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

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@ -45,12 +45,12 @@ this the weapon will need a short time to load up ammunition again.
As tarydium is highly volatile, any shards that remain attached to a target can As tarydium is highly volatile, any shards that remain attached to a target can
be detonated with fire from other weapons, or sufficient kinetic force (e.g. be detonated with fire from other weapons, or sufficient kinetic force (e.g.
blunt force or making them fall from a considerable height). making them fall from a considerable height).
## ASMD ## ASMD
This energy weapon packs quite a punch with each shot. If the energy contained This energy weapon packs quite a punch with each shot. If the energy contained
within its internal core were to be released all at once the resulting force within its internal core were to be released all at once the resulting blast
would be enough to bring down a large building. would be enough to bring down a large building.
Primary fire: A lightning-fast burst of energy with considerable knockback. Primary fire: A lightning-fast burst of energy with considerable knockback.
@ -128,12 +128,14 @@ galaxy, this 5ft long carbine really packs a punch.
Primary fire: Long range, highly accurate shots. Aim for the head for extra Primary fire: Long range, highly accurate shots. Aim for the head for extra
damage. damage.
Secondary fire: Toggles a retractable scope for easier long range aim. Secondary fire: Toggles a retractable scope for easier long range aim. The Zoom
button can also be used for this.
### Extended behaviour ### Extended behaviour
Secondary fire is now replaced with a rapid fire mode, while pressing the Secondary fire is now replaced with a fast three shot burst, while pressing the
reload button will toggle the weapon's integrated flashlight. reload button will toggle the weapon's integrated flashlight. The Zoom button
will still have the original zoom behaviour.
## Minigun ## Minigun
@ -159,11 +161,14 @@ complete opposite effect, causing targets to instead be pulled towards you.
The secondary fire can be useful to pick up items that are way out of reach. The secondary fire can be useful to pick up items that are way out of reach.
Since the charge rod rapidly extends on shoot, both fire modes additionally
deal considerable melee damage to anything that's too close.
## Razorclaw ## Razorclaw
A rudimentary close combat weapon handcrafted by a fellow survivor of the A rudimentary close combat weapon handcrafted by a fellow survivor of the
Vortex Rikers crash, using a pneumatic drill and blades salvaged from stolen Vortex Rikers crash, using a drill and blades salvaged from stolen Skaarj
Skaarj Razorjacks. Razorjacks.
Primary fire: Spins up the blades, slicing and dicing anything that gets too Primary fire: Spins up the blades, slicing and dicing anything that gets too
close. close.
@ -192,17 +197,17 @@ first-timers.
You can use the secondary fire while both modules are still in your posession, You can use the secondary fire while both modules are still in your posession,
however all this will do is allow you to show others what you think of them however all this will do is allow you to show others what you think of them
making fun of your "fanny pack". making fun of your "fanny pack". Reload also does this.
## Protomag ## Protomag
This prototype handgun was discontinued due to its weight making it "not very A very rare prototype handgun. Due to the difficulty of its manufacture, it was
portable". Not like that's going to stop you. Hell, you might as well use two quickly discontinued and not many of these exist. You would have to be pretty
at the same time. lucky to come across one.
Both of its fire modes work exactly like the Automag, although due to Both of its fire modes work exactly like the Automag, although due to
internal differences, bullets come out at a much higher velocity, resulting in internal differences, it fires much slower, but bullets come out at a much
increased damage. higher velocity, resulting in increased damage.
The special trait of this weapon comes into play when you realize that there's The special trait of this weapon comes into play when you realize that there's
no need to reload. An experimental entanglement unit inside the gun's internal no need to reload. An experimental entanglement unit inside the gun's internal
@ -212,7 +217,7 @@ Since there's no need to reload, pressing the reload button makes use of the
gun's weight to beat the crap out of your enemies up close. gun's weight to beat the crap out of your enemies up close.
As an added bonus, you can press the zoom button to spin the gun. This doesn't As an added bonus, you can press the zoom button to spin the gun. This doesn't
serve any purpose other than looking cool. Press again to stop spinning. serve any purpose other than looking cool.
## Quadshot ## Quadshot

194
ItemLore.md Normal file
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@ -0,0 +1,194 @@
# Standard Items
## Universal Translator
"Provides you with vital information, clues and hints about the game. Whenever
you encounter an item the Translator can analyze and interpret, a message will
display on your screen and your Translator icon will begin to flash. Hit F2 to
activate your Translator and read its analysis. Hit F2 again to deactivate the
Translator when you are done."
The Universal Translator is the main item for reading text logs and others in
the original game. Here, it's up to the mapper to provide such functionality so
this item isn't really given to players. It may get use if I or someone else
recreate Unreal 1 maps.
This mod's version of the Translator has additional features:
- Vertical scrolling for long messages, just use the up/down arrow keys
- Toggling hint display, press right if there's a glowing icon on the bottom
right. Press left to return to the message.
- Going through previous messages, by pressing page up / page down.
## Amplifier
When active, dramatically enhances the power of the Dispersion Pistol and ASMD.
## Dampener
Deadens the sound of emitted from your weapons, making it much easier to launch
sneak attacks.
In the original game this item was pretty much useless, but here it works.
## Flare
Provides temporary light in dark areas when lit and tossed on the ground. You
cannot hold onto a lit flare.
Lit flares last up to 10 seconds, after which they will detonate, dealing some
damage. They can also be shot to detonate manually.
Flares can also alert enemies of your presence, so be careful.
## Flashlight
Use a flashlight when you need to carry your light source with you. Flashlights
have limited battery life, however, so keep an eye on the power meter.
## Force Field
Creates a temporary impenetrable barrier. Useful for blocking entryways and
narrow corridors, and for use as a protective shield.
The barrier is also solid enough to be stood on, so it can also be used to
cross over large gaps.
## Invisibility
Makes you temporarily invisible. But remember, even the wind can be heard.
Combined with the Dampener it'll make you virtually undetectable, unless an
enemy is already aware of your presence. Note that when firing your weapon you
will be visible for a split second.
## Jump Boots
Activating the boots enables you to jump much higher than normal. Once picked
up the Boots only last for a short period of time, so take advantage of them
while you can.
In addition, the boots can provide resistance to damaging floors.
## Scuba Gear
Gives you the ability to breathe while underwater.
Lasts around 2 minutes.
## Searchlight
Functions like a flashlight, but has a nearly inexhaustible power supply.
## Nali Fruit Seed
Plant one of these to grow a Nali Healing Fruit. Once the plant grows to full
size, it can give you a 29-unit health boost. If you eat the plant before it
is fully grown, your health gain will be less substantial.
## Voice Box
Creates a sound diversion to distract your enemies.
In the original this had no effect, but here enemies will actually be alerted
by voice boxes, and will attempt to get rid of the annoying noise.
## Bandages
These provide limited healing (+5 units of health), but do little to reverse
the effects of major damage.
## Nali Healing Fruit
This native plant has natural healing properties. When eaten, it can give you a
29-unit health boost. In multiplayer games, Nali Healing Fruits re-grown soon
after they are picked.
## Health Pack
These give a somewhat moderate boost of health (+20 units) and are always a
welcome sight after a hard battle.
## Super Health Pack
Boosts your health by 100 units. Don't waste these by grabbing them when you
are close to full health (200 units). Wait until you really need the boost
before you pick it up. (Note: this is the only way to get over 100 health).
## Assault Vest
Standard protection. Can take up to 100 points of damage before breaking, but
only soaks up 90% of what you receive.
Unlike in standard Doom, most armor items don't overwrite each other, excluding
the suits (see below).
## Kevlar Suit
Works in conjunction with the Assault Vest to provide even greater protection
from damage (100 more points, 80% absorption).
## Asbestos Suit
Provides resistance to fire and heat damage.
## Toxin Suit
Prevents damage from Slime pools and other toxic areas.
## Shield Belt
Generates a protective barrier around you that can completely block out up to
100 points of damage. Takes priority over normal armor items.
## Power Shield
A much more potent version of the Shield Belt. This one, rather than degrade
with damage taken, wears down based on the NUMBER of hits it takes. So ideally
it can eat up 200 attacks from anywhere.
By default, it also drains slowly over time for balance reasons, but this can
be disabled for the original behaviour.
## Dispersion Pistol Powerups
These capsules contain upgrade parts for your starter weapon, allowing for
increased damage and ammo capacity.
The Dispersion Pistol can be upgraded up to four times. Any more of these
picked up afterwards will simply replenish your ammo supply.
# Misc Items
## Backpack
Like in Doom Tournament, these will double your maximum ammo capacity, and also
provide you with some spare ammo for all weapons. In Doomreal they can
sometimes give you additional items like Flares, Seeds and other usables.
## Keys
Identical to Doom Tournament.
# Prototype Items
## Light & Dark Flares
Special flares that can provide additional bright light to an area or dark,
thick fog to darken a specific spot. If enabled, the player starts with an
infinitely regenerating supply of both, but only one can be used at a time.
These merely existed as a gimmick to show off dynamic lighting in Unreal
Engine, so they're not very practical or balanced.
## Minigun Sentry
A deployable little helper that will gun down any enemies that stand in its
view range. Starts with a full 200 bullets, and must be replenished by players.
In deathmatch, the Sentry will "switch owners" to whoever last replenished it
with ammunition, like the Turrets in ChaosUT.
## Motion Detector
This pocket device will allow you to spot nearby enemies. In addition each one
you find will give you full automap data for the current level.

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@ -58,7 +58,7 @@
one from the Automag. one from the Automag.
- Barrel spin is still pump operated, but reload is break action because I - Barrel spin is still pump operated, but reload is break action because I
felt like it. felt like it.
- Might smoothen some of the geometry on the fp mesh. Hexagonal barrels aren't - Smoothed out some of the geometry on the fp mesh. Hexagonal barrels aren't
exactly the best looking. exactly the best looking.
- This damn thing has so many frames of animation now, whew. Also I sure blew - This damn thing has so many frames of animation now, whew. Also I sure blew
the polycount budget on this, normally Unreal weapons have anywhere from the polycount budget on this, normally Unreal weapons have anywhere from
@ -74,15 +74,13 @@
beam alt-fire too. In addition, a stab is available when out of ammo. beam alt-fire too. In addition, a stab is available when out of ammo.
- Instead of little sparkies here and there I used a fattened copy of the gem - Instead of little sparkies here and there I used a fattened copy of the gem
with an electricity texture. with an electricity texture.
- The weapon will use two ammo types. One for individual gems, and another for
the total charge of each gem (which will be used for the altfire).
- This weapon is kind of OP, so it needs to be in the BFG replacement pool. - This weapon is kind of OP, so it needs to be in the BFG replacement pool.
- Supposedly meant to use the same ammo as the stinger, but... I'm giving it - Supposedly meant to use the same ammo as the stinger, but... I'm giving it
a separate one. a separate one, for balance reasons.
### Stunner ### Stunner
- This one can be used as-is. - This one can be used as-is (though I did fix some holes and stuff).
- Made a separate pickup model with holes filled. - Made a separate pickup model with holes filled.
- Has a similar regenerating ammo as the dispersion pistol. - Has a similar regenerating ammo as the dispersion pistol.
@ -100,10 +98,10 @@
### Sentry ### Sentry
- The model clearly has frankenUVs, so I'm going to make actual textures for - The source model had frankenUVs and didn't really look any good. So I've
it. Also it's pretty undetailed so I'll fix that too while I'm at it, and redone the whole thing. Since I didn't feel like making new textures this
give it nice anims and stuff, maybe make it multipart so it can rotate thing now mixes and matches a couple weapon skins.
and whatnot. - It's composed of two models so the gun part can rotate independently.
### Peacemaker ### Peacemaker

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@ -1,16 +1,20 @@
# DOOMREAL (working title) # DOOMREAL
The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
(including dummied out stuff and others). (including dummied out stuff and others).
This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament. This mod requires a recent GZDoom devbuild, and runs on top of Doom Tournament.
## Currently Implemented ## Currently Implemented
- Automag (slot 2) (replaces pistol)
- Dual Automags
- Stinger (slot 3) (replaces shotguns) - Stinger (slot 3) (replaces shotguns)
- ASMD (slot 4) (replaces shotguns)
- Backpack (replaces backpack, identical to Doom Tournament version) - Backpack (replaces backpack, identical to Doom Tournament version)
- Unreal 1 HUD - Unreal 1 HUD
- Translator (has to be spawned in, since it would only be useful for mappers) - Translator (has to be spawned in, since it would only be useful for mappers)
- Reimplement as menu with message history, scrolling, hint toggling, etc.
- Armor (replaces blue armor) - Armor (replaces blue armor)
- Shield Belt (replaces megasphere) - Shield Belt (replaces megasphere)
- Power Shield (replaces invulnerability) - Power Shield (replaces invulnerability)
@ -20,22 +24,32 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Voice Box (rare spawn in backpacks) - Voice Box (rare spawn in backpacks)
- Dampener (rare spawn in backpacks) - Dampener (rare spawn in backpacks)
- Forcefield (rare spawn in backpacks) - Forcefield (rare spawn in backpacks)
- Dispersion Pistol Powerup (replaces Berserk)
- Amplifier (replaces berserk)
- Invisibility (replaces blursphere)
- Health (replaces medkit)
- Bandages (replaces stimpak)
- Super Health (replaces soulsphere)
- Nali Fruit Seed (replaces health bonus)
- Flare (replaces armor bonus)
## In progress ## In progress
- Flak Cannon (slot 6) (replaces rocket launcher) - Flak Cannon (slot 6) (replaces rocket launcher)
- ASMD (slot 4) (replaces shotguns) - Dispersion Pistol (slot 1) (replaces fist)
- Flashlight (replaces light amplifier)
- Searchlight (must be placed manually for balance reasons)
- Jump Boots (replaces radsuit)
- SCUBA Gear (replaces radsuit if map has swimmable water)
## Planned ## Planned
- Implement Stinger behavior described in the Unreal Bible - Implement Stinger behavior described in the Unreal Bible
- Dispersion Pistol (slot 1) (replaces fist)
- Dispersion Pistol Powerup (replaces Berserk)
- Automag (slot 2) (replaces pistol)
- Dual Automags
- Eightball (slot 5) (replaces rocket launcher) - Eightball (slot 5) (replaces rocket launcher)
- Razorjack (slot 7) (replaces chaingun) - Razorjack (slot 7) (replaces chaingun)
- Make altfire actually seek where player is aiming - Make altfire actually seek where player is aiming
- Unreal Bible spin speed behavior
- GES Bio Rifle (slot 8) (replaces plasma rifle) - GES Bio Rifle (slot 8) (replaces plasma rifle)
- Rifle (slot 9) (replaces plasma rifle) - Rifle (slot 9) (replaces plasma rifle)
- Restored rapid fire - Restored rapid fire
@ -55,17 +69,6 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Demolisher (slot 9) (replaces bfg9000) - Demolisher (slot 9) (replaces bfg9000)
- Autocannon (slot 0) (replaces bfg9000) - Autocannon (slot 0) (replaces bfg9000)
- Amplifier (replaces berserk)
- Flare (replaces armor bonus)
- Flashlight (replaces light amplifier)
- Searchlight (must be placed manually for balance reasons)
- Medkit (replaces medkit)
- Bandages (replaces stimpak)
- Nali Fruit Seed (replaces health bonus)
- Super Health (replaces soulsphere)
- Invisibility (replaces blursphere)
- Jump Boots (replaces radsuit)
- Motion Detector (replaces computer map) - Motion Detector (replaces computer map)
- Minigun Sentry (rare spawn in backpacks) - Minigun Sentry (rare spawn in backpacks)

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@ -1,5 +1,19 @@
user int stinger_hudmode = 0; // hud mode user int stinger_hudmode = 0; // hud mode
user int stinger_hudscale = 1; // scale of hud (0 = fit to 480p)
user int stinger_introtype = 0; // 0 - standard user int stinger_introtype = 0; // 0 - standard
// 1 - unreal '97 // 1 - unreal '97
// 2 - unreal '95 // 2 - unreal '95
server bool sting_telegun = false; // enable teleport capsules
server bool sting_flares = false; // enable light/dark flares
server bool sting_stinger = false; // unreal bible stinger detonation
server bool sting_rifle = false; // old rifle burst altfire
server bool sting_riflel = false; // old rifle flashlight
server bool sting_razor = false; // razorjack blade charging
server bool sting_flamet = false; // use flamethrower model based on old
// design and texture rather than the
// modern redesign
server bool sting_automags = false; // automag dual wielding
server bool sting_protomags = false; // protomag dual wielding
server bool sting_dpistol = false; // d.pistol altfire always level 0
server bool sting_pshield = false; // p.shield does not drain over time
user bool sting_transext = false; // use an extended translator graphic
// to fit more text

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@ -1,35 +1,3 @@
ULargeFont
{
TEMPLATE lfnt_%03d
}
UMedFont
{
TEMPLATE mfnt_%03d
}
ULargeRedFont
{
TEMPLATE lrf_%03d
}
UTinyFont
{
TEMPLATE tf_%03d
}
UTinyRedFont
{
TEMPLATE trf_%03d
}
UTinyWhiteFont
{
TEMPLATE twf_%03d
}
UWhiteFont
{
TEMPLATE wf_%03d
}
UTahoma10
{
TEMPLATE tu10_%03d
}
U083Digits U083Digits
{ {
0 Zero083 0 Zero083

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