1.2 update w/ GZDoom 4.9 features:
- Changeable player skins. - Ammo LEDs are now 1:1 with UT by using canvas textures. - Integrate some add-ons, including reskins. - Various fixes (some backported from Demolitionist). - Migrated from libeye to Gutamatics.
30
Readme.md
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@ -2,9 +2,11 @@
|
||||||
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|
||||||
What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod.
|
What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod.
|
||||||
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|
||||||
This mod requires GZDoom 4.3 or later.
|
This mod requires GZDoom 4.9 or later.
|
||||||
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|
||||||
## Currently implemented
|
Four years have passed since all of this started, in 2018. It took four years for some of the planned features to finally be possible. A lot of time sure has passed, huh?
|
||||||
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|
||||||
|
## What's In
|
||||||
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|
||||||
- Flak Cannon (slot 8)
|
- Flak Cannon (slot 8)
|
||||||
- ASMD Shock Rifle (slot 4)
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- ASMD Shock Rifle (slot 4)
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||||||
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|
@ -52,29 +54,25 @@ This mod requires GZDoom 4.3 or later.
|
||||||
- UT player classes
|
- UT player classes
|
||||||
- Heretic compatibility
|
- Heretic compatibility
|
||||||
- Spanish localization
|
- Spanish localization
|
||||||
- UT gore system (WIP, toggleable)
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|
||||||
- Liquid splashes
|
- Liquid splashes
|
||||||
- Original Invulnerability and Night Vision items
|
- Original Invulnerability and Night Vision items
|
||||||
- Hexen compatibility
|
- Hexen compatibility
|
||||||
- Fancy titlemap
|
- Fancy titlemap
|
||||||
- Semi-accurate UT sound behaviour
|
- Semi-accurate UT sound behaviour
|
||||||
- Hacky cameratexture ammo counters for Pulsegun, Minigun, Flak Cannon and rocket launcher (may break)
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- Ammo counters on weapon models
|
||||||
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- Support for player skin customization
|
||||||
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- On-the-fly reskins for certain weapons and items
|
||||||
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|
||||||
## In progress
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## What's Barely There
|
||||||
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|
||||||
- N/A this is the 1.1.3 release.
|
- UT gore system (incomplete, toggleable, other gore mods are recommended instead)
|
||||||
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|
||||||
## Planned
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## What Didn't Make It
|
||||||
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|
||||||
- Stuff for 1.2
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- Third person weapon models (all players currently look like they're holding a Quadshot, features for this are not in 4.9)
|
||||||
- Refactor everything, backporting many fixes and improvements from SWWM GZ.
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- Additional player classes (Skaarj Hybrid, Nali, War Cow), including those that use skeletal models (Xan Mk2, War Boss)
|
||||||
- Touch up blood/gibbing features. At the moment, Nashgore is still a superior alternative.
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- Relics
|
||||||
- Help screens describing items and stuff (maybe?).
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|
||||||
- Stuff for much later
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|
||||||
- Proper scripted textures for ammo counters, if they are ever implemented.
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|
||||||
- Redo player models once GZDoom gets a well deserved model animation system 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 (at the moment all player models have an integrated placeholder weapon).
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|
||||||
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|
||||||
## Known bugs
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## Known Bugs
|
||||||
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|
||||||
- Biorifle sludge doesn't attach properly when it lands on the edge between sectors. This is most noticeable with moving sectors and 3d floors. It doesn't seem like there's an easy fix for this.
|
- Biorifle sludge doesn't attach properly when it lands on the edge between sectors. This is most noticeable with moving sectors and 3d floors. It doesn't seem like there's an easy fix for this.
|
||||||
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|
||||||
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@ -4,7 +4,7 @@ texture static1
|
||||||
range static4 tics 1
|
range static4 tics 1
|
||||||
texture invis00
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texture invis00
|
||||||
range invis31 tics 2
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range invis31 tics 2
|
||||||
cameratexture PAmmoLed 256 128
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canvastexture PAmmoLed 256 128
|
||||||
cameratexture FlakALed 128 64
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canvastexture FlakALed 128 64
|
||||||
cameratexture MiniALed 64 64
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canvastexture MiniALed 64 64
|
||||||
cameratexture RAmmoLed 64 64
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canvastexture AmbGlowT 4 4
|
||||||
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|
||||||
BIN
brightmaps/220/Judamage1.png
Normal file
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After Width: | Height: | Size: 1.1 KiB |
BIN
brightmaps/220/Jwarhead4.png
Normal file
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After Width: | Height: | Size: 1.4 KiB |
BIN
brightmaps/220/Jwhpick1.png
Normal file
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After Width: | Height: | Size: 656 B |
BIN
brightmaps/220/oldtloc1.png
Normal file
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After Width: | Height: | Size: 6.3 KiB |
BIN
brightmaps/222/JPulseGun_02.png
Normal file
|
After Width: | Height: | Size: 226 B |
BIN
brightmaps/222/JPulsePickup_01.png
Normal file
|
After Width: | Height: | Size: 226 B |
BIN
brightmaps/222/Jwarhead4.png
Normal file
|
After Width: | Height: | Size: 1.4 KiB |
BIN
brightmaps/222/Jwhpick1.png
Normal file
|
After Width: | Height: | Size: 656 B |
BIN
brightmaps/322/JPulseGun_02.png
Normal file
|
After Width: | Height: | Size: 937 B |
BIN
brightmaps/322/JPulsePickup_01.png
Normal file
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After Width: | Height: | Size: 226 B |
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Before Width: | Height: | Size: 6.8 KiB After Width: | Height: | Size: 6.8 KiB |
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Before Width: | Height: | Size: 6.5 KiB After Width: | Height: | Size: 6.5 KiB |
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Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 5.6 KiB |
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Before Width: | Height: | Size: 547 B After Width: | Height: | Size: 545 B |
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Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.5 KiB |
|
|
@ -1,6 +1,6 @@
|
||||||
Models, textures and audio (C)1999 Epic Games.
|
Models, textures and audio (C)1999 Epic Games.
|
||||||
|
|
||||||
Porting and adjustments by Marisa Kirisame.
|
Porting and adjustments by Marisa the Magician.
|
||||||
|
|
||||||
Special thanks to KeksDose for libeye.
|
Special thanks to Gutawer for Gutamatics.
|
||||||
Special thanks also to Skerion for the video used by the anti-bd switch.
|
Special thanks also to Skerion for the video used by the anti-bd switch.
|
||||||
|
|
|
||||||
64
cvarinfo.txt
|
|
@ -1,29 +1,28 @@
|
||||||
user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
|
nosave int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
|
||||||
user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
|
nosave bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
|
||||||
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
|
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
|
||||||
server bool flak_enforcerreload = false; // enforcer can reload
|
server bool flak_enforcerreload = false; // enforcer can reload
|
||||||
user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
|
nosave bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
|
||||||
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)
|
nosave int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
|
||||||
user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
|
nosave color flak_colorcustom = "00 80 ff"; // custom hud color
|
||||||
user color flak_colorcustom = "00 80 ff"; // custom hud color
|
nosave int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
|
||||||
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
|
|
||||||
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
|
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
|
||||||
// status is never fully opaque (clamped under 16)
|
// status is never fully opaque (clamped under 16)
|
||||||
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
|
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
|
||||||
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
|
nosave bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
|
||||||
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)
|
nosave 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)
|
||||||
user bool flak_showammo = true; // show ammo counters
|
nosave bool flak_showammo = true; // show ammo counters
|
||||||
user bool flak_showfrags = true; // show kill/frag count
|
nosave bool flak_showfrags = true; // show kill/frag count
|
||||||
user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
|
nosave bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
|
||||||
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
|
nosave float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
|
||||||
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
|
nosave float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
|
||||||
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
|
nosave float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
|
||||||
user bool flak_footsteps = true; // players make footstep sounds
|
nosave bool flak_footsteps = true; // players make footstep sounds
|
||||||
user bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT)
|
nosave bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT)
|
||||||
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
|
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
|
||||||
server bool flak_transloc2k4 = false; // translocator has recharging ammo like in UT2k4 and up
|
server bool flak_transloc2k4 = false; // translocator has recharging ammo like in UT2k4 and up
|
||||||
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
|
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
|
||||||
user bool flak_deemershader = false; // fancy blur/grain/tint shader
|
nosave bool flak_deemershader = false; // fancy blur/grain/tint shader
|
||||||
server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
|
server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
|
||||||
server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
|
server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
|
||||||
server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
|
server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
|
||||||
|
|
@ -38,8 +37,31 @@ server bool flak_blood = true; // [WIP] use doom tournament blood (disable if
|
||||||
server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)
|
server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)
|
||||||
server bool flak_doomtest = false; // made toggleable due to loud complaints
|
server bool flak_doomtest = false; // made toggleable due to loud complaints
|
||||||
server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line
|
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
|
nosave float flak_flashstrength = 1.0; // strength of screen flashes
|
||||||
server bool flak_sawammo = false; // chainsaw uses fuel
|
server bool flak_sawammo = false; // chainsaw uses fuel
|
||||||
user bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
|
nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
|
||||||
user 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 String flak_cmdoskin = "cmdo"; // skin for Male Commando class
|
||||||
|
user String flak_cmdoface = "blake"; // face for Male Commando class
|
||||||
|
user String flak_fcmdskin = "cmdo"; // skin for Female Commando class
|
||||||
|
user String flak_fcmdface = "ivana"; // face for Female Commando class
|
||||||
|
user String flak_sldrskin = "sldr"; // skin for Male Soldier class
|
||||||
|
user String flak_sldrface = "brock"; // face for Male Soldier class
|
||||||
|
user String flak_armyskin = "army"; // skin for Female Soldier class
|
||||||
|
user String flak_armyface = "lauren"; // face for Female Soldier class
|
||||||
|
|
||||||
|
nosave bool flak_oldudamage = false; // v220 UDamage skin
|
||||||
|
nosave int flak_oldredeemer = 0; // v220 or v222 Redeemer skin
|
||||||
|
nosave bool flak_oldimpact = false; // v220 Impact Hammer skin
|
||||||
|
server bool flak_oldtloc = false; // v220 Translocator (not a skin, so can't be clientside)
|
||||||
|
nosave int flak_oldpulse = 0; // v222 or v322 Pulsegun skin
|
||||||
|
|
||||||
|
nosave bool flak_announcer = false; // enable UT announcer
|
||||||
|
nosave float flak_announcervol = 0.5; // volume of announcer
|
||||||
|
|
||||||
|
nosave bool flak_voices = false; // enable UT taunts
|
||||||
|
nosave float flak_voicevol = 1.0; // volume of taunts
|
||||||
|
|
|
||||||
|
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