch", "flak_noswitchdeemer", "YesNo"
|
||||||
Option "Classic Enh. Shock Rifle", "flak_classicsshock", "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 " "
|
||||||
StaticText "Translocator (Potentially Game-Breaking)", "Gold"
|
StaticText "Translocator (Potentially Game-Breaking)", "Gold"
|
||||||
Option "Prevent Boss Telefrag", "flak_nobosstelefrag", "YesNo"
|
Option "Prevent Boss Telefrag", "flak_nobosstelefrag", "YesNo"
|
||||||
|
Option "Translocator Has Ammo", "flak_transloc2k4", "YesNo"
|
||||||
Option "Enable Translocator", "flak_translocator", "YesNo"
|
Option "Enable Translocator", "flak_translocator", "YesNo"
|
||||||
Command "Apply Changes", "event refreshtrans"
|
Command "Apply Changes", "event refreshtrans"
|
||||||
StaticText " "
|
StaticText " "
|
||||||
|
|
@ -53,6 +60,9 @@ OptionMenu "UTOptionMenu"
|
||||||
StaticText " "
|
StaticText " "
|
||||||
StaticText "Misc Options", "Gold"
|
StaticText "Misc Options", "Gold"
|
||||||
Option "UT Footsteps", "flak_footsteps", "YesNo"
|
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"
|
Option "[WIP] Corpses Take Damage", "flak_corpsedamage", "YesNo"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -384,4 +384,4 @@ Model "Enforcer"
|
||||||
FrameIndex 2NFA S 2 148
|
FrameIndex 2NFA S 2 148
|
||||||
FrameIndex 2NFA T 2 149
|
FrameIndex 2NFA T 2 149
|
||||||
FrameIndex 2NFA U 2 150
|
FrameIndex 2NFA U 2 150
|
||||||
}
|
}
|
||||||
|
|
|
||||||
248
modeldef.gore
Normal file
|
|
@ -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
|
||||||
|
}
|
||||||
|
|
@ -48,8 +48,9 @@ Model "UTHealthPack"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "hbox_d.3d"
|
Model 0 "hbox_d.3d"
|
||||||
SurfaceSkin 0 0 "jhbox1.png"
|
// indices start at 1 for this mesh
|
||||||
SurfaceSkin 0 1 "FIZZHP00"
|
SurfaceSkin 0 1 "jhbox1.png"
|
||||||
|
SurfaceSkin 0 2 "FIZZHP00"
|
||||||
Scale 0.2 0.24 0.2
|
Scale 0.2 0.24 0.2
|
||||||
RollOffset -90
|
RollOffset -90
|
||||||
ZOffset 16
|
ZOffset 16
|
||||||
|
|
@ -61,9 +62,10 @@ Model "UTHealthBox"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "hboxbeta_d.3d"
|
Model 0 "hboxbeta_d.3d"
|
||||||
SurfaceSkin 0 0 "jhboxbeta1.png"
|
// indices start at 1 for this mesh
|
||||||
SurfaceSkin 0 1 "FIZZHP10"
|
SurfaceSkin 0 1 "jhboxbeta1.png"
|
||||||
SurfaceSkin 0 2 "FIZZHP10"
|
SurfaceSkin 0 2 "FIZZHP10"
|
||||||
|
SurfaceSkin 0 3 "FIZZHP10"
|
||||||
Scale 0.08 0.08 0.096
|
Scale 0.08 0.08 0.096
|
||||||
ZOffset 4
|
ZOffset 4
|
||||||
|
|
||||||
|
|
@ -74,8 +76,9 @@ Model "UTMedBox"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "MedBox_d.3d"
|
Model 0 "MedBox_d.3d"
|
||||||
SurfaceSkin 0 0 "JMedBox1.png"
|
// indices start at 1 for this mesh
|
||||||
SurfaceSkin 0 1 "FIZZHP10"
|
SurfaceSkin 0 1 "JMedBox1.png"
|
||||||
|
SurfaceSkin 0 2 "FIZZHP10"
|
||||||
Scale 0.06 0.06 0.072
|
Scale 0.06 0.06 0.072
|
||||||
ZOffset 5
|
ZOffset 5
|
||||||
|
|
||||||
|
|
@ -244,7 +247,8 @@ Model "UTInvisibility"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "invis2M_d.3d"
|
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
|
Scale 0.1 0.1 0.12
|
||||||
ZOffset 9
|
ZOffset 9
|
||||||
|
|
||||||
|
|
@ -254,7 +258,9 @@ Model "UTInvisibilityX"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "invis2M_d.3d"
|
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
|
Scale 0.1 0.1 0.12
|
||||||
ZOffset 9
|
ZOffset 9
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -87,9 +87,10 @@ Model "PulseGun"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "PulseGunR_d.3d"
|
Model 0 "PulseGunR_d.3d"
|
||||||
SurfaceSkin 0 0 "AmmoLedBase.png"
|
// indices start at 1 for this model
|
||||||
SurfaceSkin 0 1 "JPulseGun_02.png"
|
SurfaceSkin 0 1 "AmmoLedBase.png"
|
||||||
SurfaceSkin 0 2 "JPulseGun_03.png"
|
SurfaceSkin 0 2 "JPulseGun_02.png"
|
||||||
|
SurfaceSkin 0 3 "JPulseGun_03.png"
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
Scale 0.26 -0.28 0.28
|
Scale 0.26 -0.28 0.28
|
||||||
Offset 0.0 -7.5 -10.4
|
Offset 0.0 -7.5 -10.4
|
||||||
|
|
|
||||||
|
|
@ -29,12 +29,12 @@ Model "Razor2"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "RazorBlade_d.3d"
|
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
|
Offset -9.5 0 0
|
||||||
Scale 0.18 0.18 0.216
|
Scale 0.18 0.18 0.216
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
|
||||||
|
|
||||||
FrameIndex RAZB A 0 0
|
FrameIndex RAZB A 0 0
|
||||||
}
|
}
|
||||||
|
|
@ -43,12 +43,12 @@ Model "Razor2Trail"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "RazorBlade_d.3d"
|
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
|
Offset -19 0 0
|
||||||
Scale 0.36 0.18 0.216
|
Scale 0.36 0.18 0.216
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
|
||||||
DONTCULLBACKFACES
|
DONTCULLBACKFACES
|
||||||
|
|
||||||
FrameIndex RAZB A 0 0
|
FrameIndex RAZB A 0 0
|
||||||
|
|
@ -58,7 +58,8 @@ Model "Razor2Alt"
|
||||||
{
|
{
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "RazorBlade_d.3d"
|
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
|
Offset -9.5 0 0
|
||||||
Scale 0.18 0.18 0.216
|
Scale 0.18 0.18 0.216
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
|
|
|
||||||
|
|
@ -165,8 +165,7 @@ Model "ShockRifle"
|
||||||
SurfaceSkin 0 0 "asmd_t1.png"
|
SurfaceSkin 0 0 "asmd_t1.png"
|
||||||
SurfaceSkin 0 1 "asmd_t2.png"
|
SurfaceSkin 0 1 "asmd_t2.png"
|
||||||
SurfaceSkin 0 2 "asmd_t3.png"
|
SurfaceSkin 0 2 "asmd_t3.png"
|
||||||
SurfaceSkin 0 3 "asmd_t3.png"
|
SurfaceSkin 0 3 "asmd_t4.png"
|
||||||
SurfaceSkin 0 4 "asmd_t4.png"
|
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
RollOffset 3 // subtly hide an ugly looking part of the model
|
RollOffset 3 // subtly hide an ugly looking part of the model
|
||||||
Scale 0.15 -0.12 0.15
|
Scale 0.15 -0.12 0.15
|
||||||
|
|
@ -253,8 +252,7 @@ Model "EnhancedShockRifle"
|
||||||
SurfaceSkin 0 0 "sasmd_t1.png"
|
SurfaceSkin 0 0 "sasmd_t1.png"
|
||||||
SurfaceSkin 0 1 "sasmd_t2.png"
|
SurfaceSkin 0 1 "sasmd_t2.png"
|
||||||
SurfaceSkin 0 2 "sasmd_t3.png"
|
SurfaceSkin 0 2 "sasmd_t3.png"
|
||||||
SurfaceSkin 0 3 "sasmd_t3.png"
|
SurfaceSkin 0 3 "sasmd_t4.png"
|
||||||
SurfaceSkin 0 4 "sasmd_t4.png"
|
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
RollOffset 3 // subtly hide an ugly looking part of the model
|
RollOffset 3 // subtly hide an ugly looking part of the model
|
||||||
Scale 0.15 -0.12 0.15
|
Scale 0.15 -0.12 0.15
|
||||||
|
|
|
||||||
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |