1.0 release. Requires 4.2.3 or higher.
- Migrated screen projection code to libeye. - Some pickups emit light, like in Doomreal. - Backported map revealer item from Doomreal. - Brand new Invulnerability and Night Vision powerups. - Add option to allow Shield Belt and armors simultaneously. - Backported armor bonus model from Doomreal. - Added Dual Enforcers icon for HUD. - Changed player class names to their character names, like in Doomreal. - Terrain splashes. - Translocator doesn't telefrag other players in coop. - Reduced view shake from Impact Hammer. - Various other updates and bug fixes.
This commit is contained in:
parent
0ed1e6aa4f
commit
b79d29f071
91 changed files with 1994 additions and 511 deletions
336
gldefs.txt
336
gldefs.txt
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@ -1,3 +1,244 @@
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// Lights
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PulseLight "UTRedKeyLight"
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{
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Color 1.0 0.0 0.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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DontLightSelf 1
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}
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PulseLight "UTBlueKeyLight"
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{
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Color 0.0 0.0 1.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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DontLightSelf 1
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}
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PulseLight "UTGoldKeyLight"
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{
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Color 1.0 0.8 0.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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DontLightSelf 1
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}
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PulseLight "UTGreenKeyLight"
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{
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Color 0.0 1.0 0.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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DontLightSelf 1
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}
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Object "UTRedSkull"
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{
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Frame "USKL" { light "UTRedKeyLight" }
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}
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Object "UTBlueSkull"
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{
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Frame "USKL" { light "UTBlueKeyLight" }
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}
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Object "UTGoldSkull"
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{
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Frame "USKL" { light "UTGoldKeyLight" }
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}
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Object "UTRedKey"
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{
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Frame "UKEY" { light "UTRedKeyLight" }
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}
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Object "UTBlueKey"
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{
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Frame "UKEY" { light "UTBlueKeyLight" }
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}
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Object "UTGoldKey"
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{
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Frame "UKEY" { light "UTGoldKeyLight" }
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}
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Object "UTHereticYellowKey"
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{
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Frame "UKEY" { light "UTGoldKeyLight" }
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}
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Object "UTHereticGreenKey"
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{
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Frame "UKEY" { light "UTGreenKeyLight" }
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}
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Object "UTHereticBlueKey"
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{
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Frame "UKEY" { light "UTBlueKeyLight" }
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}
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PointLight SHOCKAMMOLIGHT
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{
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Color 0.0 0.2 0.8
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Size 20
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Offset 0 12 0
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Attenuate 1
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DontLightSelf 1
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}
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PointLight SHOCKAMMOLIGHT2
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{
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Color 0.0 0.1 0.3
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Size 12
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Offset 0 5 0
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Attenuate 1
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DontLightSelf 1
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}
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Object ShockAmmo
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{
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Frame "SHOA" { light "SHOCKAMMOLIGHT" }
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}
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Object ShockAmmo2
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{
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Frame "SHOA" { light "SHOCKAMMOLIGHT2" }
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}
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PointLight BIOAMMOLIGHT
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{
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Color 0.3 1.0 0.1
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Size 12
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Offset 3 4 0
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Attenuate 1
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DontLightSelf 1
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}
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PointLight BIOAMMOLIGHT2
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{
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Color 0.3 1.0 0.1
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Size 9
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Offset 2 3 0
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Attenuate 1
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DontLightSelf 1
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}
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Object BioAmmo
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{
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Frame "BIOA" { light "BIOAMMOLIGHT" }
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}
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Object BioAmmo2
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{
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Frame "BIOA" { light "BIOAMMOLIGHT2" }
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}
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PointLight PULSEAMMOLIGHT
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{
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Color 0.15 0.3 0.05
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Size 12
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Offset 0 4 0
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Attenuate 1
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DontLightSelf 1
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}
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Object PulseAmmo
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{
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Frame "PAMO" { light "PULSEAMMOLIGHT" }
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}
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PointLight HEALTHPACKLIGHT
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{
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Color 0.0 0.2 1.0
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Size 40
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Offset 12 12 0
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Attenuate 1
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DontLightSelf 1
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}
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Object UTHealthPack
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{
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Frame "HBOX" { light "HEALTHPACKLIGHT" }
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}
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Object ActHealthPack
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{
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Frame "HBOX" { light "HEALTHPACKLIGHT" }
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}
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PointLight HEALTHBOXLIGHT
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{
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Color 0.0 0.2 1.0
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Size 30
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Offset 0 12 0
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Attenuate 1
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DontLightSelf 1
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}
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Object UTHealthBox
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{
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Frame "HBOX" { light "HEALTHBOXLIGHT" }
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}
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Object ActHealthBox
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{
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Frame "HBOX" { light "HEALTHBOXLIGHT" }
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}
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PointLight MEDBOXLIGHT
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{
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Color 0.0 0.2 1.0
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Size 20
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Offset 0 12 0
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Attenuate 1
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DontLightSelf 1
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}
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Object UTMedBox
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{
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Frame "HBOX" { light "MEDBOXLIGHT" }
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}
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Object ActMedBox
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{
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Frame "HBOX" { light "MEDBOXLIGHT" }
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}
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PointLight HEALTHVIALLIGHT
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{
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Color 0.3 0.6 1.0
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Size 20
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Offset 0 12 0
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Attenuate 1
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DontLightSelf 1
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}
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Object UTHealthBonus
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{
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Frame "VIAL" { light "HEALTHVIALLIGHT" }
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}
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PointLight UTCOMPLIGHT
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{
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Color 0.3 1.0 0.2
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Size 12
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Offset 0 8 0
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Attenuate 1
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}
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Object UTMapRevealer
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{
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Frame "TRNS" { light "UTCOMPLIGHT" }
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}
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PointLight UTINVISLIGHT
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{
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Color 0.3 0.3 0.32
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Size 12
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Offset 0 8 0
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Attenuate 1
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}
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Object UTInvisibility
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{
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Frame "INVS" { light "UTINVISLIGHT" }
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}
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Object ActUTInvisibility
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{
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Frame "INVS" { light "UTINVISLIGHT" }
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}
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PointLight UTVISLIGHT
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{
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Color 0.3 0.5 0.8
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Size 30
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Offset 0 24 0
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Attenuate 1
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}
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Object UTNightVision
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{
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Frame "UKEY" { light "UTVISLIGHT" }
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}
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Object ActUTNightVision
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{
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Frame "UKEY" { light "UTVISLIGHT" }
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}
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// Shaders / Brightmaps
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HardwareShader Texture "models/Jgreen.png"
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{
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Shader "shaders/glsl/MeshEnviroMap.fp"
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@ -462,16 +703,6 @@ HardwareShader Texture "invis31"
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{
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Shader "shaders/glsl/MeshEnviroMap.fp"
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}
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HardwareShader Texture "models/JTranslator1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JTranslator1.png"
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}
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HardwareShader Texture "models/JBigFlash1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JBigFlash1.png"
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}
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Brightmap Texture "models/Chunk_a00.png"
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{
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Map "brightmaps/Chunk_a00.png"
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@ -528,74 +759,51 @@ HardwareShader Texture "models/jbarrel4.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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PulseLight "UTRedKeyLight"
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HardwareShader Texture "models/shield.png"
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{
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Color 1.0 0.0 0.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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PulseLight "UTBlueKeyLight"
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HardwareShader Texture "models/JAllMap1_a00.png"
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{
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Color 0.0 0.0 1.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JAllMap1_a00.png"
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}
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PulseLight "UTGoldKeyLight"
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HardwareShader Texture "models/JAllMap1_a01.png"
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{
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Color 1.0 0.8 0.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JAllMap1_a01.png"
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}
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PulseLight "UTGreenKeyLight"
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HardwareShader Texture "models/JAllMap1_a02.png"
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{
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Color 0.0 1.0 0.0
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Size 15
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SecondarySize 20
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Interval 2.0
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Offset 0 16 0
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JAllMap1_a02.png"
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}
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Object "UTRedSkull"
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HardwareShader Texture "models/JAllMap1_a03.png"
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{
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Frame "USKL" { light "UTRedKeyLight" }
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JAllMap1_a03.png"
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}
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Object "UTBlueSkull"
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HardwareShader Texture "models/JAllMap2.png"
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{
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Frame "USKL" { light "UTBlueKeyLight" }
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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Object "UTGoldSkull"
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HardwareShader Texture "models/JAllMap3.png"
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{
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Frame "USKL" { light "UTGoldKeyLight" }
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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Object "UTRedKey"
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HardwareShader Texture "models/GOLD.png"
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{
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Frame "UKEY" { light "UTRedKeyLight" }
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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Object "UTBlueKey"
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HardwareShader Texture "models/s_camera.png"
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{
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Frame "UKEY" { light "UTBlueKeyLight" }
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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Object "UTGoldKey"
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HardwareShader Texture "models/Effect1.png"
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{
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Frame "UKEY" { light "UTGoldKeyLight" }
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}
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Object "UTHereticYellowKey"
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{
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Frame "UKEY" { light "UTGoldKeyLight" }
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}
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Object "UTHereticGreenKey"
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{
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Frame "UKEY" { light "UTGreenKeyLight" }
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}
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Object "UTHereticBlueKey"
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{
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Frame "UKEY" { light "UTBlueKeyLight" }
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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// PP shaders
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HardwareShader PostProcess scene
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{
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Name "RedeemerView"
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@ -603,6 +811,13 @@ HardwareShader PostProcess scene
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Texture StaticTexture "textures/static1.png"
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Uniform float Timer
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}
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HardwareShader PostProcess scene
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{
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Name "UTRifleScope"
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Shader "shaders/glsl/UTRifleScope.fp" 330
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}
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// Skyboxes
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SkyBox "KGDaySky" fliptop
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{
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"graphics/SkySetB_front.png"
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@ -612,8 +827,3 @@ SkyBox "KGDaySky" fliptop
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"graphics/SkySetB_up.png"
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"graphics/SkySetB_down.png"
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}
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HardwareShader PostProcess scene
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{
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Name "UTRifleScope"
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Shader "shaders/glsl/UTRifleScope.fp" 330
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}
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