Misc. comment changes, additional planned stuff.
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5 changed files with 38 additions and 14 deletions
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@ -82,6 +82,17 @@ Re-animation of old FK models. Plus extra score incentives and achievements.
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- [ ] Say The Line Vinny *(Spin attack with the Itamex Hammer for 60 seconds)*
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- [ ] Burnination *(Kill 100 enemies with a single Hellblazer drum)* *[replaces I Am Become Death]*
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- [ ] Engineer's Best Friend *(Score 1000 kills using sentries)*
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- [ ] Demo-chan's Dubious Detour *(Beat all original episodes of Ultimate Doom)*
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- [ ] Baphomet's Chosen *(Beat SIGIL)*
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- [ ] Satanic Surprise *(Beat SIGIL 2)*
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- [ ] Explosive Headache *(Beat Doom 2)*
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- [ ] Rude Awakening *(Beat No Rest For The Living)*
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- [ ] Doom Eviternal *(Beat all episodes of Eviternity)*
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- [ ] Doom Sempiternal *(Beat all episodes of Eviternity 2)*
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- [ ] Ding Dong The Wizard's Dead *(Beat the first three episodes of Heretic)*
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- [ ] Additional Heresy *(Beat episodes four and five of Heretic)*
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- [ ] Puzzle Extravaganza *(Beat Hexen)*
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- [ ] The Plutonia of Hexen *(Beat Deathkings of the Dark Citadel)*
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* [ ] **Additional Collectibles:**
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- [ ] Blåhaj *("Dr. Shorky")*
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* [ ] **Combo Collectible Animations:**
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@ -120,8 +131,13 @@ All the hard stuff *(some of these aren't guaranteed)*.
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Things that I'm unsure when will be added *(or if they can be added)*.
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* [ ] **Customized cluster text stuff if that ever gets scriptified**
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* [ ] **Switch various actor-based sprite effects to use more lightweight visual thinkers *(not yet in stable GZDoom)***
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* [ ] **Fix handling of conveyor physics *(if scrollers ever get exposed to ZScript)***
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* [ ] **Per-weapon player models *(could be very time-consuming)***
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* [ ] **Model animations decoupled from actor states *(may be needed for the previous one)***
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* [ ] **Fully custom cluster text screens, with special handling for many WADs *(if that ever gets scriptified)***
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* [ ] **Official Sunder support *(when the WAD is complete)***
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- [ ] Deaf to The Siren's Song *(Beat Sunder)*
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## Other Projects
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@ -85,7 +85,7 @@ nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used
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server bool swwm_altclear = false; // use an alternate, less graphically demanding "All Clear" effect
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// minimap settings
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nosave bool swwm_mm_enable = true; // show a minimap below the score counter
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nosave bool swwm_mm_enable = true; // show a minimap on the top right corner of the hud
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nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary)
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nosave bool swwm_mm_usecanvas = false; // use a canvas to draw the minimap, so its pixel density is consistent with the rest of the HUD
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nosave noarchive bool swwm_mm_steptrace = false;// traces the player path in the minimap
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1084 \cu(Wed 10 Jan 20:39:12 CET 2024)\c-";
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SWWM_SHORTVER="\cw1.3pre r1084 \cu(2024-01-10 20:39:12)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1085 \cu(Wed 10 Jan 20:40:17 CET 2024)\c-";
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SWWM_SHORTVER="\cw1.3pre r1085 \cu(2024-01-10 20:40:17)\c-";
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@ -12,6 +12,10 @@
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// so you know what I think of your attempt at being funny
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//
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// So, yeah, thanks for giving me an excuse to make this silly script
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//
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// PS: I actually like Project Brutality, no joke
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// Brutal Doom is still poopy junk tho, every single fork of it is better
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// (except Black Edition, that one is just embarrassing)
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Class SWWMBrutalHandler : StaticEventHandler
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{
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ui int timer;
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@ -28,17 +32,20 @@ Class SWWMBrutalHandler : StaticEventHandler
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// check for brutal doom
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foreach ( cls:AllActorClasses )
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{
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if ( cls.GetClassName() == 'BDoomer' )
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if ( cls is 'PlayerPawn' )
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{
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detected = true;
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which = "Brutal Doom";
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whichshort = "BD";
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}
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else if ( (cls.GetClassName() == 'BrutalDoomer') || (cls.GetClassName() == 'PB_PlayerPawn') )
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{
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detected = true;
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which = "Project Brutality";
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whichshort = "PB";
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if ( (cls.GetClassName() == 'Doomer') || (cls.GetClassName() == 'BDoomer') || (cls.GetClassName() == 'BEDoomer') )
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{
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detected = true;
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which = "Brutal Doom";
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whichshort = "BD";
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}
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else if ( (cls.GetClassName() == 'BrutalDoomer') || (cls.GetClassName() == 'PB_PlayerPawn') )
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{
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detected = true;
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which = "Project Brutality";
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whichshort = "PB";
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}
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}
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if ( !detected ) continue;
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let shnd = SWWMStaticHandler(StaticEventHandler.Find("SWWMStaticHandler"));
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@ -177,6 +177,7 @@ extend Class Demolitionist
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return false; // wind
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if ( (s.special == 84) || (s.special == 118) || ((s.special >= 201) && (s.special <= 244)) )
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return false; // current
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// TODO check for scroller thinkers if that ever gets exposed to ZScript
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return true;
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}
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