Makin' progress I guess. Just more models and sounds.

This commit is contained in:
Marisa the Magician 2019-08-12 02:28:38 +02:00
commit 24666975ea
25 changed files with 58 additions and 46 deletions

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@ -1,4 +1,4 @@
### Unnamed Weapon / Bigman Gun ### Unnamed Weapon / Bigman Gun / Demolisher
- Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm - Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
going to repurpose it as pretty much that. going to repurpose it as pretty much that.
@ -6,26 +6,30 @@
various overlays from Mine.utx just for kicks. various overlays from Mine.utx just for kicks.
- It's big. Pretty much as big as a Redeemer, so you need two hands to use it. - It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
- Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil. - Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
- Came up with a name for it.
- Ammo models were improvised by editing the unused sconce part of the Jclip1
texture.
### Bonesaw? ### Bonesaw? / Razorclaw
- The closest thing to whatever was described in the Unreal bible. Original - The closest thing to whatever was described in the Unreal bible. Original
model looked like it could spin, so I did just that. model looked like it could spin, so I did just that.
- Has "stab" (grab) and "slice" (spin) animations, close enough. - Has "stab" (grab) and "slice" (spin) animations, close enough.
- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the - Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
Razorjack texture for them then it's already upgraded. Razorjack texture for them then it's already upgraded.
- Also came up with a name for it.
### Flame Gun ### Flame Gun / Fireblaster
- Changed up to not make it redundant since the Flamethrower is in too. It - Changed up to not make it redundant since the Flamethrower is in too. It
shoots fireballs, so it's more of a long range single shot weapon compared shoots fireballs, so it's more of a long range single shot weapon compared
to the medium range dps barrage that is the flamethrower. to the medium range dps barrage that is the flamethrower.
- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray" - Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
attack mercs do. attack mercs do.
- The original was supposed to have 900 max ammo, give 100 per pickup and use
10 per shot. This is dumb so I'm dividing all of that by 10.
- The model had no UV mapping so I improvised a lot. Thankfully Blender's - The model had no UV mapping so I improvised a lot. Thankfully Blender's
texture paint helped for most of it. texture paint helped for most of it.
- New name given, "flame gun" sounds too placeholder-y.
- Uses same ammo as flamethrower.
### Flamethrower / Napalm Gun ### Flamethrower / Napalm Gun
@ -43,6 +47,7 @@
- Actually I made an alternate model with the old texture. It had some shape - Actually I made an alternate model with the old texture. It had some shape
changes to accomodate for it. I still think the texture sucks. It should be changes to accomodate for it. I still think the texture sucks. It should be
switchable, just like how you can change weapon sprites in Smooth Doom. switchable, just like how you can change weapon sprites in Smooth Doom.
- Ammo is just a recolored explosive barrel.
### Quadshot ### Quadshot
@ -71,25 +76,26 @@
with an electricity texture. with an electricity texture.
- The weapon will use two ammo types. One for individual gems, and another for - 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). 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.
### Stunner ### Stunner
- This one can be used as-is. - This one can be used as-is.
- 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.
### "Teleport gun" ### "Teleport gun"
- Them teleport capsules. - Them teleport capsules.
- Although I can leave this as-is I think I should change the hand. - Although I can leave this as-is I think I should change the hand.
- Might also use the UT 220 model just for kicks, since it has an automag
hand already. Would do it as an alternate skin, like the Flamethrower.
### Old Automag ### Old Automag / Proto Automag
- Gotta decide on which version of the skin to use. I personally prefer the - Gun is re-animated in order to use the same hand as the final automag.
black one, as it'll difference it from the standard automag. - Uses the old black skin, but the off-hand gun when dual wielding will use
- May want to change the hand (which will involve re-animating the gun, welp). the newer skin.
At least doing that I have an excuse to fix some holes in the mesh.
### Sentry ### Sentry
@ -114,3 +120,4 @@
barrel one by one like it. Plus an alt-fire that shoots all four, of course. barrel one by one like it. Plus an alt-fire that shoots all four, of course.
- This will be the Redeemer equivalent, so it needs to be powerful as heck but - This will be the Redeemer equivalent, so it needs to be powerful as heck but
have a low ammo count. have a low ammo count.
- No ammo pickups.

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@ -18,27 +18,33 @@ This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament.
## Planned ## Planned
- Implement Stinger behavior described in the Unreal Bible.
- Dispersion Pistol (slot 1) (replaces fist) - Dispersion Pistol (slot 1) (replaces fist)
- Dispersion Pistol Powerup (replaces Berserk) - Dispersion Pistol Powerup (replaces Berserk)
- Automag (slot 2) (replaces pistol) - Automag (slot 2) (replaces pistol)
- Dual Automags
- ASMD (slot 4) (replaces shotgun) - ASMD (slot 4) (replaces shotgun)
- 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
- 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 flashlight
- Minigun (slot 0) (replaces chaingun) - Minigun (slot 0) (replaces chaingun)
- Stunner (slot 1) (replaces chainsaw) - Stunner (slot 1) (replaces chainsaw)
- "Bonesaw" (slot 1) (replaces chainsaw) - Razorclaw (slot 1) (replaces chainsaw)
- Translocator (slot 1) - Teleport Capsule (slot 1)
- Old Automag (slot 2) (replaces pistol) - Proto Automag (slot 2) (replaces pistol)
- Dual Protomags
- Quadshot (slot 3) (replaces super shotgun) - Quadshot (slot 3) (replaces super shotgun)
- Peacemaker (slot 5) (rare spawn near backpack) - Peacemaker (slot 5) (rare spawn near backpack)
- Impaler (slot 4) (replaces bfg9000) - Impaler (slot 4) (replaces plasma rifle)
- Flamethrower (slot 8) (replaces bfg9000) - Flamethrower (slot 8) (replaces plasma rifle)
- Flame Gun (slot 7) (replaces bfg9000) - Fireblaster (slot 7) (replaces rocket launcher)
- Bigman Handgun (slot 5) (replaces bfg9000) - Demolisher (slot 9) (replaces bfg9000)
- Autocannon (slot 7) (replaces bfg9000) - Autocannon (slot 0) (replaces bfg9000)
- Amplifier (replaces berserk) - Amplifier (replaces berserk)
- Armor (replaces blue armor) - Armor (replaces blue armor)
@ -62,7 +68,6 @@ This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament.
- Dampener (rare spawn near backpack) - Dampener (rare spawn near backpack)
- Motion Detector (replaces computer map) - Motion Detector (replaces computer map)
- Light/Dark Flare (given at start, infinite use)
- Minigun Sentry (rare spawn near backpack) - Minigun Sentry (rare spawn near backpack)
## Known bugs ## Known bugs

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@ -51,7 +51,7 @@ STING_CBIZ = "Biz:";
O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k."; O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k.";
/* Pickup messages */ /* Pickup messages */
I_STINGERAMMOL = "Has recogido "; I_STINGERAMMOL = "Has recogido ";
I_STINGERAMMOR = " Fragmentos de Tarydium."; I_STINGERAMMOR = " fragmentos de Tarydium.";
I_STINGER = "Has obtenido el Arma Aguijón."; I_STINGER = "Has obtenido el Arma Aguijón.";
I_TRANSLATOR = "Has obtenido el Traductor Universal."; I_TRANSLATOR = "Has obtenido el Traductor Universal.";
/* Tags */ /* Tags */

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@ -46,7 +46,7 @@ OptionMenu "UnrealCreditsMenu"
StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White" StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White"
StaticText " " StaticText " "
StaticText "$STING_CTHANK", "Gold" StaticText "$STING_CTHANK", "Gold"
StaticText "KynikossDragonn, The Cutting Room Floor", "White" StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor", "White"
StaticText " " StaticText " "
StaticText "Unreal", "Red" StaticText "Unreal", "Red"
StaticText " " StaticText " "

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@ -1,7 +1,7 @@
GameInfo GameInfo
{ {
AddEventHandlers = "UnrealMainHandler", "UnrealStaticHandler" AddEventHandlers = "UnrealMainHandler", "UnrealStaticHandler"
PlayerClasses = "UPlayerMale1", "UPlayerMale2", "UPlayerMale3", "UPlayerFemale1", "UPlayerFemale2" PlayerClasses = "UPlayerFemale1", "UPlayerFemale2", "UPlayerMale1", "UPlayerMale2", "UPlayerMale3"
StatusBarClass = "UnrealHud" StatusBarClass = "UnrealHud"
BorderFlat = "Border" BorderFlat = "Border"
BackpackType = "UnrealBackpack" BackpackType = "UnrealBackpack"

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@ -158,6 +158,28 @@ Class UPlayer : UTPlayer
} }
} }
Class UPlayerFemale1 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleTwo;
-NOMENU;
}
}
Class UPlayerFemale2 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleOne;
-NOMENU;
}
}
Class UPlayerMale1 : UPlayer Class UPlayerMale1 : UPlayer
{ {
Default Default
@ -191,28 +213,6 @@ Class UPlayerMale3 : UPlayer
-NOMENU; -NOMENU;
} }
} }
Class UPlayerFemale1 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE1";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleTwo;
-NOMENU;
}
}
Class UPlayerFemale2 : UPlayer
{
Default
{
Player.SoundClass "ufemale";
Player.DisplayName "$N_FEMALE2";
Player.Portrait "";
UTPlayer.VoiceType VOICE_FemaleOne;
-NOMENU;
}
}
Class UnrealInventory : Inventory Class UnrealInventory : Inventory
{ {
@ -315,14 +315,14 @@ Class UnrealMainHandler : EventHandler
{ {
if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') ) if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
{ {
/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer'; /*if ( !Random[Replacements](0,3) ) e.Replacement = 'Automag';
else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger'; else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
/*else e.Replacement = 'ShockRifle';*/ /*else e.Replacement = 'ASMD';*/
} }
else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') ) else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
{ {
/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon'; /*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
/*else e.Replacement = 'UTRocketLauncher';*/ /*else e.Replacement = 'Eightball';*/
} }
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack'; else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
} }