Finishing touches for hexen compatibility (1.1 update):
- Fully implemented ammo cubes. - Fixed environment map shaders (incorrect texture coords were being used). - HUD support for displaying Hexen keys. - Fixed "has no ammo" messages displaying more often than they should. - Fixed lack of footsteps with UT physics disabled. - Sneaky initial Strife compatibility work: - Impact Hammer will have reduced alert distance. - HUD support for displaying Strife keys.
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27 changed files with 314 additions and 70 deletions
71
gldefs.txt
71
gldefs.txt
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@ -242,6 +242,51 @@ Object ActUTNightVision
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Frame "UKEY" { light "UTVISLIGHT" }
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}
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PointLight UTAMMOBOXLOW
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{
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Color 0.1 0.2 0.5
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Size 16
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Offset 0 20 0
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Attenuate 1
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}
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PointLight UTAMMOBOXMED
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{
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Color 0.2 0.5 0.1
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Size 18
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Offset 0 20 0
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Attenuate 1
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}
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PointLight UTAMMOBOXHIGH
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{
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Color 0.5 0.1 0.2
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Size 20
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Offset 0 20 0
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Attenuate 1
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}
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PointLight UTAMMOBOXFULL
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{
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Color 0.3 0.1 0.5
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Size 24
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Offset 0 20 0
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Attenuate 1
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}
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Object UTMinorAmmoBox
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{
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Frame "ABOX" { light "UTAMMOBOXLOW" }
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}
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Object UTMediumAmmoBox
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{
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Frame "ABOX" { light "UTAMMOBOXMED" }
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}
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Object UTMajorAmmoBox
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{
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Frame "ABOX" { light "UTAMMOBOXHIGH" }
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}
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Object ActUTFullAmmoBox
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{
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Frame "ABOX" { light "UTAMMOBOXFULL" }
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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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@ -811,6 +856,32 @@ HardwareShader Texture "models/Effect1.png"
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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HardwareShader Texture "models/ABoxBlue_env.png"
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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HardwareShader Texture "models/ABoxGreen_env.png"
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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HardwareShader Texture "models/ABoxRed_env.png"
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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HardwareShader Texture "models/ABoxPurple_env.png"
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{
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Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
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}
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HardwareShader Texture "models/JAmmoBox1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture brighttex "brightmaps/JAmmoBox1.png"
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}
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HardwareShader Texture "models/S_Ammo.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture brighttex "brightmaps/S_Ammo.png"
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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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