From 9034eb93d39c454b979dcd19c83889453b4e38b5 Mon Sep 17 00:00:00 2001 From: Marisa the Magician Date: Mon, 14 Nov 2022 00:18:15 +0100 Subject: [PATCH] Updated example doomednums. --- MAPPING.md | 125 +++++++++++++++++++++++------------------------ language.version | 4 +- 2 files changed, 64 insertions(+), 65 deletions(-) diff --git a/MAPPING.md b/MAPPING.md index 325d0146c..0765b6ea1 100644 --- a/MAPPING.md +++ b/MAPPING.md @@ -78,74 +78,73 @@ DoomEdNums 29038 = "SparkUnit" 29039 = "SparkUnit2" 29040 = "SilverBulletAmmo" - 29041 = "SilverBulletAmmo2" - 29042 = "SilverBullets" - 29043 = "SilverBullets2" - 29044 = "SilverBullets3" - 29045 = "CandyGunAmmo" - 29046 = "CandyGunBullets" - 29047 = "CandyGunBullets2" - 29048 = "CandyGunBullets3" - 29049 = "YnykronAmmo" + 29041 = "SilverBullets" + 29042 = "SilverBullets2" + 29043 = "SilverBullets3" + 29044 = "CandyGunAmmo" + 29045 = "CandyGunBullets" + 29046 = "CandyGunBullets2" + 29047 = "CandyGunBullets3" + 29048 = "YnykronAmmo" // DLC Ammo - 29050 = "SMW05Ammo" - 29051 = "SMW05Ammo2" - 29052 = "SMW05Ammo3" - 29053 = "SMW05SmallAmmo" - 29054 = "SMW05BigAmmo" - 29055 = "SheenAmmo" - 29056 = "SheenAmmo2" - 29057 = "SheenAmmo3" - 29058 = "SheenSmallAmmo" - 29059 = "SheenBigAmmo" - 29060 = "QuadravolAmmo" - 29061 = "QuadravolAmmo2" - 29062 = "QuadravolAmmo3" - 29063 = "SparksterBAmmo" - 29064 = "SparksterBAmmo2" - 29065 = "SparksterBAmmo3" - 29066 = "SparksterRAmmo" - 29067 = "SparksterRAmmo2" - 29068 = "SparksterRAmmo3" - 29069 = "RayBolt" - 29070 = "RayBolt2" - 29071 = "RayBolt5" - 29072 = "RayAmmo" - 29073 = "MisterRound" - 29074 = "MisterRound2" - 29075 = "MisterRound3" - 29076 = "MisterRound5" - 29077 = "MisterAmmo" - 29078 = "MisterGAmmo" - 29079 = "UltimatePod" - 29080 = "UltimateAmmo" + 29049 = "SMW05Ammo" + 29050 = "SMW05Ammo2" + 29051 = "SMW05Ammo3" + 29052 = "SMW05SmallAmmo" + 29053 = "SMW05BigAmmo" + 29054 = "SheenAmmo" + 29055 = "SheenAmmo2" + 29056 = "SheenAmmo3" + 29057 = "SheenSmallAmmo" + 29058 = "SheenBigAmmo" + 29059 = "QuadravolAmmo" + 29060 = "QuadravolAmmo2" + 29061 = "QuadravolAmmo3" + 29062 = "SparksterBAmmo" + 29063 = "SparksterBAmmo2" + 29064 = "SparksterBAmmo3" + 29065 = "SparksterRAmmo" + 29066 = "SparksterRAmmo2" + 29067 = "SparksterRAmmo3" + 29068 = "RayBolt" + 29069 = "RayBolt2" + 29070 = "RayBolt5" + 29071 = "RayAmmo" + 29072 = "MisterRound" + 29073 = "MisterRound2" + 29074 = "MisterRound3" + 29075 = "MisterRound5" + 29076 = "MisterAmmo" + 29077 = "MisterGAmmo" + 29078 = "UltimatePod" + 29079 = "UltimateAmmo" // For Hexen - 29081 = "FabricatorTier1" - 29082 = "FabricatorTier2" - 29083 = "FabricatorTier3" - 29084 = "FabricatorTier4" + 29080 = "FabricatorTier1" + 29081 = "FabricatorTier2" + 29082 = "FabricatorTier3" + 29083 = "FabricatorTier4" // Backpack - 29085 = "HammerspaceEmbiggener" + 29084 = "HammerspaceEmbiggener" // Health - 29086 = "HealthNuggetItem" - 29087 = "TetraHealthItem" - 29088 = "CubeHealthItem" - 29089 = "RefresherItem" + 29085 = "HealthNuggetItem" + 29086 = "TetraHealthItem" + 29087 = "CubeHealthItem" + 29088 = "RefresherItem" // Armor - 29090 = "ArmorNuggetItem" - 29091 = "BlastSuitItem" - 29092 = "WarArmorItem" + 29089 = "ArmorNuggetItem" + 29090 = "BlastSuitItem" + 29091 = "WarArmorItem" // Powerups - 29093 = "GrilledCheeseSandwich" - 29094 = "GhostArtifact" - 29095 = "GravitySuppressor" - 29096 = "FuckingInvinciball" - 29097 = "Ragekit" - 29098 = "SWWMLamp" - 29099 = "EBarrier" - 29100 = "Mykradvo" - 29101 = "DivineSprite" - 29102 = "AngerySigil" + 29092 = "GrilledCheeseSandwich" + 29093 = "GhostArtifact" + 29094 = "GravitySuppressor" + 29095 = "FuckingInvinciball" + 29096 = "Ragekit" + 29097 = "SWWMLamp" + 29098 = "EBarrier" + 29099 = "Mykradvo" + 29100 = "DivineSprite" + 29101 = "AngerySigil" } ``` @@ -155,4 +154,4 @@ DoomEdNums - It's possible to manually spawn chanceboxes and even collectibles, but this will have to be done through ZScript in a level postprocessor, as internally they already have DoomEdNums assigned *(in the format 42069xx)*, but they're larger than 16 bits, so *(most?)* map editors can't use it. - Items have no *"fallback sprites"*, so they're only visible as models in UDB. - Items with *"shiny"* materials *(e.g. nuggets and health geodesics)* will look dull since UDB can't use their shaders. - - Some multi-skinned models may render incorrectly or have missing parts in UDB due to MODELDEF parsing quirks. This can be noticed from the warnings that will be logged on load. \ No newline at end of file + - Some multi-skinned models may render incorrectly or have missing parts in UDB due to MODELDEF parsing quirks. This can be noticed from the warnings that will be logged on load. diff --git a/language.version b/language.version index 7dcf677d5..fc5209125 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r608 \cu(Fri 11 Nov 01:52:16 CET 2022)\c-"; -SWWM_SHORTVER="\cw1.3pre r608 \cu(2022-11-11 01:52:16)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r609 \cu(Mon 14 Nov 00:18:15 CET 2022)\c-"; +SWWM_SHORTVER="\cw1.3pre r609 \cu(2022-11-14 00:18:15)\c-";