Wow looks like I got a lot of stuff in here.

Added brightmaps and gldefs entries for most stuff.
Imported a bunch of sprites, including some recycled stuff from old mods.
Made new icons for the 0.83 status bar.
Remade "Teleport Gun" model.
Made new models for some ammo variants.
Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear.
Began working on ASMD. Flak Cannon has no projectiles yet.
This commit is contained in:
Marisa the Magician 2019-08-15 02:38:46 +02:00
commit 76cd3a5207
465 changed files with 1330 additions and 58 deletions

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@ -89,7 +89,8 @@
### "Teleport gun"
- Them teleport capsules.
- Although I can leave this as-is I think I should change the hand.
- Redid the whole thing with the modern hand model.
- There is a pickup mesh, it's rudimentary but does the job.
### Old Automag / Proto Automag

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@ -7,7 +7,7 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
## Currently Implemented
- Stinger (slot 3) (replaces shotgun)
- Stinger (slot 3) (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)
@ -15,6 +15,7 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
## In progress
- Flak Cannon (slot 6) (replaces rocket launcher)
- ASMD (slot 4) (replaces shotguns)
## Planned
@ -23,7 +24,6 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- 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
@ -38,7 +38,7 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Teleport Capsule (slot 1)
- Proto Automag (slot 2) (replaces pistol)
- Dual Protomags
- Quadshot (slot 3) (replaces super shotgun)
- Quadshot (slot 3) (replaces shotguns)
- Peacemaker (slot 5) (rare spawn near backpack)
- Impaler (slot 4) (replaces plasma rifle)
- Flamethrower (slot 8) (replaces plasma rifle)
@ -53,8 +53,7 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Searchlight (replaces light amplifier)
- Medkit (replaces medkit)
- Bandages (replaces stimpak)
- Nali Fruit (replaces stimpak)
- Nali Fruit Seed (replaces health bonus)
- Nali Fruit Seed (replaces health bonus)
- Super Health (replaces soulsphere)
- Invisibility (replaces blursphere)
- AntiGrav Boots (replaces radsuit)

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@ -1,29 +1,3 @@
HardwareShader Texture "models/Sting1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Sting1.png"
}
Brightmap Texture "models/Sting1.png"
{
Map "brightmaps/Sting1.png"
}
HardwareShader Texture "models/JTaryPick1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JPickup1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPickup1.png"
}
HardwareShader Texture "models/Jflakshel1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jflak1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "graphics/MenuBarr.png"
{
Shader "shaders/glsl/MenuBarrier.fp"
@ -48,3 +22,297 @@ Brightmap Texture "models/Ash.png"
{
Map "brightmaps/Ash.png"
}
HardwareShader Texture "models/Abelt1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Abelt1.png"
}
HardwareShader Texture "models/Apbelt1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Abelt1.png"
}
HardwareShader Texture "models/Ahand1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Ahand1.png"
}
Brightmap Texture "models/Ahand1.png"
{
Map "brightmaps/Ahand1.png"
}
HardwareShader Texture "models/Ainv1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Ainv1.png"
}
Brightmap Texture "models/Ainv1.png"
{
Map "brightmaps/Ainv1.png"
}
HardwareShader Texture "models/DPistol1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/DPistol1.png"
}
Brightmap Texture "models/DPistol1.png"
{
Map "brightmaps/DPistol1.png"
}
HardwareShader Texture "models/JBRifle1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JBRifle1.png"
}
Brightmap Texture "models/JBRifle1.png"
{
Map "brightmaps/JBRifle1.png"
}
HardwareShader Texture "models/JEightB1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JEightB1.png"
}
Brightmap Texture "models/JEightB1.png"
{
Map "brightmaps/JEightB1.png"
}
HardwareShader Texture "models/JFlashl1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JFlashl1.png"
}
HardwareShader Texture "models/JImpale1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JImpale1.png"
}
Brightmap Texture "models/JImpale1.png"
{
Map "brightmaps/JImpale1.png"
}
HardwareShader Texture "models/JPickup1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPickup1.png"
}
HardwareShader Texture "models/JPickup21.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPickup21.png"
}
HardwareShader Texture "models/JRazor1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRazor1.png"
}
Brightmap Texture "models/JRazor1.png"
{
Map "brightmaps/JRazor1.png"
}
HardwareShader Texture "models/JRifle1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JRifle1.png"
}
Brightmap Texture "models/JRifle1.png"
{
Map "brightmaps/JRifle1.png"
}
HardwareShader Texture "models/JTaryPick1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JTaryPick1.png"
}
Brightmap Texture "models/JTaryPick1.png"
{
Map "brightmaps/JTaryPick1.png"
}
Brightmap Texture "models/Jburst1.png"
{
Map "brightmaps/Jburst1.png"
}
Brightmap Texture "models/Jflare.png"
{
Map "brightmaps/Jflare.png"
}
HardwareShader Texture "models/Jpeacehand1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Jpeacehand1.png"
}
Brightmap Texture "models/Jpeacehand1.png"
{
Map "brightmaps/Jpeacehand1.png"
}
HardwareShader Texture "models/Sting1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Sting1.png"
}
Brightmap Texture "models/Sting1.png"
{
Map "brightmaps/Sting1.png"
}
HardwareShader Texture "models/Stunner_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Stunner.png"
}
Brightmap Texture "models/Stunner.png"
{
Map "brightmaps/Stunner.png"
}
HardwareShader Texture "models/aforce1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/aforce1.png"
}
HardwareShader Texture "models/Jflakshel1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jflak1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/ASMD11_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/AToxSuit1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/AkevSuit1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Asuit1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/AutoHand1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Autom1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Automa1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Flamet_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/GunPick1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JAmplifier.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JAsmdAmmo1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JBigGun1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JBoneSw1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JDetector.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JFlameG1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JInvisibility1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JNaliFruit1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JNapalm1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JNapalmAm1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JQuadAm1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JRocketCan1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/JRocket1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jarmor1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jband1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jclip1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jhealth1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jlboot1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jmisc1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jpeacehand1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jseed1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Jshealth1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/Minigun_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/RifleBul1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/aPower1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/minigun1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}

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@ -1,15 +1,24 @@
[default eng enc ena enz eni ens enj enb enl ent enw]
/* Obituaries */
O_STINGER = "%o was perforated by %k's Stinger.";
O_ASMD = "%k inflicted mortal damage upon %o with the ASMD.";
/* Pickup messages */
I_STINGERAMMOL = "You picked up ";
I_STINGERAMMOR = " Tarydium Shards.";
I_STINGER = "You picked up the Stinger.";
I_TRANSLATOR = "You picked up the Universal Translator.";
I_BACKPACKEXTRA = "The backpack also contains: ";
I_ASMDAMMO = "You picked up an ASMD Core.";
I_ASMDAMMO2 = "You picked up a Small ASMD Core.";
I_ASMD = "You got the ASMD.";
/* Tags */
T_STINGERAMMO = "Tarydium Shards";
T_STINGERAMMO2 = "Tarydium Shard Pack";
T_STINGER = "Stinger";
T_TRANSLATOR = "Translator";
T_ASMDAMMO = "ASMD Core";
T_ASMDAMMO2 = "Small ASMD Core";
T_ASMD = "ASMD";
/* Miscellaneous */
TR_HINT = "Hint";
TR_NOMSG = "No new messages";
@ -49,15 +58,22 @@ STING_CBIZ = "Biz:";
[es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu]
/* Obituaries */
O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k.";
O_ASMD = "%k infligió un daño mortal sobre %o con el ASMD.";
/* Pickup messages */
I_STINGERAMMOL = "Has recogido ";
I_STINGERAMMOR = " fragmentos de Tarydium.";
I_STINGER = "Has obtenido el Arma Aguijón.";
I_TRANSLATOR = "Has obtenido el Traductor Universal.";
I_BACKPACKEXTRA = "La mochila tambien contiene: ";
I_ASMDAMMO = "Has recogido un Núcleo de ASMD.";
I_ASMDAMMO2 = "Has recogido un Núcleo Pequeño de ASMD.";
I_ASMD = "Has obtenido el ASMD.";
/* Tags */
T_STINGERAMMO = "Fragmentos de Tarydium";
T_STINGER = "Arma Aguijón";
T_TRANSLATOR = "Traductor";
T_ASMDAMMO = "Núcleo de ASMD";
T_ASMDAMMO2 = "Núcleo Pequeño de ASMD";
/* Miscellaneous */
TR_HINT = "Pista";
TR_NOMSG = "No hay mensajes nuevos";

62
modeldef.asmd Normal file
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@ -0,0 +1,62 @@
Model "ASMDAmmo"
{
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 1 "JAsmdAmmo1.png"
Scale 0.09 0.09 0.108
ZOffset 10
FrameIndex ASMA A 0 0
}
Model "ASMDAmmoX"
{
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 0 "ShockC.png"
//SurfaceSkin 0 2 "ShockSm.png"
Scale 0.09 0.09 0.108
ZOffset 10
DONTCULLBACKFACES
FrameIndex ASMA A 0 0
}
Model "ASMDAmmo2"
{
Path "models"
Model 0 "AsmdAmmoSmallM_d.3d"
SurfaceSkin 0 0 "JAsmdAmmo1.png"
Scale 0.05 0.05 0.06
ZOffset 6
FrameIndex ASMA B 0 0
}
Model "ASMDAmmo2X"
{
Path "models"
Model 0 "AsmdAmmoSmallM_d.3d"
SurfaceSkin 0 1 "ShockC.png"
Scale 0.05 0.05 0.06
ZOffset 6
DONTCULLBACKFACES
FrameIndex ASMA B 0 0
}
Model "ASMD"
{
Path "models"
Model 1 "ASMDPick_d.3d"
Skin 1 "ASMD1_.png"
ZOffset 12
AngleOffset 90
Scale 0.2 0.2 0.24
FrameIndex ASMP B 1 0
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}

View file

@ -18,7 +18,7 @@ Model "StingerAmmo"
{
Path "models"
Model 0 "TarydiumPickup_d.3d"
Skin 0 "JTaryPick1.png"
Skin 0 "JTaryPick1_.png"
Scale 0.04 0.04 0.048
ZOffset 1

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