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

@ -143,12 +143,10 @@ Model "UTHealthBonus"
Model "UTArmorBonus"
{
Path "models"
Model 0 "bossheadm_d.3d"
Skin 0 "bossheadT.png"
Scale 0.06 0.06 0.072
AngleOffset -90
RollOffset 12
ZOffset 5.5
Model 0 "ubonus_d.3d"
Skin 0 "shield.png"
Scale 0.08 -0.08 0.096
AngleOffset 90
FrameIndex XANH A 0 0
}
@ -188,18 +186,6 @@ Model "UTShieldBelt"
FrameIndex BELT A 0 0
}
Model "ActShieldBelt"
{
Path "models"
Model 0 "ShieldBeltMeshM_d.3d"
Skin 0 "AUbelt1.png"
Scale 0.1 0.1 0.12
AngleOffset -90
ZOffset 4
FrameIndex BELT A 0 0
}
Model "UDamage"
{
Path "models"
@ -364,7 +350,7 @@ Model "UTInvisibilityX"
FrameIndex INVS A 0 0
}
Model "ActInvisibility"
Model "ActUTInvisibility"
{
Path "models"
Model 0 "invis2M_d.3d"
@ -379,12 +365,21 @@ Model "ActInvisibility"
Model "UTMapRevealer"
{
Path "models"
Model 0 "TranslatorMesh_d.3d"
Skin 0 "JTranslator1.png"
Scale 0.08 0.08 0.096
ZOffset 4
Model 0 "cheapcomp_d.3d"
SurfaceSkin 0 1 "JAllMap2.png"
SurfaceSkin 0 2 "JAllMap3.png"
Scale 0.04 0.04 0.048
ZOffset 3
AngleOffset 90
SurfaceSkin 0 0 "JAllMap1_a00.png"
FrameIndex TRNS A 0 0
SurfaceSkin 0 0 "JAllMap1_a01.png"
FrameIndex TRNS B 0 0
SurfaceSkin 0 0 "JAllMap1_a02.png"
FrameIndex TRNS C 0 0
SurfaceSkin 0 0 "JAllMap1_a03.png"
FrameIndex TRNS D 0 0
}
Model "UTJumpBoots"
@ -409,30 +404,6 @@ Model "ActJumpBoots"
FrameIndex JBUT A 0 0
}
Model "Searchlight"
{
Path "models"
Model 0 "BigFlash_d.3d"
Skin 0 "JBigFlash1.png"
Scale 0.07 0.07 0.084
AngleOffset -90
ZOffset 9
FrameIndex SLIT A 0 0
}
Model "ActSearchlight"
{
Path "models"
Model 0 "BigFlash_d.3d"
Skin 0 "JBigFlash1.png"
Scale 0.07 0.07 0.084
AngleOffset -90
ZOffset 9
FrameIndex SLIT A 0 0
}
Model "UTChip"
{
Path "models"
@ -449,4 +420,458 @@ Model "UTChip"
FrameIndex CHIP B 0 1
FrameIndex CHIP C 0 2
FrameIndex CHIP D 0 3
}
}
Model "UTInvulnerability"
{
Path "models"
Model 0 "U_d.3d"
Skin 0 "GOLD.png"
Scale 0.15 0.15 0.18
ZOffset 24
ROTATING
FrameIndex UKEY A 0 0
}
Model "ActUTInvulnerability"
{
Path "models"
Model 0 "U_d.3d"
Skin 0 "GOLD.png"
Scale 0.15 0.15 0.18
ZOffset 24
ROTATING
FrameIndex UKEY A 0 0
}
Model "UTNightVision"
{
Path "models"
Model 0 "VisionM_d.3d"
SurfaceSkin 0 0 "s_camera.png"
Scale 0.15 0.15 0.18
ZOffset 24
ROTATING
FrameIndex UKEY A 0 0
}
Model "ActUTNightVision"
{
Path "models"
Model 0 "VisionM_d.3d"
SurfaceSkin 0 0 "s_camera.png"
Scale 0.15 0.15 0.18
ZOffset 24
ROTATING
FrameIndex UKEY A 0 0
}
Model "UTNightVisionX"
{
Path "models"
Model 0 "VisionM_d.3d"
SurfaceSkin 0 1 "Effect1.png"
Scale 0.15 0.15 0.18
ZOffset 24
ROTATING
DONTCULLBACKFACES
FrameIndex UKEY A 0 0
}
Model "WaterRing"
{
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Model 0 "RingEx_d.3d"
Skin 0 "WetRing.png"
Scale 1.0 1.0 1.2
ZOffset 1
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex RNGX A 0 0
FrameIndex RNGX B 0 1
FrameIndex RNGX C 0 2
FrameIndex RNGX D 0 3
FrameIndex RNGX E 0 4
FrameIndex RNGX F 0 5
}
Model "UTWaterSplash"
{
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Scale 0.16 0.16 0.192
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
FrameIndex SPSH C 0 3
FrameIndex SPSH D 0 4
FrameIndex SPSH E 0 5
FrameIndex SPSH F 0 6
FrameIndex SPSH G 0 7
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FrameIndex SPSH I 0 9
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FrameIndex SPSH Q 0 17
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FrameIndex SPSH S 0 19
FrameIndex SPSH T 0 20
FrameIndex SPSH U 0 21
FrameIndex SPSH V 0 22
FrameIndex SPSH W 0 23
FrameIndex SPSH X 0 24
FrameIndex SPSH Y 0 25
FrameIndex SPSH Z 0 26
}
Model "UTWaterSplish"
{
Path "models"
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Skin 0 "splash_water.png"
Scale 0.1 0.1 0.12
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
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FrameIndex SPSH S 0 19
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FrameIndex SPSH U 0 21
FrameIndex SPSH V 0 22
FrameIndex SPSH W 0 23
FrameIndex SPSH X 0 24
FrameIndex SPSH Y 0 25
FrameIndex SPSH Z 0 26
}
Model "UTBloodSplash"
{
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Scale 0.16 0.16 0.192
USEACTORPITCH
USEACTORROLL
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FrameIndex SPSH U 0 21
FrameIndex SPSH V 0 22
FrameIndex SPSH W 0 23
FrameIndex SPSH X 0 24
FrameIndex SPSH Y 0 25
FrameIndex SPSH Z 0 26
}
Model "UTBloodSplish"
{
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Scale 0.1 0.1 0.12
USEACTORPITCH
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DONTCULLBACKFACES
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FrameIndex SPSH U 0 21
FrameIndex SPSH V 0 22
FrameIndex SPSH W 0 23
FrameIndex SPSH X 0 24
FrameIndex SPSH Y 0 25
FrameIndex SPSH Z 0 26
}
Model "UTSlimeSplash"
{
Path "models"
Model 0 "WaterImpactM_d.3d"
Skin 0 "splash_sludge.png"
Scale 0.16 0.16 0.192
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
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FrameIndex SPSH W 0 23
FrameIndex SPSH X 0 24
FrameIndex SPSH Y 0 25
FrameIndex SPSH Z 0 26
}
Model "UTSlimeSplish"
{
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Skin 0 "splash_sludge.png"
Scale 0.1 0.1 0.12
USEACTORPITCH
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DONTCULLBACKFACES
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FrameIndex SPSH Y 0 25
FrameIndex SPSH Z 0 26
}
Model "UTNukageSplash"
{
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USEACTORPITCH
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FrameIndex SPSH Z 0 26
}
Model "UTNukageSplish"
{
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Scale 0.1 0.1 0.12
USEACTORPITCH
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FrameIndex SPSH Z 0 26
}
Model "UTLavaSplash"
{
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Scale 0.16 0.16 0.192
USEACTORPITCH
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}
Model "UTLavaSplish"
{
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