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
going to repurpose it as pretty much that.
@ -6,26 +6,30 @@
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.
- 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
model looked like it could spin, so I did just that.
- Has "stab" (grab) and "slice" (spin) animations, close enough.
- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
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
shoots fireballs, so it's more of a long range single shot weapon compared
to the medium range dps barrage that is the flamethrower.
- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
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
texture paint helped for most of it.
- New name given, "flame gun" sounds too placeholder-y.
- Uses same ammo as flamethrower.
### Flamethrower / Napalm Gun
@ -43,6 +47,7 @@
- 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
switchable, just like how you can change weapon sprites in Smooth Doom.
- Ammo is just a recolored explosive barrel.
### Quadshot
@ -71,25 +76,26 @@
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.
### Stunner
- This one can be used as-is.
- Made a separate pickup model with holes filled.
- Has a similar regenerating ammo as the dispersion pistol.
### "Teleport gun"
- Them teleport capsules.
- 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
black one, as it'll difference it from the standard automag.
- May want to change the hand (which will involve re-animating the gun, welp).
At least doing that I have an excuse to fix some holes in the mesh.
- Gun is re-animated in order to use the same hand as the final automag.
- Uses the old black skin, but the off-hand gun when dual wielding will use
the newer skin.
### Sentry
@ -114,3 +120,4 @@
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
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
- 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
- ASMD (slot 4) (replaces shotgun)
- Eightball (slot 5) (replaces rocket launcher)
- Razorjack (slot 7) (replaces chaingun)
- Make altfire actually seek where player is aiming
- GES Bio Rifle (slot 8) (replaces plasma rifle)
- Rifle (slot 9) (replaces plasma rifle)
- Restored rapid fire
- Restored flashlight
- Minigun (slot 0) (replaces chaingun)
- Stunner (slot 1) (replaces chainsaw)
- "Bonesaw" (slot 1) (replaces chainsaw)
- Translocator (slot 1)
- Old Automag (slot 2) (replaces pistol)
- Razorclaw (slot 1) (replaces chainsaw)
- Teleport Capsule (slot 1)
- Proto Automag (slot 2) (replaces pistol)
- Dual Protomags
- Quadshot (slot 3) (replaces super shotgun)
- Peacemaker (slot 5) (rare spawn near backpack)
- Impaler (slot 4) (replaces bfg9000)
- Flamethrower (slot 8) (replaces bfg9000)
- Flame Gun (slot 7) (replaces bfg9000)
- Bigman Handgun (slot 5) (replaces bfg9000)
- Autocannon (slot 7) (replaces bfg9000)
- Impaler (slot 4) (replaces plasma rifle)
- Flamethrower (slot 8) (replaces plasma rifle)
- Fireblaster (slot 7) (replaces rocket launcher)
- Demolisher (slot 9) (replaces bfg9000)
- Autocannon (slot 0) (replaces bfg9000)
- Amplifier (replaces berserk)
- 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)
- Motion Detector (replaces computer map)
- Light/Dark Flare (given at start, infinite use)
- Minigun Sentry (rare spawn near backpack)
## 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.";
/* Pickup messages */
I_STINGERAMMOL = "Has recogido ";
I_STINGERAMMOR = " Fragmentos de Tarydium.";
I_STINGERAMMOR = " fragmentos de Tarydium.";
I_STINGER = "Has obtenido el Arma Aguijón.";
I_TRANSLATOR = "Has obtenido el Traductor Universal.";
/* Tags */

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

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@ -1,7 +1,7 @@
GameInfo
{
AddEventHandlers = "UnrealMainHandler", "UnrealStaticHandler"
PlayerClasses = "UPlayerMale1", "UPlayerMale2", "UPlayerMale3", "UPlayerFemale1", "UPlayerFemale2"
PlayerClasses = "UPlayerFemale1", "UPlayerFemale2", "UPlayerMale1", "UPlayerMale2", "UPlayerMale3"
StatusBarClass = "UnrealHud"
BorderFlat = "Border"
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
{
Default
@ -191,28 +213,6 @@ Class UPlayerMale3 : UPlayer
-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
{
@ -315,14 +315,14 @@ Class UnrealMainHandler : EventHandler
{
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 e.Replacement = 'ShockRifle';*/
/*else e.Replacement = 'ASMD';*/
}
else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
{
/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
/*else e.Replacement = 'UTRocketLauncher';*/
/*else e.Replacement = 'Eightball';*/
}
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
}