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.
116
ProtoNotes.md
Normal file
|
|
@ -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superseded by the biorifle.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.
|
||||
29
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
|
||||
|
||||
|
|
@ -29,13 +29,16 @@ 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)
|
||||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
@ -28,5 +28,5 @@ UWhiteFont
|
|||
}
|
||||
UTahoma10
|
||||
{
|
||||
TEMPLATE th10_%03d
|
||||
TEMPLATE tu10_%03d
|
||||
}
|
||||
|
|
|
|||
68
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"
|
||||
}
|
||||
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Before Width: | Height: | Size: 305 B After Width: | Height: | Size: 305 B |
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Before Width: | Height: | Size: 302 B After Width: | Height: | Size: 302 B |
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Before Width: | Height: | Size: 298 B After Width: | Height: | Size: 298 B |
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Before Width: | Height: | Size: 382 B After Width: | Height: | Size: 382 B |