Little bit of maintenance:

* Return the Doom 2 Cast Call to vanilla and simply label Doomguy as Doomguy
 * Ensure there are TWO canvas textures available for the Plasma Blaster screen
 * Fix some typos in material shader definitions for Demo-chan's face (oops)
This commit is contained in:
Mari the Deer 2025-02-20 13:45:37 +01:00
commit 2fe8e0f947
49 changed files with 17 additions and 467 deletions

View file

@ -2,7 +2,8 @@
canvastexture LOGOFADE 4 4
// ammo leds
canvastexture PLASBLED 64 64
canvastexture PLASBLDR 64 64
canvastexture PLASBLDL 64 64
canvastexture PLASBFDR 4 4
canvastexture PLASBFDL 4 4
canvastexture SHEENLED 128 128

View file

@ -44,8 +44,8 @@ Material Texture "models/DemoFace_Dead.png"
Texture "envtex" "models/envmap/glss4env.png"
Texture "rimtex" "models/envmap/glss4rim.png"
Define "RIM_LIGHTING"
Define "ENVFACT2" = ".4"
Define "RIMFACT2" = ".6"
Define "ENVFACT" = ".4"
Define "RIMFACT" = ".6"
Define "RIMSTEP" = "0."
}
Material Texture "models/DemoFace_Default.png"
@ -68,8 +68,8 @@ Material Texture "models/DemoFace_Dizzy.png"
Texture "envtex" "models/envmap/glss4env.png"
Texture "rimtex" "models/envmap/glss4rim.png"
Define "RIM_LIGHTING"
Define "ENVFACT2" = ".4"
Define "RIMFACT2" = ".6"
Define "ENVFACT" = ".4"
Define "RIMFACT" = ".6"
Define "RIMSTEP" = "0."
}
Material Texture "models/DemoFace_Evil.png"

View file

@ -12,10 +12,15 @@ Material Texture "models/PlasmaBlast.png"
Define "RIMFACT" = "1."
Define "RIMSTEP" = "0."
}
Material Texture "models/PlasmaLED.png"
Material Texture "models/PlasmaLED_R.png"
{
Shader "shaders/glsl/CanvasProxy.fp"
Texture "scrtex" "PLASBLED"
Texture "scrtex" "PLASBLDR"
}
Material Texture "models/PlasmaLED_L.png"
{
Shader "shaders/glsl/CanvasProxy.fp"
Texture "scrtex" "PLASBLDL"
}
Material Texture "models/PlasmaBlast_1stR.png"
{

View file

@ -172,6 +172,8 @@ GOTYELWSKUL = "Yellow Skull Key";
GOTREDSKUL = "Red Skull Key";
// edited vanilla pickup messages
TXT_DEFAULTPICKUPMSG = "Unidentified Item";
// not our hero
CC_HERO = "Doomguy";
// quit messages
QUITMSG = "You really want to go?\nWhat a shame...";
QUITMSG1 = "Wow, don't just go and leave!\nThere's still a lot of stuff to do!";

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1181 \cu(jue 13 feb 2025 11:00:19 CET)\c-";
SWWM_SHORTVER="\cw1.3pre r1181 \cu(2025-02-13 11:00:19)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1182 \cu(jue 20 feb 2025 13:45:37 CET)\c-";
SWWM_SHORTVER="\cw1.3pre r1182 \cu(2025-02-20 13:45:37)\c-";

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@ -1,316 +0,0 @@
// Texture definitions generated by SLADE3
// on Thu Mar 4 19:31:28 2021
Sprite "ZYX1A0", 50, 196
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0001.PNG", 0, 0
}
Sprite "ZYX1B0", 51, 199
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0002.PNG", 0, 0
}
Sprite "ZYX1C0", 51, 200
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0003.PNG", 0, 0
}
Sprite "ZYX1D0", 51, 199
{
XScale 2.500
YScale 3.000
Offset 24, 192
Patch "PATCHES/CASTDEMO_0004.PNG", 0, 0
}
Sprite "ZYX1E0", 51, 198
{
XScale 2.500
YScale 3.000
Offset 24, 192
Patch "PATCHES/CASTDEMO_0005.PNG", 0, 0
}
Sprite "ZYX1F0", 51, 199
{
XScale 2.500
YScale 3.000
Offset 24, 192
Patch "PATCHES/CASTDEMO_0006.PNG", 0, 0
}
Sprite "ZYX1G0", 51, 200
{
XScale 2.500
YScale 3.000
Offset 24, 190
Patch "PATCHES/CASTDEMO_0007.PNG", 0, 0
}
Sprite "ZYX1H0", 51, 198
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0008.PNG", 0, 0
}
Sprite "ZYX1I0", 50, 196
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0009.PNG", 0, 0
}
Sprite "ZYX1J0", 50, 199
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0010.PNG", 0, 0
}
Sprite "ZYX1K0", 50, 199
{
XScale 2.500
YScale 3.000
Offset 24, 191
Patch "PATCHES/CASTDEMO_0011.PNG", 0, 0
}
Sprite "ZYX1L0", 50, 198
{
XScale 2.500
YScale 3.000
Offset 24, 188
Patch "PATCHES/CASTDEMO_0012.PNG", 0, 0
}
Sprite "ZYX1M0", 50, 197
{
XScale 2.500
YScale 3.000
Offset 24, 184
Patch "PATCHES/CASTDEMO_0013.PNG", 0, 0
}
Sprite "ZYX1N0", 50, 198
{
XScale 2.500
YScale 3.000
Offset 24, 187
Patch "PATCHES/CASTDEMO_0014.PNG", 0, 0
}
Sprite "ZYX1O0", 50, 198
{
XScale 2.500
YScale 3.000
Offset 24, 190
Patch "PATCHES/CASTDEMO_0015.PNG", 0, 0
}
Sprite "ZYX1P0", 50, 197
{
XScale 2.500
YScale 3.000
Offset 24, 190
Patch "PATCHES/CASTDEMO_0016.PNG", 0, 0
}
Sprite "ZYX2A0", 60, 192
{
XScale 2.500
YScale 3.000
Offset 26, 187
Patch "PATCHES/CASTDEMO_0166.PNG", 0, 0
}
Sprite "ZYX2B0", 59, 191
{
XScale 2.500
YScale 3.000
Offset 26, 186
Patch "PATCHES/CASTDEMO_0167.PNG", 0, 0
}
Sprite "ZYX2C0", 57, 190
{
XScale 2.500
YScale 3.000
Offset 26, 184
Patch "PATCHES/CASTDEMO_0168.PNG", 0, 0
}
Sprite "ZYX2D0", 55, 191
{
XScale 2.500
YScale 3.000
Offset 25, 185
Patch "PATCHES/CASTDEMO_0169.PNG", 0, 0
}
Sprite "ZYX2E0", 54, 194
{
XScale 2.500
YScale 3.000
Offset 25, 188
Patch "PATCHES/CASTDEMO_0170.PNG", 0, 0
}
Sprite "ZYX2F0", 52, 196
{
XScale 2.500
YScale 3.000
Offset 25, 190
Patch "PATCHES/CASTDEMO_0171.PNG", 0, 0
}
Sprite "ZYX3A0", 81, 196
{
XScale 2.500
YScale 3.000
Offset 37, 192
Patch "PATCHES/CASTDEMO_0048.PNG", 0, 0
}
Sprite "ZYX3B0", 98, 198
{
XScale 2.500
YScale 3.000
Offset 55, 192
Patch "PATCHES/CASTDEMO_0049.PNG", 0, 0
}
Sprite "ZYX3C0", 107, 196
{
XScale 2.500
YScale 3.000
Offset 65, 190
Patch "PATCHES/CASTDEMO_0050.PNG", 0, 0
}
Sprite "ZYX3D0", 123, 194
{
XScale 2.500
YScale 3.000
Offset 70, 190
Patch "PATCHES/CASTDEMO_0051.PNG", 0, 0
}
Sprite "ZYX3E0", 133, 189
{
XScale 2.500
YScale 3.000
Offset 70, 187
Patch "PATCHES/CASTDEMO_0052.PNG", 0, 0
}
Sprite "ZYX3F0", 129, 182
{
XScale 2.500
YScale 3.000
Offset 68, 183
Patch "PATCHES/CASTDEMO_0053.PNG", 0, 0
}
Sprite "ZYX3G0", 133, 174
{
XScale 2.500
YScale 3.000
Offset 70, 176
Patch "PATCHES/CASTDEMO_0054.PNG", 0, 0
}
Sprite "ZYX3H0", 134, 150
{
XScale 2.500
YScale 3.000
Offset 69, 155
Patch "PATCHES/CASTDEMO_0055.PNG", 0, 0
}
Sprite "ZYX3I0", 93, 117
{
XScale 2.500
YScale 3.000
Offset 32, 118
Patch "PATCHES/CASTDEMO_0056.PNG", 0, 0
}
Sprite "ZYX3J0", 86, 107
{
XScale 2.500
YScale 3.000
Offset 35, 91
Patch "PATCHES/CASTDEMO_0057.PNG", 0, 0
}
Sprite "ZYX3K0", 100, 111
{
XScale 2.500
YScale 3.000
Offset 49, 87
Patch "PATCHES/CASTDEMO_0058.PNG", 0, 0
}
Sprite "ZYX3L0", 101, 115
{
XScale 2.500
YScale 3.000
Offset 51, 83
Patch "PATCHES/CASTDEMO_0059.PNG", 0, 0
}
Sprite "ZYX3M0", 110, 93
{
XScale 2.500
YScale 3.000
Offset 48, 71
Patch "PATCHES/CASTDEMO_0060.PNG", 0, 0
}
Sprite "ZYX3N0", 111, 87
{
XScale 2.500
YScale 3.000
Offset 47, 65
Patch "PATCHES/CASTDEMO_0061.PNG", 0, 0
}
Sprite "ZYX3O0", 101, 86
{
XScale 2.500
YScale 3.000
Offset 44, 63
Patch "PATCHES/CASTDEMO_0062.PNG", 0, 0
}
Sprite "ZYX3P0", 103, 84
{
XScale 2.500
YScale 3.000
Offset 37, 57
Patch "PATCHES/CASTDEMO_0063.PNG", 0, 0
}
Sprite "ZYX3Q0", 101, 74
{
XScale 2.500
YScale 3.000
Offset 31, 44
Patch "PATCHES/CASTDEMO_0064.PNG", 0, 0
}
// End of texture definitions

View file

@ -250,120 +250,3 @@ DoomEdNums
// Heretic fuckery
4206999 = Mace
}
// edited Doom 2 cast to show the Demolitionist at the end
Intermission Doom2Cast
{
Cast
{
CastClass = "Zombieman"
CastName = "$CC_ZOMBIE"
AttackSound = "Missile", 1, "grunt/attack"
}
Cast
{
CastClass = "ShotgunGuy"
CastName = "$CC_SHOTGUN"
AttackSound = "Missile", 1, "shotguy/attack"
}
Cast
{
CastClass = "ChaingunGuy"
CastName = "$CC_HEAVY"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "DoomImp"
CastName = "$CC_IMP"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "Demon"
CastName = "$CC_DEMON"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "LostSoul"
CastName = "$CC_LOST"
AttackSound = "Missile", 1, "skull/melee"
}
Cast
{
CastClass = "Cacodemon"
CastName = "$CC_CACO"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "HellKnight"
CastName = "$CC_HELL"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "BaronOfHell"
CastName = "$CC_BARON"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "Arachnotron"
CastName = "$CC_ARACH"
AttackSound = "Missile", 1, "baby/attack"
}
Cast
{
CastClass = "PainElemental"
CastName = "$CC_PAIN"
AttackSound = "Missile", 2, "skull/melee"
}
Cast
{
CastClass = "Revenant"
CastName = "$CC_REVEN"
AttackSound = "Missile", 1, "skeleton/attack"
AttackSound = "Melee", 1, "skeleton/swing"
AttackSound = "Melee", 3, "skeleton/melee"
}
Cast
{
CastClass = "Fatso"
CastName = "$CC_MANCU"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "Archvile"
CastName = "$CC_ARCH"
AttackSound = "Missile", 1, "vile/start"
}
Cast
{
CastClass = "SpiderMastermind"
CastName = "$CC_SPIDER"
AttackSound = "Missile", 1, "spider/attack"
AttackSound = "Missile", 2, "spider/attack"
}
Cast
{
CastClass = "Cyberdemon"
CastName = "$CC_CYBER"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "CastDemolitionist"
CastName = "$CC_HERO"
AttackSound = "Missile", 0, "explodium/fire"
}
Link = Doom2Cast // restart cast call
}

View file

@ -57,28 +57,3 @@ Class SWWMVoodooDoll : PlayerPawn
Stop;
}
}
// for the doom 2 cast
Class CastDemolitionist : Actor
{
Default
{
DeathSound "demolitionist/death";
}
States
{
Spawn:
See:
ZYX1 ABCDEFGHIJKLMNOP 2;
Loop;
Missile:
ZYX1 A 2;
ZYX2 ABCDEF 2;
Goto See;
Death:
ZYX1 A 2;
ZYX3 ABCDEFGHIJKLMNOP 2;
ZYX3 Q -1;
Stop;
}
}