diff --git a/README.md b/README.md index 938dd3c5e..e57c763c3 100644 --- a/README.md +++ b/README.md @@ -18,6 +18,8 @@ Hope you have fun exploding demon knees. — *Marisa* +--- + ## The Disclaimers **This mod contains strong language and mature themes.** There is frequent swearing, discussions of war and other political topics, and various jokes that lean into innuendo. Should any of these discomfort you, please avoid playing. @@ -28,6 +30,8 @@ Hope you have fun exploding demon knees. **The characters and stories featured in this mod are part of my own personal fiction**. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential. +--- + ## The Demolitionist ![](docimg/demolitionist_actionshot.png) @@ -51,6 +55,8 @@ Additional features: **Note:** Since you're a robutt you pretty much can't drown and are also immune to poison. +--- + ## The Weapons ![](docimg/demolitionist_wallbuster.png) @@ -107,6 +113,15 @@ If you manage to get a second one, you can dual wield them, in which case second Keep in mind that it's also possible to use the magazines by themselves, regardless of weapon held, through their own ***"Quick Grenade"*** button. If thrown in this way, however, they will not bounce, but you do gain the ability to, if you are close to a wall, attach them to it, allowing you to set up explosive traps. +### Explodium Bullets +![](docimg/explodiumbullet.png) + +You have access to an endless supply of these custom-crafted .387 caliber rounds with a high-explosive charge in each of them. + +![](docimg/explodiumammo.png) + +Just an ordinary single-stack 7 round magazine... Or is it? As you may see, it's equipped with a latch that arms it as a shock-sensitive grenade, which will automatically cook off all loaded rounds in response to strong impact or crushing force. + ### Plasma Blaster *(slot 2)* ~ Replaces Pistol, Elven Wand, Hexen starting weapons ![](docimg/plasmablast.png) @@ -114,12 +129,17 @@ Energy sidearm, for those times when you just want to let 'em burn. What it lack **Primary fire:** Let loose some pew-pews. The projectiles aren't very fast, nor get very far. -**Secondary fire:** Hold firmly with both hands and charge up a potent shot. This one is a lot more lethal, as you may imagine. +**Secondary fire:** Hold firmly with both hands and charge up a potent shot. This one is a lot more lethal, as you may imagine, and consumes all loaded ammo. -**Reload:** Change up the plasma cell. Don't freak out if the display powers off, it's also powered by that same cell. +**Reload:** Swaps the loaded plasma cell for a fresher one, as you'd expect. Likewise, also has infinite ammo, so go wild. And yeah, it can also be dual wielded, working the same way. +### Plasma Cell +![](docimg/plasmaammo.png) + +Yet another ammo type you have unlimited free access to. **Nokorokinylum** is one of the cheapest and most readily available fusion fuels in existence... At least outside of the Milky Way. Each cell has enough material for 8 shots, same exact capacity as the Explodium Gun with one round in the chamber included, in fact. + ### Spreadgun *(slot 3)* ~ Replaces Shotgun, Ethereal Crossbow, Serpent Staff ![](docimg/spreadgun.png) @@ -138,6 +158,8 @@ The ***"Rhino Stopper"* Spreadgun** uses 6 gauge ammunition, apparently just for A potent dosage of #00 buckshot, ready to tear enemies to shreds, comes packed into each of these. Shells will pop up by themselves or in bunches of various sizes. They're perhaps one of the most common ammo types you may encounter. +![](docimg/goldenshell.png) + Be on the lookout for a special kind of shell, **Spreadgun**-exclusive, that rarely drops from certain foes *(bosses and/or monsters with over 1000HP)*. We're talking about the **Golden shell**, shiny and sparkly. Loaded into your gun, this will fire a sabot packed with a very dense, high-grade **Explodium** charge, as well as some gold glitter *(which is just for show)*. Golden shells are clearly designed by someone completely insane, and definitely guaranteed to not fail catastrophically and blow up your gun, your hands, your arms, and the rest of your upper body. ### Puntzer Beta *(slot 3)* ~ Replaces Shotgun, Ethereal Crossbow, Serpent Staff @@ -416,7 +438,7 @@ Due to its rarity, you can't buy it from the store, so you gotta find one *(and ### Crystal Box ~ Replaces Cell Pack, Greater Rune ![](docimg/ynykronammo.png) -Additional ammo charge for the **Ynykron Artifact**. Contains a rod of polarized **Puronokorokinylum** crystal, highly volatile when heated and stimulated with focused light. +Additional ammo charge for the **Ynykron Artifact**. Contains a rod of polarized **Puronokorokinylum** crystal *(pictured next to the box, not in-game)*, highly volatile when heated and stimulated with focused light. These spawn VERY rarely and, like the weapon that uses them, you can't buy them either. It's also possible to find them in **Chanceboxes**, if you're lucky. @@ -438,6 +460,8 @@ You ever wanted a nice and concise way to tell someone to fuck off? Just use thi Don't eat them. Each of these contains star stuff, basically. They're just as rare as you might expect. If you're lucky, you'll see a full mag of four somewhere, maybe. +--- + ## The Pickups ![](docimg/demolitionist_items.png) @@ -654,6 +678,8 @@ A single-volume manga by **Saya Miyamoto** *"based on true events"* about a youn The most adorable and huggable plush doll of the cutest and sweetest emperor. This was not only also handcrafted by **Nukritas 2xx**, but also imbued with **Kirin**'s magic, his blessing making anyone feel warm and fuzzy when holding it close to their heart. Like the **Saya** plush, also emits a cute giggle when squeezed. +--- + ## The HUD ![](docimg/hudsample.png) @@ -665,13 +691,13 @@ Message display. Can be configured to show different numbers of messages dependi ### Top right corner -Minimap *(toggleable)*. 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. +Minimap *(toggleable)*. 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)*. -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. +In addition, you may also see the stats for the level *(as well as its name and map slot, optionally)*, and below, any collected keys. ### Center -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. +Your crosshair would go here, 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. @@ -706,10 +732,13 @@ Because in the middle of the chaos that is this mod you might have a hard time t - **Players and monsters:** Draws an identification label and a health bar. The bar can indicate when someone is invulnerable, as well as show special icons for allies and bosses. When they take damage, a cumulative counter will show up under the bar. Only enemies you or your allies deal damage to as well as those directly under your crosshairs are picked up, gradually fading once you lose sight of them. - **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. -- **Score and damage numbers:** Every time something gives you score, numbers will pop up around the source. For kills, this number might be accompanied by various strings of text as well, indicating additional bonuses applied. In regards to the damage numbers, those, as expected, burst from anything within the map that takes damage, regardless of whether or not you're the one who dealt it *(so you can guess something's going down if you see them show up all of a sudden)*. They're usually red, but the color might change sometimes depending on damage type. +- **Score numbers:** Every time something gives you score, numbers will pop up around the source. For kills, this number might be accompanied by various strings of text as well, indicating additional bonuses applied. +- **Damage numbers:** These, as expected, burst from anything within the map that takes damage, regardless of whether or not you're the one who dealt it *(so you can guess something's going down if you see them show up all of a sudden)*. The color depends on the damage type dealt *(with red as a fallback)*, though you may also see positive numbers in blue and green, which indicate when you or other players have gained health or armor respectively. These components are toggleable. +--- + ## Multiplayer ![](docimg/demolitionist_mp.png) @@ -724,6 +753,8 @@ When playing deathmatch, detailed ranking and score stats will be shown on the r 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 two... Or even more! +--- + ## The End ![](docimg/demolitionist_doublev.png) @@ -732,3 +763,7 @@ That's all the info I can provide on this here Readme file, at least for now. St Anyway, hope you have lots of fun playing **Codename: Demolitionist**. Godspeed, and happy fragging! — *Marisa* + +--- + +*"It's time to kick ass and chew bubblegum, and I don't have a mouth."* — Demolitionist \ No newline at end of file diff --git a/docimg/akariproject.png b/docimg/akariproject.png index 9f9dc3362..0b43dd95c 100644 Binary files a/docimg/akariproject.png and b/docimg/akariproject.png differ diff --git a/docimg/barrier.png b/docimg/barrier.png index 651c2bc66..096a96e31 100644 Binary files a/docimg/barrier.png and b/docimg/barrier.png differ diff --git a/docimg/biospark.png b/docimg/biospark.png index 74d03bc1f..0c37994b6 100644 Binary files a/docimg/biospark.png and b/docimg/biospark.png differ diff --git a/docimg/biosparkammo.png b/docimg/biosparkammo.png index c7b3734ed..5b2ef442f 100644 Binary files a/docimg/biosparkammo.png and b/docimg/biosparkammo.png differ diff --git a/docimg/blastsuit.png b/docimg/blastsuit.png index 73a9aa296..ecd8735b8 100644 Binary files a/docimg/blastsuit.png and b/docimg/blastsuit.png differ diff --git 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b/docimg/ynykron.png differ diff --git a/docimg/ynykronammo.png b/docimg/ynykronammo.png index 43f24ca1b..aa893d9bb 100644 Binary files a/docimg/ynykronammo.png and b/docimg/ynykronammo.png differ diff --git a/language.version b/language.version index 11468b57b..3e4fd9014 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1005 \cu(Thu 16 Nov 19:55:32 CET 2023)\c-"; -SWWM_SHORTVER="\cw1.3pre r1005 \cu(2023-11-16 19:55:32)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1006 \cu(Sat 18 Nov 20:55:46 CET 2023)\c-"; +SWWM_SHORTVER="\cw1.3pre r1006 \cu(2023-11-18 20:55:46)\c-"; diff --git a/models/DemolitionistInter.blend b/models/DemolitionistInter.blend deleted file mode 100644 index 8f834daa2..000000000 Binary files a/models/DemolitionistInter.blend and /dev/null differ diff --git a/models/Demolitionist_IK.blend b/models/Demolitionist_IK.blend index a59bf3366..c3d44ecc8 100644 Binary files a/models/Demolitionist_IK.blend and b/models/Demolitionist_IK.blend differ diff --git a/zscript/utility/swwm_utility_item.zsc b/zscript/utility/swwm_utility_item.zsc index 472fa018d..435828e5b 100644 --- a/zscript/utility/swwm_utility_item.zsc +++ b/zscript/utility/swwm_utility_item.zsc @@ -188,7 +188,7 @@ extend Class SWWMUtility // multi-weapon spawn stuff - static private Class PickPair( Class a, Class b ) + static private Class PickPair( Class a, Class b ) { if ( !ItemExists(a,mapstart:true) ) return a; if ( !ItemExists(b,mapstart:true) ) return b; @@ -196,7 +196,7 @@ extend Class SWWMUtility } // melee weapon + extra slot 2 guns - static Class PickSWWMSlot1() + static Class PickSWWMSlot1() { // [GROSS HACK] default to a hammer if there are no players // (this genuinely can happen, if player starts were placed AFTER the item) @@ -213,7 +213,7 @@ extend Class SWWMUtility return PickSWWMSlot2(); } // pistol spawn, pretty simple - static Class PickSWWMSlot2() + static Class PickSWWMSlot2() { return 'ExplodiumGun'; // as they are dual-wieldable, there should be a 50% chance for spares to also appear if needed @@ -224,41 +224,41 @@ extend Class SWWMUtility return PickPair('ExplodiumGun','PlasmaBlast');*/ } // shotgun spawn - static Class PickSWWMSlot3() + static Class PickSWWMSlot3() { return 'Spreadgun'; //return PickPair('Spreadgun','PuntzerBeta'); } // super shotgun spawn - static Class PickSWWMSlot4() + static Class PickSWWMSlot4() { return 'Wallbuster'; //return PickPair('Wallbuster','PuntzerGamma'); } // chaingun spawn - static Class PickSWWMSlot5() + static Class PickSWWMSlot5() { return PickPair('Eviscerator','HeavyMahSheenGun'); } // rocket launcher spawn - static Class PickSWWMSlot6() + static Class PickSWWMSlot6() { return PickPair('Hellblazer','Quadravol'); } // first plasma rifle spawn - static Class PickSWWMSlot7() + static Class PickSWWMSlot7() { return 'Sparkster'; //return PickPair('Sparkster','ModernSparkster'); } // second plasma rifle spawn - static Class PickSWWMSlot8() + static Class PickSWWMSlot8() { return 'SilverBullet'; //return PickPair('SilverBullet','RayKhom'); } // first bfg spawn - static Class PickSWWMSlot9() + static Class PickSWWMSlot9() { // 25% chance to still drop another candy gun if it's not at max capacity if ( !Random[Replacements](0,3) && ItemExists('CandyGun') && CheckNeedsItem('CandyGunSpares',true) ) @@ -266,7 +266,7 @@ extend Class SWWMUtility return PickPair('CandyGun','MisterRifle'); } // second bfg spawn (each weapon can only exist once) - static Class PickSWWMSlot0( bool fallback = true ) + static Class PickSWWMSlot0( bool fallback = true ) { if ( ItemExists('Ynykron',mapstart:true) ) { @@ -279,7 +279,7 @@ extend Class SWWMUtility //return Random[Replacements](0,1)?'Ynykron':'RafanKos'; } // either plasma rifle spawn - static Class PickDoomSlot6() + static Class PickDoomSlot6() { bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('ModernSparkster')*/); bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('RayKhom')*/); @@ -295,7 +295,7 @@ extend Class SWWMUtility return PickSWWMSlot7(); } // either bfg spawn - static Class PickDoomSlot7() + static Class PickDoomSlot7() { bool hasslot9 = (!CheckNeedsItem('CandyGun')||!CheckNeedsItem('MisterRifle')); bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('RafanKos')*/); @@ -312,7 +312,7 @@ extend Class SWWMUtility return PickSWWMSlot9(); } // either shotgun spawn (also used for Heretic) - static Class PickDoomSlot3() + static Class PickDoomSlot3() { // always slot 3 after map start, prevents shotgun guys from dropping wallbusters, which is weird af if ( level.maptime ) return PickSWWMSlot3();