Boss-ify the Cybie in NRFTL MAP08.
QOL tweaks to how the PK7 file is built. Added a plaintext readme, in classic SWWM style. Updated credits.
This commit is contained in:
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13 changed files with 392 additions and 7 deletions
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@ -71,9 +71,12 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add after
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- Cyrus POW Grenades *(UnSX 4)*
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- Z-Bomb *(UnSX 3)*
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- Dr. Locke's Burrow Bombs *(SWWM Platinum Ep2 / UnSX 5)*
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- Vacuum Bomb *(SWWM Platinum)*
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- Cryptek Blast Charge *(Ultra Suite)*
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- U-Bomb *(UnSX 4)*
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* **Additional ammo types:**
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- Green shell - Dyratin charge *(Plasma slug)*
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- Orange shell - Micro-grenade *(What it says on the tin)*
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- Yellow shell - Dyratin charge *(Plasma slug)*
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- Pink shell - Micro-grenade *(What it says on the tin)*
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- Blue rocket - Hellblazer Torturer *(Nail bomb)*
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- White rocket - Hellblazer Subjugator *(Stun bomb)*
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* **Expand third person animations**
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5
TODO.md
5
TODO.md
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@ -1,12 +1,14 @@
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**Finishing touches before release:**
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- Collectibles
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- Achievements
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**Extra things after release:**
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- DLC weaponset
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- Additional collectibles not added due to time constraints
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- Additional achievements
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- Switchable grenade types
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- Extra shell/rocket types
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- "White Lady" rare Lämp spawn
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- More intermission art (shamefully e-begging on Twitter as usual orz)
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- Extra localizations (including Japanese)
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@ -18,4 +20,5 @@
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**Very extra things for the future:**
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- Saya and Ibuki companion add-ons (potentially a Kirin companion too)
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- Possibly also playable versions of them, for coop
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- Modeled Monster/Decoration replacers for all IWADs done in the style of the mod (will be very time consuming)
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@ -643,6 +643,7 @@ BT_SPIDER = "Spider Mastermind";
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BT_SPIDER2 = "Spider Sibling";
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BT_DIMPLE = "Demonic Biomech Squad";
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BT_IOS = "Baramun, Icon of Sin";
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BT_CYBIE2 = "Last Tyrant";
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BT_LICHES = "Iron Liches";
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BT_MINOTAUR = "Maulotaur Servants";
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BT_DSPARIL = "D'Sparil, Serpent Rider";
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@ -661,6 +662,7 @@ BT_SPIDER_FUN = "Big Brains Idiot";
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BT_SPIDER2_FUN = "Big Brains Idiot Redux";
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BT_DIMPLE_FUN = "Lard Lads and Spidey Squad";
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BT_IOS_FUN = "Goaty McGoatface";
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BT_CYBIE2_FUN = "Big Stupid Party Pooper";
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BT_LICHES_FUN = "The Jolly Lad Squad";
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BT_MINOTAUR_FUN = "AWAKEN MY MASTERS";
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BT_DSPARIL_FUN = "Red Robed Wizard Dude and Lizard";
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@ -373,6 +373,8 @@ SWWM_CGUTA2 = "For the Gutamatics library, and for helping me with learning ZScr
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SWWM_CKEKS2 = "For assistance with exception handling code, and also for being such a cool Touhou nerd.";
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SWWM_CZN2 = "For slope alignment code, and to Nash also for being a cool smart cactus dude.";
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SWWM_CVAL2 = "For the custom Nashgore footprints, and for being a good friend and cute bun.";
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SWWM_CKATHY2 = "For being a great friend and for collaborating with me on lore and character development. May your world flourish too.";
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SWWM_CBOUNCY2 = "For letting me rant about lore for hours, and being there to listen along. And for being cute and a friend.";
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SWWM_CSLEDGE2 = "For being great buds, not just for me but for all of us, and also for encouraging me to take part in the Doom modiverse.";
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SWWM_CSPY2 = "For being so enthusiastic about everything in this mod, and for being the cute little brother I never had.";
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SWWM_CINSP1 = "Combine Kegan, HyperUltra64, TerminusEst13, Yholl and friends";
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@ -550,6 +550,7 @@ BT_SPIDER = "Maestra Arácnida";
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BT_SPIDER2 = "Hermana Arácnida";
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BT_DIMPLE = "Escuadrón de Demonios Biomecánicos";
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BT_IOS = "Baramún, Icono del Pecado";
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BT_CYBIE2 = "El Último Tirano";
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BT_LICHES = "Liches de Hierro";
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BT_MINOTAUR = "Sirvientes Mazotauros";
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BT_DSPARIL = "D'Sparil, Jinete de Serpiente";
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@ -566,6 +567,7 @@ BT_SPIDER_FUN = "Cerebrito Idiota";
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BT_SPIDER2_FUN = "Cerebrito Idiota Bis";
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BT_DIMPLE_FUN = "Gordos Grasientos y Armada Arácnida";
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BT_IOS_FUN = "Cabra Emparedada";
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BT_CYBYE2_FUN = "Gran y Estúpido Aguafiestas";
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BT_LICHES_FUN = "El Escuadrón Risitas";
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BT_DSPARIL_FUN = "El Brujo Rojo Ese y Lagarto";
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BT_DSPARIL2_FUN = "El Brujo Rojo Ese";
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@ -370,10 +370,12 @@ SWWM_CGUTA2 = "Por la librería de Gutamatics, y por ayudarme a aprender ZScript
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SWWM_CKEKS2 = "Por asistencia con el código de manejo de excepciones, y también por ser un friki tan guay de Touhou.";
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SWWM_CZN2 = "Por el código para alineación con superficies inclinadas, y a Nash además por ser un molón tío cactus listo.";
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SWWM_CVAL2 = "Por las huellas personalizadas para Nashgore, y por ser una buena amiga y conejita mona.";
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SWWM_CKATHY2 = "Por ser una gran amiga y por colaborar conmigo en lore y desarrollo de personajes. Deseo que tu mundo también prospere.";
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SWWM_CBOUNCY2 = "Por dejar que suelte lore durante horas, y estar ahí para escuchar. Y por ser adorable y un amigo.";
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SWWM_CSLEDGE2 = "Por ser grandes colegas, no solo conmigo si no con todos nosotros, y también por animarme a tomar parte en el modiverso de Doom.";
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SWWM_CSPY2 = "Por el nivel de entusiasmo mostrado por todo en este mod, y por ser el adorable hermano menor que nunca tuve.";
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SWWM_CINSP1 = "Combine Kegan, HyperUltra64, TerminusEst13, Yholl y amigos";
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SWWM_CINSP2 = "Por servir de inspiración y por ser gente muy molona. Benditos seais todos, seguid siendo fenomenales.";
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SWWM_CINSP2 = "Por servir de inspiración y por ser gente muy molona. Benditos seáis todos, seguid siendo fenomenales.";
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SWWM_CCOMMUNITY1 = "Todo mi súper colegueo de la comunidad de Doom";
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SWWM_CCOMMUNITY2 = "Por ayudarme a seguir trabajando en esto, y por todo el tiempo que compartimos. Por muchos más años de Doom. ¡Os adoro!";
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SWWM_CDEVS1 = "Randi, Graf, Rachael y el resto del equipo de desarrollo de GZDoom";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r461 \cu(Tue 4 May 15:17:32 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r461 \cu(2021-05-04 15:17:32)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r463 \cu(Thu 6 May 01:20:11 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r463 \cu(2021-05-06 01:20:11)\c-";
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@ -1,5 +1,7 @@
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pk7
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.git
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*.md
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docimg
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fonts/.gitignore
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fonts/build.sh
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fonts/mkfontblock*
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@ -10,5 +12,7 @@ lore/build.sh
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lore/mklang*
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models/*.blend
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models/*.blend1
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models/*.mdd
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models/*.xcf
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models/modelnotes.txt
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tools
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@ -1,4 +1,4 @@
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#!/bin/sh
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pushd ..
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7z a -t7z -m0=lzma -mx=9 -mfb=64 -md=32m -ms=on -x@pk7/excl.lst ../swwmgz_m.pk7 .
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7z a -t7z -m0=lzma -mx=9 -mfb=64 -md=32m -ms=on -x@pk7/excl.lst -up0q0r2x2y2z1w2 ../swwmgz_m.pk7 .
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popd
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340
readme.txt
Normal file
340
readme.txt
Normal file
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@ -0,0 +1,340 @@
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Some Weird Weapons Mod: GZDoom Edition
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----------------------------------------
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(C)2020-2021 Marisa Kirisame - UnSX Team
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Index of contents:
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1. Introduction
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1.1. It's back!
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1.2. The Story So Far
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2. Inventory
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2.1. Weaponry
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2.1.1. Deep Impact
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2.1.2. Pusher
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2.1.3. Explodium Gun
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2.1.4. Spreadgun
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2.1.5. Wallbuster
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2.1.6. Eviscerator
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2.1.7. Hellblazer
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2.1.8. Biospark Carbine
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2.1.9. Silver Bullet JET
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2.1.A. Candy Gun
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2.1.B. Ynykron Artifact
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2.2. Powerups
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2.2.1. Grilled Cheese Sandwich
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2.2.2. Elemental Coating
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2.2.3. Ghost Artifact
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2.2.4. Ragekit
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2.2.5. Gravity Suppressor
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2.2.6. Fucking Invinciball
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2.2.7. Hammerspace Embiggener
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2.2.8. Universal Ammo Fabricator
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2.2.9. Lämp
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2.2.A. Omnisight
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2.2.B. Mykradvo Artifact
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2.3. Armors
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2.4. Health
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2.5. Others
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3. Credits
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3.1. UnSX Team Is
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3.2. Special Thanks
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1. Introduction
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---------------
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"Start reading from here"
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- Me in most of my previous projects' readme files
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1.1. It's back!
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- - - - - - - -
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Surprise surprise, after a decade of delving into other works, I have made my
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epic return! The SWWM series has been, in a way, "rebooted" through this here
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project, and so it goes. The UT side of things is pretty much dead for me, I've
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jumped ship to GZDoom and boy are the pastures far greener and tastier here.
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1.2. The Story So Far
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- - - - - - - - - - -
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You are a Demolitionist, an autonomous combat unit devised by genius nerd
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gremlin and CTO of Akari Labs Saya Miyamoto, with additional feature work from
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various collaborators, including a sentient AI core by Nekuratek, a robust
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chassis from Unissix Crafts, a durable battery from the Tach-Engine Technology
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Institute, potent jets from Forx Aeronautics and last but not least, trusty
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Hammerspace Containers from Cyrus Enterprises. Added to this is your arsenal,
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also composed of various bits and pieces provided by partners of Saya herself,
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making you one of the deadliest machines out there.
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So, what is the purpose you were built for? Why, of course, to get rid of all
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those pesky demons that have suddenly begun invading Earth. The UAC has ruined
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everything once again, shoving their noses into things they shouldn't mess with
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as your creator announces. Those idiots think just one of their puny space
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marines can do the job, but she's not buying that. And so, that's why you're
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here.
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Time to explode some demon knees.
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2. Inventory
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------------
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There's a whole lot of stuff here, trust me. This ain't your usual weapons
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replacer with just seven lil' slots and that's it, oh no no, it goes deeper.
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2.1. Weaponry
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- - - - - - -
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As you'd expect, there are some familiar faces here from the old SWWM and Ultra
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Suite lineups, along with other hidden gems from unreleased works. And this
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time, none of that cheap retexture bullshit. We're doing all-original model
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work here, and it won't be ugly crap like in SWWM Platinum Ep2, oh no. I've
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learned since then, I've had time to practice and get good. You'll see...
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2.1.1. Deep Impact
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Slot 1. Melee weapon. Available at start.
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A staple of SWWM, compressed air gun cranked to eleven.
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Primary fire blows, can deflect projectiles or push you and enemies around.
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Secondary fire charges up a big thicc air bullet that rips hard.
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Remember to keep this puppy recharged by pumping more air, especially for that
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altfire, which requires 100% charge.
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2.1.2. Pusher
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Slot 1. Melee weapon.
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What was going to be Ultra Suite 2's flagship melee weapon.
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Primary fire drills around.
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Secondary fire charges up a nice impaling action. The weapon will fly off if
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there's nothing to hit, however, so be careful (unless you want it to).
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2.1.3. Explodium Gun
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Slot 2. Pistol. Available at start.
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Another SWWM staple, the pocket exploder.
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Primary fire just goes shoot. Stuff will blow up.
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Secondary fire arms the mag and throws it as a grenade. Stronger the more
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bullets you have left in it.
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You can have two of them, by the way.
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2.1.4. Spreadgun
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Slot 3. Shotgun.
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Coming from Instant Action 3, of all places, here's this thing.
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Primary fire fires (duh).
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Secondary fire switches the ammo type for next reload on tap. Holding it and
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tapping the fire button will unload whatever ammo you have inside, in case you
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want to use it on the other slot 3 weapon.
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Reload does what you'd expect it to do.
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This thing may be unwieldy, but boy does it let you use some fun ammo types.
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2.1.5. Wallbuster
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Slot 4. Revolver shotgun.
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A slight readjustment of a weapon from Total Destruction (cancelled).
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Primary fire fires one barrel.
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Secondary fire fires five barrels.
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Tertiary fire fires all barrels.
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Reload opens the reload menu. The instructions provided are self-explanatory.
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Shooting multiple barrels may allow you to bust doors, bars, and other
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structures, quite handy.
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2.1.6. Eviscerator
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Slot 5. Flak cannon.
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It's back, and it's still pure unadulterated danmaku.
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Primary fire shoots out all them metal bits.
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Secondary fire shoots out the whole shell as a grenade.
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Tertiary fire toggles between wide and tight spread.
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A rare case of a weapon that doesn't need to reload, as it pulls in ammo from
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your inventory directly.
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2.1.7. Hellblazer
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Slot 6. Rocket launcher.
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We've seen its predecessors before, but now it's time for the new cool kid, the
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long-awaited Mk3 model of this marriage between demonic and human technology.
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Primary fire shoots the rocket.
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Secondary fire launches it as a bouncing grenade.
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Tertiary fire cycles ammo types for next reload.
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Reload does what you'd expect.
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2.1.8. Biospark Carbine
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Slot 7. Energy weapon.
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The Sparkster is back, but not in pog form however.
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Primary fire shoots a beam, just like in its UnSX 1 incarnation.
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Secondary fire shoots them balls. You can combo these two, obviously.
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Tertiary fire ejects the ammo core turning it into a heatseeking orb of death.
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Reload reloads. You can stack two mags together if you want, for more shoots,
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at the price of some slight unstability (you might hurt yourself with it).
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2.1.9. Silver Bullet JET
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Slot 8. Sniper rifle.
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The big and bulky brother of that unwieldy thing from Ultra Suite.
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Primary fire (you guessed it) shoots.
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Secondary fire cycles ammo types for reload on tap. On hold, tap primary fire
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to manually cycle the bolt, should you need to.
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Reload does what you'd expect.
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Tertiary fire is a zoom. Hold to keep increasing the zoom factor, up to 16x.
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Crouching with this weapon braces it and disengages the recoil compensator,
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which can definitely cause some self-hurt from how hot the jet gas can get.
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2.1.A. Candy Gun
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Slot 9. Pistol (but very strong).
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A tasty treat of sweetness and DEATH. From the lost forever™ Weirdweapons pack.
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Primary fire does the thing.
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Secondary fire does also the same thing as its slot 2 counterpart.
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Holding primary fire after pressing secondary fire will switch to yeeting the
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entire damn gun, for some absurd reason. It's very effective, though.
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Considering that you can dispose of it like that, you can hold some spares.
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2.1.B. Ynykron Artifact
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Slot 0. Divine WMD (replica).
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The good ol' Mortal Cannon, now in all its unadulterated glory.
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Primary fire initiates the charge process. Once done, a second press ignites
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the beam, destroying everything in a straight line, and causing some very nice
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chain reactions too. Really good for massive hordes.
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Secondary fire will flip the ammo box around. Don't do this, you don't want to
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see what happens when you charge and fire it later. Don't say I didn't warn
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you (you won't be able to, you'll be dead by then).
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2.2. Powerups
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- - - - - - -
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Very much needed little things here.
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2.2.1. Grilled Cheese Sandwich
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The ultimate meal. Full 1000 health and full armor to boot. If you'd rather
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keep it preserved nice and warm in your inventory, it might autoactivate to
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prevent your untimely death, too.
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2.2.2. Elemental Coating
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A rehash of the ol' Barrier from other SWWM versions. Although it can't deflect
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bullets anymore, it instead soaks up all elemental damage, allowing you to wade
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through dangerous environmental hazards safely.
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2.2.3. Ghost Artifact
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Invisibility, basically. Have fun distracting enemies with it.
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2.2.4. Ragekit
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It makes you angry, and also stronger and faster, but especially angry.
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2.2.5. Gravity Suppressor
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Pops up on Heretic and Hexen. Lets you fly around freely without needing to
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care about fuel usage from your jets.
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2.2.6. Fucking Invinciball
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Does what it says on the tin. Goes well with a glass of Sunny D.
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2.2.7. Hammerspace Embiggener
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A perfectly cromulent expansion to your ammo storage. Can have up to 8 active.
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2.2.8. Universal Ammo Fabricator
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What pops up as ammo in Hexen. Not exactly lottery, as it tends to prioritize
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things nicely with what it builds.
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2.2.9. Lämp
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It's a floating magic lamp. It may attract moths.
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2.2.A. Omnisight
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You can see forever with this thing. A full automap, unlimited target scanning
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in the minimap, and even highlights where keys and exits are. Quite handy.
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|
||||
2.2.B. Mykradvo Artifact
|
||||
|
||||
The Great Anomaly makes a return. Smite all those who dare try to attack you!
|
||||
|
||||
2.3. Armors
|
||||
- - - - - -
|
||||
|
||||
You've got the war armor, pretty handy, robust, built from the same stuff as
|
||||
your robot chassis, actually, though not as "high grade".
|
||||
Then there's the blast suit, comfy and easy to wear, has very good splash
|
||||
damage reduction, so keep that in mind.
|
||||
And lastly there's the armor nuggets. These things can soak up damage like
|
||||
crazy once you get them high enough. Above 100% they'll even start healing you!
|
||||
|
||||
2.4. Health
|
||||
- - - - - -
|
||||
|
||||
We can go from measly health nuggets that add just one point of health, to the
|
||||
four-faced tetrahedrons of health or the six-faced cubes. But all of these pale
|
||||
in comparison to the mighty Refresher, which not only gives you a full 100 hp
|
||||
boost, up to a cap of 500, but can also autoactivate should you take mortal
|
||||
damage. Unlike the sandwiches, however, the Refresher might not be strong
|
||||
enough to really prevent a lethal death.
|
||||
|
||||
2.5. Others
|
||||
- - - - - -
|
||||
|
||||
Well, there's the keys, I guess. Those are always there.
|
||||
And then, also the collectibles. Yup. You can find some fancy lil' boxes in
|
||||
secret areas and whatnot, that might sometimes drop goodies, and some other
|
||||
times little pieces of treasure that you might want to collect, as they can be
|
||||
very valuable.
|
||||
|
||||
|
||||
3. Credits
|
||||
----------
|
||||
|
||||
This mod wouldn't have been possible if I had to create everything all by
|
||||
myself. Detailed credits are available in the credits.txt file. It's all there,
|
||||
really.
|
||||
|
||||
3.1. UnSX Team Is
|
||||
- - - - - - - - -
|
||||
|
||||
Still me, really. Just me. A shame, it is, but I really don't do well working
|
||||
with other people.
|
||||
|
||||
3.2. Special Thanks
|
||||
- - - - - - - - - -
|
||||
|
||||
Bless all of you from the Doom community that I love so much.
|
||||
The very awesome and friend-shaped Marrub for making Lithium, one of the many
|
||||
sources of inspiration for this here mod's little worldbuilding and some other
|
||||
traits here and there (which you might easily notice).
|
||||
CptSledge and Bunray for making me dive deep into the Doom Modiverse™ and its
|
||||
interconnected lore and worldbuilding. You're a very fine pair of cool buds.
|
||||
a1337spy for basically becoming the biggest fanboy of this mod. Glad you enjoy
|
||||
it and its characters and lore (maybe a bit too much, but it's all in healthy
|
||||
levels). You really are like the little brother I never had (gonna headpat ya).
|
||||
Valerie Lavender for also supporting this mod and providing some neat little
|
||||
things. You're a good bun and a good friend, stay awesome.
|
||||
Kathy for being a real good friend and one who loves my lore and characters so
|
||||
dearly. Stay cool, and keep creating.
|
||||
Bouncy for being one of the few friends who can just stand there and listen to
|
||||
me rant about lore for several hours straight. Many thanks.
|
||||
Gutawer for not only being one of my ZScript senseis back in the day, but also
|
||||
for creating the mighty Gutamatics library, which has made some fancy things
|
||||
here possible.
|
||||
KeksDose for being another ZScript mad genius and teaching me a nifty trick to
|
||||
fuck around with VM aborts (which I then perfected).
|
||||
ZZYZX and Nash for a handy piece of code to align stuff to slopes. The math's
|
||||
hard, so I don't think I'd have figured it out on my own.
|
||||
KynikossDragonn for being a good pet. You're still cute even if you deny it.
|
||||
Lucy for having created the Tewi font, which I still use to this day. Wherever
|
||||
you are, I hope you're doing well. We miss you.
|
||||
All my wonderful patrons, of course, for supporting me economically so I can
|
||||
basically keep working on what I love. It's a bit embarrassing to admit that I
|
||||
wouldn't be able to afford HRT without your help, by the way.
|
||||
|
||||
|
||||
[End of file]
|
||||
|
|
@ -45,6 +45,8 @@ Class SWWMLevelCompatibility : LevelPostProcessor
|
|||
AddSectorTag(155,24);
|
||||
OffsetSectorPlane(155,1,-80.);
|
||||
SetLineSpecial(652,ACS_Execute,-Int('NERVE_EXITOPEN'));
|
||||
// remove the mp cyberdemon entirely as it disrupts the vanilla boss handler
|
||||
SetThingEdNum(202,0);
|
||||
break;
|
||||
// INTER-EPISODE PROGRESSION STUFF
|
||||
// Doom E1M8
|
||||
|
|
@ -86,18 +88,26 @@ Class SWWMLevelCompatibility : LevelPostProcessor
|
|||
// Doom E3M8
|
||||
case 'EF128313112110ED6C1549AF96AF26C9':
|
||||
level.nextsecretmap = level.nextmap; // so the handler can detect this
|
||||
// NOT YET IMPLEMENTED
|
||||
/*if ( LevelInfo.MapExists("E4M1") ) level.nextmap = "E4M1";
|
||||
else if ( LevelInfo.MapExists("MAP01") ) level.nextmap = "MAP01";*/
|
||||
if ( Wads.FindLump("M_EPI4",0,1) != -1 ) level.nextmap = "E4M1";
|
||||
else if ( Wads.FindLump("M_HELL",0,1) != -1 ) level.nextmap = "MAP01";
|
||||
break;
|
||||
// Doom E4M8
|
||||
case '2DC939E508AB8EB68AF79D5B60568711':
|
||||
level.nextsecretmap = level.nextmap; // so the handler can detect this
|
||||
// NOT YET IMPLEMENTED
|
||||
/*if ( LevelInfo.MapExists("E5M1") ) level.nextmap = "E5M1";
|
||||
else if ( LevelInfo.MapExists("MAP01") ) level.nextmap = "MAP01";*/
|
||||
if ( Wads.FindLump("M_EPI5",0,1) != -1 ) level.nextmap = "E5M1";
|
||||
else if ( Wads.FindLump("M_HELL",0,1) != -1 ) level.nextmap = "MAP01";
|
||||
break;
|
||||
// SIGIL E5M8
|
||||
case '6EAD80DA1F30B4B3546FA294EEF9F87C':
|
||||
level.nextsecretmap = level.nextmap; // so the handler can detect this
|
||||
// NOT YET IMPLEMENTED
|
||||
/*if ( LevelInfo.MapExists("MAP01") ) level.nextmap = "MAP01";*/
|
||||
if ( Wads.FindLump("M_HELL",0,1) != -1 ) level.nextmap = "MAP01";
|
||||
break;
|
||||
// Heretic E1M8
|
||||
|
|
@ -113,6 +123,8 @@ Class SWWMLevelCompatibility : LevelPostProcessor
|
|||
// Heretic E3M8
|
||||
case '4719C2C71EF28F52310B889DD5A9778B':
|
||||
level.nextsecretmap = level.nextmap; // so the handler can detect this
|
||||
// NOT YET IMPLEMENTED
|
||||
/*if ( LevelInfo.MapExists("E4M1") ) level.nextmap = "E4M1";*/
|
||||
if ( Wads.FindLump("EXTENDED",0,1) != -1 ) level.nextmap = "E4M1";
|
||||
break;
|
||||
// Heretic E4M8
|
||||
|
|
|
|||
|
|
@ -32,6 +32,7 @@ extend Class SWWMHandler
|
|||
MAP_HE3M8,
|
||||
MAP_DMAP07,
|
||||
MAP_DMAP30,
|
||||
MAP_DLVL08,
|
||||
MAP_HMAP12,
|
||||
MAP_HMAP23_HMAP27_HMAP48_HMAP55,
|
||||
MAP_HMAP36,
|
||||
|
|
@ -67,6 +68,8 @@ extend Class SWWMHandler
|
|||
return MAP_DMAP07;
|
||||
if ( mapsum ~== "5EECD88F4491F516D590CE4BBF45F532" )
|
||||
return MAP_DMAP30;
|
||||
if ( mapsum ~== "7EB864A03948C3F918F9223B2D1F8911" )
|
||||
return MAP_DLVL08;
|
||||
if ( (mapsum ~== "89C4CD26EF05E2577B10CAFE56226662")
|
||||
|| (mapsum ~== "441BF111747671066A10A146C03EEFC4")
|
||||
|| (mapsum ~== "55E321849F3699655D7E062C90682F63") )
|
||||
|
|
@ -171,6 +174,16 @@ extend Class SWWMHandler
|
|||
bossviewactor = e.Thing;
|
||||
bosstag = "$BT_IOS";
|
||||
}
|
||||
else if ( bossmap == MAP_DLVL08 )
|
||||
{
|
||||
if ( e.Thing is 'Cyberdemon' )
|
||||
{
|
||||
bossactors.Push(e.Thing);
|
||||
if ( upgrademe ) e.Thing.StartHealth = e.Thing.Health *= 4;
|
||||
if ( trk ) trk.bBOSS = true;
|
||||
}
|
||||
bosstag = "$BT_CYBIE2";
|
||||
}
|
||||
else if ( bossmap == MAP_HE1M8_HE4M8 )
|
||||
{
|
||||
if ( e.Thing is 'IronLich' )
|
||||
|
|
|
|||
|
|
@ -203,6 +203,8 @@ Class SWWMCreditsMenu : GenericMenu
|
|||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"KeksDose","$SWWM_CKEKS2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"ZZYZX & Nash","$SWWM_CZN2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Val Pal","$SWWM_CVAL2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Kaffy Kathy","$SWWM_CKATHY2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"BouncyTEM","$SWWM_CBOUNCY2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"\ctCptSledge\c- & \cdBunray\c-","$SWWM_CSLEDGE2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"a1337spy","$SWWM_CSPY2"));
|
||||
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"$SWWM_CINSP1","$SWWM_CINSP2"));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue