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:
Marisa the Magician 2019-10-21 21:57:35 +02:00
commit b79d29f071
91 changed files with 1994 additions and 511 deletions

View file

@ -1,3 +1,244 @@
// Lights
PulseLight "UTRedKeyLight"
{
Color 1.0 0.0 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
DontLightSelf 1
}
PulseLight "UTBlueKeyLight"
{
Color 0.0 0.0 1.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
DontLightSelf 1
}
PulseLight "UTGoldKeyLight"
{
Color 1.0 0.8 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
DontLightSelf 1
}
PulseLight "UTGreenKeyLight"
{
Color 0.0 1.0 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
DontLightSelf 1
}
Object "UTRedSkull"
{
Frame "USKL" { light "UTRedKeyLight" }
}
Object "UTBlueSkull"
{
Frame "USKL" { light "UTBlueKeyLight" }
}
Object "UTGoldSkull"
{
Frame "USKL" { light "UTGoldKeyLight" }
}
Object "UTRedKey"
{
Frame "UKEY" { light "UTRedKeyLight" }
}
Object "UTBlueKey"
{
Frame "UKEY" { light "UTBlueKeyLight" }
}
Object "UTGoldKey"
{
Frame "UKEY" { light "UTGoldKeyLight" }
}
Object "UTHereticYellowKey"
{
Frame "UKEY" { light "UTGoldKeyLight" }
}
Object "UTHereticGreenKey"
{
Frame "UKEY" { light "UTGreenKeyLight" }
}
Object "UTHereticBlueKey"
{
Frame "UKEY" { light "UTBlueKeyLight" }
}
PointLight SHOCKAMMOLIGHT
{
Color 0.0 0.2 0.8
Size 20
Offset 0 12 0
Attenuate 1
DontLightSelf 1
}
PointLight SHOCKAMMOLIGHT2
{
Color 0.0 0.1 0.3
Size 12
Offset 0 5 0
Attenuate 1
DontLightSelf 1
}
Object ShockAmmo
{
Frame "SHOA" { light "SHOCKAMMOLIGHT" }
}
Object ShockAmmo2
{
Frame "SHOA" { light "SHOCKAMMOLIGHT2" }
}
PointLight BIOAMMOLIGHT
{
Color 0.3 1.0 0.1
Size 12
Offset 3 4 0
Attenuate 1
DontLightSelf 1
}
PointLight BIOAMMOLIGHT2
{
Color 0.3 1.0 0.1
Size 9
Offset 2 3 0
Attenuate 1
DontLightSelf 1
}
Object BioAmmo
{
Frame "BIOA" { light "BIOAMMOLIGHT" }
}
Object BioAmmo2
{
Frame "BIOA" { light "BIOAMMOLIGHT2" }
}
PointLight PULSEAMMOLIGHT
{
Color 0.15 0.3 0.05
Size 12
Offset 0 4 0
Attenuate 1
DontLightSelf 1
}
Object PulseAmmo
{
Frame "PAMO" { light "PULSEAMMOLIGHT" }
}
PointLight HEALTHPACKLIGHT
{
Color 0.0 0.2 1.0
Size 40
Offset 12 12 0
Attenuate 1
DontLightSelf 1
}
Object UTHealthPack
{
Frame "HBOX" { light "HEALTHPACKLIGHT" }
}
Object ActHealthPack
{
Frame "HBOX" { light "HEALTHPACKLIGHT" }
}
PointLight HEALTHBOXLIGHT
{
Color 0.0 0.2 1.0
Size 30
Offset 0 12 0
Attenuate 1
DontLightSelf 1
}
Object UTHealthBox
{
Frame "HBOX" { light "HEALTHBOXLIGHT" }
}
Object ActHealthBox
{
Frame "HBOX" { light "HEALTHBOXLIGHT" }
}
PointLight MEDBOXLIGHT
{
Color 0.0 0.2 1.0
Size 20
Offset 0 12 0
Attenuate 1
DontLightSelf 1
}
Object UTMedBox
{
Frame "HBOX" { light "MEDBOXLIGHT" }
}
Object ActMedBox
{
Frame "HBOX" { light "MEDBOXLIGHT" }
}
PointLight HEALTHVIALLIGHT
{
Color 0.3 0.6 1.0
Size 20
Offset 0 12 0
Attenuate 1
DontLightSelf 1
}
Object UTHealthBonus
{
Frame "VIAL" { light "HEALTHVIALLIGHT" }
}
PointLight UTCOMPLIGHT
{
Color 0.3 1.0 0.2
Size 12
Offset 0 8 0
Attenuate 1
}
Object UTMapRevealer
{
Frame "TRNS" { light "UTCOMPLIGHT" }
}
PointLight UTINVISLIGHT
{
Color 0.3 0.3 0.32
Size 12
Offset 0 8 0
Attenuate 1
}
Object UTInvisibility
{
Frame "INVS" { light "UTINVISLIGHT" }
}
Object ActUTInvisibility
{
Frame "INVS" { light "UTINVISLIGHT" }
}
PointLight UTVISLIGHT
{
Color 0.3 0.5 0.8
Size 30
Offset 0 24 0
Attenuate 1
}
Object UTNightVision
{
Frame "UKEY" { light "UTVISLIGHT" }
}
Object ActUTNightVision
{
Frame "UKEY" { light "UTVISLIGHT" }
}
// Shaders / Brightmaps
HardwareShader Texture "models/Jgreen.png"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
@ -462,16 +703,6 @@ HardwareShader Texture "invis31"
{
Shader "shaders/glsl/MeshEnviroMap.fp"
}
HardwareShader Texture "models/JTranslator1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JTranslator1.png"
}
HardwareShader Texture "models/JBigFlash1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JBigFlash1.png"
}
Brightmap Texture "models/Chunk_a00.png"
{
Map "brightmaps/Chunk_a00.png"
@ -528,74 +759,51 @@ HardwareShader Texture "models/jbarrel4.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
PulseLight "UTRedKeyLight"
HardwareShader Texture "models/shield.png"
{
Color 1.0 0.0 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
Shader "shaders/glsl/AmbientGlow.fp"
}
PulseLight "UTBlueKeyLight"
HardwareShader Texture "models/JAllMap1_a00.png"
{
Color 0.0 0.0 1.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a00.png"
}
PulseLight "UTGoldKeyLight"
HardwareShader Texture "models/JAllMap1_a01.png"
{
Color 1.0 0.8 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a01.png"
}
PulseLight "UTGreenKeyLight"
HardwareShader Texture "models/JAllMap1_a02.png"
{
Color 0.0 1.0 0.0
Size 15
SecondarySize 20
Interval 2.0
Offset 0 16 0
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a02.png"
}
Object "UTRedSkull"
HardwareShader Texture "models/JAllMap1_a03.png"
{
Frame "USKL" { light "UTRedKeyLight" }
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JAllMap1_a03.png"
}
Object "UTBlueSkull"
HardwareShader Texture "models/JAllMap2.png"
{
Frame "USKL" { light "UTBlueKeyLight" }
Shader "shaders/glsl/AmbientGlow.fp"
}
Object "UTGoldSkull"
HardwareShader Texture "models/JAllMap3.png"
{
Frame "USKL" { light "UTGoldKeyLight" }
Shader "shaders/glsl/AmbientGlow.fp"
}
Object "UTRedKey"
HardwareShader Texture "models/GOLD.png"
{
Frame "UKEY" { light "UTRedKeyLight" }
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
Object "UTBlueKey"
HardwareShader Texture "models/s_camera.png"
{
Frame "UKEY" { light "UTBlueKeyLight" }
Shader "shaders/glsl/AmbientGlow.fp"
}
Object "UTGoldKey"
HardwareShader Texture "models/Effect1.png"
{
Frame "UKEY" { light "UTGoldKeyLight" }
}
Object "UTHereticYellowKey"
{
Frame "UKEY" { light "UTGoldKeyLight" }
}
Object "UTHereticGreenKey"
{
Frame "UKEY" { light "UTGreenKeyLight" }
}
Object "UTHereticBlueKey"
{
Frame "UKEY" { light "UTBlueKeyLight" }
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
// PP shaders
HardwareShader PostProcess scene
{
Name "RedeemerView"
@ -603,6 +811,13 @@ HardwareShader PostProcess scene
Texture StaticTexture "textures/static1.png"
Uniform float Timer
}
HardwareShader PostProcess scene
{
Name "UTRifleScope"
Shader "shaders/glsl/UTRifleScope.fp" 330
}
// Skyboxes
SkyBox "KGDaySky" fliptop
{
"graphics/SkySetB_front.png"
@ -612,8 +827,3 @@ SkyBox "KGDaySky" fliptop
"graphics/SkySetB_up.png"
"graphics/SkySetB_down.png"
}
HardwareShader PostProcess scene
{
Name "UTRifleScope"
Shader "shaders/glsl/UTRifleScope.fp" 330
}