Oh boy, here comes another big one.

Notable changes since last commit are the full implementation of the automag and asmd.
Also the Translator is now fully functional.
Fonts have been restructured to a neater format.
There have also been other random changes I don't have the time to document in detail.
This commit is contained in:
Marisa the Magician 2019-08-31 03:14:20 +02:00
commit 01249eb43f
1892 changed files with 5151 additions and 416 deletions

View file

@ -54,51 +54,15 @@ Object UFlakBox
{
Frame "FAMO" { light "FLAKAMMOLIGHT" }
}
PointLight STINGERLIGHT0
PointLight STINGERLIGHT
{
Color 0.1 0.4 1.0
Size 30
Attenuate 1
}
PointLight STINGERLIGHT1
{
Color 0.1 0.3 0.8
Size 40
Attenuate 1
}
PointLight STINGERLIGHT2
{
Color 0.1 0.2 0.6
Size 45
Attenuate 1
}
PointLight STINGERLIGHT3
{
Color 0.08 0.15 0.5
Size 50
Attenuate 1
}
PointLight STINGERLIGHT4
{
Color 0.05 0.12 0.4
Size 55
Attenuate 1
}
PointLight STINGERLIGHT5
{
Color 0.0 0.03 0.2
Size 60
Attenuate 1
}
Object StingerProjectile
{
Frame "TPRJA" { light "STINGERLIGHT0" }
Frame "TPRJB" { light "STINGERLIGHT1" }
Frame "TPRJC" { light "STINGERLIGHT1" }
Frame "TPRJD" { light "STINGERLIGHT2" }
Frame "TPRJE" { light "STINGERLIGHT3" }
Frame "TPRJF" { light "STINGERLIGHT4" }
Frame "TPRJG" { light "STINGERLIGHT5" }
Frame "TPRJA" { light "STINGERLIGHT" }
}
PointLight DAMPENERLIGHT0
@ -173,6 +137,55 @@ Object PowerShield
Frame "BELT" { light "PBELTLIGHT" }
}
PointLight UINVISLIGHT
{
Color 0.4 1.0 0.2
Size 12
Offset 0 15 0
Attenuate 1
}
Object UInvisibility
{
Frame "INVS" { light "UINVISLIGHT" }
}
PointLight SUPERHEALTH
{
Color 0.2 0.4 1.0
Size 12
Offset 0 6 0
Attenuate 1
}
Object SuperHealth
{
Frame "SHTH" { light "SUPERHEALTH" }
}
PointLight WPOWERUP
{
Color 0.1 0.1 0.8
Size 20
Offset 0 5 0
Attenuate 1
}
Object WeaponPowerUp
{
Frame "WPOW" { light "WPOWERUP" }
}
FlickerLight2 FLARELIGHT
{
Color 1.0 0.4 0.0
Size 112
SecondarySize 120
Interval 0.1
Offset 6 0 1
}
Object FlareThrownX
{
frame "FLAR" { light "FLARELIGHT" }
}
// Shaders / Brightmaps
HardwareShader Texture "graphics/MenuBarr.png"
{
@ -354,7 +367,7 @@ HardwareShader Texture "models/Jflak1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/ASMD11_.png"
HardwareShader Texture "models/ASMD1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
@ -390,7 +403,7 @@ HardwareShader Texture "models/GunPick1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JAmplifier.png"
HardwareShader Texture "models/JAmplifier1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
@ -450,7 +463,7 @@ HardwareShader Texture "models/Jband1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jclip1.png"
HardwareShader Texture "models/Jclip1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
@ -499,8 +512,44 @@ HardwareShader Texture "models/ShockSm.png"
Shader "shaders/glsl/ShockSm.fp"
Texture "smoketex" "models/ShockSm2.png"
}
HardwareShader Texture "textures/ForceFieldFX.png"
HardwareShader Texture "models/ShockC.png"
{
Shader "shaders/glsl/ShockCore.fp"
Texture "warptex" "textures/roughwarp.png"
}
HardwareShader Texture "models/ForceFieldFX.png"
{
Shader "shaders/glsl/FizzDistortXY.fp"
Texture "warptex" "textures/warptex.png"
}
HardwareShader Texture "models/InvisFX.png"
{
Shader "shaders/glsl/FizzDistortXY.fp"
Texture "warptex" "textures/warptex.png"
}
HardwareShader Texture "models/SHealthFX.png"
{
Shader "shaders/glsl/FizzDistortXY.fp"
Texture "warptex" "textures/warptex.png"
}
HardwareShader Texture "models/PowerFX.png"
{
Shader "shaders/glsl/PowerUp.fp"
Texture "warptex" "textures/roughwarp.png"
}
HardwareShader Texture "models/FireEffect8.png"
{
Shader "shaders/glsl/FlareFX.fp"
}
HardwareShader Texture "models/AsmdBeam.png"
{
Shader "shaders/glsl/AsmdBeam.fp"
}
HardwareShader Texture "models/AsmdSBeam.png"
{
Shader "shaders/glsl/AsmdSBeam.fp"
}
HardwareShader Texture "models/AsmdPBeam.png"
{
Shader "shaders/glsl/AsmdPBeam.fp"
}