[This update requires a very recent Q/GZDoom build]

Added per-frame update option to Redeemer Readout.
Began work on blood and gore features (mostly functional at the moment).
This commit is contained in:
Marisa the Magician 2018-11-24 16:46:10 +01:00
commit 830bcff4a7
7 changed files with 401 additions and 70 deletions

View file

@ -1,33 +1,36 @@
user 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
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
server bool flak_enforcerreload = false; // enforcer can reload
user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
user color flak_colorcustom = "00 80 ff"; // custom hud color
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
// 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)
user 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)
user bool flak_showammo = true; // show ammo counters
user 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)
user 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)
user 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
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
user 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_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_doomaircontrol = false; // keep Doom's limited air control when using UT movement
server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)
server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented
server bool flak_swingers = true; // weapon recoil that affects player view
server float flak_swingerstrength = 0.5; // strength of visual recoil
server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit)
user 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
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
server bool flak_enforcerreload = false; // enforcer can reload
user 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)
user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
user color flak_colorcustom = "00 80 ff"; // custom hud color
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
// 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)
user 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)
user bool flak_showammo = true; // show ammo counters
user 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)
user 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)
user 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
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
user 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_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_doomaircontrol = false; // keep Doom's limited air control when using UT movement
server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)
server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented
server bool flak_swingers = true; // weapon recoil that affects player view
server float flak_swingerstrength = 0.5; // strength of visual recoil
server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit)
server bool flak_blood = true; // use doom tournament blood (disable if using another gore mod)
server bool flak_gibs = true; // use doom tournament gibbing (disable if using another gore mod)