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.
This commit is contained in:
Marisa the Magician 2019-12-15 14:28:20 +01:00
commit da8f6fc4b2
27 changed files with 314 additions and 70 deletions

View file

@ -242,6 +242,51 @@ Object ActUTNightVision
Frame "UKEY" { light "UTVISLIGHT" }
}
PointLight UTAMMOBOXLOW
{
Color 0.1 0.2 0.5
Size 16
Offset 0 20 0
Attenuate 1
}
PointLight UTAMMOBOXMED
{
Color 0.2 0.5 0.1
Size 18
Offset 0 20 0
Attenuate 1
}
PointLight UTAMMOBOXHIGH
{
Color 0.5 0.1 0.2
Size 20
Offset 0 20 0
Attenuate 1
}
PointLight UTAMMOBOXFULL
{
Color 0.3 0.1 0.5
Size 24
Offset 0 20 0
Attenuate 1
}
Object UTMinorAmmoBox
{
Frame "ABOX" { light "UTAMMOBOXLOW" }
}
Object UTMediumAmmoBox
{
Frame "ABOX" { light "UTAMMOBOXMED" }
}
Object UTMajorAmmoBox
{
Frame "ABOX" { light "UTAMMOBOXHIGH" }
}
Object ActUTFullAmmoBox
{
Frame "ABOX" { light "UTAMMOBOXFULL" }
}
// Shaders / Brightmaps
HardwareShader Texture "models/Jgreen.png"
{
@ -811,6 +856,32 @@ HardwareShader Texture "models/Effect1.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/ABoxBlue_env.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/ABoxGreen_env.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/ABoxRed_env.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/ABoxPurple_env.png"
{
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
}
HardwareShader Texture "models/JAmmoBox1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture brighttex "brightmaps/JAmmoBox1.png"
}
HardwareShader Texture "models/S_Ammo.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture brighttex "brightmaps/S_Ammo.png"
}
// PP shaders
HardwareShader PostProcess scene
{