1.3.1 update. compatibility w/ newer versions of source ports.

This commit is contained in:
Marisa the Magician 2025-11-01 13:32:57 +01:00
commit 1583863894
16 changed files with 58 additions and 205 deletions

View file

@ -1,4 +1,4 @@
Copyright (c) 2018-2023 Marisa the Magician, UnSX Team Copyright (c) 2018-2025 Marisa the Magician, UnSX Team
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View file

@ -7,4 +7,3 @@ texture invis00
canvastexture PAmmoLed 256 128 canvastexture PAmmoLed 256 128
canvastexture FlakALed 128 64 canvastexture FlakALed 128 64
canvastexture MiniALed 64 64 canvastexture MiniALed 64 64
canvastexture AmbGlowT 4 4

View file

@ -42,7 +42,6 @@ server bool flak_sawammo = false; // chainsaw uses fuel
nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying) nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
nosave bool flak_zoomshader = false; // sniper rifle has a scope shader nosave bool flak_zoomshader = false; // sniper rifle has a scope shader
server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup
nosave int flak_ambglow = 1; // ambient glow for pickup skins (0: none, 1: normal, 2: high visibility)
user int flak_skinteam = -1; // team color for player skin user int flak_skinteam = -1; // team color for player skin
user String flak_cmdoskin = "cmdo"; // skin for Male Commando class user String flak_cmdoskin = "cmdo"; // skin for Male Commando class

View file

@ -311,13 +311,11 @@ HardwareShader Texture "models/jhbox1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/jhbox1.png" Texture "brighttex" "brightmaps/jhbox1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/bossheadT.png" HardwareShader Texture "models/bossheadT.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/bossheadT.png" Texture "brighttex" "brightmaps/bossheadT.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/bossgibT.png" Brightmap Texture "models/bossgibT.png"
{ {
@ -335,7 +333,6 @@ HardwareShader Texture "models/JBRifle2.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JBRifle2.png" Texture "brighttex" "brightmaps/JBRifle2.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JBRifle21.png" Brightmap Texture "models/JBRifle21.png"
{ {
@ -357,13 +354,11 @@ HardwareShader Texture "models/JBammo1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JBammo1.png" Texture "brighttex" "brightmaps/JBammo1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ASMD_t.png" HardwareShader Texture "models/ASMD_t.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/ASMD_t.png" Texture "brighttex" "brightmaps/ASMD_t.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/ASMD_t1.png" Brightmap Texture "models/ASMD_t1.png"
{ {
@ -381,19 +376,16 @@ HardwareShader Texture "models/JShockCore.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JShockCore.png" Texture "brighttex" "brightmaps/JShockCore.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JShockCore_2.png" HardwareShader Texture "models/JShockCore_2.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JShockCore_2.png" Texture "brighttex" "brightmaps/JShockCore_2.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/SASMD_t.png" HardwareShader Texture "models/SASMD_t.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/ASMD_t.png" Texture "brighttex" "brightmaps/ASMD_t.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/SASMD_t1.png" Brightmap Texture "models/SASMD_t1.png"
{ {
@ -411,7 +403,6 @@ HardwareShader Texture "models/JSShockCore.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JShockCore.png" Texture "brighttex" "brightmaps/JShockCore.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/Jwarhead2.png" Brightmap Texture "models/Jwarhead2.png"
{ {
@ -425,13 +416,11 @@ HardwareShader Texture "models/Jwhpick1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Jwhpick1.png" Texture "brighttex" "brightmaps/Jwhpick1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JPammo_01.png" HardwareShader Texture "models/JPammo_01.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPammo_01.png" Texture "brighttex" "brightmaps/JPammo_01.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JPulseGun_02.png" Brightmap Texture "models/JPulseGun_02.png"
{ {
@ -441,179 +430,145 @@ HardwareShader Texture "models/JPulsePickup_01.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPulsePickup_01.png" Texture "brighttex" "brightmaps/JPulsePickup_01.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/AToxSuit1.png" HardwareShader Texture "models/AToxSuit1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/GoldSkin2.png" HardwareShader Texture "models/GoldSkin2.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JFA1.png" HardwareShader Texture "models/JFA1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Flak_t.png" HardwareShader Texture "models/Flak_t.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JMedBox1.png" HardwareShader Texture "models/JMedBox1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JThighPads_01.png" HardwareShader Texture "models/JThighPads_01.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JVial0.png" HardwareShader Texture "models/JVial0.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jarmor2.png" HardwareShader Texture "models/Jarmor2.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jflakslugel1_.png" HardwareShader Texture "models/Jflakslugel1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jhboxbeta1.png" HardwareShader Texture "models/Jhboxbeta1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jmissile_01_.png" HardwareShader Texture "models/Jmissile_01_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/AUbelt1.png" HardwareShader Texture "models/AUbelt1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/AUbelt1.png" Texture "brighttex" "brightmaps/AUbelt1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/jinvis.png" HardwareShader Texture "models/jinvis.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/jinvis.png" Texture "brighttex" "brightmaps/jinvis.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jlboot2.png" HardwareShader Texture "models/Jlboot2.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Jlboot2.png" Texture "brighttex" "brightmaps/Jlboot2.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRelicSkull_01b.png" HardwareShader Texture "models/JRelicSkull_01b.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRelicSkull_01.png" Texture "brighttex" "brightmaps/JRelicSkull_01.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRelicSkull_01g.png" HardwareShader Texture "models/JRelicSkull_01g.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRelicSkull_01.png" Texture "brighttex" "brightmaps/JRelicSkull_01.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRelicSkull_01r.png" HardwareShader Texture "models/JRelicSkull_01r.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRelicSkull_01.png" Texture "brighttex" "brightmaps/JRelicSkull_01.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/BlueSkin2.png" HardwareShader Texture "models/BlueSkin2.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/RedSkin2.png" HardwareShader Texture "models/RedSkin2.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/NewGreen.png" HardwareShader Texture "models/NewGreen.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/bpak.png" HardwareShader Texture "models/bpak.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JEClip.png" HardwareShader Texture "models/JEClip.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jautot1.png" HardwareShader Texture "models/Jautot1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/BladeHopperT.png" HardwareShader Texture "models/BladeHopperT.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JM21.png" HardwareShader Texture "models/JM21.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Mini_t.png" HardwareShader Texture "models/Mini_t.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRocketPack1.png" HardwareShader Texture "models/JRocketPack1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JuRocket1_.png" HardwareShader Texture "models/JuRocket1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Eight_t.png" HardwareShader Texture "models/Eight_t.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/BulletBoxT.png" HardwareShader Texture "models/BulletBoxT.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/RifleR1.png" HardwareShader Texture "models/RifleR1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRifle2.png" HardwareShader Texture "models/JRifle2.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRazorw.png" HardwareShader Texture "models/JRazorw.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRazorw.png" Texture "brighttex" "brightmaps/JRazorw.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JRazor2.png" Brightmap Texture "models/JRazor2.png"
{ {
@ -655,13 +610,11 @@ HardwareShader Texture "models/tloc1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/tloc1.png" Texture "brighttex" "brightmaps/tloc1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/tloc2_.png" HardwareShader Texture "models/tloc2_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/tloc2.png" Texture "brighttex" "brightmaps/tloc2.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "invis00" HardwareShader Texture "invis00"
{ {
@ -842,104 +795,86 @@ Brightmap Texture "models/Chunk_a11.png"
HardwareShader Texture "models/JChainSawPick1.png" HardwareShader Texture "models/JChainSawPick1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/jbarrel4.png" HardwareShader Texture "models/jbarrel4.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/shield.png" HardwareShader Texture "models/shield.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAllMap1_a00.png" HardwareShader Texture "models/JAllMap1_a00.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a00.png" Texture "brighttex" "brightmaps/JAllMap1_a00.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAllMap1_a01.png" HardwareShader Texture "models/JAllMap1_a01.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a01.png" Texture "brighttex" "brightmaps/JAllMap1_a01.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAllMap1_a02.png" HardwareShader Texture "models/JAllMap1_a02.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a02.png" Texture "brighttex" "brightmaps/JAllMap1_a02.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAllMap1_a03.png" HardwareShader Texture "models/JAllMap1_a03.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a03.png" Texture "brighttex" "brightmaps/JAllMap1_a03.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAllMap2.png" HardwareShader Texture "models/JAllMap2.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAllMap3.png" HardwareShader Texture "models/JAllMap3.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/GOLD.png" HardwareShader Texture "models/GOLD.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/s_camera.png" HardwareShader Texture "models/s_camera.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Effect1.png" HardwareShader Texture "models/Effect1.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ABoxBlue_env.png" HardwareShader Texture "models/ABoxBlue_env.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ABoxGreen_env.png" HardwareShader Texture "models/ABoxGreen_env.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ABoxRed_env.png" HardwareShader Texture "models/ABoxRed_env.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ABoxPurple_env.png" HardwareShader Texture "models/ABoxPurple_env.png"
{ {
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAmmoBox1.png" HardwareShader Texture "models/JAmmoBox1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture brighttex "brightmaps/JAmmoBox1.png" Texture "brighttex" "brightmaps/JAmmoBox1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/S_Ammo.png" HardwareShader Texture "models/S_Ammo.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture brighttex "brightmaps/S_Ammo.png" Texture "brighttex" "brightmaps/S_Ammo.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "graphics/UTBg.png" HardwareShader Texture "graphics/UTBg.png"
{ {
Shader "shaders/glsl/UTBg.fp" Shader "shaders/glsl/UTBg.fp"
Texture starstex "graphics/UTBg_Stars.png" Texture "starstex" "graphics/UTBg_Stars.png"
Texture moontex "graphics/UTBg_Moon.png" Texture "moontex" "graphics/UTBg_Moon.png"
} }
HardwareShader Texture "graphics/UTProtoBg.png" HardwareShader Texture "graphics/UTProtoBg.png"
{ {
@ -948,23 +883,22 @@ HardwareShader Texture "graphics/UTProtoBg.png"
HardwareShader Texture "models/AmmoLed.png" HardwareShader Texture "models/AmmoLed.png"
{ {
Shader "shaders/glsl/AmmoLed.fp" Shader "shaders/glsl/AmmoLed.fp"
Texture scrtex "PAmmoLed" Texture "scrtex" "PAmmoLed"
} }
HardwareShader Texture "models/FlakAmmoLED.png" HardwareShader Texture "models/FlakAmmoLED.png"
{ {
Shader "shaders/glsl/AmmoLed.fp" Shader "shaders/glsl/AmmoLed.fp"
Texture scrtex "FlakALed" Texture "scrtex" "FlakALed"
} }
HardwareShader Texture "models/miniammoled.png" HardwareShader Texture "models/miniammoled.png"
{ {
Shader "shaders/glsl/AmmoLed.fp" Shader "shaders/glsl/AmmoLed.fp"
Texture scrtex "MiniALed" Texture "scrtex" "MiniALed"
} }
HardwareShader Texture "models/220/Judamage1.png" HardwareShader Texture "models/220/Judamage1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/220/Judamage1.png" Texture "brighttex" "brightmaps/220/Judamage1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/220/oldtloc1.png" Brightmap Texture "models/220/oldtloc1.png"
{ {
@ -974,7 +908,6 @@ HardwareShader Texture "models/220/oldtloc1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/220/oldtloc1.png" Texture "brighttex" "brightmaps/220/oldtloc1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/220/Jwarhead4.png" Brightmap Texture "models/220/Jwarhead4.png"
{ {
@ -984,12 +917,10 @@ HardwareShader Texture "models/220/Jwhpick1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/220/Jwhpick1.png" Texture "brighttex" "brightmaps/220/Jwhpick1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/220/wars_.png" HardwareShader Texture "models/220/wars_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/222/Jwarhead4.png" Brightmap Texture "models/222/Jwarhead4.png"
{ {
@ -999,12 +930,10 @@ HardwareShader Texture "models/222/Jwhpick1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/222/Jwhpick1.png" Texture "brighttex" "brightmaps/222/Jwhpick1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/222/Jwars1_.png" HardwareShader Texture "models/222/Jwars1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/222/JPulseGun_02.png" Brightmap Texture "models/222/JPulseGun_02.png"
{ {
@ -1014,7 +943,6 @@ HardwareShader Texture "models/222/JPulsePickup_01.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/222/JPulsePickup_01.png" Texture "brighttex" "brightmaps/222/JPulsePickup_01.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/322/JPulseGun_02.png" Brightmap Texture "models/322/JPulseGun_02.png"
{ {
@ -1024,7 +952,6 @@ HardwareShader Texture "models/322/JPulsePickup_01.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/322/JPulsePickup_01.png" Texture "brighttex" "brightmaps/322/JPulsePickup_01.png"
Texture "ambglow" "AmbGlowT"
} }
// PP shaders // PP shaders
HardwareShader PostProcess scene HardwareShader PostProcess scene

View file

@ -263,10 +263,6 @@ FLAK_SKIN = "Skin";
FLAK_FACE = "Face"; FLAK_FACE = "Face";
FLAK_BOPTS = "Beta Models"; FLAK_BOPTS = "Beta Models";
FLAK_XOPTS = "Extras"; FLAK_XOPTS = "Extras";
FLAK_AMBGLOW = "Ambient Glow";
FLAK_GLOWOFF = "Disabled";
FLAK_GLOWON = "Standard";
FLAK_GLOWEX = "Visible";
FLAK_MCREDS = "UT Credits"; FLAK_MCREDS = "UT Credits";
FLAK_CDT = "Doom Tournament"; FLAK_CDT = "Doom Tournament";
FLAK_CLEAD = "Development Lead:"; FLAK_CLEAD = "Development Lead:";
@ -726,9 +722,6 @@ FLAK_TCOLOR = "Color de Equipo";
FLAK_SKIN = "Piel"; FLAK_SKIN = "Piel";
FLAK_FACE = "Cara"; FLAK_FACE = "Cara";
FLAK_BOPTS = "Modelos Beta"; FLAK_BOPTS = "Modelos Beta";
FLAK_AMBGLOW = "Brillo Ambiental";
FLAK_GLOWOFF = "Desactivado";
FLAK_GLOWON = "Estándar";
FLAK_MCREDS = "Créditos de UT"; FLAK_MCREDS = "Créditos de UT";
FLAK_CLEAD = "Desarrolladora Jefe:"; FLAK_CLEAD = "Desarrolladora Jefe:";
FLAK_CASSETS = "Assets Adicionales:"; FLAK_CASSETS = "Assets Adicionales:";

View file

@ -59,12 +59,6 @@ OptionValue "DeemerVer"
1, "220" 1, "220"
2, "222" 2, "222"
} }
OptionValue "AmbientGlow"
{
0, "$FLAK_GLOWOFF"
1, "$FLAK_GLOWON"
2, "$FLAK_GLOWEX"
}
OptionMenu "UTPlayerMenu" OptionMenu "UTPlayerMenu"
{ {
Class "UTOptionMenu" Class "UTOptionMenu"
@ -112,7 +106,6 @@ OptionMenu "UTOptionMenu"
Slider "$FLAK_FSTRENGTH", "flak_flashstrength", 0.0, 1.0, 0.1, 1 Slider "$FLAK_FSTRENGTH", "flak_flashstrength", 0.0, 1.0, 0.1, 1
StaticText " " StaticText " "
StaticText "$FLAK_IOPTS", 1 StaticText "$FLAK_IOPTS", 1
Option "$FLAK_AMBGLOW", "flak_ambglow", "AmbientGlow"
Option "$FLAK_RADBOOTS", "flak_radboots", "YesNo" Option "$FLAK_RADBOOTS", "flak_radboots", "YesNo"
Option "$FLAK_VARMOR", "flak_vanillaarmor", "YesNo" Option "$FLAK_VARMOR", "flak_vanillaarmor", "YesNo"
StaticText " " StaticText " "
@ -189,13 +182,9 @@ OptionMenu "UTCreditsMenu"
StaticText "Epic Games", "White" StaticText "Epic Games", "White"
StaticText " " StaticText " "
StaticText "$FLAK_CPATRON", "Gold" StaticText "$FLAK_CPATRON", "Gold"
StaticText "Snacks, Artem Bashev, john,", "White" StaticText "Bean, Snacks, bouncytem,", "White"
StaticText "Jonas Höglund, Lilian Lamp, Valerie Thiessen,", "White" StaticText "Fantasmita, Pietro Gagliardi, NekoMithos,", "White"
StaticText "Corey Hectus, Dac, Pietro Gagliardi, Xada Xephron,", "White" StaticText "Antlason Widowz, YaGirlJuniper", "White"
StaticText "Alexa Jones-Gonzales, John, NekoMithos,", "White"
StaticText "bouncytem, Figo, Holly_Rook,", "White"
StaticText "Namsan, YaGirlJuniper, Ashley Lambert,", "White"
StaticText "LordMisfit, m8f, 3d0xp0xy", "White"
StaticText " " StaticText " "
StaticText "$FLAK_CTHANK", "Gold" StaticText "$FLAK_CTHANK", "Gold"
StaticText "KynikossDragonn, Raffine52, KeksDose, Skerion", "White" StaticText "KynikossDragonn, Raffine52, KeksDose, Skerion", "White"

View file

@ -1,26 +1,9 @@
// imitation of the Unreal Engine 1.x ambient glow effect // imitation of the Unreal Engine 1.x ambient glow effect
vec4 ProcessLight( vec4 color )
{
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
float glow = .25+.2*sin(timer*8.);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 gs = texture(ambglow,vec2(.5)).xy; mat.Base = getTexel(vTexCoord.st);
if ( gs.x > .5 ) getTexel(vTexCoord.st); float glow = .25+.2*sin(timer*8.);
if ( gs.y > .5 ) mat.Bright = vec4(vec3(glow),1.);
{ mat.Normal = ApplyNormalMap(vTexCoord.st);
float glow = max(0.,sin(timer*4.)-.5);
vec4 col = getTexel(vTexCoord.st);
return vec4(min(col.rgb+vec3(glow),1.),col.a);
}
return getTexel(vTexCoord.st);
} }

View file

@ -1,28 +1,11 @@
// imitation of the Unreal Engine 1.x ambient glow effect // imitation of the Unreal Engine 1.x ambient glow effect
// plus brightmapping // plus brightmapping
vec4 ProcessLight( vec4 color )
{
float bright = texture(brighttex,vTexCoord.st).x;
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return vec4(min(color.rgb+vec3(bright),1.),color.a);
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.),color.a);
}
float glow = .25+.2*sin(timer*8.);
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.),color.a);
}
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 gs = texture(ambglow,vec2(.5)).xy; mat.Base = getTexel(vTexCoord.st);
if ( gs.x > .5 ) getTexel(vTexCoord.st); float bright = texture(brighttex,vTexCoord.st).x;
if ( gs.y > .5 ) float glow = .25+.2*sin(timer*8.);
{ mat.Bright = vec4(vec3(min(1.,bright+glow)),1.);
float glow = max(0.,sin(timer*4.)-.5); mat.Normal = ApplyNormalMap(vTexCoord.st);
vec4 col = getTexel(vTexCoord.st);
return vec4(min(col.rgb+vec3(glow),1.),col.a);
}
return getTexel(vTexCoord.st);
} }

View file

@ -1,9 +1,4 @@
vec4 ProcessLight( vec4 color ) void SetupMaterial( inout Material mat )
{
return vec4(1.);
}
vec4 ProcessTexel()
{ {
vec2 coord = vTexCoord.st; vec2 coord = vTexCoord.st;
vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.; vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.;
@ -13,5 +8,7 @@ vec4 ProcessTexel()
dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.; dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.;
coord.y -= dist.y*.09; coord.y -= dist.y*.09;
coord.y = clamp(coord.y,0.,1.); coord.y = clamp(coord.y,0.,1.);
return getTexel(coord); mat.Base = getTexel(coord);
mat.Bright = vec4(1.); // force fullbright
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,9 +1,4 @@
vec4 ProcessLight( vec4 color ) void SetupMaterial( inout Material mat )
{
return vec4(1.);
}
vec4 ProcessTexel()
{ {
vec2 coord = vTexCoord.st; vec2 coord = vTexCoord.st;
vec2 dist = 2.*texture(warptex,vTexCoord.st*.6).xy-1.; vec2 dist = 2.*texture(warptex,vTexCoord.st*.6).xy-1.;
@ -14,5 +9,7 @@ vec4 ProcessTexel()
coord.y -= dist.y*.09; coord.y -= dist.y*.09;
coord.x += timer*.05346; coord.x += timer*.05346;
coord.y += timer*.03425; coord.y += timer*.03425;
return getTexel(coord); mat.Base = getTexel(coord);
mat.Bright = vec4(1.); // force fullbright
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,7 +1,8 @@
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close // imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
return getTexel(norm.xz*.5+.5); mat.Base = getTexel(norm.xz*.5+.5);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,29 +1,12 @@
// imitation of the Unreal Engine 1.x ambient glow effect
vec4 ProcessLight( vec4 color )
{
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
float glow = .25+.2*sin(timer*8.);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close // imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
vec4 ProcessTexel() // +
// imitation of the Unreal Engine 1.x ambient glow effect
void SetupMaterial( inout Material mat )
{ {
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
vec2 gs = texture(ambglow,vec2(.5)).xy; float glow = .25+.2*sin(timer*8.);
if ( gs.x > .5 ) getTexel(norm.xz*.5+.5); mat.Bright = vec4(vec3(glow),1.);
if ( gs.y > .5 ) mat.Base = getTexel(norm.xz*.5+.5);
{ mat.Normal = ApplyNormalMap(vTexCoord.st);
float glow = max(0.,sin(timer*4.)-.5);
vec4 col = getTexel(norm.xz*.5+.5);
return vec4(min(col.rgb+vec3(glow),1.),col.a);
}
return getTexel(norm.xz*.5+.5);
} }

View file

@ -1,4 +1,4 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
vec2 ccoord = uv-vec2(.5,1.1); vec2 ccoord = uv-vec2(.5,1.1);
@ -9,13 +9,13 @@ vec4 ProcessTexel()
vec3 bcol = texture(starstex,fract(coord)).rgb; vec3 bcol = texture(starstex,fract(coord)).rgb;
coord = uv*1.5; coord = uv*1.5;
coord = (coord-vec2(.8,.3))*2.; coord = (coord-vec2(.8,.3))*2.;
vec4 mcol = texture(moontex,coord); vec4 mcol = texture(moontex,clamp(coord,vec2(0.),vec2(1.)));
bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a); bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a);
coord = proj*.5+vec2(-.5,-1.)*timer*.1; coord = proj*.5+vec2(-.5,-1.)*timer*.1;
coord = fract(coord);
vec3 col = getTexel(coord).rgb; vec3 col = getTexel(coord).rgb;
col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5)); col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5));
col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5)); col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5));
col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.)); col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.));
return vec4(bcol+col,1.); mat.Base = vec4(bcol+col,1.);
} mat.Normal = ApplyNormalMap(vTexCoord.st);
}

View file

@ -1,22 +1,28 @@
// based on https://www.shadertoy.com/view/Ms2SWW // based on https://www.shadertoy.com/view/Ms2SWW
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
vec2 p = 2.*(uv-.5); vec2 p = 2.*(uv-.5);
p.x += sin(timer*.2)*.3; p.x += sin(timer*.2)*.3;
p.y += cos(timer*.2)*.3; p.y += cos(timer*.2)*.3;
float a = atan(p.y,p.x); float a = atan(p.y,p.x);
float a2 = atan(p.y,abs(p.x));
a += timer*.1; a += timer*.1;
a2 += timer*.1;
float r = length(p); float r = length(p);
vec2 ccoord = fract(vec2(.25/r+.1*timer,a/3.14169265)*4.); vec2 ccoord = vec2(.25/r+.1*timer,a/3.14169265)*4.;
vec3 col = getTexel(ccoord).rgb; vec2 ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
vec3 col = textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
a += .125*3.14159265; a += .125*3.14159265;
ccoord = fract(vec2(.25/r+.05*timer,a/3.14169265)*4.); a2 += .125*3.14159265;
col += getTexel(ccoord).rgb; ccoord = vec2(.25/r+.05*timer,a/3.14169265)*4.;
ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.;
col += textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb;
col *= vec3(.3,.6,1.); col *= vec3(.3,.6,1.);
col += pow(max(0.,1.2-r),1.5); col += pow(max(0.,1.2-r),1.5);
col *= vec3(1.,1.2,1.5); col *= vec3(1.,1.2,1.5);
col = clamp(col,vec3(0.),vec3(1.)); col = clamp(col,vec3(0.),vec3(1.));
return vec4(col,1.); mat.Base = vec4(col,1.);
} mat.Normal = ApplyNormalMap(vTexCoord.st);
}

View file

@ -4,7 +4,7 @@ version "4.11"
Doom Tournament main codebase Doom Tournament main codebase
Save for the third party Gutamatics library, all code here is Save for the third party Gutamatics library, all code here is
(C)2018-2023 Marisa the Magician, UnSX Team, and is released under the (C)2018-2025 Marisa the Magician, UnSX Team, and is released under the
terms of the MIT license (see LICENSE.txt). terms of the MIT license (see LICENSE.txt).
No proprietary code by Epic Games has been copied, with or without No proprietary code by Epic Games has been copied, with or without

View file

@ -4500,10 +4500,6 @@ Class UTMainHandler : EventHandler
{ {
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') ) if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e); UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
// ambient-glow shader tweaking
if ( !glowtcanvas ) glowtcanvas = TexMan.GetCanvas("AmbGlowT");
int fc = flak_ambglow;
glowtcanvas.Clear(0,0,4,4,(fc==2)?0xFF00FF00:(fc==1)?0xFF000000:0xFFFF0000);
bool deemershader = flak_deemershader; bool deemershader = flak_deemershader;
if ( e.Camera is 'GuidedWarShell' ) if ( e.Camera is 'GuidedWarShell' )
{ {