1.3.1 update. compatibility w/ newer versions of source ports.

This commit is contained in:
Marisa the Magician 2025-11-01 13:49:28 +01:00
commit 23c58058f3
23 changed files with 69 additions and 140 deletions

View file

@ -1,4 +1,4 @@
Copyright (c) 2018-2023 Marisa the Magician, UnSX Team Copyright (c) 2018-2025 Marisa the Magician, UnSX Team
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View file

@ -478,19 +478,16 @@ HardwareShader Texture "models/Abelt1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Abelt1.png" Texture "brighttex" "brightmaps/Abelt1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Apbelt1.png" HardwareShader Texture "models/Apbelt1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Abelt1.png" Texture "brighttex" "brightmaps/Abelt1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Ahand1_.png" HardwareShader Texture "models/Ahand1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Ahand1.png" Texture "brighttex" "brightmaps/Ahand1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/Ahand1.png" Brightmap Texture "models/Ahand1.png"
{ {
@ -500,7 +497,6 @@ HardwareShader Texture "models/Ainv1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Ainv1.png" Texture "brighttex" "brightmaps/Ainv1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/Ainv1.png" Brightmap Texture "models/Ainv1.png"
{ {
@ -510,7 +506,6 @@ HardwareShader Texture "models/DPistol1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/DPistol1.png" Texture "brighttex" "brightmaps/DPistol1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/DPistol1.png" Brightmap Texture "models/DPistol1.png"
{ {
@ -520,7 +515,6 @@ HardwareShader Texture "models/OldSkins/DPistol1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/DPistol1.png" Texture "brighttex" "brightmaps/DPistol1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/OldSkins/DPistol1.png" Brightmap Texture "models/OldSkins/DPistol1.png"
{ {
@ -530,7 +524,6 @@ HardwareShader Texture "models/JBRifle1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JBRifle1.png" Texture "brighttex" "brightmaps/JBRifle1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JBRifle1.png" Brightmap Texture "models/JBRifle1.png"
{ {
@ -540,7 +533,6 @@ HardwareShader Texture "models/OldSkins/JBRifle1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JBRifle1.png" Texture "brighttex" "brightmaps/JBRifle1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/OldSkins/JBRifle1.png" Brightmap Texture "models/OldSkins/JBRifle1.png"
{ {
@ -550,7 +542,6 @@ HardwareShader Texture "models/OldSkins/Jnapalm1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/OldSkins/Jnapalm1.png" Texture "brighttex" "brightmaps/OldSkins/Jnapalm1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/OldSkins/Jnapalm1.png" Brightmap Texture "models/OldSkins/Jnapalm1.png"
{ {
@ -560,7 +551,6 @@ HardwareShader Texture "models/JEightB1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JEightB1.png" Texture "brighttex" "brightmaps/JEightB1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JEightB1.png" Brightmap Texture "models/JEightB1.png"
{ {
@ -569,18 +559,15 @@ Brightmap Texture "models/JEightB1.png"
HardwareShader Texture "models/JFlashl1.png" HardwareShader Texture "models/JFlashl1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JBigFlash1.png" HardwareShader Texture "models/JBigFlash1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JImpale1_.png" HardwareShader Texture "models/JImpale1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JImpale1.png" Texture "brighttex" "brightmaps/JImpale1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JImpale1.png" Brightmap Texture "models/JImpale1.png"
{ {
@ -590,19 +577,16 @@ HardwareShader Texture "models/JPickup1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPickup1.png" Texture "brighttex" "brightmaps/JPickup1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JPickup21.png" HardwareShader Texture "models/JPickup21.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPickup21.png" Texture "brighttex" "brightmaps/JPickup21.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRazor1_.png" HardwareShader Texture "models/JRazor1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRazor1.png" Texture "brighttex" "brightmaps/JRazor1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JRazor1.png" Brightmap Texture "models/JRazor1.png"
{ {
@ -612,7 +596,6 @@ HardwareShader Texture "models/JRifle1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRifle1.png" Texture "brighttex" "brightmaps/JRifle1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JRifle1.png" Brightmap Texture "models/JRifle1.png"
{ {
@ -622,7 +605,6 @@ HardwareShader Texture "models/JTaryPick1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JTaryPick1.png" Texture "brighttex" "brightmaps/JTaryPick1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JTaryPick1.png" Brightmap Texture "models/JTaryPick1.png"
{ {
@ -633,7 +615,6 @@ HardwareShader Texture "models/OldSkins/JTaryPick1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JTaryPick1.png" Texture "brighttex" "brightmaps/JTaryPick1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/OldSkins/JTaryPick1.png" Brightmap Texture "models/OldSkins/JTaryPick1.png"
{ {
@ -653,7 +634,6 @@ HardwareShader Texture "models/Jpeacehand1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Jpeacehand1.png" Texture "brighttex" "brightmaps/Jpeacehand1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/Jpeacehand1.png" Brightmap Texture "models/Jpeacehand1.png"
{ {
@ -663,7 +643,6 @@ HardwareShader Texture "models/Sting1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Sting1.png" Texture "brighttex" "brightmaps/Sting1.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/Sting1.png" Brightmap Texture "models/Sting1.png"
{ {
@ -673,7 +652,6 @@ HardwareShader Texture "models/Stunner_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Stunner.png" Texture "brighttex" "brightmaps/Stunner.png"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/Stunner.png" Brightmap Texture "models/Stunner.png"
{ {
@ -683,97 +661,78 @@ HardwareShader Texture "models/aforce1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/aforce1.png" Texture "brighttex" "brightmaps/aforce1.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jflakshel1_.png" HardwareShader Texture "models/Jflakshel1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jflak1_.png" HardwareShader Texture "models/Jflak1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ASMD1_.png" HardwareShader Texture "models/ASMD1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/AToxSuit1.png" HardwareShader Texture "models/AToxSuit1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/AkevSuit1.png" HardwareShader Texture "models/AkevSuit1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Asuit1.png" HardwareShader Texture "models/Asuit1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/AutoHand1_.png" HardwareShader Texture "models/AutoHand1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Autom1_.png" HardwareShader Texture "models/Autom1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Automa1_.png" HardwareShader Texture "models/Automa1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Flamet_.png" HardwareShader Texture "models/Flamet_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/GunPick1_.png" HardwareShader Texture "models/GunPick1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAmplifier1.png" HardwareShader Texture "models/JAmplifier1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JAsmdAmmo1.png" HardwareShader Texture "models/JAsmdAmmo1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JBigGun1_.png" HardwareShader Texture "models/JBigGun1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JBoneSw1_.png" HardwareShader Texture "models/JBoneSw1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JDetector.png" HardwareShader Texture "models/JDetector.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JFlameG1_.png" HardwareShader Texture "models/JFlameG1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JInvisibility1.png" HardwareShader Texture "models/JInvisibility1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
Brightmap Texture "models/JNaliFruit1.png" Brightmap Texture "models/JNaliFruit1.png"
{ {
@ -782,92 +741,74 @@ Brightmap Texture "models/JNaliFruit1.png"
HardwareShader Texture "models/JNapalm1_.png" HardwareShader Texture "models/JNapalm1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JNapalmAm1.png" HardwareShader Texture "models/JNapalmAm1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JQuadAm1_.png" HardwareShader Texture "models/JQuadAm1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRocketCan1.png" HardwareShader Texture "models/JRocketCan1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JRocket1_.png" HardwareShader Texture "models/JRocket1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jarmor1.png" HardwareShader Texture "models/Jarmor1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jband1.png" HardwareShader Texture "models/Jband1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jclip1_.png" HardwareShader Texture "models/Jclip1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jhealth1.png" HardwareShader Texture "models/Jhealth1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jlboot1.png" HardwareShader Texture "models/Jlboot1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jmisc1_.png" HardwareShader Texture "models/Jmisc1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jpeacehand1_.png" HardwareShader Texture "models/Jpeacehand1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jseed1.png" HardwareShader Texture "models/Jseed1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Jshealth1.png" HardwareShader Texture "models/Jshealth1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Minigun_.png" HardwareShader Texture "models/Minigun_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/RifleBul1.png" HardwareShader Texture "models/RifleBul1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/aPower1.png" HardwareShader Texture "models/aPower1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/minigun1_.png" HardwareShader Texture "models/minigun1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/ShockSm.png" HardwareShader Texture "models/ShockSm.png"
{ {
@ -931,12 +872,10 @@ HardwareShader Texture "models/OLSMP_.png"
Shader "shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp" Shader "shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp"
Texture "masktex" "models/OLSMP_m.png" Texture "masktex" "models/OLSMP_m.png"
Texture "envtex" "models/OLSMP_env.png" Texture "envtex" "models/OLSMP_env.png"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/JSentry1_.png" HardwareShader Texture "models/JSentry1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
Texture "ambglow" "AmbGlowT"
} }
HardwareShader Texture "models/Glass2.png" HardwareShader Texture "models/Glass2.png"
{ {
@ -956,7 +895,6 @@ HardwareShader Texture "models/JTranslator1.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JTranslator1.png" Texture "brighttex" "brightmaps/JTranslator1.png"
Texture "ambglow" "AmbGlowT"
} }
// PP shaders // PP shaders

View file

@ -149,13 +149,9 @@ OptionMenu "UnrealCreditsMenu"
StaticText "Epic Games, id Software, Bethesda Softworks" StaticText "Epic Games, id Software, Bethesda Softworks"
StaticText " " StaticText " "
StaticText "$STING_CPATRON", "White" StaticText "$STING_CPATRON", "White"
StaticText "Snacks, Artem Bashev, john," StaticText "Bean, Snacks, bouncytem,"
StaticText "Jonas Höglund, Lilian Lamp, Valerie Thiessen," StaticText "Fantasmita, Pietro Gagliardi, NekoMithos,"
StaticText "Corey Hectus, Dac, Pietro Gagliardi, Xada Xephron," StaticText "Antlason Widowz, YaGirlJuniper"
StaticText "Alexa Jones-Gonzales, John, NekoMithos,"
StaticText "bouncytem, Figo, Holly_Rook,"
StaticText "Namsan, YaGirlJuniper, Ashley Lambert,"
StaticText "LordMisfit, m8f, 3d0xp0xy"
StaticText " " StaticText " "
StaticText "$STING_CTHANK", "White" StaticText "$STING_CTHANK", "White"
StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor" StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"

View file

@ -25,8 +25,8 @@ Model "ImpalerBurstBolt"
{ {
Path "models" Path "models"
Model 0 "PBolt_d.3d" Model 0 "PBolt_d.3d"
Offset 5.0125 0 0 Offset 5.0625 0 0
Scale 0.050125 0.1025 0.1025 Scale 0.050625 0.10125 0.10125
AngleOffset 90 AngleOffset 90
DONTCULLBACKFACES DONTCULLBACKFACES
USEACTORPITCH USEACTORPITCH

View file

@ -1,11 +1,11 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
const vec3 fadecol = vec3(.9,.1,.2); const vec3 fadecol = vec3(.9,.1,.2);
vec2 coord = vTexCoord.st+vec2(timer*.02,0.); vec2 coord = vTexCoord.st+vec2(timer*.02,0.);
coord = fract(coord);
vec3 base = getTexel(coord).rgb; vec3 base = getTexel(coord).rgb;
float dist = abs(vTexCoord.s-.5)*2.; float dist = abs(vTexCoord.s-.5)*2.;
vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3))); vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3)));
col = mix(col,vec3(0.),vec3(min(1.,dist))); col = mix(col,vec3(0.),vec3(min(1.,dist)));
return vec4(base*col,1.); mat.Base = vec4(base*col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,22 +1,23 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.x += 1.; uv.x += 1.;
float ang = timer*.05; float ang = timer*.05;
vec2 uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.3; vec2 uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.3;
vec3 col = getTexel(fract(uv2)).rgb; vec3 col = getTexel(uv2).rgb;
uv.y -= 2.; uv.y -= 2.;
ang = timer*.03; ang = timer*.03;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.5; uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.5;
col += getTexel(fract(uv2)).rgb; col += getTexel(uv2).rgb;
uv.x -= 3.; uv.x -= 3.;
ang = timer*.04; ang = timer*.04;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.6; uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.6;
col += getTexel(fract(uv2)).rgb; col += getTexel(uv2).rgb;
uv.y += 4.; uv.y += 4.;
ang = timer*.02; ang = timer*.02;
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2; uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
col += getTexel(fract(uv2)).rgb; col += getTexel(uv2).rgb;
col *= .25; col *= .25;
return vec4(col,1.); mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,4 +1,4 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 ccoord = vTexCoord.st-vec2(.5); vec2 ccoord = vTexCoord.st-vec2(.5);
if ( ccoord.y < 0. ) ccoord.x *= -1.; if ( ccoord.y < 0. ) ccoord.x *= -1.;
@ -8,16 +8,14 @@ vec4 ProcessTexel()
vec2 coord; vec2 coord;
vec3 col = vec3(0.); vec3 col = vec3(0.);
coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436; coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436;
coord = fract(coord);
col += getTexel(coord).rgb; col += getTexel(coord).rgb;
coord = proj*.123234+vec2(0.,-1.)*timer*.092346; coord = proj*.123234+vec2(0.,-1.)*timer*.092346;
coord = fract(coord);
col += getTexel(coord).rgb; col += getTexel(coord).rgb;
coord = proj*.145463+vec2(.3,-1.)*timer*.093242; coord = proj*.145463+vec2(.3,-1.)*timer*.093242;
coord = fract(coord);
col += getTexel(coord).rgb; col += getTexel(coord).rgb;
col *= vec3(1.2,.4,.8); col *= vec3(1.2,.4,.8);
col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.); col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.);
col = clamp(col,vec3(0.),vec3(1.)); col = clamp(col,vec3(0.),vec3(1.));
return vec4(col,1.); mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -33,7 +33,7 @@ float fbm(vec2 uv)
return f; return f;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y; uv.y = 1.0-uv.y;
@ -47,5 +47,6 @@ vec4 ProcessTexel()
c1=clamp(c1,0.,1.); c1=clamp(c1,0.,1.);
vec3 col = vec3(c1*c1*c1*c1, 1.2*c1*c1*c1, 2.2*c1*c1); vec3 col = vec3(c1*c1*c1*c1, 1.2*c1*c1*c1, 2.2*c1*c1);
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0); mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -33,7 +33,7 @@ float fbm(vec2 uv)
return f; return f;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y; uv.y = 1.0-uv.y;
@ -47,5 +47,6 @@ vec4 ProcessTexel()
c1=clamp(c1,0.,1.); c1=clamp(c1,0.,1.);
vec3 col = vec3(1.8*c1*c1*c1, 1.2*c1*c1*c1*c1, 2.2*c1*c1); vec3 col = vec3(1.8*c1*c1*c1, 1.2*c1*c1*c1*c1, 2.2*c1*c1);
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0); mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -33,7 +33,7 @@ float fbm(vec2 uv)
return f; return f;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y; uv.y = 1.0-uv.y;
@ -47,5 +47,6 @@ vec4 ProcessTexel()
c1=clamp(c1,0.,1.); c1=clamp(c1,0.,1.);
vec3 col = vec3(2.5*c1*c1, 1.2*c1*c1*c1, c1*c1*c1*c1*c1*c1); vec3 col = vec3(2.5*c1*c1, 1.2*c1*c1*c1, c1*c1*c1*c1*c1*c1);
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0); mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,4 +1,4 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.x += 1.; uv.x += 1.;
@ -18,5 +18,6 @@ vec4 ProcessTexel()
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2; uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
col += getTexel(fract(uv2)); col += getTexel(fract(uv2));
col *= .5; col *= .5;
return col; mat.Base = col;
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -33,7 +33,7 @@ float fbm(vec2 uv)
return f; return f;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y; uv.y = 1.0-uv.y;
@ -46,5 +46,6 @@ vec4 ProcessTexel()
float c1 = n * c * (1.5-pow(1.25*uv.y,4.)); float c1 = n * c * (1.5-pow(1.25*uv.y,4.));
c1=clamp(c1,0.,1.); c1=clamp(c1,0.,1.);
vec3 col = vec3(c1*c1*c1*c1,1.2*c1*c1*c1,1.7*c1*c1); vec3 col = vec3(c1*c1*c1*c1,1.2*c1*c1*c1,1.7*c1*c1);
return vec4(col,1.0); mat.Base = vec4(col,1.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -33,7 +33,7 @@ float fbm(vec2 uv)
return f; return f;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y; uv.y = 1.0-uv.y;
@ -48,5 +48,6 @@ vec4 ProcessTexel()
c1=clamp(c1,0.,1.); c1=clamp(c1,0.,1.);
vec3 col = vec3(1.5*c1, c1*c1*c1, c1*c1*c1*c1*c1*c1); vec3 col = vec3(1.5*c1, c1*c1*c1, c1*c1*c1*c1*c1*c1);
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
return vec4( mix(vec3(0.),col,a), 1.0); mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -25,7 +25,7 @@ vec2 hash22(vec2 p)
return fract((p3.xx+p3.yz)*p3.zy); return fract((p3.xx+p3.yz)*p3.zy);
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 resolution = vec2(3.,6.); vec2 resolution = vec2(3.,6.);
vec2 uv = vTexCoord.st*resolution; vec2 uv = vTexCoord.st*resolution;
@ -54,5 +54,6 @@ vec4 ProcessTexel()
vec3 n = vec3(dFdx(circles), dFdy(circles), 0.); vec3 n = vec3(dFdx(circles), dFdy(circles), 0.);
n.z = sqrt(1. - dot(n.xy, n.xy)); n.z = sqrt(1. - dot(n.xy, n.xy));
vec3 color = getTexel(uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.); vec3 color = getTexel(uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
return vec4(color, 1.0); mat.Base = vec4(color, 1.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -33,7 +33,7 @@ float fbm(vec2 uv)
return f; return f;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 uv = vTexCoord.st; vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y; uv.y = 1.0-uv.y;
@ -48,5 +48,6 @@ vec4 ProcessTexel()
c1=clamp(c1,0.,1.); c1=clamp(c1,0.,1.);
vec3 col = vec3(c1*c1*c1, 1.5*c1, c1*c1*c1*c1*c1*c1); vec3 col = vec3(c1*c1*c1, 1.5*c1, c1*c1*c1*c1*c1*c1);
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
return vec4( mix(vec3(0.),col,a), 1.0); mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,9 +1,10 @@
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close // imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec4 base = getTexel(vTexCoord.st); vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x; float mask = texture(masktex,vTexCoord.st).x;
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a); mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,32 +1,16 @@
// imitation of the Unreal Engine 1.x ambient glow effect
vec4 ProcessLight( vec4 color )
{
vec2 gs = texture(ambglow,vec2(.5)).xy;
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
float glow = .25+.2*sin(timer*8.);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close // imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
// +
// imitation of the Unreal Engine 1.x ambient glow effect
// with the addition of a mask for blending the environment map with the base texture // with the addition of a mask for blending the environment map with the base texture
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec4 base = getTexel(vTexCoord.st); vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x; float mask = texture(masktex,vTexCoord.st).x;
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
vec2 gs = texture(ambglow,vec2(.5)).xy; mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a); float glow = .25+.2*sin(timer*8.);
if ( gs.y > .5 ) mat.Bright = vec4(vec3(glow),1.);
{ mat.Normal = ApplyNormalMap(vTexCoord.st);
float glow = max(0.,sin(timer*4.)-.5); mat.Normal = ApplyNormalMap(vTexCoord.st);
vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
return vec4(min(col+vec3(glow),1.),base.a);
}
return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
} }

View file

@ -10,10 +10,11 @@ vec3 bolt( in vec2 uv, in float speed, in float freq )
return col; return col;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec3 col = bolt(vTexCoord.st,2.53534,0.21); vec3 col = bolt(vTexCoord.st,2.53534,0.21);
col += bolt(vTexCoord.st,2.64563,0.32); col += bolt(vTexCoord.st,2.64563,0.32);
col += bolt(vTexCoord.st,2.73425,0.43); col += bolt(vTexCoord.st,2.73425,0.43);
return vec4(col,1.); mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -10,10 +10,11 @@ vec3 bolt( in vec2 uv, in float speed, in float freq )
return col; return col;
} }
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec3 col = bolt(vTexCoord.st,1.53534,0.51); vec3 col = bolt(vTexCoord.st,1.53534,0.51);
col += bolt(vTexCoord.st,1.64563,0.62); col += bolt(vTexCoord.st,1.64563,0.62);
col += bolt(vTexCoord.st,1.73425,0.73); col += bolt(vTexCoord.st,1.73425,0.73);
return vec4(col,1.); mat.Base = vec4(col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,9 +1,10 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec3 base = getTexel(vTexCoord.st).rgb; vec3 base = getTexel(vTexCoord.st).rgb;
vec2 scroll = vTexCoord.st*.5+vec2(.2,.5)*timer; vec2 scroll = vTexCoord.st*.5+vec2(.2,.5)*timer;
float smk = texture(smoketex,scroll).x; float smk = texture(smoketex,scroll).x;
scroll = vTexCoord.st*.9+vec2(-.2,.4)*timer; scroll = vTexCoord.st*.9+vec2(-.2,.4)*timer;
smk *= texture(smoketex,scroll).x; smk *= texture(smoketex,scroll).x;
return vec4(base*smk,1.); mat.Base = vec4(base*smk,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -1,10 +1,10 @@
vec4 ProcessTexel() void SetupMaterial( inout Material mat )
{ {
vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1); vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1);
coord = fract(coord);
vec3 base = getTexel(coord).rgb; vec3 base = getTexel(coord).rgb;
float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5); float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5);
vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist)); vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist));
col *= 1.-vTexCoord.t*.8; col *= 1.-vTexCoord.t*.8;
return vec4(base*col,1.); mat.Base = vec4(base*col,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
} }

View file

@ -3,8 +3,8 @@ version "4.11"
/* /*
Doomreal add-on codebase Doomreal add-on codebase
All code here is (C)2018-2023 Marisa the Magician, UnSX Team, and is (C)2018-2025 Marisa the Magician, UnSX Team.
released under the terms of the MIT license (see LICENSE.txt). released under the MIT license (see LICENSE.txt).
No proprietary code by Epic Games has been copied, with or without No proprietary code by Epic Games has been copied, with or without
modification, in the process of developing this project. modification, in the process of developing this project.

View file

@ -167,7 +167,7 @@ Class ImpalerBurstBolt : Actor
Vector3 x, y, z; Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
t.ShootThroughList.Clear(); t.ShootThroughList.Clear();
t.Trace(pos,CurSector,x,11.125,0); t.Trace(pos,CurSector,x,10.125,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ ) for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross); t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
for ( int i=0; i<t.hitlist.Size(); i++ ) for ( int i=0; i<t.hitlist.Size(); i++ )