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.
33
GunLore.md
|
|
@ -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
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
Secondary fire is now replaced with a rapid fire mode, while pressing the
|
||||
reload button will toggle the weapon's integrated flashlight.
|
||||
Secondary fire is now replaced with a fast three shot burst, while pressing the
|
||||
reload button will toggle the weapon's integrated flashlight. The Zoom button
|
||||
will still have the original zoom behaviour.
|
||||
|
||||
## Minigun
|
||||
|
||||
|
|
@ -159,11 +161,14 @@ complete opposite effect, causing targets to instead be pulled towards you.
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|||
|
||||
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
|
||||
|
||||
A rudimentary close combat weapon handcrafted by a fellow survivor of the
|
||||
Vortex Rikers crash, using a pneumatic drill and blades salvaged from stolen
|
||||
Skaarj Razorjacks.
|
||||
Vortex Rikers crash, using a drill and blades salvaged from stolen Skaarj
|
||||
Razorjacks.
|
||||
|
||||
Primary fire: Spins up the blades, slicing and dicing anything that gets too
|
||||
close.
|
||||
|
|
@ -192,17 +197,17 @@ first-timers.
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|||
|
||||
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
|
||||
making fun of your "fanny pack".
|
||||
making fun of your "fanny pack". Reload also does this.
|
||||
|
||||
## Protomag
|
||||
|
||||
This prototype handgun was discontinued due to its weight making it "not very
|
||||
portable". Not like that's going to stop you. Hell, you might as well use two
|
||||
at the same time.
|
||||
A very rare prototype handgun. Due to the difficulty of its manufacture, it was
|
||||
quickly discontinued and not many of these exist. You would have to be pretty
|
||||
lucky to come across one.
|
||||
|
||||
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
|
||||
increased damage.
|
||||
internal differences, it fires much slower, but bullets come out at a much
|
||||
higher velocity, resulting in increased damage.
|
||||
|
||||
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
|
||||
|
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@ -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.
|
||||
|
||||
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.
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||||
|
||||
## Quadshot
|
||||
|
||||
|
|
|
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194
ItemLore.md
Normal file
|
|
@ -0,0 +1,194 @@
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|||
# 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.
|
||||
|
|
@ -58,7 +58,7 @@
|
|||
one from the Automag.
|
||||
- Barrel spin is still pump operated, but reload is break action because I
|
||||
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.
|
||||
- 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
|
||||
|
|
@ -74,15 +74,13 @@
|
|||
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
|
||||
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.
|
||||
- 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
|
||||
|
||||
- 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.
|
||||
- Has a similar regenerating ammo as the dispersion pistol.
|
||||
|
||||
|
|
@ -100,10 +98,10 @@
|
|||
|
||||
### Sentry
|
||||
|
||||
- The model clearly has frankenUVs, so I'm going to make actual textures for
|
||||
it. Also it's pretty undetailed so I'll fix that too while I'm at it, and
|
||||
give it nice anims and stuff, maybe make it multipart so it can rotate
|
||||
and whatnot.
|
||||
- The source model had frankenUVs and didn't really look any good. So I've
|
||||
redone the whole thing. Since I didn't feel like making new textures this
|
||||
thing now mixes and matches a couple weapon skins.
|
||||
- It's composed of two models so the gun part can rotate independently.
|
||||
|
||||
### Peacemaker
|
||||
|
||||
|
|
|
|||
39
Readme.md
|
|
@ -1,16 +1,20 @@
|
|||
# DOOMREAL (working title)
|
||||
# DOOMREAL
|
||||
|
||||
The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
|
||||
(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
|
||||
|
||||
- Automag (slot 2) (replaces pistol)
|
||||
- Dual Automags
|
||||
- Stinger (slot 3) (replaces shotguns)
|
||||
- ASMD (slot 4) (replaces shotguns)
|
||||
- Backpack (replaces backpack, identical to Doom Tournament version)
|
||||
- Unreal 1 HUD
|
||||
- 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)
|
||||
- Shield Belt (replaces megasphere)
|
||||
- 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)
|
||||
- Dampener (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
|
||||
|
||||
- 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
|
||||
|
||||
- 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)
|
||||
- Razorjack (slot 7) (replaces chaingun)
|
||||
- Make altfire actually seek where player is aiming
|
||||
- Unreal Bible spin speed behavior
|
||||
- GES Bio Rifle (slot 8) (replaces plasma rifle)
|
||||
- Rifle (slot 9) (replaces plasma rifle)
|
||||
- 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)
|
||||
- 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)
|
||||
- Minigun Sentry (rare spawn in backpacks)
|
||||
|
||||
|
|
|
|||
16
cvarinfo.txt
|
|
@ -1,5 +1,19 @@
|
|||
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
|
||||
// 1 - unreal '97
|
||||
// 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
|
||||
|
|
|
|||
32
fontdefs.txt
|
|
@ -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
|
||||
{
|
||||
0 Zero083
|
||||
|
|
|
|||
BIN
fonts/UBigFont/0020.png
Normal file
|
After Width: | Height: | Size: 273 B |
BIN
fonts/UBigFont/0021.png
Normal file
|
After Width: | Height: | Size: 398 B |
BIN
fonts/UBigFont/0022.png
Normal file
|
After Width: | Height: | Size: 379 B |
BIN
fonts/UBigFont/0023.png
Normal file
|
After Width: | Height: | Size: 411 B |
BIN
fonts/UBigFont/0024.png
Normal file
|
After Width: | Height: | Size: 462 B |
BIN
fonts/UBigFont/0025.png
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