diff --git a/FuturePlans.md b/FuturePlans.md index 7a05b9069..8ca686ab6 100644 --- a/FuturePlans.md +++ b/FuturePlans.md @@ -71,9 +71,12 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add after - Cyrus POW Grenades *(UnSX 4)* - Z-Bomb *(UnSX 3)* - Dr. Locke's Burrow Bombs *(SWWM Platinum Ep2 / UnSX 5)* + - Vacuum Bomb *(SWWM Platinum)* + - Cryptek Blast Charge *(Ultra Suite)* + - U-Bomb *(UnSX 4)* * **Additional ammo types:** - - Green shell - Dyratin charge *(Plasma slug)* - - Orange shell - Micro-grenade *(What it says on the tin)* + - Yellow shell - Dyratin charge *(Plasma slug)* + - Pink shell - Micro-grenade *(What it says on the tin)* - Blue rocket - Hellblazer Torturer *(Nail bomb)* - White rocket - Hellblazer Subjugator *(Stun bomb)* * **Expand third person animations** diff --git a/TODO.md b/TODO.md index 413b2a4bc..df3dd1507 100644 --- a/TODO.md +++ b/TODO.md @@ -1,12 +1,14 @@ **Finishing touches before release:** - Collectibles - - Achievements **Extra things after release:** - DLC weaponset - Additional collectibles not added due to time constraints + - Additional achievements + - Switchable grenade types + - Extra shell/rocket types - "White Lady" rare Lämp spawn - More intermission art (shamefully e-begging on Twitter as usual orz) - Extra localizations (including Japanese) @@ -18,4 +20,5 @@ **Very extra things for the future:** - Saya and Ibuki companion add-ons (potentially a Kirin companion too) + - Possibly also playable versions of them, for coop - Modeled Monster/Decoration replacers for all IWADs done in the style of the mod (will be very time consuming) diff --git a/language.def_base b/language.def_base index fc2c95527..a39d8cfde 100644 --- a/language.def_base +++ b/language.def_base @@ -643,6 +643,7 @@ BT_SPIDER = "Spider Mastermind"; BT_SPIDER2 = "Spider Sibling"; BT_DIMPLE = "Demonic Biomech Squad"; BT_IOS = "Baramun, Icon of Sin"; +BT_CYBIE2 = "Last Tyrant"; BT_LICHES = "Iron Liches"; BT_MINOTAUR = "Maulotaur Servants"; BT_DSPARIL = "D'Sparil, Serpent Rider"; @@ -661,6 +662,7 @@ BT_SPIDER_FUN = "Big Brains Idiot"; BT_SPIDER2_FUN = "Big Brains Idiot Redux"; BT_DIMPLE_FUN = "Lard Lads and Spidey Squad"; BT_IOS_FUN = "Goaty McGoatface"; +BT_CYBIE2_FUN = "Big Stupid Party Pooper"; BT_LICHES_FUN = "The Jolly Lad Squad"; BT_MINOTAUR_FUN = "AWAKEN MY MASTERS"; BT_DSPARIL_FUN = "Red Robed Wizard Dude and Lizard"; diff --git a/language.def_menu b/language.def_menu index 596cafa49..6089f4d41 100644 --- a/language.def_menu +++ b/language.def_menu @@ -373,6 +373,8 @@ SWWM_CGUTA2 = "For the Gutamatics library, and for helping me with learning ZScr SWWM_CKEKS2 = "For assistance with exception handling code, and also for being such a cool Touhou nerd."; SWWM_CZN2 = "For slope alignment code, and to Nash also for being a cool smart cactus dude."; SWWM_CVAL2 = "For the custom Nashgore footprints, and for being a good friend and cute bun."; +SWWM_CKATHY2 = "For being a great friend and for collaborating with me on lore and character development. May your world flourish too."; +SWWM_CBOUNCY2 = "For letting me rant about lore for hours, and being there to listen along. And for being cute and a friend."; 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."; SWWM_CSPY2 = "For being so enthusiastic about everything in this mod, and for being the cute little brother I never had."; SWWM_CINSP1 = "Combine Kegan, HyperUltra64, TerminusEst13, Yholl and friends"; diff --git a/language.es_base b/language.es_base index 6e77d736f..d4a299374 100644 --- a/language.es_base +++ b/language.es_base @@ -550,6 +550,7 @@ BT_SPIDER = "Maestra Arácnida"; BT_SPIDER2 = "Hermana Arácnida"; BT_DIMPLE = "Escuadrón de Demonios Biomecánicos"; BT_IOS = "Baramún, Icono del Pecado"; +BT_CYBIE2 = "El Último Tirano"; BT_LICHES = "Liches de Hierro"; BT_MINOTAUR = "Sirvientes Mazotauros"; BT_DSPARIL = "D'Sparil, Jinete de Serpiente"; @@ -566,6 +567,7 @@ BT_SPIDER_FUN = "Cerebrito Idiota"; BT_SPIDER2_FUN = "Cerebrito Idiota Bis"; BT_DIMPLE_FUN = "Gordos Grasientos y Armada Arácnida"; BT_IOS_FUN = "Cabra Emparedada"; +BT_CYBYE2_FUN = "Gran y Estúpido Aguafiestas"; BT_LICHES_FUN = "El Escuadrón Risitas"; BT_DSPARIL_FUN = "El Brujo Rojo Ese y Lagarto"; BT_DSPARIL2_FUN = "El Brujo Rojo Ese"; diff --git a/language.es_menu b/language.es_menu index 1a4a2a56c..98b87ef58 100644 --- a/language.es_menu +++ b/language.es_menu @@ -370,10 +370,12 @@ SWWM_CGUTA2 = "Por la librería de Gutamatics, y por ayudarme a aprender ZScript SWWM_CKEKS2 = "Por asistencia con el código de manejo de excepciones, y también por ser un friki tan guay de Touhou."; SWWM_CZN2 = "Por el código para alineación con superficies inclinadas, y a Nash además por ser un molón tío cactus listo."; SWWM_CVAL2 = "Por las huellas personalizadas para Nashgore, y por ser una buena amiga y conejita mona."; +SWWM_CKATHY2 = "Por ser una gran amiga y por colaborar conmigo en lore y desarrollo de personajes. Deseo que tu mundo también prospere."; +SWWM_CBOUNCY2 = "Por dejar que suelte lore durante horas, y estar ahí para escuchar. Y por ser adorable y un amigo."; 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."; SWWM_CSPY2 = "Por el nivel de entusiasmo mostrado por todo en este mod, y por ser el adorable hermano menor que nunca tuve."; SWWM_CINSP1 = "Combine Kegan, HyperUltra64, TerminusEst13, Yholl y amigos"; -SWWM_CINSP2 = "Por servir de inspiración y por ser gente muy molona. Benditos seais todos, seguid siendo fenomenales."; +SWWM_CINSP2 = "Por servir de inspiración y por ser gente muy molona. Benditos seáis todos, seguid siendo fenomenales."; SWWM_CCOMMUNITY1 = "Todo mi súper colegueo de la comunidad de Doom"; SWWM_CCOMMUNITY2 = "Por ayudarme a seguir trabajando en esto, y por todo el tiempo que compartimos. Por muchos más años de Doom. ¡Os adoro!"; SWWM_CDEVS1 = "Randi, Graf, Rachael y el resto del equipo de desarrollo de GZDoom"; diff --git a/language.version b/language.version index d6bf38e19..05d75ffb9 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r461 \cu(Tue 4 May 15:17:32 CEST 2021)\c-"; -SWWM_SHORTVER="\cw0.9.11b-pre r461 \cu(2021-05-04 15:17:32)\c-"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r463 \cu(Thu 6 May 01:20:11 CEST 2021)\c-"; +SWWM_SHORTVER="\cw0.9.11b-pre r463 \cu(2021-05-06 01:20:11)\c-"; diff --git a/pk7/excl.lst b/pk7/excl.lst index e84d2c962..b0f8eef24 100644 --- a/pk7/excl.lst +++ b/pk7/excl.lst @@ -1,5 +1,7 @@ pk7 .git +*.md +docimg fonts/.gitignore fonts/build.sh fonts/mkfontblock* @@ -10,5 +12,7 @@ lore/build.sh lore/mklang* models/*.blend models/*.blend1 +models/*.mdd models/*.xcf +models/modelnotes.txt tools diff --git a/pk7/mkpk7.sh b/pk7/mkpk7.sh index 97c98550e..7b0735c84 100755 --- a/pk7/mkpk7.sh +++ b/pk7/mkpk7.sh @@ -1,4 +1,4 @@ #!/bin/sh pushd .. -7z a -t7z -m0=lzma -mx=9 -mfb=64 -md=32m -ms=on -x@pk7/excl.lst ../swwmgz_m.pk7 . +7z a -t7z -m0=lzma -mx=9 -mfb=64 -md=32m -ms=on -x@pk7/excl.lst -up0q0r2x2y2z1w2 ../swwmgz_m.pk7 . popd diff --git a/readme.txt b/readme.txt new file mode 100644 index 000000000..7566eeff8 --- /dev/null +++ b/readme.txt @@ -0,0 +1,340 @@ + Some Weird Weapons Mod: GZDoom Edition +---------------------------------------- +(C)2020-2021 Marisa Kirisame - UnSX Team + + + + +Index of contents: + +1. Introduction + 1.1. It's back! + 1.2. The Story So Far +2. Inventory + 2.1. Weaponry + 2.1.1. Deep Impact + 2.1.2. Pusher + 2.1.3. Explodium Gun + 2.1.4. Spreadgun + 2.1.5. Wallbuster + 2.1.6. Eviscerator + 2.1.7. Hellblazer + 2.1.8. Biospark Carbine + 2.1.9. Silver Bullet JET + 2.1.A. Candy Gun + 2.1.B. Ynykron Artifact + 2.2. Powerups + 2.2.1. Grilled Cheese Sandwich + 2.2.2. Elemental Coating + 2.2.3. Ghost Artifact + 2.2.4. Ragekit + 2.2.5. Gravity Suppressor + 2.2.6. Fucking Invinciball + 2.2.7. Hammerspace Embiggener + 2.2.8. Universal Ammo Fabricator + 2.2.9. Lämp + 2.2.A. Omnisight + 2.2.B. Mykradvo Artifact + 2.3. Armors + 2.4. Health + 2.5. Others +3. Credits + 3.1. UnSX Team Is + 3.2. Special Thanks + + +1. Introduction +--------------- + +"Start reading from here" + - Me in most of my previous projects' readme files + +1.1. It's back! +- - - - - - - - + +Surprise surprise, after a decade of delving into other works, I have made my +epic return! The SWWM series has been, in a way, "rebooted" through this here +project, and so it goes. The UT side of things is pretty much dead for me, I've +jumped ship to GZDoom and boy are the pastures far greener and tastier here. + +1.2. The Story So Far +- - - - - - - - - - - + +You are a Demolitionist, an autonomous combat unit devised by genius nerd +gremlin and CTO of Akari Labs Saya Miyamoto, with additional feature work from +various collaborators, including a sentient AI core by Nekuratek, a robust +chassis from Unissix Crafts, a durable battery from the Tach-Engine Technology +Institute, potent jets from Forx Aeronautics and last but not least, trusty +Hammerspace Containers from Cyrus Enterprises. Added to this is your arsenal, +also composed of various bits and pieces provided by partners of Saya herself, +making you one of the deadliest machines out there. + +So, what is the purpose you were built for? Why, of course, to get rid of all +those pesky demons that have suddenly begun invading Earth. The UAC has ruined +everything once again, shoving their noses into things they shouldn't mess with +as your creator announces. Those idiots think just one of their puny space +marines can do the job, but she's not buying that. And so, that's why you're +here. + +Time to explode some demon knees. + + +2. Inventory +------------ + +There's a whole lot of stuff here, trust me. This ain't your usual weapons +replacer with just seven lil' slots and that's it, oh no no, it goes deeper. + +2.1. Weaponry +- - - - - - - + +As you'd expect, there are some familiar faces here from the old SWWM and Ultra +Suite lineups, along with other hidden gems from unreleased works. And this +time, none of that cheap retexture bullshit. We're doing all-original model +work here, and it won't be ugly crap like in SWWM Platinum Ep2, oh no. I've +learned since then, I've had time to practice and get good. You'll see... + +2.1.1. Deep Impact + +Slot 1. Melee weapon. Available at start. +A staple of SWWM, compressed air gun cranked to eleven. +Primary fire blows, can deflect projectiles or push you and enemies around. +Secondary fire charges up a big thicc air bullet that rips hard. +Remember to keep this puppy recharged by pumping more air, especially for that +altfire, which requires 100% charge. + +2.1.2. Pusher + +Slot 1. Melee weapon. +What was going to be Ultra Suite 2's flagship melee weapon. +Primary fire drills around. +Secondary fire charges up a nice impaling action. The weapon will fly off if +there's nothing to hit, however, so be careful (unless you want it to). + +2.1.3. Explodium Gun + +Slot 2. Pistol. Available at start. +Another SWWM staple, the pocket exploder. +Primary fire just goes shoot. Stuff will blow up. +Secondary fire arms the mag and throws it as a grenade. Stronger the more +bullets you have left in it. +You can have two of them, by the way. + +2.1.4. Spreadgun + +Slot 3. Shotgun. +Coming from Instant Action 3, of all places, here's this thing. +Primary fire fires (duh). +Secondary fire switches the ammo type for next reload on tap. Holding it and +tapping the fire button will unload whatever ammo you have inside, in case you +want to use it on the other slot 3 weapon. +Reload does what you'd expect it to do. +This thing may be unwieldy, but boy does it let you use some fun ammo types. + +2.1.5. Wallbuster + +Slot 4. Revolver shotgun. +A slight readjustment of a weapon from Total Destruction (cancelled). +Primary fire fires one barrel. +Secondary fire fires five barrels. +Tertiary fire fires all barrels. +Reload opens the reload menu. The instructions provided are self-explanatory. +Shooting multiple barrels may allow you to bust doors, bars, and other +structures, quite handy. + +2.1.6. Eviscerator + +Slot 5. Flak cannon. +It's back, and it's still pure unadulterated danmaku. +Primary fire shoots out all them metal bits. +Secondary fire shoots out the whole shell as a grenade. +Tertiary fire toggles between wide and tight spread. +A rare case of a weapon that doesn't need to reload, as it pulls in ammo from +your inventory directly. + +2.1.7. Hellblazer + +Slot 6. Rocket launcher. +We've seen its predecessors before, but now it's time for the new cool kid, the +long-awaited Mk3 model of this marriage between demonic and human technology. +Primary fire shoots the rocket. +Secondary fire launches it as a bouncing grenade. +Tertiary fire cycles ammo types for next reload. +Reload does what you'd expect. + +2.1.8. Biospark Carbine + +Slot 7. Energy weapon. +The Sparkster is back, but not in pog form however. +Primary fire shoots a beam, just like in its UnSX 1 incarnation. +Secondary fire shoots them balls. You can combo these two, obviously. +Tertiary fire ejects the ammo core turning it into a heatseeking orb of death. +Reload reloads. You can stack two mags together if you want, for more shoots, +at the price of some slight unstability (you might hurt yourself with it). + +2.1.9. Silver Bullet JET + +Slot 8. Sniper rifle. +The big and bulky brother of that unwieldy thing from Ultra Suite. +Primary fire (you guessed it) shoots. +Secondary fire cycles ammo types for reload on tap. On hold, tap primary fire +to manually cycle the bolt, should you need to. +Reload does what you'd expect. +Tertiary fire is a zoom. Hold to keep increasing the zoom factor, up to 16x. +Crouching with this weapon braces it and disengages the recoil compensator, +which can definitely cause some self-hurt from how hot the jet gas can get. + +2.1.A. Candy Gun + +Slot 9. Pistol (but very strong). +A tasty treat of sweetness and DEATH. From the lost forever™ Weirdweapons pack. +Primary fire does the thing. +Secondary fire does also the same thing as its slot 2 counterpart. +Holding primary fire after pressing secondary fire will switch to yeeting the +entire damn gun, for some absurd reason. It's very effective, though. +Considering that you can dispose of it like that, you can hold some spares. + +2.1.B. Ynykron Artifact + +Slot 0. Divine WMD (replica). +The good ol' Mortal Cannon, now in all its unadulterated glory. +Primary fire initiates the charge process. Once done, a second press ignites +the beam, destroying everything in a straight line, and causing some very nice +chain reactions too. Really good for massive hordes. +Secondary fire will flip the ammo box around. Don't do this, you don't want to +see what happens when you charge and fire it later. Don't say I didn't warn +you (you won't be able to, you'll be dead by then). + +2.2. Powerups +- - - - - - - + +Very much needed little things here. + +2.2.1. Grilled Cheese Sandwich + +The ultimate meal. Full 1000 health and full armor to boot. If you'd rather +keep it preserved nice and warm in your inventory, it might autoactivate to +prevent your untimely death, too. + +2.2.2. Elemental Coating + +A rehash of the ol' Barrier from other SWWM versions. Although it can't deflect +bullets anymore, it instead soaks up all elemental damage, allowing you to wade +through dangerous environmental hazards safely. + +2.2.3. Ghost Artifact + +Invisibility, basically. Have fun distracting enemies with it. + +2.2.4. Ragekit + +It makes you angry, and also stronger and faster, but especially angry. + +2.2.5. Gravity Suppressor + +Pops up on Heretic and Hexen. Lets you fly around freely without needing to +care about fuel usage from your jets. + +2.2.6. Fucking Invinciball + +Does what it says on the tin. Goes well with a glass of Sunny D. + +2.2.7. Hammerspace Embiggener + +A perfectly cromulent expansion to your ammo storage. Can have up to 8 active. + +2.2.8. Universal Ammo Fabricator + +What pops up as ammo in Hexen. Not exactly lottery, as it tends to prioritize +things nicely with what it builds. + +2.2.9. Lämp + +It's a floating magic lamp. It may attract moths. + +2.2.A. Omnisight + +You can see forever with this thing. A full automap, unlimited target scanning +in the minimap, and even highlights where keys and exits are. Quite handy. + +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] diff --git a/zscript/compat/swwm_compat.zsc b/zscript/compat/swwm_compat.zsc index 0b438d251..9b8ab2abd 100644 --- a/zscript/compat/swwm_compat.zsc +++ b/zscript/compat/swwm_compat.zsc @@ -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 diff --git a/zscript/handler/swwm_handler_vanillaboss.zsc b/zscript/handler/swwm_handler_vanillaboss.zsc index bd2c79b8a..8a0fe00db 100644 --- a/zscript/handler/swwm_handler_vanillaboss.zsc +++ b/zscript/handler/swwm_handler_vanillaboss.zsc @@ -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' ) diff --git a/zscript/menu/swwm_credits.zsc b/zscript/menu/swwm_credits.zsc index d59903374..85f67ffd7 100644 --- a/zscript/menu/swwm_credits.zsc +++ b/zscript/menu/swwm_credits.zsc @@ -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"));