diff --git a/ProtoNotes.md b/ProtoNotes.md new file mode 100644 index 0000000..848d9d6 --- /dev/null +++ b/ProtoNotes.md @@ -0,0 +1,116 @@ +### Unnamed Weapon / Bigman Gun + + - Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm + going to repurpose it as pretty much that. + - Texture made from scratch, some handpainting plus detail textures and + 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. + +### Bonesaw? + + - 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. + +### Flame Gun + + - 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. + +### Flamethrower / Napalm Gun + + - At some point in development, there was a bunch of tubes and stuff for a + flamethrower. This weapon was never completed, and eventually was + superseded by the biorifle. + - What I'm doing here is basically reviving the whole thing, however, rather + than using the piss-poor old "flamet" texture, I repurposed the JNapalm1 + texture that the "napalm gun" (the proto-biorifle) in 0.871 used. + - So far the model has been a success, although I failed to notice that it was + mirrored when I imported it, but it looks better with the little canister on + the left side. Also I moved the hose to the back like in a proper + flamethrower. The pickup model has a whole lot of stuff that was entirely my + doing. It's got a bulkier backpack than the biorifle, that's for sure. + - 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. + +### Quadshot + + - Oh boy, I have quite the history with this damn thing. Before I even knew + what it was supposed to be I somehow thought it was a plasma gun / fireball + launcher and not a shotgun... Yeah. + - I've done some prettifying here and there, replaced the incomplete hand with + 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 + 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 + 200 to 350 polys, but this thing quadruples that (oops). + - I fixed up the ammo pickup mesh so it has no holes, too. + - Has some additional animations, mainly for future use in SWWM GZ. + +### Impaler + + - Yeah, gonna be following the bible for this one, even if it sounds + very challenging to make a "seeking beam that arcs between enemies". + - I re-animated the model. It has a normal fire that shoots the gem, and the + 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). + +### Stunner + + - This one can be used as-is. + - Made a separate pickup model with holes filled. + +### "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 + + - 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. + +### 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. + +### Peacemaker + + - Keep as-is, no changes needed. + +### Detector + + - Same, no changes needed. + +### Old Minigun / Autocannon + + - Unlike a certain someone I'm not going to butcher this into a "gatling gun". + - In appearance it's more like some sort of four-barrel cannon, and bears + resemblance to the Lasergun from Serious Sam, so I animated it to fire each + 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. diff --git a/Readme.md b/Readme.md index 5874dcf..743afc3 100644 --- a/Readme.md +++ b/Readme.md @@ -3,7 +3,7 @@ The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items (including dummied out stuff and others). -This mod requires GZDoom 3.4.0 or later. +This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament. ## Currently Implemented @@ -29,18 +29,21 @@ This mod requires GZDoom 3.4.0 or later. - Minigun (slot 0) (replaces chaingun) - Stunner (slot 1) (replaces chainsaw) - - Translocator (slot 1) (replaces chainsaw) + - "Bonesaw" (slot 1) (replaces chainsaw) + - Translocator (slot 1) - Old Automag (slot 2) (replaces pistol) - Quadshot (slot 3) (replaces super shotgun) - - Peacemaker (slot 5) (replaces backpack) - - Impaler (slot 4) (replaces super shotgun) - - Flamethrower (slot 8) (replaces plasma rifle) - - Gatling Gun (slot 0) (replaces bfg9000) + - 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) - Amplifier (replaces berserk) - Armor (replaces blue armor) - Flare (replaces armor bonus) - - Flashlight (replaces light amplifier) + - Flashlight (replaces light amplifier) - Searchlight (replaces light amplifier) - Medkit (replaces medkit) - Bandages (replaces stimpak) @@ -51,18 +54,16 @@ This mod requires GZDoom 3.4.0 or later. - AntiGrav Boots (replaces radsuit) - Shield Belt (replaces megasphere) - Power Shield (replaces invulnerability) - - Asbestos Suit (replaces backpack) + - Asbestos Suit (replaces radsuit if map has lava) - Kevlar Suit (replaces green armor) - - Toxin Suit (replaces radsuit) - - Voice Box (replaces backpack) - - Forcefield (replaces backpack) - - Dampener (replaces blursphere) + - Toxin Suit (replaces radsuit if map has slime) + - Voice Box (rare spawn near backpack) + - Forcefield (rare spawn near backpack) + - Dampener (rare spawn near backpack) - Motion Detector (replaces computer map) - - Chameleon's Heart (replaces blursphere) - Light/Dark Flare (given at start, infinite use) - - Minigun Sentry (replaces backpack) - - Powerup (replaces berserk) + - Minigun Sentry (rare spawn near backpack) ## Known bugs diff --git a/cvarinfo.txt b/cvarinfo.txt index c121b02..f47fdd5 100644 --- a/cvarinfo.txt +++ b/cvarinfo.txt @@ -1,3 +1,5 @@ -user bool stinger_footsteps = true; -user int stinger_hudmode = 0; -user int stinger_hudscale = 1; +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 \ No newline at end of file diff --git a/fontdefs.txt b/fontdefs.txt index bf590b5..8e91f48 100644 --- a/fontdefs.txt +++ b/fontdefs.txt @@ -28,5 +28,5 @@ UWhiteFont } UTahoma10 { - TEMPLATE th10_%03d + TEMPLATE tu10_%03d } diff --git a/gldefs.txt b/gldefs.txt index 3cf73ab..e582d31 100644 --- a/gldefs.txt +++ b/gldefs.txt @@ -1,42 +1,7 @@ -/*Brightmap Texture "models/JRelicSkull_01b.png" -{ - Map "brightmaps/JRelicSkull_01b.png" -}*/ -HardwareShader Texture "models/JRelicSkull_01b.png" -{ - Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" -} -/*Brightmap Texture "models/JRelicSkull_01g.png" -{ - Map "brightmaps/JRelicSkull_01g.png" -}*/ -HardwareShader Texture "models/JRelicSkull_01g.png" -{ - Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" -} -/*Brightmap Texture "models/JRelicSkull_01r.png" -{ - Map "brightmaps/JRelicSkull_01r.png" -}*/ -HardwareShader Texture "models/JRelicSkull_01r.png" -{ - Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" -} -HardwareShader Texture "models/BlueSkin2.png" -{ - Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" -} -HardwareShader Texture "models/RedSkin2.png" -{ - Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" -} -HardwareShader Texture "models/GoldSkin2.png" -{ - Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" -} HardwareShader Texture "models/Sting1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" + Texture "brighttex" "brightmaps/Sting1.png" } Brightmap Texture "models/Sting1.png" { @@ -46,15 +11,36 @@ HardwareShader Texture "models/JTaryPick1.png" { Shader "shaders/glsl/AmbientGlow.fp" } -/*Brightmap Texture "models/JPickup1.png" -{ - Map "brightmaps/JPickup1.png" -}*/ -HardwareShader Texture "models/JPickup1_.png" +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" +} +HardwareShader Texture "graphics/rmetal.png" +{ + Shader "shaders/glsl/Menu2.fp" +} +HardwareShader Texture "graphics/95Bg.png" +{ + Shader "shaders/glsl/95Bg.fp" +} +HardwareShader Texture "graphics/97Bg.png" +{ + Shader "shaders/glsl/97Bg.fp" +} +HardwareShader Texture "graphics/UnBg.png" +{ + Shader "shaders/glsl/UnBg.fp" +} \ No newline at end of file diff --git a/graphics/95Bg.png b/graphics/95Bg.png new file mode 100644 index 0000000..43f1dd0 Binary files /dev/null and b/graphics/95Bg.png differ diff --git a/graphics/97Bg.png b/graphics/97Bg.png new file mode 100644 index 0000000..72f50c6 Binary files /dev/null and b/graphics/97Bg.png differ diff --git a/graphics/BlueSky.png b/graphics/BlueSky.png deleted file mode 100644 index 8405251..0000000 Binary files a/graphics/BlueSky.png and /dev/null differ diff --git a/graphics/Crosshr6.png b/graphics/Crosshr6.png deleted file mode 100644 index 1deee6f..0000000 Binary files a/graphics/Crosshr6.png and /dev/null differ diff --git a/graphics/fonts/largefont/lfnt_032.png b/graphics/LargeFont/lfnt_032.png similarity index 100% rename from graphics/fonts/largefont/lfnt_032.png rename to graphics/LargeFont/lfnt_032.png diff --git a/graphics/fonts/largefont/lfnt_033.png 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graphics/WhiteFont/wf_255.png diff --git a/graphics/icons/I_Canist.png b/graphics/icons/I_Canist.png deleted file mode 100644 index 9ddec13..0000000 Binary files a/graphics/icons/I_Canist.png and /dev/null differ diff --git a/graphics/icons/I_Detect.png b/graphics/icons/I_Detect.png deleted file mode 100644 index 93d87ed..0000000 Binary files a/graphics/icons/I_Detect.png and /dev/null differ diff --git a/graphics/icons/I_Heart.png b/graphics/icons/I_Heart.png deleted file mode 100644 index f738cb3..0000000 Binary files a/graphics/icons/I_Heart.png and /dev/null differ diff --git a/graphics/icons/I_Napalm.png b/graphics/icons/I_Napalm.png new file mode 100644 index 0000000..5107622 Binary files /dev/null and b/graphics/icons/I_Napalm.png differ diff --git a/graphics/icons/I_Sentry.png b/graphics/icons/I_Sentry.png deleted file mode 100644 index 6ada4bf..0000000 Binary files a/graphics/icons/I_Sentry.png and /dev/null differ diff --git a/graphics/rmetal.png b/graphics/rmetal.png new file mode 100644 index 0000000..7c9e140 Binary files /dev/null and b/graphics/rmetal.png differ diff --git a/language.txt b/language.txt new file mode 100644 index 0000000..6785224 --- /dev/null +++ b/language.txt @@ -0,0 +1,92 @@ +[default eng enc ena enz eni ens enj enb enl ent enw] +/* Obituaries */ +O_STINGER = "%o was perforated by %k's Stinger."; +/* 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."; +/* Tags */ +T_STINGERAMMO = "Tarydium Shards"; +T_STINGER = "Stinger"; +T_TRANSLATOR = "Translator"; +/* Miscellaneous */ +TR_HINT = "Hint"; +TR_NOMSG = "No new messages"; +N_MALE1 = "Kurgan"; +N_MALE2 = "Ash"; +N_MALE3 = "Dante"; +N_FEMALE1 = "Gina"; +N_FEMALE2 = "Sonya"; +/* Menus */ +STING_MTITLE = "Unreal Options"; +STING_HOPTS = "HUD Options"; +STING_HUDMODE = "HUD Mode"; +STING_HUDSCALE = "HUD Scale"; +STING_HUDFIT = "Fit 640x480"; +STING_INTRO = "Intro Type"; +STING_UNREAL99 = "Standard"; +STING_UNREAL97 = "Unreal '97"; +STING_UNREAL95 = "Unreal '95"; +STING_MCREDS = "Unreal Credits"; +STING_CDR = "Doomreal"; +STING_CLEAD = "Development Lead:"; +STING_CASSETS = "Additional Assets:"; +STING_CPATRON = "Patreon Backers:"; +STING_CTHANK = "Special Thanks:"; +STING_CUNR = "Unreal"; +STING_CTOP = "A Digital Extremes/Epic Megagames Collaboration"; +STING_CGDES = "Game Design:"; +STING_CLEVEL = "Level Design:"; +STING_CANIM = "Animator:"; +STING_CART = "Art:"; +STING_CPROG = "Programming:"; +STING_CMUS = "Music:"; +STING_CSND = "Sound Effects:"; +STING_CGT = "Producer for GT:"; +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."; +/* 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."; +/* Tags */ +T_STINGERAMMO = "Fragmentos de Tarydium"; +T_STINGER = "Arma Aguijón"; +T_TRANSLATOR = "Traductor"; +/* Miscellaneous */ +TR_HINT = "Pista"; +TR_NOMSG = "No hay mensajes nuevos"; +/* Menus */ +STING_MTITLE = "Opciones de Unreal"; +STING_HOPTS = "Opciones de HUD"; +STING_HUDMODE = "Modo de HUD"; +STING_HUDSCALE = "Escala de HUD"; +STING_HUDFIT = "Contener 640x480"; +STING_INTRO = "Tipo de Intro"; +STING_UNREAL99 = "Estándar"; +STING_MCREDS = "Créditos de Unreal"; +STING_CDR = "Doomreal"; +STING_CLEAD = "Desarrolladora Jefe:"; +STING_CASSETS = "Assets Adicionales:"; +STING_CPATRON = "Mecenas de Patreon:"; +STING_CTHANK = "Agradecimientos Especiales:"; +STING_CUNR = "Unreal"; +STING_CTOP = "Una Colaboración de Digital Extremes/Epic Megagames"; +STING_CGDES = "Diseño de Juego:"; +STING_CLEVEL = "Diseño de Niveles:"; +STING_CANIM = "Animador:"; +STING_CART = "Arte:"; +STING_CPROG = "Programación:"; +STING_CMUS = "Música:"; +STING_CSND = "Efectos de Sonido:"; +STING_CGT = "Productor para GT:"; +STING_CBIZ = "Negocios:"; + +[fr] + +[it] diff --git a/maps/TITLEMAP.wad b/maps/TITLEMAP.wad new file mode 100644 index 0000000..76cccd0 Binary files /dev/null and b/maps/TITLEMAP.wad differ diff --git a/menudef.txt b/menudef.txt index 7de47f2..9f5d4ac 100644 --- a/menudef.txt +++ b/menudef.txt @@ -1,8 +1,117 @@ +OptionValue "IntroTypeMenu" +{ + 0, "$STING_UNREAL99" + 1, "$STING_UNREAL97" + 2, "$STING_UNREAL95" +} + OptionMenu "UnrealOptionMenu" { - Title "Unreal Options" + Title "$STING_MTITLE" - StaticText "HUD Options", "Gold" - Slider "HUD Mode", "stinger_hudmode", 0, 5, 1, 0 - Slider "HUD Mode", "stinger_hudscale", 1, 8, 1, 0 + Option "$STING_INTRO", "stinger_introtype", "IntroTypeMenu" + Command "$FLAK_APPLY", "event refreshmenu" + StaticText " " + StaticText "$STING_HOPTS", "Gold" + HudType " " + StaticText " " + StaticText " " + StaticText " " + StaticText " " + Slider "$STING_HUDMODE", "stinger_hudmode", 0, 5, 1, 0 + ScaleSlider "$STING_HUDSCALE", "stinger_hudscale", 0, 8, 1, "$STING_HUDFIT" +} + +AddOptionMenu "OptionsMenu" +{ + StaticText " " + Submenu "$STING_MTITLE", "UnrealOptionMenu" + Submenu "$STING_MCREDS", "UnrealCreditsMenu" +} + +OptionMenu "UnrealCreditsMenu" +{ + Title "$STING_MCREDS" + + StaticText "$STING_CDR", "Red" + StaticText " " + StaticText "$STING_CLEAD", "Gold" + StaticText "Marisa Kirisame", "White" + StaticText " " + StaticText "$STING_CASSETS", "Gold" + StaticText "Epic Games, id Software, Bethesda Softworks", "White" + StaticText " " + StaticText "$STING_CPATRON", "Gold" + StaticText "Aisamai, Alexa Jones-Gonzales, Jonas Höglund,", "White" + StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White" + StaticText " " + StaticText "$STING_CTHANK", "Gold" + StaticText "KynikossDragonn, The Cutting Room Floor", "White" + StaticText " " + StaticText "Unreal", "Red" + StaticText " " + StaticText "$STING_CTOP", "White" + StaticText " " + StaticText "$STING_CGDES", "Gold" + StaticText "James Schmalz, Cliff Bleszinski", "White" + StaticText " " + StaticText "$STING_CLEVEL", "Gold" + StaticText "Cliff Bleszinski, T. Elliot Cannon,", "White" + StaticText "Pancho Eekels, Jeremy War,", "White" + StaticText "Cedric Fiorentino, Shane Caudle", "White" + StaticText " " + StaticText "$STING_CANIM", "Gold" + StaticText "Dave Carter", "White" + StaticText " " + StaticText "$STING_CART", "Gold" + StaticText "James Schmalz, Mike Leatham, Artur Bialas", "White" + StaticText " " + StaticText "$STING_CPROG", "Gold" + StaticText "Tim Sweeney, Steven Polge, Erik de Neve,", "White" + StaticText "James Schmalz, Carlo Vogelsang, Nick Michon", "White" + StaticText " " + StaticText "$STING_CMUS", "Gold" + StaticText "Alexander Brandon, Michiel van den Bos", "White" + StaticText " " + StaticText "$STING_CSND", "Gold" + StaticText "Dave Ewing", "White" + StaticText " " + StaticText "$STING_CGT", "Gold" + StaticText "Jason Schreiber", "White" + StaticText " " + StaticText "$STING_CBIZ", "Gold" + StaticText "Mark Rein, Nigel Kent, Craig Lafferty", "White" + StaticText " " +} + +ListMenu "MainMenu" +{ + LineSpacing 40 + UnrealBg " " + Position 0, 0 + UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu" + UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu" + UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" + UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu" + IfOption(ReadThis) + { + UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu" + } + UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu" +} + +ListMenu "MainMenuTextOnly" +{ + LineSpacing 40 + UnrealBg " " + Position 0, 0 + UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu" + UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu" + UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu" + UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu" + IfOption(ReadThis) + { + UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu" + } + UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu" } diff --git a/modeldef.stinger b/modeldef.stinger index 2ed8235..5fb2a0b 100644 --- a/modeldef.stinger +++ b/modeldef.stinger @@ -3,12 +3,13 @@ Model "Stinger" Path "models" Model 1 "StingerPickup_d.3d" Skin 1 "Sting1_.png" - Offset -3 -3 4 + Offset -3 -3 2 + AngleOffset -90 Scale 0.06 0.06 0.072 FrameIndex STNP B 1 0 - Offset -3 -3 12 + Offset -3 3 12 ROTATING FrameIndex STNP A 1 0 } @@ -55,8 +56,7 @@ Model "Stinger" { Path "models" Model 2 "StingerM_d.3d" - SurfaceSkin 2 2 "FireEffect18.png" - SurfaceSkin 2 3 "FireEffect18.png" + SurfaceSkin 2 0 "FireEffect18.png" Scale 0.1 -0.08 0.1 AngleOffset 89 Offset 6.8 -13.2 -10.6 @@ -80,7 +80,6 @@ Model "Stinger" { Path "models" Model 0 "StingerM_d.3d" - SurfaceSkin 0 0 "Sting1.png" SurfaceSkin 0 1 "Sting1.png" Scale 0.1 -0.08 0.1 AngleOffset 89 diff --git a/modeldef.flak b/modeldef.uflak similarity index 80% rename from modeldef.flak rename to modeldef.uflak index a61fd26..abccc2c 100644 --- a/modeldef.flak +++ b/modeldef.uflak @@ -2,7 +2,7 @@ Model "UFlakBox" { Path "models" Model 0 "flakboxMesh_d.3d" - Skin 0 "JPickup1_.png" + Skin 0 "JPickup1.png" Scale 0.09 0.09 0.108 ZOffset 6 RollOffset 180 @@ -26,9 +26,9 @@ Model "UFlakCannon" { Path "models" Model 1 "FlakPick_d.3d" - Skin 1 "Jflak1.png" - ZOffset 4 - AngleOffset -90 + Skin 1 "Jflak1_.png" + ZOffset 12 + AngleOffset 90 Scale 0.12 0.12 0.134 FrameIndex FLKP B 1 0 @@ -38,11 +38,46 @@ Model "UFlakCannon" FrameIndex FLKP A 1 0 } +Model "UFlakCannon" +{ + Path "models" + Model 2 "flak_d.3d" + SurfaceSkin 2 0 "FireEffect13.png" + Scale 0.1 -0.08 0.1 + AngleOffset -90 + Offset 5 -9 -5 + DONTCULLBACKFACES + + // Fire + FrameIndex FLFF A 2 46 + FrameIndex FLFF B 2 47 + FrameIndex FLFF C 2 48 + FrameIndex FLFF D 2 49 + FrameIndex FLFF E 2 50 + FrameIndex FLFF F 2 51 + FrameIndex FLFF G 2 52 + FrameIndex FLFF H 2 53 + FrameIndex FLFF I 2 54 + FrameIndex FLFF J 2 55 + // AltFire + FrameIndex FLFA A 2 56 + FrameIndex FLFA B 2 57 + FrameIndex FLFA C 2 58 + FrameIndex FLFA D 2 59 + FrameIndex FLFA E 2 60 + FrameIndex FLFA F 2 61 + FrameIndex FLFA G 2 62 + FrameIndex FLFA H 2 63 + FrameIndex FLFA I 2 64 + FrameIndex FLFA J 2 65 + FrameIndex FLFA K 2 66 +} + Model "UFlakCannon" { Path "models" Model 0 "flak_d.3d" - SurfaceSkin 0 0 "Jflak1.png" + SurfaceSkin 0 1 "Jflak1.png" Scale 0.1 -0.08 0.1 AngleOffset -90 Offset 5 -9 -5 @@ -155,8 +190,6 @@ Model "UFlakCannon" FrameIndex FLD2 M 0 98 FrameIndex FLD2 N 0 99 FrameIndex FLD2 O 0 100 - // Still2 - FrameIndex FLI2 A 0 101 // Down FrameIndex FLKD A 0 104 FrameIndex FLKD B 0 105 diff --git a/modeldef.misc b/modeldef.umisc similarity index 100% rename from modeldef.misc rename to modeldef.umisc diff --git a/models/ASMD1.png b/models/ASMD1.png new file mode 100644 index 0000000..9284eca Binary files /dev/null and b/models/ASMD1.png differ diff --git a/models/ASMD1_.png b/models/ASMD1_.png new file mode 100644 index 0000000..9284eca Binary files /dev/null and b/models/ASMD1_.png differ diff --git a/models/ASMDM_a.3d b/models/ASMDM_a.3d new file mode 100644 index 0000000..df64ccf Binary files /dev/null and b/models/ASMDM_a.3d differ diff --git a/models/ASMDM_d.3d b/models/ASMDM_d.3d new file mode 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a/music/Unreal2.it b/music/Unreal2.it new file mode 100644 index 0000000..534ec1d Binary files /dev/null and b/music/Unreal2.it differ diff --git a/shaders/glsl/95Bg.fp b/shaders/glsl/95Bg.fp new file mode 100644 index 0000000..1f3542d --- /dev/null +++ b/shaders/glsl/95Bg.fp @@ -0,0 +1,12 @@ +vec4 ProcessTexel() +{ + const vec3 col0 = vec3(.0625,.5,1.); + const vec3 col1 = vec3(.5,.0625,.375); + vec2 coord = vTexCoord.st+vec2(timer*0.02,0.); + coord = fract(coord); + float base = getTexel(coord).x; + double dist = abs(vTexCoord.s-.5)*2.; + vec3 col = mix(col0,col1,vec3(min(1.,dist*1.3))); + col = mix(col,vec3(0.),vec3(min(1.,dist))); + return vec4(base*col,1.); +} diff --git a/shaders/glsl/97Bg.fp b/shaders/glsl/97Bg.fp new file mode 100644 index 0000000..075057d --- /dev/null +++ b/shaders/glsl/97Bg.fp @@ -0,0 +1,23 @@ +vec4 ProcessTexel() +{ + vec2 ccoord = vTexCoord.st-vec2(.5); + if ( ccoord.y < 0 ) ccoord.x *= -1.; + ccoord.y = abs(ccoord.y); + vec3 pt = vec3(ccoord.x,ccoord.y-1.,ccoord.y); + vec2 proj = pt.xy/pt.z; + vec2 coord; + vec3 col = vec3(0.); + coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436; + coord = fract(coord); + col += getTexel(coord).rgb; + coord = proj*.123234+vec2(0.,-1.)*timer*.092346; + coord = fract(coord); + col += getTexel(coord).rgb; + coord = proj*.145463+vec2(0.3,-1.)*timer*.093242; + coord = fract(coord); + col += getTexel(coord).rgb; + col *= vec3(1.2,.4,.8); + col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.); + col = clamp(col,vec3(0.),vec3(1.)); + return vec4(col,1.); +} diff --git a/shaders/glsl/AmbientGlow.fp b/shaders/glsl/AmbientGlow.fp deleted file mode 100644 index 7e54247..0000000 --- a/shaders/glsl/AmbientGlow.fp +++ /dev/null @@ -1,12 +0,0 @@ -// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off -#define PI 3.14159265 -vec4 ProcessLight( vec4 color ) -{ - float glow = (1.0+sin(timer*2*PI))*0.25; - return vec4(min(color.rgb+vec3(glow),1.0),color.a); -} - -vec4 ProcessTexel() -{ - return getTexel(vTexCoord.st); -} diff --git a/shaders/glsl/AmbientGlow_Brightmapped.fp b/shaders/glsl/AmbientGlow_Brightmapped.fp deleted file mode 100644 index fb739d7..0000000 --- a/shaders/glsl/AmbientGlow_Brightmapped.fp +++ /dev/null @@ -1,15 +0,0 @@ -// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off -// combining with brightmaps requires the brightmap to be embedded into the -// alpha channel of the diffuse texture -#define PI 3.14159265 -vec4 ProcessLight( vec4 color ) -{ - float bright = getTexel(vTexCoord.st).a; - float glow = (1.0+sin(timer*2*PI))*0.25; - return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a); -} - -vec4 ProcessTexel() -{ - return vec4(getTexel(vTexCoord.st).rgb,1.0); -} diff --git a/shaders/glsl/Menu2.fp b/shaders/glsl/Menu2.fp new file mode 100644 index 0000000..4a56341 --- /dev/null +++ b/shaders/glsl/Menu2.fp @@ -0,0 +1,58 @@ +/* https://www.shadertoy.com/view/XslcWn */ + +// Maximum number of cells a ripple can cross. +#define MAX_RADIUS 1 + +// Set to 1 to hash twice. Slower, but less patterns. +#define DOUBLE_HASH 0 + +// Hash functions shamefully stolen from: +// https://www.shadertoy.com/view/4djSRW +#define HASHSCALE1 .1031 +#define HASHSCALE3 vec3(.1031, .1030, .0973) + +float hash12(vec2 p) +{ + vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + +vec2 hash22(vec2 p) +{ + vec3 p3 = fract(vec3(p.xyx) * HASHSCALE3); + p3 += dot(p3, p3.yzx+19.19); + return fract((p3.xx+p3.yz)*p3.zy); +} + +vec4 ProcessTexel() +{ + vec2 resolution = vec2(3.,6.); + vec2 uv = vTexCoord.st*resolution; + vec2 p0 = floor(uv); + float circles = 0.; + for (int j = -MAX_RADIUS; j <= MAX_RADIUS; ++j) + { + for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i) + { + vec2 pi = p0 + vec2(i, j); + #if DOUBLE_HASH + vec2 h = hash22(pi); + #else + vec2 h = pi; + #endif + vec2 p = pi + hash22(h); + float t = fract(0.3*timer + hash12(h)); + float d = length(p - uv) - (float(MAX_RADIUS) + 1.)*t; + circles += (1. - t) * (1. - t) + * mix(sin(31.*d) * 0.5 + 0.5, 1., 0.1) + * smoothstep(-0.6, -0.3, d) + * smoothstep(0., -0.3, d); + } + } + float intensity = 0.05; + vec3 n = vec3(dFdx(circles), dFdy(circles), 0.); + 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.); + return vec4(color, 1.0); +} \ No newline at end of file diff --git a/shaders/glsl/MenuBarrier.fp b/shaders/glsl/MenuBarrier.fp new file mode 100644 index 0000000..202c9a9 --- /dev/null +++ b/shaders/glsl/MenuBarrier.fp @@ -0,0 +1,52 @@ +/* https://www.shadertoy.com/view/XsXSWS */ + +vec2 hash( vec2 p ) +{ + p = vec2( dot(p,vec2(127.1,311.7)), + dot(p,vec2(269.5,183.3)) ); + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float noise( in vec2 p ) +{ + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + vec2 i = floor( p + (p.x+p.y)*K1 ); + vec2 a = p - i + (i.x+i.y)*K2; + vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot( n, vec3(70.0) ); +} + +float fbm(vec2 uv) +{ + float f; + mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); + f = 0.5000*noise( uv ); uv = m*uv; + f += 0.2500*noise( uv ); uv = m*uv; + f += 0.1250*noise( uv ); uv = m*uv; + f += 0.0625*noise( uv ); uv = m*uv; + f = 0.5 + 0.5*f; + return f; +} + +vec4 ProcessTexel() +{ + vec2 uv = vTexCoord.st; + uv.y = 1.0-uv.y; + vec2 q = uv; + float strength = 1.5; + float T3 = max(1.5,0.5*strength)*timer; + q.x = mod(q.x,1.)-0.5; + q.y -= 0.2; + float n = fbm(strength*q*vec2(4.,1.) - vec2(0,T3)); + float c = 1. - 15. * pow( max( 0., length(q*vec2(0.45+q.y*1.2,.75) ) - n * max( 0., q.y+.15 ) ),1.5 ); + float c1 = n * c * (1.5-pow(1.2*uv.y,4.)); + c1=clamp(c1,0.,1.); + 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.); + return vec4( mix(vec3(0.),col,a), 1.0); +} \ No newline at end of file diff --git a/shaders/glsl/MeshEnviroMap.fp b/shaders/glsl/MeshEnviroMap.fp deleted file mode 100644 index 09ed936..0000000 --- a/shaders/glsl/MeshEnviroMap.fp +++ /dev/null @@ -1,7 +0,0 @@ -// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close -vec4 ProcessTexel() -{ - vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); - vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); - return getTexel(norm.xz*0.5); -} diff --git a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp deleted file mode 100644 index 3c73e00..0000000 --- a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp +++ /dev/null @@ -1,15 +0,0 @@ -// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off -#define PI 3.14159265 -vec4 ProcessLight( vec4 color ) -{ - float glow = (1.0+sin(timer*4*PI))*0.25; - return vec4(min(color.rgb+vec3(glow),1.0),color.a); -} - -// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close -vec4 ProcessTexel() -{ - vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); - vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); - return getTexel(norm.xz*0.5); -} diff --git a/shaders/glsl/UnBg.fp b/shaders/glsl/UnBg.fp new file mode 100644 index 0000000..3b97d31 --- /dev/null +++ b/shaders/glsl/UnBg.fp @@ -0,0 +1,10 @@ +vec4 ProcessTexel() +{ + vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1); + coord = fract(coord); + vec3 base = getTexel(coord).rgb; + float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5); + vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist)); + col *= 1.-vTexCoord.t*.8; + return vec4(base*col,1.); +} diff --git a/sndinfo.txt b/sndinfo.txt index 8077ee9..cf426cf 100644 --- a/sndinfo.txt +++ b/sndinfo.txt @@ -1,22 +1,5 @@ $pitchshiftrange 0 -misc/gibbed1 gib1 -misc/gibbed2 gib2 -misc/gibbed3 gib3 -misc/gibbed4 gib4 -misc/gibbed5 gib5 -$random misc/gibbed { misc/gibbed1 misc/gibbed2 misc/gibbed3 misc/gibbed4 misc/gibbed5 } -// universal gibs compat -$alias UniversalGibs/Gib misc/gibbed -// droplets compat -misc/gibp1 gibp1 -misc/gibp2 gibp3 -misc/gibp3 gibp4 -misc/gibp4 gibp5 -misc/gibp5 gibp6 -$random misc/gibp { misc/gibp1 misc/gibp2 misc/gibp3 misc/gibp4 misc/gibp5 } -$alias blood/hit misc/gibp - // player sounds u1/maledie1 mdeath1 u1/maledie2 mdeath3 @@ -37,26 +20,27 @@ u1/drowned muwhit2 $random u1/maledrowned { u1/maledrowned1 u1/drowned } u1/maledrowning mdrown1 -$playeralias player male *death u1/maledie -$playeralias player male *xdeath u1/maledie -$playeralias player male *gibbed misc/gibbed -$playeralias player male *pain100 u1/malepain1 -$playeralias player male *pain75 u1/malepain2 -$playeralias player male *pain50 u1/malepain3 -$playeralias player male *pain25 u1/malepain4 -$playeralias player male *grunt u1/malegrunt -$playeralias player male *land u1/land -$playeralias player male *jump u1/malejump -$playeralias player male *usefail u1/malehump -$playeralias player male *surface u1/malesurface -$playeralias player male *gasp u1/malegasp +$playeralias umale neutral *death u1/maledie +$playeralias umale neutral *xdeath u1/maledie +$playeralias umale neutral *gibbed misc/gibbed +$playeralias umale neutral *pain100 u1/malepain1 +$playeralias umale neutral *pain75 u1/malepain2 +$playeralias umale neutral *pain50 u1/malepain3 +$playeralias umale neutral *pain25 u1/malepain4 +$playeralias umale neutral *grunt u1/malegrunt +$playeralias umale neutral *land DSEMPTY +$playeralias umale neutral *uland u1/land +$playeralias umale neutral *jump u1/malejump +$playeralias umale neutral *usefail u1/malehump +$playeralias umale neutral *surface u1/malesurface +$playeralias umale neutral *gasp u1/malegasp -$playeralias player male *death-drowning u1/maledrowned -$playeralias player male *xdeath-drowning u1/maledrowned -$playeralias player male *pain100-drowning u1/maledrowning -$playeralias player male *pain75-drowning u1/maledrowning -$playeralias player male *pain50-drowning u1/maledrowning -$playeralias player male *pain25-drowning u1/maledrowning +$playeralias umale neutral *death-drowning u1/maledrowned +$playeralias umale neutral *xdeath-drowning u1/maledrowned +$playeralias umale neutral *pain100-drowning u1/maledrowning +$playeralias umale neutral *pain75-drowning u1/maledrowning +$playeralias umale neutral *pain50-drowning u1/maledrowning +$playeralias umale neutral *pain25-drowning u1/maledrowning u1/femaledie1 death1df u1/femaledie2 death2af @@ -71,56 +55,52 @@ u1/femalegrunt lland1f u1/femalejump jump1f u1/femalesurf lgasp1f u1/femalegasp hgasp3f -u1/femaledrowned1 fuwhit1 +u1/femaledrowned1 uwhit1 $random u1/femaledrowned { u1/femaledroenwd1 u1/drowned } u1/femaledrowning mdrown2f -$playeralias player female *death u1/femaledie -$playeralias player female *xdeath u1/femaledie -$playeralias player female *gibbed misc/gibbed -$playeralias player female *pain100 u1/femalepain1 -$playeralias player female *pain75 u1/femalepain2 -$playeralias player female *pain50 u1/femalepain3 -$playeralias player female *pain25 u1/femalepain4 -$playeralias player female *grunt u1/femalegrunt -$playeralias player female *land u1/land -$playeralias player female *jump u1/femalejump -$playeralias player female *usefail u1/femalegrunt -$playeralias player female *surface u1/femalesurf -$playeralias player female *gasp u1/femalegasp +$playeralias ufemale neutral *death u1/femaledie +$playeralias ufemale neutral *xdeath u1/femaledie +$playeralias ufemale neutral *gibbed misc/gibbed +$playeralias ufemale neutral *pain100 u1/femalepain1 +$playeralias ufemale neutral *pain75 u1/femalepain2 +$playeralias ufemale neutral *pain50 u1/femalepain3 +$playeralias ufemale neutral *pain25 u1/femalepain4 +$playeralias ufemale neutral *grunt u1/femalegrunt +$playeralias ufemale neutral *land DSEMPTY +$playeralias ufemale neutral *uland u1/land +$playeralias ufemale neutral *jump u1/femalejump +$playeralias ufemale neutral *usefail u1/femalegrunt +$playeralias ufemale neutral *surface u1/femalesurf +$playeralias ufemale neutral *gasp u1/femalegasp -$playeralias player female *death-drowning u1/femaledrowned -$playeralias player female *xdeath-drowning u1/femaledrowned -$playeralias player female *pain100-drowning u1/femaledrowning -$playeralias player female *pain75-drowning u1/femaledrowning -$playeralias player female *pain50-drowning u1/femaledrowning -$playeralias player female *pain25-drowning u1/femaledrowning +$playeralias ufemale neutral *death-drowning u1/femaledrowned +$playeralias ufemale neutral *xdeath-drowning u1/femaledrowned +$playeralias ufemale neutral *pain100-drowning u1/femaledrowning +$playeralias ufemale neutral *pain75-drowning u1/femaledrowning +$playeralias ufemale neutral *pain50-drowning u1/femaledrowning +$playeralias ufemale neutral *pain25-drowning u1/femaledrowning -u1/playerfootstep1 stwalk1 -u1/playerfootstep2 stwalk2 -u1/playerfootstep3 stwalk3 -$random u1/playerfootstep { u1/playerfootstep1 u1/playerfootstep2 u1/playerfootstep3 } - -u1/playerfootstepwet lsplash -u1/wetsplash dsplash - -misc/secret teleprt1 +misc/secret teleprt2 misc/i_pkup ammosnd -misc/k_pkup ammosnd -misc/w_pkup weappick misc/p_pkup gpicksnd misc/spawn respsnd misc/chat beep misc/chat2 beep -misc/teleport resp2a misc/u1superh health1 misc/u1heal health2 misc/u1armor armorsnd -belt/pickup beltsnd -belt/absorb sbelthe2 -boot/pickup bootsnd -boot/jump bootjmp -invis/pickup invisibl +misc/teleport teleprt1 + +menu/activate Select4 // Activate a new menu +menu/backup Select4 // Backup to previous menu +menu/prompt Select4 // Activate a prompt "menu" +menu/cursor Updown3 // Move cursor up/down +menu/change Select4 // Select new value for option +menu/invalid lland01 // Menu not available +menu/dismiss Select4 // Dismiss a prompt message +menu/choose Select4 // Choose a menu item +menu/clear Select4 // Close top menu stinger/select stingerl stinger/fire stingerf diff --git a/sounds/AUTOMAG.ogg b/sounds/AUTOMAG.ogg deleted file mode 100644 index cb6fe02..0000000 Binary files a/sounds/AUTOMAG.ogg and /dev/null differ diff --git a/sounds/BSawEnd.ogg b/sounds/BSawEnd.ogg new file mode 100644 index 0000000..e68ab1f Binary files /dev/null and b/sounds/BSawEnd.ogg differ diff --git a/sounds/BSawLoop.ogg b/sounds/BSawLoop.ogg new file mode 100644 index 0000000..bf9ecf5 Binary files /dev/null and b/sounds/BSawLoop.ogg differ diff --git a/sounds/BSawSel.ogg b/sounds/BSawSel.ogg new file mode 100644 index 0000000..85deb09 Binary files /dev/null and b/sounds/BSawSel.ogg differ diff --git a/sounds/BSawStab.ogg b/sounds/BSawStab.ogg new file mode 100644 index 0000000..74e4ec0 Binary files /dev/null and b/sounds/BSawStab.ogg differ diff --git a/sounds/BigMFire.ogg b/sounds/BigMFire.ogg new file mode 100644 index 0000000..d81e3b6 Binary files /dev/null and b/sounds/BigMFire.ogg differ diff --git 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Binary files a/sounds/stwalk2.ogg and /dev/null differ diff --git a/sounds/stwalk3.ogg b/sounds/stwalk3.ogg deleted file mode 100644 index 0eea1f1..0000000 Binary files a/sounds/stwalk3.ogg and /dev/null differ diff --git a/textcolo.txt b/textcolo.txt deleted file mode 100644 index 5495612..0000000 --- a/textcolo.txt +++ /dev/null @@ -1,40 +0,0 @@ -// Guarantee there's dark variants of team colors (yes, even black and white) -DarkBlack -{ - #090909 #282828 -Console: - #000000 #191919 0 127 - #050505 #282828 128 256 -Flat: - #000000 -} - -DarkPurple -{ - #110011 #670067 -Console: - #000000 #4F004D 0 127 - #800080 #808080 128 256 -Flat: - #4C3366 -} - -DarkOrange -{ - #100000 #804000 -Console: - #100000 #482000 0 127 - #804000 #807F7F 128 256 -Flat: - #805500 -} - -DarkWhite -{ - #121212 #808080 -Console: - #000000 #404040 0 127 - #808080 #808080 128 256 -Flat: - #707070 -} diff --git a/textures.misc b/textures.misc deleted file mode 100644 index 68652c7..0000000 --- a/textures.misc +++ /dev/null @@ -1,9 +0,0 @@ -// shrunk version of -noflat- for Kinsie's test map, looks better -Texture "-kinsie-",128,128 -{ - XScale 8 - YScale 8 - WorldPanning - Patch "-noflat-",0,0{} -} -Sprite "BPAKA0",1,1{} diff --git a/textures.flak b/textures.uflak similarity index 84% rename from textures.flak rename to textures.uflak index 535d822..e27615c 100644 --- a/textures.flak +++ b/textures.uflak @@ -104,10 +104,30 @@ Sprite "FLD2L0",1,1{} Sprite "FLD2M0",1,1{} Sprite "FLD2N0",1,1{} Sprite "FLD2O0",1,1{} -Sprite "FLI2A0",1,1{} Sprite "FLKDA0",1,1{} Sprite "FLKDB0",1,1{} Sprite "FLKDC0",1,1{} Sprite "FLKDD0",1,1{} Sprite "FLKDE0",1,1{} Sprite "FLKDF0",1,1{} +Sprite "FLFFA0",1,1{} +Sprite "FLFFB0",1,1{} +Sprite "FLFFC0",1,1{} +Sprite "FLFFD0",1,1{} +Sprite "FLFFE0",1,1{} +Sprite "FLFFF0",1,1{} +Sprite "FLFFG0",1,1{} +Sprite "FLFFH0",1,1{} +Sprite "FLFFI0",1,1{} +Sprite "FLFFJ0",1,1{} +Sprite "FLFAA0",1,1{} +Sprite "FLFAB0",1,1{} +Sprite "FLFAC0",1,1{} +Sprite "FLFAD0",1,1{} +Sprite "FLFAE0",1,1{} +Sprite "FLFAF0",1,1{} +Sprite "FLFAG0",1,1{} +Sprite "FLFAH0",1,1{} +Sprite "FLFAI0",1,1{} +Sprite "FLFAJ0",1,1{} +Sprite "FLFAK0",1,1{} \ No newline at end of file diff --git a/textures.umisc b/textures.umisc new file mode 100644 index 0000000..2c50383 --- /dev/null +++ b/textures.umisc @@ -0,0 +1,7 @@ +Texture "BLKNESS",64,64 +{ + Patch "MFLR8_1",0,0 + { + Blend "#000000",1.0 + } +} diff --git a/textures/-noflat-.png b/textures/-noflat-.png deleted file mode 100644 index c54af49..0000000 Binary files a/textures/-noflat-.png and /dev/null differ diff --git a/zmapinfo.txt b/zmapinfo.txt index d0770bb..ad74b68 100644 --- a/zmapinfo.txt +++ b/zmapinfo.txt @@ -1,9 +1,12 @@ GameInfo { - AddEventHandlers = "UnrealMainHandler" - PlayerClasses = "UnrealPlayer" + AddEventHandlers = "UnrealMainHandler", "UnrealStaticHandler" + PlayerClasses = "UPlayerMale1", "UPlayerMale2", "UPlayerMale3", "UPlayerFemale1", "UPlayerFemale2" StatusBarClass = "UnrealHud" BorderFlat = "Border" BackpackType = "UnrealBackpack" - Border = 0,0,"","","","","","","","" + menufontcolor_title = "Green" + menufontcolor_label = "DarkGreen" + menufontcolor_selection = "Green" + MenuSliderColor = "Red" } diff --git a/zscript.txt b/zscript.txt index 490c3e9..b3d6609 100644 --- a/zscript.txt +++ b/zscript.txt @@ -1,10 +1,8 @@ -version "3.4" +version "4.1" -#include "zscript/mk_matrix.zsc" -#include "zscript/mk_coordutil.zsc" #include "zscript/unrealcommon.zsc" #include "zscript/dispersionpistol.zsc" -#include "zscript/translocator.zsc" +#include "zscript/utranslocator.zsc" #include "zscript/stunner.zsc" #include "zscript/automag.zsc" #include "zscript/betamag.zsc" @@ -12,18 +10,18 @@ version "3.4" #include "zscript/quadshot.zsc" #include "zscript/asmd.zsc" #include "zscript/impaler.zsc" -#include "zscript/eightball.zsc" +#include "zscript/ueightball.zsc" #include "zscript/peacemaker.zsc" -#include "zscript/flakcannon.zsc" +#include "zscript/uflakcannon.zsc" #include "zscript/razorjack.zsc" -#include "zscript/biorifle.zsc" +#include "zscript/ubiorifle.zsc" #include "zscript/napalm.zsc" #include "zscript/rifle.zsc" -#include "zscript/minigun.zsc" +#include "zscript/uminigun.zsc" #include "zscript/gatling.zsc" -#include "zscript/healitems.zsc" -#include "zscript/armoritems.zsc" +#include "zscript/uhealitems.zsc" +#include "zscript/uarmoritems.zsc" #include "zscript/miscitems.zsc" -#include "zscript/powerups.zsc" -#include "zscript/spawners.zsc" +#include "zscript/upowerups.zsc" #include "zscript/unrealhud.zsc" +#include "zscript/unrealmenus.zsc" diff --git a/zscript/LGPL3.txt b/zscript/LGPL3.txt deleted file mode 100644 index 0a04128..0000000 --- a/zscript/LGPL3.txt +++ /dev/null @@ -1,165 +0,0 @@ - GNU LESSER GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - - This version of the GNU Lesser General Public License incorporates -the terms and conditions of version 3 of the GNU General Public -License, supplemented by the additional permissions listed below. - - 0. Additional Definitions. - - As used herein, "this License" refers to version 3 of the GNU Lesser -General Public License, and the "GNU GPL" refers to version 3 of the GNU -General Public License. - - "The Library" refers to a covered work governed by this License, -other than an Application or a Combined Work as defined below. - - An "Application" is any work that makes use of an interface provided -by the Library, but which is not otherwise based on the Library. -Defining a subclass of a class defined by the Library is deemed a mode -of using an interface provided by the Library. - - A "Combined Work" is a work produced by combining or linking an -Application with the Library. The particular version of the Library -with which the Combined Work was made is also called the "Linked -Version". - - The "Minimal Corresponding Source" for a Combined Work means the -Corresponding Source for the Combined Work, excluding any source code -for portions of the Combined Work that, considered in isolation, are -based on the Application, and not on the Linked Version. - - The "Corresponding Application Code" for a Combined Work means the -object code and/or source code for the Application, including any data -and utility programs needed for reproducing the Combined Work from the -Application, but excluding the System Libraries of the Combined Work. - - 1. Exception to Section 3 of the GNU GPL. - - You may convey a covered work under sections 3 and 4 of this License -without being bound by section 3 of the GNU GPL. - - 2. Conveying Modified Versions. - - If you modify a copy of the Library, and, in your modifications, a -facility refers to a function or data to be supplied by an Application -that uses the facility (other than as an argument passed when the -facility is invoked), then you may convey a copy of the modified -version: - - a) under this License, provided that you make a good faith effort to - ensure that, in the event an Application does not supply the - function or data, the facility still operates, and performs - whatever part of its purpose remains meaningful, or - - b) under the GNU GPL, with none of the additional permissions of - this License applicable to that copy. - - 3. Object Code Incorporating Material from Library Header Files. - - The object code form of an Application may incorporate material from -a header file that is part of the Library. You may convey such object -code under terms of your choice, provided that, if the incorporated -material is not limited to numerical parameters, data structure -layouts and accessors, or small macros, inline functions and templates -(ten or fewer lines in length), you do both of the following: - - a) Give prominent notice with each copy of the object code that the - Library is used in it and that the Library and its use are - covered by this License. - - b) Accompany the object code with a copy of the GNU GPL and this license - document. - - 4. Combined Works. - - You may convey a Combined Work under terms of your choice that, -taken together, effectively do not restrict modification of the -portions of the Library contained in the Combined Work and reverse -engineering for debugging such modifications, if you also do each of -the following: - - a) Give prominent notice with each copy of the Combined Work that - the Library is used in it and that the Library and its use are - covered by this License. - - b) Accompany the Combined Work with a copy of the GNU GPL and this license - document. - - c) For a Combined Work that displays copyright notices during - execution, include the copyright notice for the Library among - these notices, as well as a reference directing the user to the - copies of the GNU GPL and this license document. - - d) Do one of the following: - - 0) Convey the Minimal Corresponding Source under the terms of this - License, and the Corresponding Application Code in a form - suitable for, and under terms that permit, the user to - recombine or relink the Application with a modified version of - the Linked Version to produce a modified Combined Work, in the - manner specified by section 6 of the GNU GPL for conveying - Corresponding Source. - - 1) Use a suitable shared library mechanism for linking with the - Library. A suitable mechanism is one that (a) uses at run time - a copy of the Library already present on the user's computer - system, and (b) will operate properly with a modified version - of the Library that is interface-compatible with the Linked - Version. - - e) Provide Installation Information, but only if you would otherwise - be required to provide such information under section 6 of the - GNU GPL, and only to the extent that such information is - necessary to install and execute a modified version of the - Combined Work produced by recombining or relinking the - Application with a modified version of the Linked Version. (If - you use option 4d0, the Installation Information must accompany - the Minimal Corresponding Source and Corresponding Application - Code. If you use option 4d1, you must provide the Installation - Information in the manner specified by section 6 of the GNU GPL - for conveying Corresponding Source.) - - 5. Combined Libraries. - - You may place library facilities that are a work based on the -Library side by side in a single library together with other library -facilities that are not Applications and are not covered by this -License, and convey such a combined library under terms of your -choice, if you do both of the following: - - a) Accompany the combined library with a copy of the same work based - on the Library, uncombined with any other library facilities, - conveyed under the terms of this License. - - b) Give prominent notice with the combined library that part of it - is a work based on the Library, and explaining where to find the - accompanying uncombined form of the same work. - - 6. Revised Versions of the GNU Lesser General Public License. - - The Free Software Foundation may publish revised and/or new versions -of the GNU Lesser General Public License from time to time. Such new -versions will be similar in spirit to the present version, but may -differ in detail to address new problems or concerns. - - Each version is given a distinguishing version number. If the -Library as you received it specifies that a certain numbered version -of the GNU Lesser General Public License "or any later version" -applies to it, you have the option of following the terms and -conditions either of that published version or of any later version -published by the Free Software Foundation. If the Library as you -received it does not specify a version number of the GNU Lesser -General Public License, you may choose any version of the GNU Lesser -General Public License ever published by the Free Software Foundation. - - If the Library as you received it specifies that a proxy can decide -whether future versions of the GNU Lesser General Public License shall -apply, that proxy's public statement of acceptance of any version is -permanent authorization for you to choose that version for the -Library. diff --git a/zscript/miscitems.zsc b/zscript/miscitems.zsc index a2803ae..5035e3d 100644 --- a/zscript/miscitems.zsc +++ b/zscript/miscitems.zsc @@ -85,8 +85,8 @@ Class UnrealBackpack : BackpackItem replaces Backpack } Default { - Tag "Backpack"; - Inventory.PickupMessage "You got a Backpack."; + Tag "$T_BACKPACK"; + Inventory.PickupMessage "$I_BACKPACK"; Inventory.RespawnTics 2100; } States @@ -113,9 +113,9 @@ Class UTranslator : UnrealInventory CurY = ClipY/2-68; Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); String ttxt; - if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("Hint: %s",Hint); + if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("%s: %s",StringTable.Localize("$TR_HINT"),Hint); else if ( NewMessage.length() > 0 ) ttxt = NewMessage; - else ttxt = "No new messages."; + else ttxt = StringTable.Localize("$TR_NOMSG"); BrokenLines lines = tfnt.BreakLines(ttxt,220); int th = tfnt.GetHeight(); CurX += 20; @@ -143,8 +143,8 @@ Class UTranslator : UnrealInventory Default { - Tag "Universal Translator"; - Inventory.PickupMessage "You got the Universal Translator."; + Tag "$T_TRANSLATOR"; + Inventory.PickupMessage "$I_TRANSLATOR"; Inventory.Icon "I_Tran"; Inventory.MaxAmount 1; } diff --git a/zscript/mk_coordutil.zsc b/zscript/mk_coordutil.zsc deleted file mode 100644 index 299feed..0000000 --- a/zscript/mk_coordutil.zsc +++ /dev/null @@ -1,72 +0,0 @@ -/* - Coordinate Utility helper class. - (C)2018 Marisa Kirisame, UnSX Team. - Released under the GNU Lesser General Public License version 3 (or later). - See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms. -*/ - -Class mkCoordUtil -{ - // projects a world point onto screen - // view matrix setup mostly pulled from gutawer's code - static Vector3 WorldToScreen( Vector3 vect, Vector3 eye, double pitch, double yaw, double roll, double vfov ) - { - double ar = Screen.getWidth()/double(Screen.getHeight()); - double fovr = (ar>=1.3)?1.333333:ar; - double fov = 2*atan(tan(clamp(vfov,5,170)*0.5)/fovr); - float pr = level.pixelstretch; - double angx = cos(pitch); - double angy = sin(pitch)*pr; - double alen = sqrt(angx*angx+angy*angy); - double apitch = asin(angy/alen); - double ayaw = yaw-90; - // rotations - Matrix4 mRoll = Matrix4.rotate((0,0,1),roll); - Matrix4 mPitch = Matrix4.rotate((1,0,0),apitch); - Matrix4 mYaw = Matrix4.rotate((0,-1,0),ayaw); - // scaling - Matrix4 mScale = Matrix4.identity(); - mScale.set(1,1,pr); - // YZ swap - Matrix4 mYZ = Matrix4.create(); - mYZ.set(0,0,1); - mYZ.set(2,1,1); - mYZ.set(1,2,-1); - mYZ.set(3,3,1); - // translation - Matrix4 mMove = Matrix4.identity(); - mMove.set(3,0,-eye.x); - mMove.set(3,1,-eye.y); - mMove.set(3,2,-eye.z); - // perspective - Matrix4 mPerspective = Matrix4.perspective(fov,ar,5,65535); - // full matrix - Matrix4 mView = mRoll.mul(mPitch); - mView = mView.mul(mYaw); - mView = mView.mul(mScale); - mView = mView.mul(mYZ); - mView = mView.mul(mMove); - Matrix4 mWorldToScreen = mPerspective.mul(mView); - return mWorldToScreen.vmat(vect); - } - - // converts a projected screen position to 2D canvas coords - // thanks once again to gutawer for making this thing screenblocks-aware - // [NEW] added second return value: true if the point has valid depth (i.e.: it's not behind view) - // [TODO] handle forced aspect ratio (e.g.: 320x200 scaling) - static Vector2, bool ToViewport( Vector3 screenpos, bool scrblocks = true ) - { - if ( scrblocks ) - { - int winx, winy, winw, winh; - [winx,winy,winw,winh] = Screen.getViewWindow(); - int sh = Screen.getHeight(); - int ht = sh; - int screenblocks = CVar.GetCVar("screenblocks",players[consoleplayer]).getInt(); - if ( screenblocks < 10 ) ht = (screenblocks*sh/10)&~7; - int bt = sh-(ht+winy-((ht-winh)/2)); - return (winx,sh-bt-ht)+((screenpos.x+1)*winw,(-screenpos.y+1)*ht)*0.5, (screenpos.z<=1.0); - } - else return ((screenpos.x+1)*Screen.getWidth(),(-screenpos.y+1)*Screen.getHeight())*0.5, (screenpos.z<=1.0); - } -} diff --git a/zscript/mk_matrix.zsc b/zscript/mk_matrix.zsc deleted file mode 100644 index 37ddf69..0000000 --- a/zscript/mk_matrix.zsc +++ /dev/null @@ -1,123 +0,0 @@ -/* - Matrix Math helper class. - (C)2018 Marisa Kirisame, UnSX Team. - Released under the GNU Lesser General Public License version 3 (or later). - See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms. -*/ - -Class Matrix4 -{ - private double m[16]; - - Matrix4 init() - { - int i; - for ( i=0; i<16; i++ ) m[i] = 0; - return self; - } - - static Matrix4 create() - { - return new("Matrix4").init(); - } - - static Matrix4 identity() - { - Matrix4 o = Matrix4.create(); - for ( int i=0; i<4; i++ ) o.set(i,i,1); - return o; - } - - double get( int c, int r ) - { - return m[r*4+c]; - } - - void set( int c, int r, double v ) - { - m[r*4+c] = v; - } - - Matrix4 add( Matrix4 o ) - { - Matrix4 r = Matrix4.create(); - int i, j; - for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) - r.set(j,i,get(j,i)+o.get(j,i)); - return r; - } - - Matrix4 scale( double s ) - { - Matrix4 r = Matrix4.create(); - int i, j; - for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) - r.set(j,i,get(j,i)*s); - return r; - } - - Matrix4 mul( Matrix4 o ) - { - Matrix4 r = Matrix4.create(); - int i, j; - for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) - r.set(j,i,get(0,i)*o.get(j,0)+get(1,i)*o.get(j,1)+get(2,i)*o.get(j,2)+get(3,i)*o.get(j,3)); - return r; - } - - Vector3 vmat( Vector3 o ) - { - double x, y, z, w; - x = get(0,0)*o.x+get(1,0)*o.y+get(2,0)*o.z+get(3,0); - y = get(0,1)*o.x+get(1,1)*o.y+get(2,1)*o.z+get(3,1); - z = get(0,2)*o.x+get(1,2)*o.y+get(2,2)*o.z+get(3,2); - w = get(0,3)*o.x+get(1,3)*o.y+get(2,3)*o.z+get(3,3); - return (x,y,z)/w; - } - - static Matrix4 rotate( Vector3 axis, double theta ) - { - Matrix4 r = Matrix4.identity(); - double s, c, oc; - s = sin(theta); - c = cos(theta); - oc = 1.0-c; - r.set(0,0,oc*axis.x*axis.x+c); - r.set(1,0,oc*axis.x*axis.y-axis.z*s); - r.set(2,0,oc*axis.x*axis.z+axis.y*s); - r.set(0,1,oc*axis.y*axis.x+axis.z*s); - r.set(1,1,oc*axis.y*axis.y+c); - r.set(2,1,oc*axis.y*axis.z-axis.x*s); - r.set(0,2,oc*axis.z*axis.x-axis.y*s); - r.set(1,2,oc*axis.z*axis.y+axis.x*s); - r.set(2,2,oc*axis.z*axis.z+c); - return r; - } - - static Matrix4 perspective( double fov, double ar, double znear, double zfar ) - { - Matrix4 r = Matrix4.create(); - double f = 1/tan(fov*0.5); - r.set(0,0,f/ar); - r.set(1,1,f); - r.set(2,2,(zfar+znear)/(znear-zfar)); - r.set(3,2,(2*zfar*znear)/(znear-zfar)); - r.set(2,3,-1); - return r; - } - - // UE-like axes from rotation - static Vector3, Vector3, Vector3 getaxes( double pitch, double yaw, double roll ) - { - Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result - Matrix4 mRoll = Matrix4.rotate((1,0,0),roll); - Matrix4 mPitch = Matrix4.rotate((0,1,0),pitch); - Matrix4 mYaw = Matrix4.rotate((0,0,1),yaw); - Matrix4 mRot = mRoll.mul(mYaw); - mRot = mRot.mul(mPitch); - x = mRot.vmat(x); - y = mRot.vmat(y); - z = mRot.vmat(z); - return x, y, z; - } -} diff --git a/zscript/spawners.zsc b/zscript/spawners.zsc index cbd92e9..dd8f851 100644 --- a/zscript/spawners.zsc +++ b/zscript/spawners.zsc @@ -1,3 +1,5 @@ +// Unused dead code, kept for reference + // Tier 1 (chainsaw) Class Tier1Weapon : RandomSpawner2 replaces Chainsaw { diff --git a/zscript/stinger.zsc b/zscript/stinger.zsc index 9eba0bc..41875d2 100644 --- a/zscript/stinger.zsc +++ b/zscript/stinger.zsc @@ -2,15 +2,19 @@ Class StingerAmmo : Ammo { Default { - Tag "Tarydium Shards"; + Tag "$T_STINGERAMMO"; Inventory.Icon "I_Stingr"; - Inventory.PickupMessage "You picked up 40 Tarydium Shards."; + Inventory.PickupMessage ""; Inventory.Amount 40; Inventory.MaxAmount 200; Ammo.BackpackAmount 80; Ammo.BackpackMaxAmount 400; Ammo.DropAmount 10; } + override String PickupMessage() + { + return String.Format("%s%d%s",StringTable.Localize("$I_STINGERAMMOL"),Amount,StringTable.Localize("$I_STINGERAMMOR")); + } States { Spawn: @@ -23,7 +27,7 @@ Class StingerProjectile : Actor { Default { - Obituary "%o was perforated by %k's Stinger."; + Obituary "$O_STINGER"; DamageType 'shot'; DamageFunction Random[Stinger](15,25); Speed 40; @@ -52,12 +56,12 @@ Class StingerProjectile : Actor } } -Class Stinger : UnrealWeapon +Class Stinger : UTWeapon { Default { - Tag "Stinger"; - Inventory.PickupMessage "You picked up the Stinger."; + Tag "$T_STINGER"; + Inventory.PickupMessage "$I_STINGER"; Weapon.UpSound "stinger/select"; Weapon.SlotNumber 3; Weapon.SelectionOrder 7; @@ -66,6 +70,7 @@ Class Stinger : UnrealWeapon Weapon.AmmoType2 "StingerAmmo"; Weapon.AmmoUse2 1; Weapon.AmmoGive 40; + UTWeapon.DropAmmo 20; } action void A_StingerFire() { @@ -73,11 +78,12 @@ Class Stinger : UnrealWeapon if ( !weap ) return; if ( weap.Ammo1.Amount <= 0 ) return; if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; - UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1); + UTMainHandler.DoFlash(self,Color(16,0,64,255),1); + UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2); A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z; Actor p = Spawn("StingerProjectile",origin); p.angle = angle; @@ -90,13 +96,14 @@ Class Stinger : UnrealWeapon Weapon weap = Weapon(invoker); if ( !weap ) return; if ( weap.Ammo1.Amount <= 0 ) return; - UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1); + UTMainHandler.DoFlash(self,Color(16,0,64,255),1); + UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5); A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z; - [x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll); + [x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll); A_PlaySound("stinger/altfire",CHAN_WEAPON); Actor p; double a, s; diff --git a/zscript/translocator.zsc b/zscript/translocator.zsc deleted file mode 100644 index e69de29..0000000 diff --git a/zscript/uarmoritems.zsc b/zscript/uarmoritems.zsc new file mode 100644 index 0000000..1770356 --- /dev/null +++ b/zscript/uarmoritems.zsc @@ -0,0 +1,7 @@ +Class UnrealArmor : UTArmor +{ + Default + { + -INVENTORY.ALWAYSPICKUP; + } +} diff --git a/zscript/armoritems.zsc b/zscript/ubiorifle.zsc similarity index 100% rename from zscript/armoritems.zsc rename to zscript/ubiorifle.zsc diff --git a/zscript/biorifle.zsc b/zscript/ueightball.zsc similarity index 100% rename from zscript/biorifle.zsc rename to zscript/ueightball.zsc diff --git a/zscript/flakcannon.zsc b/zscript/uflakcannon.zsc similarity index 52% rename from zscript/flakcannon.zsc rename to zscript/uflakcannon.zsc index a736979..217d9f2 100644 --- a/zscript/flakcannon.zsc +++ b/zscript/uflakcannon.zsc @@ -2,15 +2,19 @@ Class UFlakBox : Ammo { Default { - Tag "Flak Shell Box"; - Inventory.Icon "I_Flak"; - Inventory.PickupMessage "You picked up 10 Flak Shells."; + Tag "$T_FLAKAMMO"; + Inventory.Icon "I_FlakAm"; + Inventory.PickupMessage ""; Inventory.Amount 10; Inventory.MaxAmount 50; Ammo.BackpackAmount 5; Ammo.BackpackMaxAmount 100; Ammo.DropAmount 5; } + override String PickupMessage() + { + return String.Format("%s%d%s",StringTable.Localize("$I_FLAKAMMOL"),Amount,StringTable.Localize("$I_FLAKAMMOR")); + } States { Spawn: @@ -23,11 +27,12 @@ Class UFlakAmmo : UFlakBox { Default { - Tag "Flak Shell"; - Inventory.Icon "I_Flak"; - Inventory.PickupMessage "You picked up a Flak Shell."; + Tag "$T_FLAKAMMO2"; + Inventory.Icon "I_FlakAm"; + Inventory.PickupMessage "$I_FLAKAMMO2"; Inventory.Amount 1; Ammo.DropAmount 1; + +INVENTORY.IGNORESKILL; } States { @@ -37,20 +42,18 @@ Class UFlakAmmo : UFlakBox } } -Class UFlakCannon : UnrealWeapon +Class UFlakCannon : UTWeapon { - bool bLoaded; action void A_Loading( bool first = false ) { - invoker.bLoaded = true; - if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON); - else A_PlaySound("uflak/reload",CHAN_6); + if ( first ) A_PlaySound("flak/load",CHAN_WEAPON); + else A_PlaySound("flak/reload",CHAN_6); } Default { - Tag "Flak Cannon"; - Inventory.PickupMessage "You got the Flak Cannon."; - Weapon.UpSound "uflak/select"; + Tag "$T_FLAKCANNON"; + Inventory.PickupMessage "$I_FLAKCANNON"; + Weapon.UpSound "flak/select"; Weapon.SlotNumber 6; Weapon.SelectionOrder 4; Weapon.AmmoType "UFlakBox"; @@ -58,6 +61,7 @@ Class UFlakCannon : UnrealWeapon Weapon.AmmoType2 "UFlakBox"; Weapon.AmmoUse2 1; Weapon.AmmoGive 10; + UTWeapon.DropAmmo 5; } States { @@ -76,33 +80,34 @@ Class UFlakCannon : UnrealWeapon FLKL BCEFGIJKMNO 1; Goto Idle; Loading: - FLKL A 1 A_Loading(); + FLKL A 1 + { + A_CheckReload(); + if ( invoker.Ammo1.Amount > 0 ) A_Loading(); + } FLKL BCEFGIJKMNO 1; Goto Idle; Idle: - FLKI A 1 - { - A_CheckReload(); - A_WeaponReady(); - } - Wait; - Idle2: - FLI2 A 1 - { - A_CheckReload(); - A_WeaponReady(); - } + FLKI A 1 A_WeaponReady(); Wait; Fire: - FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading"); - FLKF ABCDEFGHIJ 1; + FLKF A 1 + { + A_Overlay(PSP_FLASH,"Flash"); + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + } + FLKF BCDEFGHIJ 1; FLKE ABCDEFGHIJKLMNS 1; - FLKE S 0 A_JumpIfNoAmmo("Idle2"); Goto Loading; AltFire: - FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading"); - FLKA ABCDEFGHIJK 2; - FLKA K 0 A_JumpIfNoAmmo("Idle2"); + FLKA A 2 + { + A_Overlay(PSP_FLASH,"AltFlash"); + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + } + FLKA BCDEFGHIJK 2; Goto Loading; Deselect: FLKD A 0 A_JumpIfNoAmmo("Deselect2"); @@ -113,5 +118,11 @@ Class UFlakCannon : UnrealWeapon FLD2 ABCDEF 1; FLD2 F 1 A_Lower(int.max); Wait; + Flash: + FLFF ABCDEFGHIJ 1 Bright; + Stop; + AltFlash: + FLFA ABCDEFGHIJK 2 Bright; + Stop; } } diff --git a/zscript/eightball.zsc b/zscript/uhealitems.zsc similarity index 100% rename from zscript/eightball.zsc rename to zscript/uhealitems.zsc diff --git a/zscript/healitems.zsc b/zscript/uminigun.zsc similarity index 100% rename from zscript/healitems.zsc rename to zscript/uminigun.zsc diff --git a/zscript/unrealcommon.zsc b/zscript/unrealcommon.zsc index 309656c..a016e58 100644 --- a/zscript/unrealcommon.zsc +++ b/zscript/unrealcommon.zsc @@ -1,16 +1,10 @@ -Class UnrealPlayer : DoomPlayer +Class UPlayer : UTPlayer { - bool lastground; - double lastvelz, prevvelz; - transient CVar footsteps; - Default { - Player.StartItem "Automag"; - Player.StartItem "DispersionPistol"; - Player.StartItem "UMiniAmmo", 30; - Player.DamageScreenColor "FF 00 00", 1.0; - Player.ViewHeight 46; + //Player.StartItem "Automag"; + //Player.StartItem "DispersionPistol"; + //Player.StartItem "UMiniAmmo", 30; } // Have to modify the give cheat to handle UT armor @@ -81,7 +75,7 @@ Class UnrealPlayer : DoomPlayer // Doomreal gives the player all subclasses of UnrealArmor for ( int i=0; i= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) ) - { - if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03); - else A_PlaySound("u1/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03); - } - if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) ) - { - if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625)); - else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03)); - } - lastground = player.onground; - lastvelz = prevvelz; - prevvelz = vel.z; - } } -// Random Spawner that passes through dropped status to items -Class RandomSpawner2 : RandomSpawner +Class UPlayerMale1 : UPlayer { - override void PostSpawn( Actor spawned ) - { - if ( !bDROPPED ) return; - if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED; - if ( spawned is 'UnrealWeapon' ) - { - spawned.SetState(spawned.ResolveState("Spawn")+1); - Inventory(spawned).bALWAYSPICKUP = true; - } - } -} - -Class UnrealWeapon : Weapon -{ - // Drawstuffs under HUD - virtual ui void PreRender( double lbottom ) {} - // Drawstuffs over HUD - virtual ui void PostRender( double lbottom ) {} - - override Inventory CreateTossable( int amt ) - { - if ( Ammo1 && (Ammo1.Amount <= 0) ) return null; - Inventory d = Super.CreateTossable(amt); - if ( d && (d.GetClass() == GetClass()) ) - { - d.SetState(d.ResolveState("Spawn")+1); - d.bALWAYSPICKUP = true; - } - return d; - } - - override bool SpecialDropAction( Actor dropper ) - { - SetState(ResolveState("Spawn")+1); - bALWAYSPICKUP = true; - return false; - } - - override void Tick() - { - Super.Tick(); - if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return; - Owner.player.WeaponState |= WF_WEAPONBOBBING; // U1 weapons always bob - } - - override void OwnerDied() - { - Super.OwnerDied(); - A_ClearRefire(); - } - Default { - Weapon.BobStyle "Smooth"; - Weapon.BobSpeed 1.5; - Weapon.BobRangeX 0.2; - Weapon.BobRangeY 0.4; - +WEAPON.NOALERT; + Player.SoundClass "umale"; + Player.DisplayName "$N_MALE1"; + Player.Portrait ""; + UTPlayer.VoiceType VOICE_MaleOne; + -NOMENU; + } +} +Class UPlayerMale2 : UPlayer +{ + Default + { + Player.SoundClass "umale"; + Player.DisplayName "$N_MALE2"; + Player.Portrait ""; + UTPlayer.VoiceType VOICE_MaleOne; + -NOMENU; + } +} +Class UPlayerMale3 : UPlayer +{ + Default + { + Player.SoundClass "umale"; + Player.DisplayName "$N_MALE3"; + Player.Portrait ""; + UTPlayer.VoiceType VOICE_MaleTwo; + -NOMENU; + } +} +Class UPlayerFemale1 : UPlayer +{ + Default + { + Player.SoundClass "ufemale"; + Player.DisplayName "$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; } } @@ -270,119 +234,96 @@ Class UnrealInventory : Inventory } } -Class UnrealArmor : Armor +Class UnrealStaticHandler : StaticEventHandler { - int absorb; + ui TextureID tex[6]; + ui int mtics, cur; + ui String lastmusic; - Property ArmorAbsorption : absorb; - - Default + ui void StartMenu() { - +INVENTORY.AUTOACTIVATE; - +INVENTORY.UNTOSSABLE; - Inventory.MaxAmount 0; - } - override void AbsorbDamage( int damage, Name damageType, out int newdamage ) - { - int saved; - if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) ) - { - saved = damage*absorb/100.; - if ( amount <= saved ) saved = amount; - newdamage -= saved; - amount -= saved; - damage = newdamage; - } - if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage); - if ( amount <= 0 ) Destroy(); - } -} - -Class GenericFlash : HUDMessageBase -{ - Color col; - int duration; - double alpha; - Actor cam; - GenericFlash Setup( Actor camera, Color c, int d ) - { - alpha = 1.0; - col = c; - duration = d; - cam = camera; - return self; - } - override bool Tick() - { - alpha -= 1./duration; - return (alpha<=0); - } - override void Draw( int bottom, int visibility ) - { - if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return; - if ( cam && (players[consoleplayer].camera != cam) ) return; - Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight()); - } -} - -Class QueuedFlash -{ - Color c; - int duration; - int tic; - Actor cam; -} - -Class UnrealMainHandler : StaticEventHandler -{ - Array flashes; - - override void WorldLoaded( WorldEvent e ) - { - if ( gamestate != GS_LEVEL || e.IsSaveGame ) return; - // prettify Kinsie's test map for a more Unreal feel - if ( level.levelname ~== "Modder Test Map" ) - { - TexMan.ReplaceTextures("-noflat-","-kinsie-",0); - TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any); - level.ChangeSky(skytx,skytx); - // TODO handplace some dynamic lights and add Unreal/UT ambient sounds - } + CVar protomenu = CVar.GetCVar('stinger_introtype',players[consoleplayer]); + if ( !protomenu ) return; // this can happen + int proto = protomenu.GetInt(); + tex[0] = TexMan.CheckForTexture("graphics/UnLogo0.png",TexMan.Type_Any); + tex[1] = TexMan.CheckForTexture("graphics/UnLogo1.png",TexMan.Type_Any); + tex[2] = TexMan.CheckForTexture("graphics/UnLogo2.png",TexMan.Type_Any); + tex[3] = TexMan.CheckForTexture("graphics/UnBg.png",TexMan.Type_Any); + tex[4] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any); + tex[5] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any); + if ( proto > 1 ) S_ChangeMusic("Unreal"); + else if ( proto == 1 ) S_ChangeMusic("Unreal2"); + else S_ChangeMusic("FlyBy"); + cur = proto; } - override void WorldThingSpawned( WorldEvent e ) + override void OnRegister() { - if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true; + // remove the UT static handler + let hnd = UTStaticHandler(StaticEventHandler.Find("UTStaticHandler")); + if ( hnd ) hnd.Destroy(); } - override void WorldTick() + override void ConsoleProcess( ConsoleEvent e ) { - for ( int i=0; i= gametic ) continue; - flashes.Delete(i); - i--; - } + if ( gamestate != GS_TITLELEVEL ) return; + if ( e.Name ~== "refreshmenu" ) StartMenu(); } override void PostUiTick() { - for ( int i=0; i ar ) vsize = (tsize.y*ar,tsize.y); + else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar); + else vsize = tsize; + Screen.DrawTexture(tex[cur+3],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true); + Screen.Dim("Black",clamp(1.-((mtics+e.FracTic)/Thinker.TICRATE)*.2,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight()); + if ( menuactive ) return; + tsize = TexMan.GetScaledSize(tex[cur]); + sar = tsize.x/tsize.y; + if ( sar > ar ) vsize = (tsize.x,tsize.x/ar); + else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y); + else vsize = tsize; + double alf = clamp(((mtics+e.FracTic)/Thinker.TICRATE)-8,0.,1.); + Screen.DrawTexture(tex[cur],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf); + } +} + +Class UnrealMainHandler : EventHandler +{ + override void CheckReplacement( ReplaceEvent e ) + { + if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') ) + { + /*if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer'; + else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger'; + /*else e.Replacement = 'ShockRifle';*/ + } + else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') ) + { + /*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon'; + /*else e.Replacement = 'UTRocketLauncher';*/ + } + else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack'; } } diff --git a/zscript/unrealhud.zsc b/zscript/unrealhud.zsc index 6336f1c..9eb28a9 100644 --- a/zscript/unrealhud.zsc +++ b/zscript/unrealhud.zsc @@ -1,24 +1,4 @@ // An almost 1:1 recreation of the Unreal 1 HUD -Class ViewTracer : LineTracer -{ - Actor ignore; - - override ETraceStatus TraceCallback() - { - if ( Results.HitType == TRACE_HitActor ) - { - if ( (Results.HitActor == ignore) || !Results.HitActor.player || !Results.HitActor.bSHOOTABLE || Results.HitActor.bINVISIBLE ) return TRACE_Skip; - return TRACE_Stop; - } - else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) ) - { - if ( !Results.HitLine.sidedef[1] ) return TRACE_Stop; - return TRACE_Skip; - } - return TRACE_Stop; - } -} - Class UnrealHUD : BaseStatusBar { double FracTic; @@ -38,6 +18,7 @@ Class UnrealHUD : BaseStatusBar // Fonts Font LargeFont, LargeRedFont, MedFont, WhiteFont, TinyFont, TinyWhiteFont, TinyRedFont; + HUDFont mMapFont; // Common Textures TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel, @@ -64,6 +45,7 @@ Class UnrealHUD : BaseStatusBar TinyFont = Font.FindFont('UTinyFont'); TinyWhiteFont = Font.FindFont('UTinyWhiteFont'); TinyRedFont = Font.FindFont('UTinyRedFont'); + mMapFont = HUDFont.Create(WhiteFont); HalfHud = TexMan.CheckForTexture("HalfHud",TexMan.Type_Any); HudLine = TexMan.CheckForTexture("HudLine",TexMan.Type_Any); HudAmmo = TexMan.CheckForTexture("HudAmmo",TexMan.Type_Any); @@ -78,17 +60,19 @@ Class UnrealHUD : BaseStatusBar { Super.Draw(state,TicFrac); HudMode = CVar.GetCVar('stinger_hudmode',players[consoleplayer]).GetInt(); - scalev.x = scalev.y = Max(1,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt()); + scalev.x = scalev.y = Max(0,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt()); + if ( scalev.x == 0 ) + scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.)); ClipX = Screen.GetWidth()/scalev.x; ClipY = Screen.GetHeight()/scalev.y; CurX = 0; CurY = 0; - double lbottom = Screen.GetHeight()-32*scalev.y; // TODO properly calculate + double lbottom = Screen.GetHeight()-32*scalev.y; for ( Inventory i=CPlayer.mo.inv; i; i=i.inv ) if ( i is 'UnrealInventory' ) UnrealInventory(i).PreRender(lbottom); - if ( CPlayer.ReadyWeapon is 'UnrealWeapon' ) - UnrealWeapon(CPlayer.ReadyWeapon).PreRender(lbottom); + if ( CPlayer.ReadyWeapon is 'UTWeapon' ) + UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom); if ( (state == HUD_StatusBar) || (state == HUD_Fullscreen) ) { BeginHUD(); @@ -98,8 +82,8 @@ Class UnrealHUD : BaseStatusBar for ( Inventory i=CPlayer.mo.inv; i; i=i.inv ) if ( i is 'UnrealInventory' ) UnrealInventory(i).PostRender(lbottom); - if ( CPlayer.ReadyWeapon is 'UnrealWeapon' ) - UnrealWeapon(CPlayer.ReadyWeapon).PostRender(lbottom); + if ( CPlayer.ReadyWeapon is 'UTWeapon' ) + UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom); } private void DrawNumberOf( int n, double x, double y ) @@ -132,8 +116,21 @@ Class UnrealHUD : BaseStatusBar double width = CurX; CurX = x; CurY = y; - if ( bRed ) Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon); - else Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + // scale to fit + Vector2 scl = TexMan.GetScaledSize(i.Icon); + double mscl = 32./max(scl.x,scl.y); + double dw = (ClipX/mscl), dh = (ClipY/mscl); + double dx = CurX/mscl, dy = CurY/mscl; + if ( bRed ) + { + Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon); + Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon,DTA_TopOffset,0,DTA_LeftOffset,0); + } + else + { + Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0); + } } private void DrawFragCount( double x, double y ) @@ -200,8 +197,11 @@ Class UnrealHUD : BaseStatusBar if ( cw && (cw.SlotNumber != -1) ) cwslot = cw.SlotNumber?(cw.SlotNumber-1):9; let pw = CPlayer.PendingWeapon; int pwslot = -1; - if ( pw && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9; + if ( pw && (pw != WP_NOCHANGE) && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9; Weapon wslots[10]; + // zero-initialize, fixes asmjit crash + for ( int i=0; i<10; i++ ) + wslots[i] = null; // first run, populate the full array of weapons for ( int i=0; i<10; i++ ) { @@ -237,7 +237,7 @@ Class UnrealHUD : BaseStatusBar if ( !wslots[i] ) continue; Font cfont = TinyFont; if ( cwslot == i ) cfont = TinyWhiteFont; - int realslot = (i<9)?(i+1):i; + int realslot = (i<9)?(i+1):9; CurX = HalfHUDX-3+realslot*6; CurY = HalfHUDY+4; Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",realslot),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); @@ -262,7 +262,7 @@ Class UnrealHUD : BaseStatusBar } } } - // TODO draw translator + // draw translator if ( translator ) { if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY); @@ -303,7 +303,7 @@ Class UnrealHUD : BaseStatusBar CurY = y; for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv ) { - if ( !(Inv is 'UnrealArmor') ) continue; + if ( !(Inv is 'UTArmor') ) continue; ArmorAmount += Inv.Amount; if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue; if ( !bDrawOne ) @@ -312,9 +312,9 @@ Class UnrealHUD : BaseStatusBar DrawIconValue(Inv.Amount); CurX += 32; } - else if ( UnrealArmor(Inv).absorb > CurAbs ) + else if ( UTArmor(Inv).absorb > CurAbs ) { - CurAbs = UnrealArmor(Inv).absorb; + CurAbs = UTArmor(Inv).absorb; BestArmor = Inv; } } @@ -346,9 +346,13 @@ Class UnrealHUD : BaseStatusBar } CurX = x; Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); - // TODO downscale icons in cases where they're bigger than a 32x32 box TextureID icon = CPlayer.ReadyWeapon.Icon.IsNull()?CPlayer.ReadyWeapon.Ammo1.Icon:CPlayer.ReadyWeapon.Icon; - Screen.DrawTexture(icon,false,CurX+16,CurY+16,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_CenterOffset,true); + // scale to fit + Vector2 scl = TexMan.GetScaledSize(icon); + double mscl = 32./max(scl.x,scl.y); + double dw = (ClipX/mscl), dh = (ClipY/mscl); + double dx = CurX/mscl, dy = CurY/mscl; + Screen.DrawTexture(icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0); CurX += 32; CurY += 29; DrawIconValue(CPlayer.ReadyWeapon.Ammo1.Amount); @@ -386,21 +390,21 @@ Class UnrealHUD : BaseStatusBar cl2 = teams[lastseen.player.GetTeam()].mName; cl1 = String.Format("Dark%s",cl2); } - String tname = String.Format("\c[%s]Name:\c[%s] %s",cl1,cl2,lastseen.player.GetUserName()); + String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName()); CurX = (ClipX-WhiteFont.StringWidth(tname))/2; CurY = ClipY-54; Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) ) { CurY += 1.2*WhiteFont.GetHeight(); - tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health); + tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health); Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); } } private void DrawKeys( double x, double y ) { - // TODO + // TODO draws the key icons from right to left, bottom to top } private void DrawUnrealHUD() @@ -432,8 +436,8 @@ Class UnrealHUD : BaseStatusBar else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64); else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32); // Display Keys - if ( HudMode < 3 ) DrawKeys(ClipX,ClipY-64); - else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY); + if ( HudMode < 3 ) DrawKeys(ClipX-32,ClipY-32); + else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY-32); // Display Identification Info DrawIdentifyInfo(); } @@ -449,7 +453,71 @@ Class UnrealHUD : BaseStatusBar CPlayer.inventorytics = 0; } - override void DrawAutomapHUD( double TicFrac ) + override void DrawAutomapHUD( double ticFrac ) { + int crdefault = Font.CR_GREY; + int highlight = Font.CR_RED; + double cbottom = Screen.GetHeight()*0.99; + let scale = GetHUDScale(); + double textdist = 8./scale.Y; + int height = WhiteFont.GetHeight(); + String printtext; + int SCREENWIDTH = screen.GetWidth(); + BeginHUD(); + let y = textdist; + let width = WhiteFont.StringWidth("00:00:00"); + double tmp, hres; + [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution); + double swidth = 0; + double ltop = 0, rtop = 0; + if ( HudMode < 2 ) + { + for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv ) + { + if ( !(Inv is 'UTArmor') ) continue; + if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue; + rtop += 64*scalev.y; + break; + } + if ( CPlayer.mo.InvSel ) ltop += 64*scalev.y; + } + int protrusion = GetProtrusion(swidth/hres); + [tmp,tmp,hres] = StatusbarToRealCoords(0,0,protrusion); + width += int((swidth-hres)/scale.X); + if ( am_showtime ) + { + printtext = level.TimeFormatted(); + DrawString(mMapFont,level.TimeFormatted(),(-textdist-width,y+rtop),0,crdefault); + y += height; + } + if ( am_showtotaltime ) DrawString(mMapFont,level.TimeFormatted(true),(-textdist-width,y+rtop),0,crdefault); + if ( !deathmatch ) + { + y = textdist; + if ( am_showmonsters ) + { + DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y+ltop),0,highlight); + y += height; + } + if ( am_showsecrets ) + { + DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y+ltop),0,highlight); + y += height; + } + if ( am_showitems ) DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y+ltop),0,highlight); + } + String mapname = level.FormatMapName(crdefault); + BrokenLines lines = WhiteFont.BreakLines(mapname,int(SCREENWIDTH/scale.X)); + int numlines = lines.Count(); + int finalwidth = int(WhiteFont.StringWidth(lines.StringAt(numlines-1))*scale.X); + [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution); + protrusion = GetProtrusion(finalwidth/hres); + [tmp,tmp,tmp,hres] = StatusbarToRealCoords(0,0,0,protrusion); + y = (cbottom-hres)/scale.Y-height*numlines; + for ( int i = 0; i < numlines; i++ ) + { + DrawString(mMapFont,lines.StringAt(i),(0,y+ltop),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight); + y += height; + } } } diff --git a/zscript/unrealmenus.zsc b/zscript/unrealmenus.zsc new file mode 100644 index 0000000..f4e9289 --- /dev/null +++ b/zscript/unrealmenus.zsc @@ -0,0 +1,103 @@ +// draws unreal-style main menu +Class ListMenuItemUnrealBg : ListMenuItem +{ + TextureID tex[3]; + + void Init( ListMenuDescriptor desc, String dummy ) + { + Super.Init(0,0); + tex[0] = TexMan.CheckForTexture("graphics/rmetal.png",TexMan.Type_Any); + tex[1] = TexMan.CheckForTexture("graphics/menubarr.png",TexMan.Type_Any); + tex[2] = TexMan.CheckForTexture("graphics/unlogo.png",TexMan.Type_Any); + } + + override void Drawer( bool selected ) + { + double StartX = 0.5*CleanWidth_1-128; + int num = (CleanHeight_1/512)+1; + for ( int i=0; i<=num; i++ ) + Screen.DrawTexture(tex[0],false,StartX*CleanXFac_1,512*CleanYFac_1*i,DTA_CleanNoMove_1,true); + Screen.DrawTexture(tex[1],false,StartX*CleanXFac_1,(CleanHeight_1-58)*CleanYFac_1,DTA_CleanNoMove_1,true,DTA_LegacyRenderStyle,STYLE_Add); + Screen.DrawTexture(tex[2],false,StartX*CleanXFac_1,(CleanHeight_1-52)*CleanYFac_1,DTA_CleanNoMove_1,true); + } +} + +Class ListMenuItemUnrealTextItem : ListMenuItemSelectable +{ + String mText; + Font mFont; + int mColor; + int mSpacing; + + void Init( ListMenuDescriptor desc, String text, String hotkey, Name child, int param = 0 ) + { + Super.Init(desc.mXpos,desc.mYpos,desc.mLinespacing,child,param); + mText = text; + mFont = Font.GetFont('ULargeFont'); + mColor = Font.CR_UNTRANSLATED; + mSpacing = desc.mLineSpacing; + mHotkey = hotkey.GetNextCodePoint(0); + } + + void InitDirect( double x, double y, int height, String hotkey, String text, Font font, int color, int color2, Name child, int param = 0 ) + { + Super.Init(x,y,height,child,param); + mText = text; + mFont = Font.GetFont('ULargeFont'); + mColor = Font.CR_UNTRANSLATED; + int pos = 0; + mHotkey = hotkey.GetNextCodePoint(0); + } + + override void Drawer( bool selected ) + { + let tFont = generic_ui?NewSmallFont:mFont; + double basex = floor(0.5*(CleanWidth_1-tFont.StringWidth(StringTable.Localize(mText)))); + double basey = floor(0.25*(CleanHeight_1-mSpacing*5)); + Screen.DrawText(tFont,mColor,(basex+mXPos)*CleanXFac_1,(basey+mYpos)*CleanYFac_1,mText,DTA_CleanNoMove_1,true,DTA_Alpha,selected?1.0:0.5); + } + + override int GetWidth() + { + let tFont = generic_ui?NewSmallFont:mFont; + return max(1,tFont.StringWidth(StringTable.Localize(mText))); + } + + override void DrawSelector( double xofs, double yofs, TextureID tex ) + { + // nothing + } +} + +// for hud config +Class OptionMenuItemHudType : OptionMenuItem +{ + TextureID tex[6]; + CVar mCVar; + + OptionMenuItemHudType Init( String label ) + { + Super.Init(label,"",true); + mCVar = CVar.FindCVar('stinger_hudmode'); + tex[0] = TexMan.CheckForTexture("graphics/Hud1.png",TexMan.Type_Any); + tex[1] = TexMan.CheckForTexture("graphics/Hud2.png",TexMan.Type_Any); + tex[2] = TexMan.CheckForTexture("graphics/Hud3.png",TexMan.Type_Any); + tex[3] = TexMan.CheckForTexture("graphics/Hud4.png",TexMan.Type_Any); + tex[4] = TexMan.CheckForTexture("graphics/Hud5.png",TexMan.Type_Any); + tex[5] = TexMan.CheckForTexture("graphics/Hud6.png",TexMan.Type_Any); + return self; + } + + override bool Selectable() + { + return false; + } + + override int Draw( OptionMenuDescriptor desc, int y, int indent, bool selected ) + { + int xpos = indent + CursorSpace(); + int ypos = y + OptionMenuSettings.mLinespacing*CleanYfac_1; + Screen.DrawTexture(tex[mCVar.GetInt()],false,xpos,ypos,DTA_CleanNoMove_1,true); + return -1; + } +} diff --git a/zscript/minigun.zsc b/zscript/upowerups.zsc similarity index 100% rename from zscript/minigun.zsc rename to zscript/upowerups.zsc diff --git a/zscript/powerups.zsc b/zscript/utranslocator.zsc similarity index 100% rename from zscript/powerups.zsc rename to zscript/utranslocator.zsc