Merge branch 'devel'
51
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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full UT weapon and item mod.
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This mod requires GZDoom 4.2.0 or later.
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This mod requires GZDoom 4.2.3 or later.
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## Currently implemented
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@ -55,41 +55,30 @@ This mod requires GZDoom 4.2.0 or later.
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- UT player classes
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- Heretic compatibility
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- Spanish localization
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- UT gore system (toggleable)
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- UT gore system (WIP, toggleable)
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- Liquid splashes
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- Original Invulnerability and Night Vision items
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## In progress
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- General polishing, bugfixing and rebalancing
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- Add some more effects
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- Lava/Slime footstep sounds?
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- French, Italian and German localizations (I'll need help for these)
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- N/A, this is the 1.0 release
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## Ideas
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## Planned
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- Figure out some alternative invincibility item. Kinda like how I improvised
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the backpack replacement.
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## Future plans
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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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- 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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scripted textures are implemented
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- Redo player models once GZDoom gets a well deserved model animation system
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overhaul (mainly to clean up the current, messy implementation of this)
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- Add weapon attachment support to player models when that is also added in
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(at the moment all player models have an integrated placeholder weapon)
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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 (and maybe also some of my personal faves by
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others, such as Psi Weapon Dreams)
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- Hexen/Strife compatibility ???
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- Relics?
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- Stuff for 1.1
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- Fancy titlemap like Doomreal.
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- Touch up blood/gibbing features. At the moment, Nashgore is still a
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superior alternative.
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- Hexen/Strife compatibility ???
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- Stuff for much later
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher
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once scripted textures are implemented
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- Redo player models once GZDoom gets a well deserved model animation system
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overhaul (mainly to clean up the current, messy implementation of this)
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- Add weapon attachment support to player models when that is also added in
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(at the moment all player models have an integrated placeholder weapon)
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## Known bugs
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- Translocator allows telefragging other players in coop (no idea if I can
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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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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 (still waiting on that PR)
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- Biorifle sludge doesn't attach properly when it lands on the edge between
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sectors. This is most noticeable with moving sectors and 3d floors.
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BIN
brightmaps/JAllMap1_a00.png
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After Width: | Height: | Size: 6.8 KiB |
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brightmaps/JAllMap1_a01.png
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brightmaps/JAllMap1_a02.png
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brightmaps/JAllMap1_a03.png
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@ -1,3 +1,5 @@
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Models, textures and audio (C)1999 Epic Games.
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Porting and adjustments by Marisa Kirisame.
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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
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server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line
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user float flak_flashstrength = 1.0; // strength of screen flashes
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server bool flak_sawammo = false; // chainsaw uses fuel
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user bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
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user bool flak_zoomshader = false; // sniper rifle has a scope shader
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server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup
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30
fontdefs.txt
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@ -12,33 +12,3 @@ WHFONT
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8 WH8
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9 WH9
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}
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// UT Font size 40 (big text in various places, also used by announcer add-on)
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UTFONT40
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{
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TEMPLATE uf40_%03d
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}
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// UT Font size 12 (automap text, identification info)
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UTFONT12
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{
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TEMPLATE uf12_%03d
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}
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// Tahoma size 10 (messages)
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TAHOMA10
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{
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TEMPLATE th10_%03d
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}
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// Unreal Engine small font (for clip counters on hud)
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USMALLFONT
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{
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TEMPLATE usmf_%03d
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}
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// Replace Doom font with Tahoma too
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SMALLFONT
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{
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TEMPLATE th10_%03d
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}
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