Re-exported all models using umodelextract.
Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
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145 changed files with 36 additions and 29 deletions
13
Readme.md
13
Readme.md
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@ -47,25 +47,20 @@ This mod requires a recent GZDoom devbuild (g3.6pre-31-gd965c9aa7 or later).
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- UT-like player movement physics
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- Visual recoil affecting aim (improved A_Swing from Soundless Mound, can be
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toggled)
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- UT-like weapon dropping style
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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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- 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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- Re-export models using umodelextract to correct the "mangling" caused by
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using umodel (inconsistent texture indices, extra texture groups)
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- Fix some oddly-oriented triangles (e.g. some parts of the flak cannon, can
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be easily noticed when using invisibility)
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- Recenter the backpack mesh (it was a complete hack job to begin with)
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- UT gore system (toggleable)
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- Change the way inventory items are dropped to be more UT-like (using the
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freshly merged Inventory.OnDrop feature)
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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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- Add player models once GZDoom gets a well deserved model animation system
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@ -48,8 +48,9 @@ Model "UTHealthPack"
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{
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Path "models"
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Model 0 "hbox_d.3d"
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SurfaceSkin 0 0 "jhbox1.png"
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SurfaceSkin 0 1 "FIZZHP00"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "jhbox1.png"
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SurfaceSkin 0 2 "FIZZHP00"
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Scale 0.2 0.24 0.2
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RollOffset -90
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ZOffset 16
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@ -61,9 +62,10 @@ Model "UTHealthBox"
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{
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Path "models"
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Model 0 "hboxbeta_d.3d"
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SurfaceSkin 0 0 "jhboxbeta1.png"
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SurfaceSkin 0 1 "FIZZHP10"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "jhboxbeta1.png"
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SurfaceSkin 0 2 "FIZZHP10"
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SurfaceSkin 0 3 "FIZZHP10"
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Scale 0.08 0.08 0.096
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ZOffset 4
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@ -74,8 +76,9 @@ Model "UTMedBox"
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{
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Path "models"
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Model 0 "MedBox_d.3d"
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SurfaceSkin 0 0 "JMedBox1.png"
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SurfaceSkin 0 1 "FIZZHP10"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "JMedBox1.png"
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SurfaceSkin 0 2 "FIZZHP10"
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Scale 0.06 0.06 0.072
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ZOffset 5
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@ -244,7 +247,8 @@ Model "UTInvisibility"
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{
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Path "models"
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Model 0 "invis2M_d.3d"
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SurfaceSkin 0 0 "jinvis.png"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "jinvis.png"
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Scale 0.1 0.1 0.12
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ZOffset 9
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@ -254,7 +258,9 @@ Model "UTInvisibilityX"
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{
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Path "models"
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Model 0 "invis2M_d.3d"
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SurfaceSkin 0 1 "invis00"
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// gzdoom doesn't handle the environment mapped flag, so I had to edit
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// it into a separate texnum
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SurfaceSkin 0 2 "invis00"
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Scale 0.1 0.1 0.12
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ZOffset 9
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@ -87,9 +87,10 @@ Model "PulseGun"
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{
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Path "models"
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Model 0 "PulseGunR_d.3d"
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SurfaceSkin 0 0 "AmmoLedBase.png"
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SurfaceSkin 0 1 "JPulseGun_02.png"
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SurfaceSkin 0 2 "JPulseGun_03.png"
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// indices start at 1 for this model
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SurfaceSkin 0 1 "AmmoLedBase.png"
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SurfaceSkin 0 2 "JPulseGun_02.png"
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SurfaceSkin 0 3 "JPulseGun_03.png"
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AngleOffset 90
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Scale 0.26 -0.28 0.28
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Offset 0.0 -7.5 -10.4
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@ -29,7 +29,8 @@ Model "Razor2"
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{
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Path "models"
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Model 0 "RazorBlade_d.3d"
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SurfaceSkin 0 0 "RazSkin.png"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "RazSkin.png"
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Offset -9.5 0 0
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Scale 0.18 0.18 0.216
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AngleOffset 90
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@ -42,7 +43,8 @@ Model "Razor2Trail"
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{
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Path "models"
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Model 0 "RazorBlade_d.3d"
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SurfaceSkin 0 1 "RazTrail.png"
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// indices start at 1 for this mesh
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SurfaceSkin 0 2 "RazTrail.png"
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Offset -19 0 0
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Scale 0.36 0.18 0.216
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AngleOffset 90
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@ -56,7 +58,8 @@ Model "Razor2Alt"
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{
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Path "models"
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Model 0 "RazorBlade_d.3d"
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SurfaceSkin 0 0 "RazSkin.png"
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// indices start at 1 for this mesh
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SurfaceSkin 0 1 "RazSkin.png"
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Offset -9.5 0 0
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Scale 0.18 0.18 0.216
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AngleOffset 90
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@ -165,8 +165,7 @@ Model "ShockRifle"
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SurfaceSkin 0 0 "asmd_t1.png"
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SurfaceSkin 0 1 "asmd_t2.png"
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SurfaceSkin 0 2 "asmd_t3.png"
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SurfaceSkin 0 3 "asmd_t3.png"
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SurfaceSkin 0 4 "asmd_t4.png"
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SurfaceSkin 0 3 "asmd_t4.png"
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AngleOffset 90
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RollOffset 3 // subtly hide an ugly looking part of the model
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Scale 0.15 -0.12 0.15
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@ -253,8 +252,7 @@ Model "EnhancedShockRifle"
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SurfaceSkin 0 0 "sasmd_t1.png"
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SurfaceSkin 0 1 "sasmd_t2.png"
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SurfaceSkin 0 2 "sasmd_t3.png"
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SurfaceSkin 0 3 "sasmd_t3.png"
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SurfaceSkin 0 4 "sasmd_t4.png"
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SurfaceSkin 0 3 "sasmd_t4.png"
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AngleOffset 90
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RollOffset 3 // subtly hide an ugly looking part of the model
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Scale 0.15 -0.12 0.15
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