1.0.4:
- Adjust AmbientGlow shader to work EXACTLY like in UE1 (don't ask how I figured this out). - Fix Enforcer sometimes reloading when reloading is disabled. - Fix Enforcer pickups having no ambient glow.
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1f5778177a
commit
1a05b9b14d
6 changed files with 15 additions and 15 deletions
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@ -61,7 +61,7 @@ This mod requires GZDoom 4.2.3 or later.
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## In progress
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- N/A, this is the 1.0.3 release
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- N/A, this is the 1.0.4 release
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## Planned
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@ -484,6 +484,10 @@ HardwareShader Texture "models/JEClip.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/Jautot1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/BladeHopperT.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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@ -1,8 +1,7 @@
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// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
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#define PI 3.14159265
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// imitation of the Unreal Engine 1.x ambient glow effect
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vec4 ProcessLight( vec4 color )
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{
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float glow = (1.0+sin(timer*2*PI))*0.25;
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float glow = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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}
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@ -1,11 +1,9 @@
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// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
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// combining with brightmaps requires the brightmap to be embedded into the
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// alpha channel of the diffuse texture
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#define PI 3.14159265
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// imitation of the Unreal Engine 1.x ambient glow effect
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// plus brightmapping
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vec4 ProcessLight( vec4 color )
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{
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float bright = texture(brighttex,vTexCoord.st).x;
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float glow = (1.0+sin(timer*2*PI))*0.25;
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float glow = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
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}
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@ -1,8 +1,7 @@
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// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
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#define PI 3.14159265
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// imitation of the Unreal Engine 1.x ambient glow effect
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vec4 ProcessLight( vec4 color )
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{
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float glow = (1.0+sin(timer*2*PI))*0.25;
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float glow = 0.25+0.2*sin(timer*8);
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return vec4(min(color.rgb+vec3(glow),1.0),color.a);
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}
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@ -527,7 +527,7 @@ Class Enforcer : UTWeapon
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Dummy:
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TNT1 A 1
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{
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if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
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if ( flak_enforcerreload && (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
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else if ( flak_enforcerreload && ((invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
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@ -600,7 +600,7 @@ Class Enforcer : UTWeapon
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{
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if ( invoker.clipcount >= invoker.default.clipcount )
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{
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invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
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invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
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return ResolveState("Idle");
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}
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return ResolveState(null);
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@ -619,7 +619,7 @@ Class Enforcer : UTWeapon
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A_PlaySound("enforcer/reload",CHAN_WEAPON);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
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invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
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