Oh boy, here comes a big one.

Doomreal development is officially back to life.
Doomreal now depends on Doom Tournament, as it's an add-on for it.
Most of the resources are in place right now, just a couple more things left to add in.
Flak cannon is still incomplete and weapon development will be resumed soon.
There is a main menu now, I hope you like it.
Player classes don't have models assigned yet, so they will look weird.
Overall this is not yet very playable.
This commit is contained in:
Marisa the Magician 2019-08-10 22:15:56 +02:00
commit d3b11d1ef2
1145 changed files with 1065 additions and 883 deletions

116
ProtoNotes.md Normal file
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@ -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superseded by the biorifle.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.

View file

@ -3,7 +3,7 @@
The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
(including dummied out stuff and others). (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 ## Currently Implemented
@ -29,18 +29,21 @@ This mod requires GZDoom 3.4.0 or later.
- Minigun (slot 0) (replaces chaingun) - Minigun (slot 0) (replaces chaingun)
- Stunner (slot 1) (replaces chainsaw) - Stunner (slot 1) (replaces chainsaw)
- Translocator (slot 1) (replaces chainsaw) - "Bonesaw" (slot 1) (replaces chainsaw)
- Translocator (slot 1)
- Old Automag (slot 2) (replaces pistol) - Old Automag (slot 2) (replaces pistol)
- Quadshot (slot 3) (replaces super shotgun) - Quadshot (slot 3) (replaces super shotgun)
- Peacemaker (slot 5) (replaces backpack) - Peacemaker (slot 5) (rare spawn near backpack)
- Impaler (slot 4) (replaces super shotgun) - Impaler (slot 4) (replaces bfg9000)
- Flamethrower (slot 8) (replaces plasma rifle) - Flamethrower (slot 8) (replaces bfg9000)
- Gatling Gun (slot 0) (replaces bfg9000) - Flame Gun (slot 7) (replaces bfg9000)
- Bigman Handgun (slot 5) (replaces bfg9000)
- Autocannon (slot 7) (replaces bfg9000)
- Amplifier (replaces berserk) - Amplifier (replaces berserk)
- Armor (replaces blue armor) - Armor (replaces blue armor)
- Flare (replaces armor bonus) - Flare (replaces armor bonus)
- Flashlight (replaces light amplifier) - Flashlight (replaces light amplifier)
- Searchlight (replaces light amplifier) - Searchlight (replaces light amplifier)
- Medkit (replaces medkit) - Medkit (replaces medkit)
- Bandages (replaces stimpak) - Bandages (replaces stimpak)
@ -51,18 +54,16 @@ This mod requires GZDoom 3.4.0 or later.
- AntiGrav Boots (replaces radsuit) - AntiGrav Boots (replaces radsuit)
- Shield Belt (replaces megasphere) - Shield Belt (replaces megasphere)
- Power Shield (replaces invulnerability) - Power Shield (replaces invulnerability)
- Asbestos Suit (replaces backpack) - Asbestos Suit (replaces radsuit if map has lava)
- Kevlar Suit (replaces green armor) - Kevlar Suit (replaces green armor)
- Toxin Suit (replaces radsuit) - Toxin Suit (replaces radsuit if map has slime)
- Voice Box (replaces backpack) - Voice Box (rare spawn near backpack)
- Forcefield (replaces backpack) - Forcefield (rare spawn near backpack)
- Dampener (replaces blursphere) - Dampener (rare spawn near backpack)
- Motion Detector (replaces computer map) - Motion Detector (replaces computer map)
- Chameleon's Heart (replaces blursphere)
- Light/Dark Flare (given at start, infinite use) - Light/Dark Flare (given at start, infinite use)
- Minigun Sentry (replaces backpack) - Minigun Sentry (rare spawn near backpack)
- Powerup (replaces berserk)
## Known bugs ## Known bugs

View file

@ -1,3 +1,5 @@
user bool stinger_footsteps = true; user int stinger_hudmode = 0; // hud mode
user int stinger_hudmode = 0; user int stinger_hudscale = 1; // scale of hud (0 = fit to 480p)
user int stinger_hudscale = 1; user int stinger_introtype = 0; // 0 - standard
// 1 - unreal '97
// 2 - unreal '95

View file

@ -28,5 +28,5 @@ UWhiteFont
} }
UTahoma10 UTahoma10
{ {
TEMPLATE th10_%03d TEMPLATE tu10_%03d
} }

View file

@ -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" HardwareShader Texture "models/Sting1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/Sting1.png"
} }
Brightmap Texture "models/Sting1.png" Brightmap Texture "models/Sting1.png"
{ {
@ -46,15 +11,36 @@ HardwareShader Texture "models/JTaryPick1.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" Shader "shaders/glsl/AmbientGlow.fp"
} }
/*Brightmap Texture "models/JPickup1.png" HardwareShader Texture "models/JPickup1.png"
{
Map "brightmaps/JPickup1.png"
}*/
HardwareShader Texture "models/JPickup1_.png"
{ {
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JPickup1.png"
} }
HardwareShader Texture "models/Jflakshel1_.png" HardwareShader Texture "models/Jflakshel1_.png"
{ {
Shader "shaders/glsl/AmbientGlow.fp" 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"
}

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