Merge branch 'devel'

This commit is contained in:
Marisa the Magician 2019-10-21 22:07:35 +02:00
commit 1dcaef4c9d
1555 changed files with 4096 additions and 3035 deletions

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@ -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 GZDoom 4.2.0 or later.
This mod requires GZDoom 4.2.3 or later.
## Currently implemented
@ -55,41 +55,30 @@ This mod requires GZDoom 4.2.0 or later.
- UT player classes
- Heretic compatibility
- Spanish localization
- UT gore system (toggleable)
- UT gore system (WIP, toggleable)
- Liquid splashes
- Original Invulnerability and Night Vision items
## In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Lava/Slime footstep sounds?
- French, Italian and German localizations (I'll need help for these)
- N/A, this is the 1.0 release
## Ideas
## Planned
- Figure out some alternative invincibility item. Kinda like how I improvised
the backpack replacement.
## Future plans
- 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
- Redo player models once GZDoom gets a well deserved model animation system
overhaul (mainly to clean up the current, messy implementation of this)
- Add weapon attachment support to player models when that is also added in
(at the moment all player models have an integrated placeholder weapon)
- Unreal 1 weapons mod and maybe also a monsters mod
- Port some of my UT weapon mods (and maybe also some of my personal faves by
others, such as Psi Weapon Dreams)
- Hexen/Strife compatibility ???
- Relics?
- Stuff for 1.1
- Fancy titlemap like Doomreal.
- Touch up blood/gibbing features. At the moment, Nashgore is still a
superior alternative.
- Hexen/Strife compatibility ???
- Stuff for much later
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher
once scripted textures are implemented
- Redo player models once GZDoom gets a well deserved model animation system
overhaul (mainly to clean up the current, messy implementation of this)
- Add weapon attachment support to player models when that is also added in
(at the moment all player models have an integrated placeholder weapon)
## Known bugs
- Translocator allows telefragging other players in coop (no idea if I can
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 (still waiting on that PR)
- Biorifle sludge doesn't attach properly when it lands on the edge between
sectors. This is most noticeable with moving sectors and 3d floors.

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@ -1,3 +1,5 @@
Models, textures and audio (C)1999 Epic Games.
Porting and adjustments by Marisa Kirisame.
Special thanks to KeksDose for libeye.

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@ -43,3 +43,6 @@ server bool flak_dmsshock = false; // allow enhanced shock rifle on deathmatch
server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line
user float flak_flashstrength = 1.0; // strength of screen flashes
server bool flak_sawammo = false; // chainsaw uses fuel
user bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
user bool flak_zoomshader = false; // sniper rifle has a scope shader
server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup

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@ -12,33 +12,3 @@ WHFONT
8 WH8
9 WH9
}
// UT Font size 40 (big text in various places, also used by announcer add-on)
UTFONT40
{
TEMPLATE uf40_%03d
}
// UT Font size 12 (automap text, identification info)
UTFONT12
{
TEMPLATE uf12_%03d
}
// Tahoma size 10 (messages)
TAHOMA10
{
TEMPLATE th10_%03d
}
// Unreal Engine small font (for clip counters on hud)
USMALLFONT
{
TEMPLATE usmf_%03d
}
// Replace Doom font with Tahoma too
SMALLFONT
{
TEMPLATE th10_%03d
}

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