Merge branch 'devel'
BIN
ENDSWWM.bin
147
FuturePlans.md
|
|
@ -1,18 +1,8 @@
|
|||
This is just a bit of *"future planning"* for stuff that I ***might*** add later on.
|
||||
|
||||
## 1.2 update *(A Needed Change)*:
|
||||
|
||||
I REALLY need to do this, it's starting to become very problematic to maintain the Demolitionist Menu as-is.
|
||||
|
||||
* **Demolitionist Menu Refactor:**
|
||||
- Non 16:10 ratio support
|
||||
- Smooth scrolling, better mouse input
|
||||
- Much cleaner code, easier maintenance and extension
|
||||
- Modular design, add-on tab support
|
||||
|
||||
## 1.3 update *(The Second Batch)*:
|
||||
|
||||
More weapons, because we need 'em.
|
||||
More weapons, because we need 'em. In addition, all the "easy to implement" minigames, because the rest can wait until 1.5.
|
||||
|
||||
* **DLC Weaponset:**
|
||||
- [1] Itamex Reinforced Hammer *(UnSX 5)*
|
||||
|
|
@ -27,70 +17,91 @@ More weapons, because we need 'em.
|
|||
- Dakka *(Fire the Sheen HMG for one minute straight)*
|
||||
- [6] Quadravol *(UnSX)*
|
||||
- Gravely Roast *(Perform 50 bayonet combos with the Quadravol)*
|
||||
- [7] Blackfire Igniter *(UnSX 5, Ultra Suite 3)*
|
||||
- Ice Ice Baby *(Impale 40 enemies with the Blackfire Igniter secondary)*
|
||||
- [8] Rail Carbine *("Tesla Beamer" in Ultra Suite 2 & 3)*
|
||||
- John Romero's Curse *(Fry yourself by discharging an electric weapon in water)*
|
||||
- [9] Ray-Khom *(UnSX)*
|
||||
- The Most Silent Takedown *(Kill 30 enemies with the Ray-Khom primary without alerting them)*
|
||||
- [0] Grand Lance *(SWWM Iridium)*
|
||||
- Penetrator *(Strike through 20 enemies in a row with a single Grand Lance secondary)*
|
||||
|
||||
## 1.4 update *(Arsenal Appendix)*:
|
||||
|
||||
A couple extra weapons, not enough for a full batch, but still worthy additions.
|
||||
|
||||
* **DLC Weaponset 2:**
|
||||
- [1] Hand of Divine *(Total Madness)*
|
||||
- Facepunching Extraordinaire *(Kill 300 enemies with the Hand of Divine)*
|
||||
- [7] Sparkster x3 *(UnSX 2)*
|
||||
- A Fine Sparking *(Kill 30 enemies at once with a Sparkster Rifle combo shot)*
|
||||
- [9] Mortal Rifle *(UnSX 2)*
|
||||
- [8] Mortal Rifle *(UnSX 2)*
|
||||
- Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)*
|
||||
- [9] Ray-Khom *(UnSX)*
|
||||
- The Most Silent Takedown *(Kill 30 enemies with the Ray-Khom primary without alerting them)*
|
||||
- John Romero's Curse *(Fry yourself by discharging an electric weapon in water)*
|
||||
- [0] Rafan-Kos *(UnSX 4)*
|
||||
- Blasting Ropes *(Melt a grand total of 1000 enemies with the Rafan-Kos)*
|
||||
* **Minigames:**
|
||||
- Tetris
|
||||
- Breakout
|
||||
- Snake
|
||||
- Minesweeper
|
||||
- Solitaire
|
||||
* **Additional Voice Acting:**
|
||||
- Extra lines for item pickups/usage
|
||||
- Additional taunts and others
|
||||
- Reactions to hurtfloor damage
|
||||
- Caco petting
|
||||
- Explosion lines
|
||||
- Lead ball crit lines
|
||||
- Buttslam lines
|
||||
* **Additional Collectibles:**
|
||||
- Saya's Mug
|
||||
|
||||
## 1.4 update *(Fine Refinements)*:
|
||||
|
||||
Re-animation of old FK models. Plus extra score incentives and achievements.
|
||||
|
||||
* **Re-animate all base models with IK *(important for consistency)***
|
||||
* **Additional Score Bonuses:**
|
||||
- Double-Cheeked *(Buttslam kill, 1.5x)*
|
||||
- Mixup *(Different weapon between kills, +200, add +50 with each switch, 10 second cooldown)*
|
||||
- Unseen *(Kill an enemy without a line of sight to yourself, +300)*
|
||||
- Aerial *(Kill an enemy while in mid-air, +500)*
|
||||
- YEET *(Kill a non-flying enemy while it's in the air, AFTER you sent it flying, +1000)*
|
||||
- OVERWRITE *(Telefrag an enemy, overrides OVERKILL bonus, 4x)*
|
||||
- Revenge *(Kill the enemy that killed you within 30 seconds of reviving, 3x)*
|
||||
- Longshot *(Kill an enemy from over 2000 map units away, +600, add +100 for each extra 1000 map units)*
|
||||
- Redirect *(Kill an enemy with another enemy's projectile, +900)*
|
||||
* **Additional Achievements:**
|
||||
- Spicy Tennis *(Parry a thrown Explodium Mag)*
|
||||
- Pachinko Code *(Find the Secret Menu)*
|
||||
- Double Succ *(Merge two Ynykron singularities)*
|
||||
- The Ultimate Combo *(Hit a Ynykron singularity with a Ynykron beam)*
|
||||
- Author Appeal *(Smooch a boss brain)*
|
||||
- Power of Love *(Recover a total of 500 health by kissing the Kirin Plush)*
|
||||
- Arsenal of Olden Times *(Find all classic UnSX weapons)*<br/>
|
||||
*(Quadravol, Biospark Carbine, Sparkster Rifle, Ray-Khom, Mortal Rifle, Ynykron, Rafan-Kos and K79-D)*<br/>
|
||||
*(The K79-D was turned into the generic cube, so it still counts)*
|
||||
- Know Thy Armaments *(Find all weapons)*
|
||||
- Assortment of Thingamajigs *(Find all items)*
|
||||
- Words Words Words *(Read 100 library entries)*
|
||||
- Oops I Pressed It *(Turn the engine off)*
|
||||
- Dangerous Ball Action *(Knock yourself out with your own lead ball)*
|
||||
- Total Ball Destruction *(Kill the Icon of Sin with a lead ball)*
|
||||
- Say The Line Vinny *(Spin attack with the Itamex Hammer for 60 seconds)*
|
||||
- Whateverbuster *(Use the Wallbuster shuffle function 100 times)*
|
||||
|
||||
## 1.5 update *(The Final Stage)*:
|
||||
|
||||
All the hard stuff *(some of these aren't guaranteed)*.
|
||||
|
||||
* **DLC Gameset:**
|
||||
- Tetris
|
||||
- Pong
|
||||
- Snake
|
||||
- **[Doom]** Demo Land Adventure *(platformer with shooty gameplay)*
|
||||
- **[Heretic]** Interstellar Demolitionist *(a somewhat simple vertical SHMUP, kinda Touhou styled)*
|
||||
- **[Hexen]** Demolition Quest *(a JRPG, kinda like early FF / BoF)*
|
||||
* **Mothgirl summon for Lämp easter egg**
|
||||
- Layers of White *(Summon the White Lady)*
|
||||
* **Replace all hitscan with *"light projectiles"***
|
||||
* **Crouch sliding *(+ proper crouch dashing)***
|
||||
* **Expand third person animations**
|
||||
- 4-directional movement variants
|
||||
- Height-dependent headpats (current animation was designed for dogs on same floor)
|
||||
* **Additional gestures + gesture menu**
|
||||
- Clap
|
||||
- The Bird
|
||||
- How Very Brutal *(Flip off 20 enemies)*
|
||||
- Thumbs Down
|
||||
- Giggle
|
||||
- Shrug
|
||||
- Beckon
|
||||
- Fluffy Moth *(Pet the White Lady 50 times)*
|
||||
- Ara Ara *(Have the White Lady kill a total of 100 enemies)*
|
||||
* **Photo Mode**
|
||||
- Dedicated poses
|
||||
- Stickers
|
||||
* **Virtual Training Map**
|
||||
* ***(Maybe)* Virtual Training Map**
|
||||
- Featuring Maidbot as assistant
|
||||
|
||||
## Unspecified
|
||||
|
||||
Things that I'm unsure whether or not they'll be made.
|
||||
Things that I'm unsure when will be added *(or if they can be added)*.
|
||||
|
||||
* **Japanese localization???**
|
||||
* ***(Maybe)* Fake livestream chat overlay, with dynamic reactions to all sorts of stuff**
|
||||
* **Customized cluster text stuff if that ever gets scriptified**
|
||||
* **Official Sunder support *(when the WAD is complete)***
|
||||
* **Original English Voice Acting**
|
||||
* **Gib models *(May happen by 1.3, hopefully)***
|
||||
|
||||
## Other Projects
|
||||
|
||||
|
|
@ -98,36 +109,36 @@ Add-ons and other related stuff.
|
|||
|
||||
* **Monster/decoration replacements add-on:**
|
||||
- Potentially standalone, usable with other mods
|
||||
- Balanced for this mod
|
||||
- Balanced for this mod, as well as the side mods
|
||||
- Unique bosses
|
||||
- Some extra enemy variants
|
||||
- Coverage for all supported WADs *(oof)*
|
||||
* **Ibuki side mod *(Red Oni):***
|
||||
* **Ibuki side mod *(Red Oni)*:**
|
||||
- A more *"mundane"* arsenal
|
||||
- Featuring a very big girl with very big... Assets
|
||||
- Possibly will have its own DLC Weaponset too
|
||||
- Featuring a toggleable companion
|
||||
- Nudity, in a Doom mod? Wow, never seen that one before
|
||||
- This one's surprisingly meant to be more of a power trip than SWWM GZ
|
||||
* **Saya side mod *(Red-Eyed Rampage)***
|
||||
- Slightly more *"grounded"*, but still powerful
|
||||
- See, I got tired of playing modded Fallout 4 so...
|
||||
* **Saya side mod *(Red-Eyed Rampage)*:**
|
||||
- The first mod where you play as a mere squishy person
|
||||
- Spellcasting!
|
||||
- A more interesting take on "infinite lives"
|
||||
- Even more fun weapons, including one made by a god!
|
||||
- Spellcards!
|
||||
- A more interesting take on *"infinite lives"*
|
||||
- Featuring the Pancor Jackhammer *(lol)*
|
||||
* **[Hexen]** **Kirin side mod *(Red Star of Innocence)***
|
||||
* **Kirin side mod *(Red Star of Innocence)*:**
|
||||
- Finally, you get to play as the precious femboy emperor
|
||||
- Anarukon firearms? Anarukon firearms
|
||||
- Designed entirely for Hexen's funky gameplay™
|
||||
- Watch as our boy complains about *"puzzles"*
|
||||
- Some unique touches to spice things up
|
||||
- Basically a lite version of what you could expect in **UNDEATH**
|
||||
* ***(Maybe)* Hardcore Mode sub-mod:**
|
||||
- Featuring Demolitionist on Maidbot frame
|
||||
- More complex game mechanics
|
||||
- Manual Hammerspace management
|
||||
- Manual reloading and weapon maintenance
|
||||
- Alternate mobility options *(no jetpack)*
|
||||
- Non-instant item usage
|
||||
* **Official Campaign:**
|
||||
* **Marisa side mod *(Child of Ash)*:**
|
||||
- An unexpected character turns up, Ibuki's very adventurous roommate
|
||||
- What happens when an actual, full-on Anarukon warrior decides to join the fight
|
||||
- Big focus on melee, as well as quick spellcasting
|
||||
- Featuring a summonable AI companion
|
||||
- Basically even more of what **UNDEATH** will feature
|
||||
* **Official Game *(VOID - The Dark Alliance)*:**
|
||||
- Retell the events of UnSX 2 *(but with the Demolitionist's participation)*
|
||||
- Basically give SWWM GZ its own IWAD as a standalone game
|
||||
- Basically give the Demolitionist their own standalone game
|
||||
- Some new weapons, some renovations
|
||||
- Lots of world exploration, more lore
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
Copyright (c) 2020-2021 Marisa Kirisame, UnSX Team
|
||||
Copyright (c) 2020-2022 Marisa Kirisame, UnSX Team
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
# Notes on localizing SWWM GZ
|
||||
# Notes on localizing this mod
|
||||
|
||||
There are two parts to this:
|
||||
|
||||
|
|
@ -16,6 +16,10 @@ In regards to what should and should not be localized, this will be noted in com
|
|||
|
||||
Each entry must have only one of each TAG, TAB and REL section, and at least one TXT section. When localizing, DO NOT copy the TAB and REL sections, as these are for internal use and mustn't be translated, instead handle only the TAG and TXT sections.
|
||||
|
||||
## Font support
|
||||
|
||||
Both fonts in use fully support Latin, Greek and Cyrillic scripts.
|
||||
|
||||
## Language codes
|
||||
|
||||
For a list of these, consult the ZDoom wiki article for [LANGUAGE](https://zdoom.org/wiki/LANGUAGE#Language_codes).
|
||||
For a list of these, consult the ZDoom wiki article for [LANGUAGE](https://zdoom.org/wiki/LANGUAGE#Language_codes).
|
||||
|
|
|
|||
141
README.md
|
|
@ -1,7 +1,12 @@
|
|||
## Some Weird Weapons Mod ~ GZDoom Edition
|
||||

|
||||
|
||||
**SWWM GZ** brings to **GZDoom** a "best of" collection of custom weapons I've made for **Unreal Tournament**, plus many new things that didn't make the cut there. It is also effectively a reboot of the entire **SWWM** series, which unfortunately ended with the cancelled **SWWM Z**, this mod's direct predecessor.
|
||||
---
|
||||
|
||||
## The Introduction
|
||||
|
||||
**Codename: Demolitionist** is an all-original gameplay mod for **GZDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
|
||||
|
||||
The mod's arsenal could be seen as a *"best of"* collection of custom weapons I've made for **Unreal Tournament**, plus many new things that didn't make the cut there. It is also effectively a reboot of the entire **Some Weird Weapons Mod *(SWWM)*** series, which unfortunately ended with the cancelled **SWWM Z**, this mod's direct predecessor *(hence this project originally starting its days under the name of **SWWM GZ**)*.
|
||||
|
||||
It contains weapons and items remastered and revived from old projects such as the previous **SWWM** entries, along with the **Zanaveth Ultra Suite** side project, and also notably, the main **UnSX** series that never truly saw the light of day, as all work done on it so far has been lost forever. There may also be some original things here and there just to spice things up.
|
||||
|
||||
|
|
@ -13,7 +18,7 @@ Hope you have fun exploding demon knees.
|
|||
|
||||
— *Marisa*
|
||||
|
||||
## Disclaimers
|
||||
## The Disclaimers
|
||||
|
||||
This mod features loud sounds and flashing lights, which may be harmful to certain people. There are options to dampen some of these effects, but it may still be unsafe nonetheless.
|
||||
|
||||
|
|
@ -21,34 +26,34 @@ The UI design and color schemes of the mod may be problematic to people with col
|
|||
|
||||
The characters and stories featured in this mod are part of my own personal lore. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
|
||||
|
||||
The mod's overarching story and themes often tackle topics of world politics, economy, human rights and others. No work of fiction is free of politics, especially those that reflect the author's own beliefs. If you feel discomfort from political views opposite to your own, this may not be for you (especially if you're right-leaning/conservative).
|
||||
The mod's overarching story and themes often tackle topics of world politics, economy, human rights and others. No work of fiction is free of politics, especially those that reflect the author's own beliefs. If you feel discomfort from political views opposite to your own, this may not be for you *(especially if you're right-leaning/conservative)*.
|
||||
|
||||
The mod contains certain sexual undertones (or overtones in the story itself). Some parts could be considered explicit in nature, so please take this with a grain of salt. You've been warned: The mod *IS* horny (and so am I, as its author).
|
||||
The mod contains certain sexual undertones *(or overtones in the story itself)*. Some parts could be considered explicit in nature, so please take this with a grain of salt. You've been warned: The mod *IS* horny *(and so am I, as its author)*.
|
||||
|
||||
This mod is not compatible with **Brutal Doom** for obvious reasons. If you want to combine both, use the "Monsters Only" version of it, but do note that some glitches may still happen.
|
||||
|
||||
This mod is, funny enough, readily compatible with **H-Doom**. You will not be able to engage in erotic acts with the demon girls, however, but they will be very vulnerable to kisses and headpats.
|
||||
|
||||
## The Player
|
||||
## The Demolitionist
|
||||

|
||||
|
||||
You are an **Akari Labs Demolitionist Bot**, one of the very first units, fresh off the factory. You are the company's greatest achievement in AI-controlled combat units, trained to efficiently use all sorts of weaponry, built with premium quality armor plating and robust but flexible joints. In order to show off your capabilities, your creator has decided to send you out to fight the demonic invasion brought upon by *"those big stinkin' idiots at the **UAC**"*. Your time has come to kick ass and blow 'em up.
|
||||
|
||||
Additional features:
|
||||
|
||||
- **Glowing color tags:** Located around various parts of your body, allows quick and easy differentiation between multiple units (color not directly configurable due to *engine limitations™*).
|
||||
- **Lucky Collar:** A little something that your creator gives to all of her creations. Reduces incoming damage by 75% when you're below 25% health. Plus an additional 50% reduction to any damage from your own weapons.
|
||||
- **High-Resonant Almasteel Plating:** Your chassis is built from one of the hardest alloys known across the universe. Thus, your body is practically indestructible, but not impervious to damage. All splash damage is reduced by 80%, and you only take half damage from crushers (and may cause them to break, permanently).
|
||||
- **Glowing color tags:** Located around various parts of your body, allows easy signaling and identification of the unit's presence in darker areas.
|
||||
- **Lucky Collar:** A little gift from your creator, to keep you safe. Reduces incoming damage by 75% when you're below 25% health. Plus an additional 50% reduction to any damage from your own weapons.
|
||||
- **High-Resonant Almasteel Plating:** Your chassis is built from one of the hardest alloys known across the universe. Thus, your body is practically indestructible, but not impervious to damage. All splash damage is reduced by 80%, and you only take half damage from crushers *(and may cause them to break, permanently)*.
|
||||
- **User Menu:** With the press of a button, open a dedicated menu to see all your stats in detail, info on carried items and weapons, check out a grand library of information on things you come across, and access the store for buying extra items with your score points.
|
||||
- **Magnetic Utility Belt:** Holds important equipment tightly, and is also the secret to how you can reload some weapons so damn fast.
|
||||
- **Keychain:** A lil' something to bring some extra good luck charms with you.
|
||||
- **Pocket Hammerspace™ containers:** These will store and deploy items on demand, along with keeping hold of any keys you find. The capacity for ammo storage can be increased by finding **Hammerspace™ Embiggener** modules.
|
||||
- **Forx JetBurst™ Impulsors:** Can be used for quick dashes in any direction, or even for short bursts of flight.
|
||||
- **Impact Absorption Boots:** Will negate any and all fall damage, and also allow extra boosts of speed to chained jumps (i.e.: bunnyhopping).
|
||||
- **Impact Absorption Boots:** Will negate any and all fall damage, and also allow extra boosts of speed to chained jumps *(i.e.: bunnyhopping)*.
|
||||
- **Targetting Array:** Tracks nearby foes and provides basic information on their health. Compatible with **Omnisight™** mapping modules for tracking key items and nearby exits. Can also highlight nearby pickups by holding a dedicated button.
|
||||
- **Akari Labs CuteEmotion™ Display:** Equipped onto your visor to show a wide range of predefined facial expressions in order to convey simple emotions to others.
|
||||
- **Akari Labs LoudBoi™ Voicebox:** Allows you to 🇪 🇲 🇮 🇹. Easily moddable to allow alternate voicepack add-ons. Note that the default voice is in Japanese, but subtitles will be provided when needed.
|
||||
- **On-demand Item Obtainers:** AKA "hands". You can pick up the mod's items from a distance by pressing Use (this is mainly a workaround for any quirks that might come from them having modified collision).
|
||||
- **Akari Labs LoudBoi™ Voicebox:** Allows you to **EMIT**. Easily moddable to allow alternate voicepack add-ons *(If someone were to make them)*. Your usual voice is quite robotty, due to a built-in filter.
|
||||
- **On-demand Item Obtainers:** AKA "hands". You can pick up the mod's items from a distance by pressing Use *(this is mainly a workaround for any quirks that might come from them having modified collision)*.
|
||||
|
||||
**Note:** Since you're a robutt you pretty much can swim indefinitely and are also immune to poison.
|
||||
|
||||
|
|
@ -63,7 +68,7 @@ All weapons also have a quick melee attack using the **Weapon State 1** button,
|
|||
|
||||
If a weapon has no actions on either the reload or zoom buttons, it may be replaced with some special idle action, such as spinning or fiddling around with it.
|
||||
|
||||
For now, the following are all weapons planned for the first release. More will be added afterwards, in a future update (oh boy).
|
||||
For now, the following are all weapons available. More will be added afterwards, in future updates *(oh boy)*.
|
||||
|
||||
### Deep Impact (slot 1) ~ Replaces Fist, Staff, Hexen starting weapons
|
||||

|
||||
|
|
@ -147,7 +152,7 @@ A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms*
|
|||
- While loading shells, you can cancel by holding the reload button.
|
||||
- For a skilled combat robot like you, reloading this should be very fast. 10 seconds tops, for all 25 barrels.
|
||||
|
||||
People like to nickname it the ***"Ballbuster"***. You'll see why.
|
||||
Should you make use of its multi-fire functionality, you will soon learn why it bears the name of ***"Wallbuster"***.
|
||||
|
||||
### Eviscerator (slot 5) ~ Replaces Chaingun, Dragon Claw, Quietus (hilt)
|
||||

|
||||
|
|
@ -158,14 +163,14 @@ The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies
|
|||
|
||||
**Secondary fire:** Launch the entire shell. Hot lead will be deployed wherever it hits.
|
||||
|
||||
**Tertiary fire (Zoom):** Toggle between wide spread (default) and tight spread for primary. Apart from that, also affects the effective range of the secondary fire, allowing you to lob these bombs farther away.
|
||||
**Tertiary fire (Zoom):** Toggle between wide spread *(default)* and tight spread for primary. With a tighter spread, chunks will be closer together and reach higher speeds, but bounce more erratically. In addition, lobbed shells will also go much farther.
|
||||
|
||||
This weapon made the **Unreal Engine** cry, so **GZDoom** may suffer a lot too.
|
||||
|
||||
### Eviscerator shells ~ Replaces Ammo Box, Claw Orb
|
||||

|
||||
|
||||
Little bundles of fun (in hot lead form) found either as single units (sometimes bunched up) or six-packs. There is no explanation for why they have an **owo** face scribbled on.
|
||||
Little bundles of fun (in hot lead form) found either as single units *(sometimes bunched up)* or six-packs. There is no explanation for why they have an **OwO** face scribbled on.
|
||||
|
||||
### Hellblazer (slot 6) ~ Replaces Rocket Launcher, Phoenix Rod, Hammer of Retribution
|
||||

|
||||
|
|
@ -176,7 +181,7 @@ Another signature weapon of the **SWWM** series. This time in its third and far
|
|||
|
||||
**Secondary fire:** Lob the rocket as a grenade that will bounce around. Hold to load up to 2 additional grenades, then release for burst fire. You can tap the primary fire button at any time to cancel the preload and go straight to holding.
|
||||
|
||||
**Tertiary fire (Zoom):** Change the ammo type, there are four options (see ammo section below). While holding rockets, tap to select seek targets.
|
||||
**Tertiary fire (Zoom):** Change the ammo type, there are four options *(see ammo section below)*. While holding rockets, tap to select seek targets.
|
||||
|
||||
**Reload:** Obviously does what you'd expect. If you're holding rockets and have targets locked on, tap to clear.
|
||||
|
||||
|
|
@ -215,19 +220,19 @@ Ammunition for the Biospark Carbine. They contain a lot of energy, despite the s
|
|||
### Silver Bullet JET (slot 8) ~ Replaces Plasma Rifle, Hellstaff, Arc of Death
|
||||

|
||||
|
||||
The definitive model of **Blackmann Arms**'s legendary **Silver Bullet** series. A lighter (43kg), lower caliber (1.150) variant of the former 1.350 **BEHEMOTH** model, discontinued due to being seen as too impractical.
|
||||
The definitive model of **Blackmann Arms**'s legendary **Silver Bullet** series. A lighter *(43kg)*, lower caliber *(1.150)* variant of the former 1.350 **BEHEMOTH** model, discontinued due to being seen as too impractical *(it was full auto, no, really)*.
|
||||
|
||||
**Primary fire:** Shoot the bullet. A second press chambers another round.
|
||||
|
||||
**Secondary fire:** On tap, picks the ammo for the next reload. On hold, also tap primary to manually cock (in case you want to eject unfired rounds).
|
||||
**Secondary fire:** On tap, picks the ammo for the next reload. On hold, also tap primary to manually cock *(in case you want to eject unfired rounds)*.
|
||||
|
||||
**Reload:** Reload (what else is new) or switch ammo types.
|
||||
**Reload:** Reload *(what else is new)* or switch ammo types.
|
||||
|
||||
**Zoom:** Press and hold to enter scoped mode. Release to pick the desired zoom level (can go up to 16x). Press again to exit scoped mode.
|
||||
**Zoom:** Press and hold to enter scoped mode. Release to pick the desired zoom level *(can go up to 16x)*. Press again to exit scoped mode.
|
||||
|
||||
This weapon is generally not recommended for human use outside of power armor. Good thing you're not a human, then. Still, the recoil compensator jet engines can potentially deal damage to yourself if you don't have any armor, so be careful.
|
||||
|
||||
Note that going prone (crouching) will automatically disable the recoil compensators, increasing the potential damage of the bullets, but also reducing your mobility.
|
||||
Note that going prone *(crouching)* will automatically disable the recoil compensators, increasing the potential damage of the bullets, but also reducing your mobility.
|
||||
|
||||
### 1.150 XSB Bullets ~ Replaces Cells, Runes
|
||||

|
||||
|
|
@ -246,15 +251,15 @@ Same spawn conditions as the standard bullets.
|
|||
### Candy Gun (slot 9) ~ Replaces BFG9000, Firemace, Bloodscourge (stub)
|
||||

|
||||
|
||||
Coming from an old unreleased weapon mini-mod, the **Candy Gun** is like an **Explodium Gun** on steroids (or more specifically, on strawberry candy and pop rocks).
|
||||
Coming from an old unreleased weapon mini-mod, the **Candy Gun** is like an **Explodium Gun** on steroids *(or more specifically, on strawberry candy and pop rocks)*.
|
||||
|
||||
**Primary fire:** Explosive candy bullets. The blasts are a tasty treat of pain.
|
||||
|
||||
**Secondary fire:** Like its weaker counterpart, the mag is armed and yeeted with extreme prejudice.
|
||||
**Secondary fire:** Like its weaker counterpart, the mag is armed and yeeted with extreme prejudice *(you cannot perform this action if you have no more ammo left)*.
|
||||
|
||||
**Reload:** Does what you'd expect.
|
||||
|
||||
Holding secondary fire and primary fire (in that order) will throw the weapon itself, armed and ready to explode if it hits anyone or anything. The blast area for this is pretty ridiculous. You can hold spare guns, by the way (up to four).
|
||||
Holding secondary fire and primary fire *(in that order)* will throw the weapon itself, armed and ready to explode if it hits anyone or anything. The blast area for this is pretty ridiculous. You can hold spare guns, by the way *(up to four)*.
|
||||
|
||||
### Candy Gun Bullets ~ Replaces Cells, Runes
|
||||

|
||||
|
|
@ -274,9 +279,9 @@ Popularly known as the ***"Death Cannon"***. One of the four ultimate weapons co
|
|||
|
||||
**Reload:** If charging, cancel the charge. Ammo will not be wasted, but it will have to vent for a while longer than after firing normally. If the ammo was spent, reloads as usual.
|
||||
|
||||
Unlike its previous incarnation in **SWWM Platinum**, this one doesn't have such an obscene pre-fire delay, so it's much easier to land a shot (not to mention also being far more lethal, thanks to the added chain reaction effect).
|
||||
Unlike its previous incarnation in **SWWM Platinum**, this one doesn't have such an obscene pre-fire delay, so it's much easier to land a shot *(not to mention also being far more lethal, thanks to the added chain reaction effect)*.
|
||||
|
||||
Due to its rarity, you can't buy it from the store, so you gotta find one (and only one) in the field.
|
||||
Due to its rarity, you can't buy it from the store, so you gotta find one *(and only one)* in the field.
|
||||
|
||||
### Crystal Box ~ Replaces Cell Pack, Greater Rune
|
||||

|
||||
|
|
@ -290,9 +295,9 @@ These spawn VERY rarely and, like the weapon that uses them, you can't buy them
|
|||
|
||||
Of course, one cannot go without little helpers along their journey.
|
||||
|
||||
Healing items restore health (duh), armor items do exactly what you'd expect, and then there's all the various powerups that grant you useful abilities.
|
||||
Healing items restore health *(duh)*, armor items do exactly what you'd expect, and then there's all the various powerups that grant you useful abilities.
|
||||
|
||||
All of these can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are automatically used whenever possible (with the lowest tier healing items taking priority). Armor is immediately carried if you don't have any of that type on you, or if your existing armor drains and you have a spare. Most powerups can be toggled, unless specified otherwise.
|
||||
All of these can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are automatically used whenever possible *(with the lowest tier healing items taking priority)*. Armor is immediately carried if you don't have any of that type on you, or if your existing armor drains and you have a spare. Most powerups can be toggled, unless specified otherwise.
|
||||
|
||||
### Health Nugget ~ Replaces Health Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant
|
||||

|
||||
|
|
@ -312,12 +317,12 @@ All of these can be carried in your inventory indefinitely before use, except in
|
|||
### Refresher ~ Replaces Soulsphere, Mystic Urn
|
||||

|
||||
|
||||
This artifact provides a +100 health boost plus a regeneration effect that heals +10 every 5 seconds, for up to 50 seconds, thus it doubles as a powerup. Its overhealing effects cap at 500 points (including the regen). Once its effects wear out, however, your excess health will gradually settle towards the typical 200 point cap. Unlike other health items, the **Refresher** auto-activates only if you're about to die. This usually prevents such a grim outcome... unless the damage is too high to counter.
|
||||
This artifact provides a +100 health boost plus a regeneration effect that heals +10 every 5 seconds, for up to 50 seconds, thus it doubles as a powerup. Its overhealing effects cap at 500 points *(including the regen)*. Once its effects wear out, however, your excess health will gradually settle towards the typical 200 point cap. Unlike other health items, the **Refresher** auto-activates only if you're about to die. This usually prevents such a grim outcome... unless the damage is too high to counter.
|
||||
|
||||
### Armor Nugget ~ Replaces Armor Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant
|
||||

|
||||
|
||||
Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 1% to the total. Above 100%, damage gets turned into additional health (up to the standard 100% cap). The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses.
|
||||
Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 1% to the total. Above 100%, damage gets turned into additional health *(up to the standard 100% cap)*. The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses.
|
||||
|
||||
### Blast Suit ~ Replaces Green Armor, Silver Shield, Platinum Helm, Amulet of Warding
|
||||

|
||||
|
|
@ -331,23 +336,23 @@ Can handle a total of 150 damage points before breaking.
|
|||
|
||||
Decent armor, protects very well against all damage. Reduction factors are as follows:
|
||||
|
||||
* 80% reduction for elemental (fire, ice, electric, etc.)
|
||||
* 80% reduction for elemental *(fire, ice, electric, etc.)*
|
||||
* 50% reduction to everything else
|
||||
* 70% reduction for all splash damage (multiplicative on top of the other two)
|
||||
* 70% reduction for all splash damage *(multiplicative on top of the other two)*
|
||||
|
||||
Can eat up a total of 250 damage points before breaking.
|
||||
|
||||
### Grilled Cheese Sandwich ~ Replaces Megasphere, Morph Ovum, Dragonskin Bracers
|
||||

|
||||
|
||||
The ultimate meal. Grants a full 1000 health and magically gives you a full stack of **Armor Nuggets**, a **Blast Suit** and a **War Armor**. In addition it prevents you from dying at all when it activates automatically (this wondrous artifact can even save you from the destruction of the **Ynykron Artifact**). Keep in mind that this overhealing above 500 points fades away much quicker than the **Refresher**'s, and you can't use another sandwich again until the overheal fades.
|
||||
The ultimate meal. Grants a full 1000 health and magically gives you a full stack of **Armor Nuggets**, a **Blast Suit** and a **War Armor**. In addition it prevents you from dying at all when it activates automatically *(this wondrous artifact can even save you from the destruction of the **Ynykron Artifact**)*. Keep in mind that this overhealing above 500 points fades away much quicker than the **Refresher**'s, and you can't use another sandwich again until the overheal fades.
|
||||
|
||||
### Ghost Artifact ~ Replaces Blur Sphere, Shadowsphere
|
||||

|
||||
|
||||
Actual 100% invisibility, a relic from the old **UnSX** days.
|
||||
|
||||
This powerup is capable of turning you absolutely invisible. However, it does not prevent you from making noise, so it's best to use it to sneak past certain encounters, or prepare surprise attacks.
|
||||
This powerup is capable of turning you absolutely invisible. However, it does not prevent you from making noise, so it's best to use it to sneak past certain encounters, or prepare surprise attacks. Enemies will be very confused and try to attack where they last heard you, until they eventually take notice that you're not there.
|
||||
|
||||
Lasts 60 seconds once activated.
|
||||
|
||||
|
|
@ -384,7 +389,7 @@ You're fucking invincible for a total of 20 seconds.
|
|||
### Hammerspace Embiggener ~ Replaces Backpack, Bag of Holding, Dragonskin Bracers
|
||||

|
||||
|
||||
Each of these you pick up increases your ammo capacity (not necessarily doubling it), stacking up to 8 times. They also give you some extra ammo, like a vanilla backpack would (though not for all weapons).
|
||||
Each of these you pick up increases your ammo capacity *(not necessarily doubling it)*, stacking up to 8 times. They also give you some extra ammo, like a vanilla backpack would *(though not for all weapons)*.
|
||||
|
||||
In some special cases you may find "Bulk" versions. These generally only pop up if the mapper decided to spawn several overlapping backpacks in one spot, as they result from all of those items merging together.
|
||||
|
||||
|
|
@ -393,7 +398,7 @@ Note: In multiplayer, these can be traded between players, but do note that the
|
|||
### Universal Ammo Fabricator ~ Replaces Mana / Krater of Might
|
||||

|
||||
|
||||
Separated into four tiers, they work pretty much like the ammo cubes in **Doom Tournament**, except they try to *"balance"* the total ammo given. The max tier fabricator is the only one capable of producing ammo for all weapons (excluding the **Ynykron Artifact**). Due to some unspecified reasons, they cannot be held in your inventory.
|
||||
Separated into four tiers, they work pretty much like the ammo cubes in **Doom Tournament**, except they try to *"balance"* the total ammo given. The max tier fabricator is the only one capable of producing ammo for all weapons *(excluding the **Ynykron Artifact**)*. Due to some unspecified reasons, they cannot be held in your inventory, something to do with their nature conflicting with **Hammerspace**.
|
||||
|
||||
### Lamp ~ Replaces Lite-Amp, Torch
|
||||

|
||||
|
|
@ -434,7 +439,7 @@ Same conditions as the other two. Make sure you find the perfect chance to unlea
|
|||
## The Collectibles
|
||||

|
||||
|
||||
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. In Hexen, they will also replace Dark Servants, Banishment Devices and Porkalators (as the game generally doesn't have secret areas).
|
||||
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. In Hexen, they will also replace Dark Servants, Banishment Devices and Porkalators *(as the game generally doesn't have secret areas)*.
|
||||
|
||||
While some will drop very useful goodies, others may provide you instead with a randomly selected item from a pool of various *"collectibles"*. On pickup, these will give you a nice extra score based on their estimated market price. Some of these collectibles will only appear when you play specific IWADs (or those that go chronologically after them, e.g.: Heretic collectibles appearing in Hexen).
|
||||
|
||||
|
|
@ -456,7 +461,7 @@ A copy of Saya's famous sci-fi novel about interdimensional travel. Saya has fre
|
|||
### Meidobot - Love Signals
|
||||

|
||||
|
||||
Debut album of Maidbot Miyamoto. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there. The album is considered a declaration of love to Saya, although it should be noted that this predates Maidbot gaining sentience (not that it makes much of a difference, as her feelings for Saya turned out to be very real).
|
||||
Debut album of Maidbot Miyamoto. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there. The album is considered a declaration of love to Saya, although it should be noted that this predates Maidbot gaining sentience *(not that it makes much of a difference, as her feelings for Saya turned out to be very real)*.
|
||||
|
||||
### Perfectly Generic Cube
|
||||

|
||||
|
|
@ -505,61 +510,69 @@ Pretty simplistic so it doesn't get in the way of the action. Some things may be
|
|||
|
||||
### Top left corner
|
||||
|
||||
Message display. Can be configured to show different numbers of messages depending on whether the chat prompt is open. Chat messages take much longer to expire than others, so there's less of a chance to miss them, as they might pop back up when the less important ones expire. A full chat history can be read at any time in the **Demolitionist Menu** (if there were any actual messages). Repeated messages are compressed with a multiplier suffix.
|
||||
Message display. Can be configured to show different numbers of messages depending on whether the chat prompt is open. Chat messages take much longer to expire than others, so there's less of a chance to miss them, as they might pop back up when the less important ones expire. A full chat history can be read at any time in the **Demolitionist Menu** *(if there were any actual messages)*. Repeated messages are compressed with a multiplier suffix.
|
||||
|
||||
### Top right corner
|
||||
|
||||
Current score.
|
||||
|
||||
The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000, plus some bonuses (in order of application):
|
||||
The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000, plus some extra bonuses for feats such as multikills *(within 5 seconds of each other)*, gibbing enemies, killing bosses, and much more!
|
||||
|
||||
* +500 if the enemy was killed with the **Deep Impact** primary (humiliation).
|
||||
* +300 if the enemy was killed with your butt while dashing (no, seriously).
|
||||
* +600 if the enemy was killed with a blown kiss (oh my~).
|
||||
* +200 if the enemy was killed with a parried projectile (+200 more if it was a perfect parry).
|
||||
* x2 for an overkill (enemy was gibbed or received twice its base health in damage).
|
||||
* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered combos if multiple enemies are killed within 5 seconds of each other.
|
||||
* +100 for killing an enemy without having taken damage since last spawn, with extra +10 boosts for consecutive kills (extra boosts taper off after 10x).
|
||||
* +2000 if the enemy killed is a boss.
|
||||
* +1000 if you've killed the last enemy in the map.
|
||||
You are also given score for finding secrets and counted items, +100 for each secret, +1000 if it's the final one and +10 for each item or +500 if it's the final one. In addition, +5000 will be given to all players if the level is fully cleared *(100% kills/items/secrets)*.
|
||||
|
||||
You are also given +100 points for each secret found, +1000 if it's the final secret. Countable items give +10 points each or +500 if it's the final item. In addition, +5000 will be given to all players if the level is fully cleared (100% kills/items/secrets).
|
||||
Score can be used to buy items on the in-game store *(or gained from selling them)*, and it is preserved between hubs, but pistol starts will reset it *(configurable, like most things)*.
|
||||
|
||||
Score can be used to buy items on the in-game store (or gained from selling them), and it is preserved between hubs, but pistol starts will reset it.
|
||||
Right below your score box, a toggleable minimap will be shown. It works mostly like the radar did in **SWWM Z**, but has the added benefit of also showing map geometry *(an absolute nightmare to code)*. Has its own custom color scheme, but it can also be set to inherit these from GZDoom's own automap settings, or various vanilla presets.
|
||||
|
||||
In **Doom** and **Heretic**, collected keys will be displayed below the score box.
|
||||
In addition, you may also see the stats for the level *(as well as its name if the automap is active)*, and below, any collected keys.
|
||||
|
||||
When the **Automap** is open, the map name and stats will also be shown here.
|
||||
### Center
|
||||
|
||||
Optionally, a minimap can be shown below the score box too. This works mostly like the radar did in **SWWM Z**, but it has the added benefit of also showing map geometry. Has its own configurable color scheme, but it can also be set to inherit these from GZDoom's own custom automap settings, or various vanilla presets.
|
||||
Your crosshair, of course. This mod features a physically projected crosshair that's pointing exactly where your current weapon will *(usually)* hit whenever you fire. If a weapon fires from multiple barrels, more crosshairs will of course appear for each of them.
|
||||
|
||||
It's likely that somewhere in this general area you'll see, on occasion when playing supported maps, some dialogue boxes with characters *(usually **Saya**)* letting you know their thoughts on your progress in the mission, and what lies ahead. Do note that these communications are entirely voice-to-text and one-way.
|
||||
|
||||
Oh, and also, when bringing up a certain weapon for the first time, you will see a tooltip detailing its basic controls. If you feel this gets in the way, you can disable it, of course.
|
||||
|
||||
### Bottom left corner
|
||||
|
||||
Your health and fuel, along with an inventory box, and all active armors and powerups (with their respective durability/duration).
|
||||
Your health and fuel, along with an inventory box, and all active armors and powerups *(with their respective durability/duration)*.
|
||||
|
||||
### Bottom border
|
||||
|
||||
Voice acting subtitles and pickup messages. Repeated pickups will have a multiplier suffix added. Total messages shown are also configurable. Achievement popups might also show here sporadically (yup, the mod has those).
|
||||
Voice acting subtitles and pickup messages. Repeated pickups will have a multiplier suffix added. Total messages shown are also configurable. Achievement popups might also show here sporadically *(yup, the mod has those)*.
|
||||
|
||||
### Bottom right corner
|
||||
|
||||
The weapon slots. Above them, the currently equipped weapon's stats (i.e.: ammo(s) and such).
|
||||
The weapon slots. Above them, the currently equipped weapon's stats *(i.e.: ammo(s) and such)*.
|
||||
|
||||
### Targeter
|
||||
### Targeting Array
|
||||
|
||||
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targetter has been implemented, which will show the following:
|
||||
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targeting array has been implemented, which will show the following:
|
||||
|
||||
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers (either red or green) will pop up around them. The targetter only picks up enemies in your direct line of sight, gradually fading once you lose sight of them, and can only display up to 40 individual bars (configurable), giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
|
||||
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits.
|
||||
- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view (e.g.: behind walls) will be marked too.
|
||||
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers *(either red or green)* will pop up around them. Only enemies in your direct line of sight are picked up, gradually fading once you lose sight of them, and only up to 40 individual bars can be displayed at a time *(configurable)*, giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
|
||||
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits *(the exit line detection is also kind of wonky with the way some of them are laid out, so you might see duplicate markers and whatnot)*.
|
||||
- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view *(e.g.: behind walls)* will be marked too.
|
||||
|
||||
These components are toggleable.
|
||||
|
||||
## Multiplayer
|
||||
|
||||

|
||||
|
||||
Although it's not officially supported, it is possible to play both co-op and deathmatch with this mod. Some caveats apply, such as the need to disable network prediction, as the various changes to player physics and behavior would quickly cause desyncs otherwise. Thus, the only recommendation I can give is to only try it out if there's low latency between players *(e.g.: LAN multiplayer)*.
|
||||
|
||||
Due to engine limitations, it's not possible to color-code individual players, so you'll have to rely on the target array to identify others. Note that the named healthbars of other players are always displayed in co-op, regardless of distance or visibility.
|
||||
|
||||
When playing deathmatch, detailed ranking and score stats will be shown on the right side of the HUD, so you know who's winning and by how far of a margin. Note that in deathmatch, the full map is always revealed, but other players will NOT appear in the minimap or target array unless they're visible, or they're part of your team *(if teamplay is enabled)*.
|
||||
|
||||
Now, all things considered, the experience of multiplayer with this mod can only be described as *"pure unadulterated chaos"*. If one **Demolitionist** can already wreak intense havoc, imagine up to 8 of them on the same map.
|
||||
|
||||
## The End
|
||||

|
||||
|
||||
That's all the info I can provide on this here Readme file, at least for now. Stay tuned for much more that will come in the future, as this mod is in constant development.
|
||||
|
||||
Anyway, hope you have lots of fun playing **SWWM GZ**. Godspeed, and happy fragging!
|
||||
Anyway, hope you have lots of fun playing **Codename: Demolitionist**. Godspeed, and happy fragging!
|
||||
|
||||
— *Marisa*
|
||||
|
|
|
|||
|
|
@ -3,10 +3,11 @@
|
|||
# basename: the base name used to construct cvars and localization strings
|
||||
# maxval: limit progress value (if any), a value of -1 means it needs special
|
||||
# handling in zscript (usually for cases where this is dynamic, like
|
||||
# the "all collectibles" achievement)
|
||||
# the "all collectibles" achievement), and a value below -1 indicates
|
||||
# this is a bitfield, where abs(maxval) bits must be set
|
||||
# hasformat: the TXT string has a %d in it to substitute for maxval
|
||||
# gametype: the game this belongs to (any, doom, heretic, hexen, raven, etc.)
|
||||
acid,50,yes,any
|
||||
acid,40,yes,any
|
||||
allcoll,-1,no,any
|
||||
allitems,30,yes,nothexen
|
||||
allkills,30,yes,nothexen
|
||||
|
|
@ -14,24 +15,23 @@ allsecrets,30,yes,nothexen
|
|||
anom,10,yes,any
|
||||
anone,0,no,any
|
||||
balls,10,yes,any
|
||||
barrel,1000,yes,doom
|
||||
barrel,500,yes,doom
|
||||
barrier,20,yes,doom
|
||||
baseball,0,no,doom
|
||||
blaze,0,no,nothexen
|
||||
bonk,300,yes,any
|
||||
bonk,200,yes,any
|
||||
bossdash,5,yes,any
|
||||
brake,10,yes,any
|
||||
bune,500,yes,any
|
||||
bustin,50,yes,any
|
||||
bune,400,yes,any
|
||||
bustin,40,yes,any
|
||||
butts,100,yes,any
|
||||
candy,1000,yes,any
|
||||
cheat,0,no,any
|
||||
candy,500,yes,any
|
||||
cliffyb,0,no,nothexen
|
||||
clonk,0,no,any
|
||||
conga,10,yes,any
|
||||
crush,0,no,any
|
||||
cybully,0,no,doom
|
||||
#cum,1000,yes,any
|
||||
#cum,500,yes,any
|
||||
#dab,200,yes,any
|
||||
#dakka,60,no,any
|
||||
deadeye,7,yes,any
|
||||
|
|
@ -39,25 +39,23 @@ deva,10,yes,any
|
|||
dime,0,no,any
|
||||
divine,10,yes,any
|
||||
doodle,20,yes,doom
|
||||
dosh,1000000000,no,any
|
||||
everything,0,no,any
|
||||
ezkill,50,yes,any
|
||||
#fisto,300,yes,any
|
||||
ezkill,50,yes,doom
|
||||
ezkill,30,yes,raven
|
||||
flight,2000,yes,any
|
||||
friend,40,yes,any
|
||||
fuel,500,yes,any
|
||||
friend,20,yes,any
|
||||
fuel,400,yes,any
|
||||
#fuller,0,no,any
|
||||
gcsandwich,10,yes,any
|
||||
#gepgun,30,yes,any
|
||||
ghost,30,yes,any
|
||||
ghost,20,yes,any
|
||||
gib,1500,yes,any
|
||||
golden,24,yes,any
|
||||
gravity,10,yes,raven
|
||||
grenade,30,yes,any
|
||||
grenade,20,yes,any
|
||||
#hnd,6,yes,any
|
||||
hurry,0,no,any
|
||||
#ice,40,yes,any
|
||||
jump,150,yes,any
|
||||
jump,100,yes,any
|
||||
kancho,0,no,hexen
|
||||
keen,0,no,doom
|
||||
lead,1500,yes,any
|
||||
|
|
@ -65,38 +63,39 @@ lead,1500,yes,any
|
|||
ligma,0,no,any
|
||||
love,10,yes,any
|
||||
#mashiro,0,no,any
|
||||
matryoshka,0,no,any
|
||||
mbf,0,no,doom
|
||||
mega,10000,yes,any
|
||||
moth,50,yes,any
|
||||
moth,30,yes,any
|
||||
nice,0,no,nothexen
|
||||
oneguy,0,no,any
|
||||
onehp,10,yes,any
|
||||
onestanding,0,no,nothexen
|
||||
oopsie,0,no,any
|
||||
par,15,yes,doom
|
||||
parry,200,yes,any
|
||||
parry,100,yes,any
|
||||
peace,0,no,nothexen
|
||||
#pene,20,yes,any
|
||||
#plasma,50,yes,any
|
||||
#plasma,30,yes,any
|
||||
plush,10,yes,any
|
||||
puzzle,0,no,hexen
|
||||
rage,20,yes,any
|
||||
#rail,16,yes,any
|
||||
reflect,20,yes,any
|
||||
refresh,30,yes,any
|
||||
#roast,50,yes,any
|
||||
#roast,40,yes,any
|
||||
salt,0,no,any
|
||||
sanic,800,yes,any
|
||||
sekiro,0,no,any
|
||||
shame,0,no,any
|
||||
shock,30,yes,any
|
||||
slayer,40,yes,any
|
||||
slayer,40,yes,doom
|
||||
slayer,20,yes,raven
|
||||
slemg,100,yes,any
|
||||
sneaky,10,yes,raven
|
||||
sneeze,20,yes,any
|
||||
#spark,30,yes,any
|
||||
step,30,yes,any
|
||||
stomp,50,yes,any
|
||||
stomp,40,yes,any
|
||||
sunny,15,yes,any
|
||||
tele,0,no,any
|
||||
tender,100,yes,any
|
||||
|
|
|
|||
BIN
acs/swwmcomp.o
1
animdefs.misc
Normal file
|
|
@ -0,0 +1 @@
|
|||
cameratexture LOGOFADE 64 64
|
||||
5
ccards.txt
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
// exclude secret Wolfenstein enemies
|
||||
excludeactor SWWMGuard
|
||||
excludeactor SWWMSS
|
||||
excludeactor SWWMHans
|
||||
excludeactor SWWMDog
|
||||
|
|
@ -1,6 +1,5 @@
|
|||
Most of the work here is original, but there are some notable exceptions:
|
||||
- Default player voices are edited from the Fallout 4 Japanese dub.
|
||||
* Special Thanks to Gargorias for Player Comments and Head Tracking (https://www.nexusmods.com/fallout4/mods/22166), which was of great help for tracking down all these lines.
|
||||
- Demolitionist voice lines by Vyolette
|
||||
- Many sounds have been mixed and matched and filtered and whatnot from the following games:
|
||||
* Fallout New Vegas
|
||||
* Fallout 4
|
||||
|
|
|
|||
|
|
@ -1,143 +0,0 @@
|
|||
// shared achievements
|
||||
|
||||
// cross-session achievement cvars (0: locked, 1: unlocked, 2: notified)
|
||||
nosave int swwm_achievement_acid = 0;
|
||||
nosave int swwm_achievement_allcoll = 0;
|
||||
nosave int swwm_achievement_anom = 0;
|
||||
nosave int swwm_achievement_anone = 0;
|
||||
nosave int swwm_achievement_balls = 0;
|
||||
nosave int swwm_achievement_bonk = 0;
|
||||
nosave int swwm_achievement_bossdash = 0;
|
||||
nosave int swwm_achievement_brake = 0;
|
||||
nosave int swwm_achievement_bune = 0;
|
||||
nosave int swwm_achievement_bustin = 0;
|
||||
nosave int swwm_achievement_butts = 0;
|
||||
nosave int swwm_achievement_candy = 0;
|
||||
nosave int swwm_achievement_cheat = 0;
|
||||
nosave int swwm_achievement_clonk = 0;
|
||||
nosave int swwm_achievement_conga = 0;
|
||||
nosave int swwm_achievement_crush = 0;
|
||||
nosave int swwm_achievement_cum = 0;
|
||||
nosave int swwm_achievement_dab = 0;
|
||||
nosave int swwm_achievement_dakka = 0;
|
||||
nosave int swwm_achievement_deadeye = 0;
|
||||
nosave int swwm_achievement_deva = 0;
|
||||
nosave int swwm_achievement_dime = 0;
|
||||
nosave int swwm_achievement_divine = 0;
|
||||
nosave int swwm_achievement_dosh = 0;
|
||||
nosave int swwm_achievement_everything = 0;
|
||||
nosave int swwm_achievement_ezkill = 0;
|
||||
nosave int swwm_achievement_fisto = 0;
|
||||
nosave int swwm_achievement_flight = 0;
|
||||
nosave int swwm_achievement_friend = 0;
|
||||
nosave int swwm_achievement_fuel = 0;
|
||||
nosave int swwm_achievement_fuller = 0;
|
||||
nosave int swwm_achievement_gcsandwich = 0;
|
||||
nosave int swwm_achievement_gepgun = 0;
|
||||
nosave int swwm_achievement_ghost = 0;
|
||||
nosave int swwm_achievement_gib = 0;
|
||||
nosave int swwm_achievement_golden = 0;
|
||||
nosave int swwm_achievement_grenade = 0;
|
||||
nosave int swwm_achievement_hnd = 0;
|
||||
nosave int swwm_achievement_hurry = 0;
|
||||
nosave int swwm_achievement_ice = 0;
|
||||
nosave int swwm_achievement_jump = 0;
|
||||
nosave int swwm_achievement_lead = 0;
|
||||
nosave int swwm_achievement_lightning = 0;
|
||||
nosave int swwm_achievement_ligma = 0;
|
||||
nosave int swwm_achievement_love = 0;
|
||||
nosave int swwm_achievement_mashiro = 0;
|
||||
nosave int swwm_achievement_mega = 0;
|
||||
nosave int swwm_achievement_moth = 0;
|
||||
nosave int swwm_achievement_oneguy = 0;
|
||||
nosave int swwm_achievement_onehp = 0;
|
||||
nosave int swwm_achievement_oopsie = 0;
|
||||
nosave int swwm_achievement_parry = 0;
|
||||
nosave int swwm_achievement_pene = 0;
|
||||
nosave int swwm_achievement_plasma = 0;
|
||||
nosave int swwm_achievement_plush = 0;
|
||||
nosave int swwm_achievement_rage = 0;
|
||||
nosave int swwm_achievement_rail = 0;
|
||||
nosave int swwm_achievement_reflect = 0;
|
||||
nosave int swwm_achievement_refresh = 0;
|
||||
nosave int swwm_achievement_roast = 0;
|
||||
nosave int swwm_achievement_salt = 0;
|
||||
nosave int swwm_achievement_sanic = 0;
|
||||
nosave int swwm_achievement_sekiro = 0;
|
||||
nosave int swwm_achievement_shame = 0;
|
||||
nosave int swwm_achievement_shock = 0;
|
||||
nosave int swwm_achievement_slayer = 0;
|
||||
nosave int swwm_achievement_slemg = 0;
|
||||
nosave int swwm_achievement_sneeze = 0;
|
||||
nosave int swwm_achievement_spark = 0;
|
||||
nosave int swwm_achievement_step = 0;
|
||||
nosave int swwm_achievement_stomp = 0;
|
||||
nosave int swwm_achievement_sunny = 0;
|
||||
nosave int swwm_achievement_tele = 0;
|
||||
nosave int swwm_achievement_tender = 0;
|
||||
nosave int swwm_achievement_thicc = 0;
|
||||
nosave int swwm_achievement_thruwall = 0;
|
||||
nosave int swwm_achievement_travel = 0;
|
||||
nosave int swwm_achievement_wantdie = 0;
|
||||
nosave int swwm_achievement_wave = 0;
|
||||
// cross-session progress cvars
|
||||
nosave int swwm_progress_acid = 0;
|
||||
nosave int swwm_progress_allcoll = 0;
|
||||
nosave int swwm_progress_anom = 0;
|
||||
nosave int swwm_progress_balls = 0;
|
||||
nosave int swwm_progress_bonk = 0;
|
||||
nosave int swwm_progress_bossdash = 0;
|
||||
nosave int swwm_progress_brake = 0;
|
||||
nosave int swwm_progress_bune = 0;
|
||||
nosave int swwm_progress_bustin = 0;
|
||||
nosave int swwm_progress_butts = 0;
|
||||
nosave int swwm_progress_candy = 0;
|
||||
nosave int swwm_progress_conga = 0;
|
||||
nosave int swwm_progress_cum = 0;
|
||||
nosave int swwm_progress_dab = 0;
|
||||
nosave int swwm_progress_dakka = 0;
|
||||
nosave int swwm_progress_deadeye = 0;
|
||||
nosave int swwm_progress_deva = 0;
|
||||
nosave int swwm_progress_divine = 0;
|
||||
nosave int swwm_progress_dosh = 0;
|
||||
nosave int swwm_progress_ezkill = 0;
|
||||
nosave int swwm_progress_fisto = 0;
|
||||
nosave int swwm_progress_flight = 0;
|
||||
nosave int swwm_progress_friend = 0;
|
||||
nosave float swwm_progress_fuel = 0; // this one needs to be float
|
||||
nosave int swwm_progress_gcsandwich = 0;
|
||||
nosave int swwm_progress_gepgun = 0;
|
||||
nosave int swwm_progress_ghost = 0;
|
||||
nosave int swwm_progress_gib = 0;
|
||||
nosave int swwm_progress_golden = 0;
|
||||
nosave int swwm_progress_grenade = 0;
|
||||
nosave int swwm_progress_hnd = 0;
|
||||
nosave int swwm_progress_ice = 0;
|
||||
nosave int swwm_progress_jump = 0;
|
||||
nosave int swwm_progress_lead = 0;
|
||||
nosave int swwm_progress_love = 0;
|
||||
nosave int swwm_progress_mega = 0;
|
||||
nosave int swwm_progress_moth = 0;
|
||||
nosave int swwm_progress_onehp = 0;
|
||||
nosave int swwm_progress_parry = 0;
|
||||
nosave int swwm_progress_pene = 0;
|
||||
nosave int swwm_progress_plasma = 0;
|
||||
nosave int swwm_progress_plush = 0;
|
||||
nosave int swwm_progress_rage = 0;
|
||||
nosave int swwm_progress_rail = 0;
|
||||
nosave int swwm_progress_reflect = 0;
|
||||
nosave int swwm_progress_refresh = 0;
|
||||
nosave int swwm_progress_roast = 0;
|
||||
nosave int swwm_progress_sanic = 0;
|
||||
nosave int swwm_progress_shock = 0;
|
||||
nosave int swwm_progress_slayer = 0;
|
||||
nosave int swwm_progress_slemg = 0;
|
||||
nosave int swwm_progress_sneeze = 0;
|
||||
nosave int swwm_progress_spark = 0;
|
||||
nosave int swwm_progress_step = 0;
|
||||
nosave int swwm_progress_stomp = 0;
|
||||
nosave int swwm_progress_sunny = 0;
|
||||
nosave int swwm_progress_tender = 0;
|
||||
nosave int swwm_progress_thicc = 0;
|
||||
nosave int swwm_progress_thruwall = 0;
|
||||
nosave float swwm_progress_travel = 0; // also needs to be float
|
||||
|
|
@ -3,38 +3,32 @@ user string swwm_voicetype = "default"; // voice for your demolitionist
|
|||
nosave float swwm_flashstrength = 1.0; // strength of screen flashes
|
||||
nosave int swwm_hudmargin = 10; // margin around fullscreen hud elements
|
||||
nosave int swwm_maxshown = 4; // max messages to show normally
|
||||
nosave int swwm_maxshownbig = 10; // max messages to show when chatting
|
||||
nosave int swwm_maxshownbig = 10; // max messages to show when chatting
|
||||
nosave int swwm_maxpickup = 5; // total pickup messages visible
|
||||
nosave int swwm_mutevoice = 0; // mute demolitionist voice
|
||||
// 0 - none
|
||||
// 1 - combat comments
|
||||
// 2 - item/secret comments
|
||||
// 2 - interaction comments
|
||||
// 3 - map start comment
|
||||
// 4 - pain/death and grunts
|
||||
nosave int swwm_voiceamp = 2; // additional voice line amplification, up to 4x
|
||||
nosave int swwm_chatduration = 25; // lifespan of chat messages
|
||||
nosave int swwm_msgduration = 5; // lifespan of other messages
|
||||
nosave int swwm_pickduration = 3; // lifespan of pickup messages
|
||||
server bool swwm_sharekeys = true; // share keys in mp
|
||||
nosave noarchive int swwm_lasttab = 0; // last selected tab in the menu
|
||||
nosave noarchive int swwm_lastloretab = 0; // last selected tab in the library submenu
|
||||
nosave noarchive int swwm_laststattab = 0; // last selected tab in the stats submenu
|
||||
user bool swwm_autousearmor = true; // automatically use armor items when possible
|
||||
user bool swwm_autousehealth = true; // automatically use health items when possible
|
||||
server int swwm_enforceautousearmor = 0; // 1: server enforces auto use, -1: server enforces no auto use, 0: server respects user setting
|
||||
server int swwm_enforceautousehealth = 0; // likewise for health
|
||||
nosave bool swwm_targeter = true; // show targeter healthbars
|
||||
nosave bool swwm_targeter = true; // show targeter healthbars
|
||||
nosave bool swwm_targettags = true; // show enemy tags above healthbars
|
||||
nosave bool swwm_healthnums = true; // show damage/healing numbers
|
||||
nosave bool swwm_scorenums = true; // show score numbers
|
||||
nosave bool swwm_scorebonus = true; // show score bonuses
|
||||
nosave bool swwm_pois = true; // show points of interest highlighted by omnisight
|
||||
server bool swwm_fly6dof = false; // flying uses 6dof movement, toggleable for those who get motion sickness
|
||||
nosave bool swwm_othervoice = true; // can hear other player's voice lines in coop
|
||||
nosave bool swwm_shaders = true; // use pp shaders for some effects
|
||||
nosave bool swwm_earbuster = false; // limits loudness of wallbuster fire sounds
|
||||
server bool swwm_revive = true; // allows the player to do an "emergency reboot" when dying
|
||||
server int swwm_revivecooldown = 60; // cooldown after using a revive, in seconds (0: no limit)
|
||||
nosave bool swwm_interart = true; // show fanart on intermissions
|
||||
nosave int swwm_interart = 1; // show art on intermissions (2: only fanart, 3: only official renders)
|
||||
server bool swwm_balluse = true; // lead ball can "press" switches remotely
|
||||
nosave bool swwm_bosshealthbars = true; // display large healthbars for vanilla boss encounters
|
||||
server bool swwm_upgradebosses = true; // vanilla bosses will be "upgraded" to be less insta-die prone
|
||||
|
|
@ -44,18 +38,18 @@ nosave int swwm_maxtargetdist = 2000; // maximum distance for target healthbars
|
|||
nosave int swwm_maxtargets = 40; // maximum targeter healthbars to display (0 = unlimited)
|
||||
nosave int swwm_maxscorenums = 0; // maximum score numbers to display (0 = unlimited)
|
||||
nosave int swwm_maxdamnums = 0; // maximum damage/healing numbers to display (0 = unlimited)
|
||||
nosave int swwm_hudscale = 0; // HUD scaling (0 = use GZDoom scaling)
|
||||
nosave int swwm_barscale = 2; // target healthbar scaling (0 = use GZDoom scaling)
|
||||
nosave int swwm_scrscale = 2; // score scaling (0 = use GZDoom scaling)
|
||||
nosave int swwm_numscale = 3; // damnum scaling (0 = use GZDoom scaling)
|
||||
nosave int swwm_poiscale = 1; // point of interest scaling (0 = use GZDoom scaling)
|
||||
nosave int swwm_detscale = 2; // item sense scaling (0 = use GZDoom scaling)
|
||||
nosave bool swwm_hudscale = false; // HUD scaling (false = tight scaling, true = loose scaling)
|
||||
nosave int swwm_barscalerel = -1; // target healthbar scaling (relative)
|
||||
nosave int swwm_numscalerel = 0; // damnum scaling (relative)
|
||||
nosave int swwm_scrscalerel = -1; // score scaling (relative)
|
||||
nosave int swwm_poiscalerel = -2; // point of interest scaling (relative)
|
||||
nosave int swwm_detscalerel = -1; // item sense scaling (relative)
|
||||
server bool swwm_blood = true; // custom blood/gibbing
|
||||
server int swwm_maxblood = 200; // max blood effects at any time
|
||||
server int swwm_maxgibs = 100; // max gibs at any time
|
||||
server int swwm_maxcasings = 100; // max casings and spent mags at any time
|
||||
server int swwm_maxdebris = 200; // max chunks of debris at any time
|
||||
nosave bool swwm_fuzz = true; // allows toggling the fuzz shader on the demolitionist menus, useful if you're streaming/recording since it destroys the encoding quality
|
||||
nosave bool swwm_fuzz = true; // allows toggling the fuzz shader on menus/backgrounds, useful if you're streaming/recording since it destroys the encoding quality
|
||||
nosave bool swwm_cbtpause = true; // wallbuster menu pauses the game
|
||||
nosave noarchive int swwm_cbtlast = 0; // last selected ammo for the wallbuster
|
||||
server bool swwm_cbtall = false; // wallbuster breaks any wall, not just movable ones
|
||||
|
|
@ -105,7 +99,6 @@ server bool swwm_singlefirst = false; // single weapons are selected before dua
|
|||
nosave bool swwm_uniqstats = false; // only list stats from the same map once, rather than for each single visit
|
||||
nosave int swwm_filterachievements = 1; // filter for achievements at 0%: 0 - no filter, 1 - obscure text, 2 - don't show
|
||||
nosave noarchive bool swwm_debugview = false; // debug visual aid for various things, such as actor collision, trajectories, relationships, etc.
|
||||
nosave bool swwm_oldcheat = false; // set to true if you used a SWWM Platinum cheat, so the easter egg only appears once per iwad
|
||||
server bool swwm_selflight = true; // player emits light
|
||||
server bool swwm_usetopickup = false; // allow item pickup only by pressing use
|
||||
server bool swwm_meleepickup = true; // allow picking up items through melee
|
||||
|
|
@ -115,13 +108,18 @@ server bool swwm_ondemandammo = true; // don't spawn ammo for unavailable weapo
|
|||
user float swwm_bumpstrength = 1.0; // intensity of fov bumping
|
||||
server bool swwm_nomagdrop = true; // does not drop spent magazines (the "environmentally conscious" option)
|
||||
user bool swwm_autousebarrier = true; // auto-use elemental coating when standing on damaging floors
|
||||
server int swwm_enforceautousebarrier = 0; // enforced auto-use for coating
|
||||
nosave bool swwm_nomapmsg = false; // disables special map dialogue messages
|
||||
nosave bool swwm_weapontooltips = true; // shows a tooltip on weapon operation when first selected
|
||||
nosave string swwm_tooltipshown = ""; // which weapons have already had their tooltips displayed
|
||||
nosave noarchive bool swwm_tooltipnote = false; // set if the note on how to disable tooltips was already displayed
|
||||
nosave bool swwm_nointertips = false; // hides intermission tips, in case you don't want to see them
|
||||
server bool swwm_demoslayer = false; // if you're below 100hp, enemies drop healing orbs when you kill them
|
||||
nosave bool swwm_beepboop = false; // prompts the Demolitionist to go "beep", "boop" and "bop" when pressing any switch (may get annoying)
|
||||
nosave bool swwm_oldlogo = false; // restores the old SWWM GZ logo and intro
|
||||
nosave string swwm_menuposehistory = ""; // stores currently seen poses for the main menu, for shuffling
|
||||
nosave string swwm_titlesubhistory = ""; // stores currently seen subtitles for the title screen, for shuffling
|
||||
nosave noarchive int swwm_profstart = 0; // starts profiling as soon as handler is registered for specified >0 tics
|
||||
server bool swwm_nodeathexit = false; // completely sidesteps the inventory resetting of death exits, if you hate those
|
||||
|
||||
// minimap settings
|
||||
nosave bool swwm_mm_enable = true; // show a minimap below the score counter
|
||||
|
|
@ -130,7 +128,7 @@ nosave bool swwm_mm_rotate = true; // rotate minimap
|
|||
nosave bool swwm_mm_grid = false; // show blockmap grid plus (0,0) crosshair
|
||||
nosave bool swwm_mm_portaloverlay = true; // show portal overlays, like the gzdoom automap (but unlike the gzdoom automap, we also overlay actors)
|
||||
nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary)
|
||||
nosave int swwm_mm_colorset = 0; // 0: SWWM GZ, 1: GZDoom, 2: Doom, 3: Strife, 4: Raven
|
||||
nosave int swwm_mm_colorset = 0; // 0: Demolitionist, 1: GZDoom, 2: Doom, 3: Strife, 4: Raven
|
||||
nosave color swwm_mm_backcolor = "10 10 10";
|
||||
nosave color swwm_mm_cdwallcolor = "30 50 70";
|
||||
nosave color swwm_mm_efwallcolor = "80 a0 c0";
|
||||
|
|
@ -161,4 +159,6 @@ nosave color swwm_mm_yourcolor = "80 ff 00";
|
|||
|
||||
server noarchive bool swwm_iseriouslywanttoplaythiswithbd = false; // self-explanatory
|
||||
|
||||
nosave int swwm_playtime = 0; // total playtime in seconds
|
||||
nosave int swwm_playtime = 0; // total playtime in seconds
|
||||
nosave string swwm_achievementstate = ""; // stores dictionary with all achievement states
|
||||
nosave string swwm_achievementprogress = ""; // stores dictionary with all achievement progress
|
||||
|
|
|
|||
|
|
@ -570,5 +570,7 @@ decal HeartyGlow
|
|||
decal DemoSpray
|
||||
{
|
||||
pic DemoIcon
|
||||
x-scale 0.25
|
||||
y-scale 0.25
|
||||
solid
|
||||
}
|
||||
|
|
|
|||
BIN
docimg/demolitionist_mp.png
Normal file
|
After Width: | Height: | Size: 113 KiB |
BIN
docimg/logo.png
|
Before Width: | Height: | Size: 887 KiB After Width: | Height: | Size: 767 KiB |
|
|
@ -1,30 +0,0 @@
|
|||
// doom-exclusive achievements
|
||||
|
||||
// cross-session achievement cvars (0: locked, 1: unlocked, 2: notified)
|
||||
nosave int swwm_achievement_allitems = 0;
|
||||
nosave int swwm_achievement_allkills = 0;
|
||||
nosave int swwm_achievement_allsecrets = 0;
|
||||
nosave int swwm_achievement_barrel = 0;
|
||||
nosave int swwm_achievement_barrier = 0;
|
||||
nosave int swwm_achievement_baseball = 0;
|
||||
nosave int swwm_achievement_blaze = 0;
|
||||
nosave int swwm_achievement_cliffyb = 0;
|
||||
nosave int swwm_achievement_cybully = 0;
|
||||
nosave int swwm_achievement_doodle = 0;
|
||||
nosave int swwm_achievement_keen = 0;
|
||||
nosave int swwm_achievement_mbf = 0;
|
||||
nosave int swwm_achievement_nice = 0;
|
||||
nosave int swwm_achievement_onestanding = 0;
|
||||
nosave int swwm_achievement_par = 0;
|
||||
nosave int swwm_achievement_peace = 0;
|
||||
nosave int swwm_achievement_trash = 0;
|
||||
nosave int swwm_achievement_untouchable = 0;
|
||||
nosave int swwm_achievement_yeet = 0;
|
||||
// cross-session progress cvars
|
||||
nosave int swwm_progress_allitems = 0;
|
||||
nosave int swwm_progress_allkills = 0;
|
||||
nosave int swwm_progress_allsecrets = 0;
|
||||
nosave int swwm_progress_barrel = 0;
|
||||
nosave int swwm_progress_barrier = 0;
|
||||
nosave int swwm_progress_doodle = 0;
|
||||
nosave int swwm_progress_par = 0;
|
||||
|
|
@ -1,21 +0,0 @@
|
|||
// heretic-exclusive achievements
|
||||
|
||||
// cross-session achievement cvars (0: locked, 1: unlocked, 2: notified)
|
||||
nosave int swwm_achievement_allitems = 0;
|
||||
nosave int swwm_achievement_allkills = 0;
|
||||
nosave int swwm_achievement_allsecrets = 0;
|
||||
nosave int swwm_achievement_blaze = 0;
|
||||
nosave int swwm_achievement_cliffyb = 0;
|
||||
nosave int swwm_achievement_gravity = 0;
|
||||
nosave int swwm_achievement_nice = 0;
|
||||
nosave int swwm_achievement_onestanding = 0;
|
||||
nosave int swwm_achievement_peace = 0;
|
||||
nosave int swwm_achievement_sneaky = 0;
|
||||
nosave int swwm_achievement_tornado = 0;
|
||||
nosave int swwm_achievement_untouchable = 0;
|
||||
// cross-session progress cvars
|
||||
nosave int swwm_progress_allitems = 0;
|
||||
nosave int swwm_progress_allkills = 0;
|
||||
nosave int swwm_progress_allsecrets = 0;
|
||||
nosave int swwm_progress_gravity = 0;
|
||||
nosave int swwm_progress_sneaky = 0;
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
// hexen-exclusive achievements
|
||||
|
||||
// cross-session achievement cvars (0: locked, 1: unlocked, 2: notified)
|
||||
nosave int swwm_achievement_gravity = 0;
|
||||
nosave int swwm_achievement_kancho = 0;
|
||||
nosave int swwm_achievement_puzzle = 0;
|
||||
nosave int swwm_achievement_sneaky = 0;
|
||||
// cross-session progress cvars
|
||||
nosave int swwm_progress_gravity = 0;
|
||||
nosave int swwm_progress_sneaky = 0;
|
||||
BIN
filter/game-raven/graphics/KBase/PFP_Demolitionist.png
Normal file
|
After Width: | Height: | Size: 6.4 KiB |
BIN
fonts.wad
|
|
@ -1,5 +1,5 @@
|
|||
STARTUPCOLORS = "FF FF FF", "80 40 FF"
|
||||
STARTUPTITLE = "Some Weird Weapons Mod: GZDoom Edition"
|
||||
STARTUPTITLE = "Codename: DEMOLITIONIST"
|
||||
STARTUPTYPE = "Hexen"
|
||||
STARTUPSONG = "music/H2I4D2E.XM"
|
||||
LOADWIDESCREEN = 1
|
||||
|
|
|
|||
|
|
@ -99,6 +99,10 @@ Brightmap Texture "models/DoomYellowSkull.png"
|
|||
{
|
||||
map "models/DoomSkull_bright.png"
|
||||
}
|
||||
Brightmap Texture "models/DoomPurpleSkull.png"
|
||||
{
|
||||
map "models/DoomSkull_bright.png"
|
||||
}
|
||||
HardwareShader Texture "models/DoomRedSkull.png"
|
||||
{
|
||||
Shader "shaders/glsl/Shinemask.fp"
|
||||
|
|
|
|||
158
gldefs.misc
|
|
@ -60,6 +60,112 @@ HardwareShader Texture "graphics/M_SWWM.png"
|
|||
Texture "Layer6" "graphics/M_SWWM_Layer6.png"
|
||||
Define "NO_BILINEAR"
|
||||
}
|
||||
HardwareShader Texture "graphics/NewLogo.png"
|
||||
{
|
||||
Shader "shaders/glsl/NewLogoAnimated.fp"
|
||||
// what no 2d arrays does to a mf
|
||||
Texture "Layer1" "graphics/NewLogo_Layer1.png"
|
||||
Texture "Layer2" "graphics/NewLogo_Layer2.png"
|
||||
Texture "Layer3" "graphics/NewLogo_Layer3.png"
|
||||
Texture "gradtex" "graphics/NewLogo_Grad.png"
|
||||
Texture "fadetex" "LOGOFADE"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOLITIONIST.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/DemoIcon.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_DEEPIMPACT.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_EXPLOGUN.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_SPREADGUN.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_WALLBUSTER.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_EVISCERATOR.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_HELLBLAZER.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_BIOSPARK.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_SILVERBULLET.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_CANDYGUN.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_YNYKRON.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_PUSHER.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_DAB.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_DOUBLEV.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_HEALTH.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_LOVE.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_RAGEKIT.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_SANDWICH.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_SHELLS.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_SKULL.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_THONK.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/M_DEMOCHAN_THUMBUP.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/UnSXLogo.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Sprite "MBRNB0"
|
||||
{
|
||||
Shader "shaders/glsl/Whew.fp"
|
||||
|
|
@ -108,6 +214,58 @@ HardwareShader Texture "graphics/Fanart/Marisa7.jpg"
|
|||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa8.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa9.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa10.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa11.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa12.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa13.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa14.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa15.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Marisa16.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Monsoon.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Monsoon2.jpg"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Monsoon3.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/Monsoon4.png"
|
||||
{
|
||||
Shader "shaders/glsl/Bilinear.fp"
|
||||
}
|
||||
HardwareShader Texture "graphics/Fanart/RedeadITA.png"
|
||||
{
|
||||
Shader "shaders/glsl/Oversample.fp"
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 2.5 KiB |
|
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
BIN
graphics/Achievements/BarAchievementBase.png
Normal file
|
After Width: | Height: | Size: 75 B |
BIN
graphics/Achievements/BarAchievementDone.png
Normal file
|
After Width: | Height: | Size: 96 B |
BIN
graphics/Achievements/BarAchievementProgress.png
Normal file
|
After Width: | Height: | Size: 73 B |
|
Before Width: | Height: | Size: 534 B After Width: | Height: | Size: 703 B |
BIN
graphics/Fanart/Marisa10.jpg
Normal file
|
After Width: | Height: | Size: 899 KiB |
BIN
graphics/Fanart/Marisa11.jpg
Normal file
|
After Width: | Height: | Size: 960 KiB |
BIN
graphics/Fanart/Marisa12.jpg
Normal file
|
After Width: | Height: | Size: 878 KiB |
BIN
graphics/Fanart/Marisa13.jpg
Normal file
|
After Width: | Height: | Size: 923 KiB |
BIN
graphics/Fanart/Marisa14.jpg
Normal file
|
After Width: | Height: | Size: 987 KiB |
BIN
graphics/Fanart/Marisa15.jpg
Normal file
|
After Width: | Height: | Size: 379 KiB |
BIN
graphics/Fanart/Marisa16.jpg
Normal file
|
After Width: | Height: | Size: 904 KiB |
BIN
graphics/Fanart/Marisa8.jpg
Normal file
|
After Width: | Height: | Size: 1,001 KiB |
BIN
graphics/Fanart/Marisa9.jpg
Normal file
|
After Width: | Height: | Size: 913 KiB |
BIN
graphics/Fanart/Monsoon.jpg
Normal file
|
After Width: | Height: | Size: 925 KiB |
BIN
graphics/Fanart/Monsoon2.jpg
Normal file
|
After Width: | Height: | Size: 940 KiB |
BIN
graphics/Fanart/Monsoon3.png
Normal file
|
After Width: | Height: | Size: 181 KiB |
BIN
graphics/Fanart/Monsoon4.png
Normal file
|
After Width: | Height: | Size: 198 KiB |
|
Before Width: | Height: | Size: 93 B After Width: | Height: | Size: 123 B |
|
Before Width: | Height: | Size: 90 B After Width: | Height: | Size: 115 B |
|
Before Width: | Height: | Size: 206 B After Width: | Height: | Size: 226 B |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.3 KiB |
|
Before Width: | Height: | Size: 510 B After Width: | Height: | Size: 530 B |
|
Before Width: | Height: | Size: 547 B After Width: | Height: | Size: 567 B |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B |
|
Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
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Before Width: | Height: | Size: 1,006 B After Width: | Height: | Size: 1 KiB |
BIN
graphics/KBase/FrameTex.png
Normal file
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After Width: | Height: | Size: 123 B |
BIN
graphics/KBase/HSepTex.png
Normal file
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After Width: | Height: | Size: 101 B |
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Before Width: | Height: | Size: 101 B |
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Before Width: | Height: | Size: 102 B |
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Before Width: | Height: | Size: 671 B |
BIN
graphics/KBase/PFP_Ashley.png
Normal file
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After Width: | Height: | Size: 6.9 KiB |
BIN
graphics/KBase/PFP_Bigshot.png
Normal file
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After Width: | Height: | Size: 7.7 KiB |
BIN
graphics/KBase/PFP_Cytho.png
Normal file
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After Width: | Height: | Size: 7 KiB |
BIN
graphics/KBase/PFP_Demolitionist.png
Normal file
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After Width: | Height: | Size: 7.2 KiB |
BIN
graphics/KBase/PFP_Ellen.png
Normal file
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After Width: | Height: | Size: 7.8 KiB |
BIN
graphics/KBase/PFP_Ibuki.png
Normal file
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After Width: | Height: | Size: 7.9 KiB |
BIN
graphics/KBase/PFP_Kirin.png
Normal file
|
After Width: | Height: | Size: 7.8 KiB |
BIN
graphics/KBase/PFP_Kmonn.png
Normal file
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After Width: | Height: | Size: 6.7 KiB |
BIN
graphics/KBase/PFP_Locke.png
Normal file
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After Width: | Height: | Size: 5.8 KiB |
BIN
graphics/KBase/PFP_Maidbot.png
Normal file
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After Width: | Height: | Size: 5.9 KiB |
BIN
graphics/KBase/PFP_Nana.png
Normal file
|
After Width: | Height: | Size: 5.9 KiB |
BIN
graphics/KBase/PFP_Ryuji.png
Normal file
|
After Width: | Height: | Size: 6.3 KiB |
BIN
graphics/KBase/PFP_Saya.png
Normal file
|
After Width: | Height: | Size: 6.6 KiB |
BIN
graphics/KBase/PFP_Taro.png
Normal file
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After Width: | Height: | Size: 5.7 KiB |