commit db95812f7ad14c61485933688e1b3e2a9ca43232 Author: Marisa Kirisame Date: Wed Nov 20 13:39:52 2019 +0100 Making this public. diff --git a/README.md b/README.md new file mode 100644 index 000000000..5cb8a8f59 --- /dev/null +++ b/README.md @@ -0,0 +1,418 @@ +### SWWM GZ +#### Revived through Doom Tournament + +-- + +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. + +This is the very first fully original add-on on top of Doom Tournament. + +-- + +### The weapons + +The arsenal this mod brings to the table is composed mainly of stupidly +overpowered weapons, which has been my specialty for years. + +Some weapons may have extra functions attached to the reload or zoom buttons, +so don't forget to bind those too. + +All weapons also have a quick melee attack using the Weapon State 1 button, +this is optional but may help to have it bound too. + +#### Pusher (slot 1), replaces Chainsaw + +What was going to be the new melee weapon in Ultra Suite 2, but it never +happened. A pimped up jackhammer. + +Primary fire drills at whatever you're facing. + +Secondary fire pulls the drill head back all the way in, then on button release +pushes it back out with immense force. This will pretty much pierce a hole +through anything, plus there's a random chance you'll lose grip on the weapon +and it'll go flying until it hits something. + +#### Deep Impact Airblaster (slot 1), replaces Fist + +The signature SWWM melee weapon, an Impact Hammer on steroids. + +Primary fire is your usual compressed air push, you can use it to deflect +projectiles, push away enemies, or help yourself jump higher. + +Secondary fire is now hold-to-charge. The device compresses air as hard as it +can, then releases a massive airblast at Mach 3 that will tear apart everything +on its way. + +Reload pumps up more compressed air, for use by the primary fire. Note that +after using secondary fire you will always be without any air for primary. + +Equipped by default on spawned players. + +#### Explodium Gun (slot 2), replaces Pistol + +Primary firearm, another staple of the series, but more volatile than ever. +A pocket rocket, a trusty ol' gun that uses Explodium-filled bullets to wreak +some havoc. + +Primary fire is the usual good ol' explosive shot. Has considerable knockback, +but not really lethal damage. + +Secondary fire is pretty much the same but faster and less accurate. + +Reload reloads (duh). If the current clip isn't empty, you'll fling it at +enemies and it'll explode for increased damage. The yield will be proportional +to the ammo left in it. + +Equipped by default on spawned players. Cannot be dual wielded, that'd just be +too much. Has infinite ammo. + +#### Spreadgun (slot 3), replaces Shotgun + +Coming from the Doom modding side of things, this gun really packs a punch, but +is kind of unwieldy to use, and can sometimes jam. + +Primary fire fires, duh. Depending on the loaded ammo the effects may vary. +Note that if the gun is jammed and you keep spamming this it will eventually +misfire and explode in your face, with varying results. It's rumored that this +mistake was the downfall of a famous terrorist. + +Secondary fire switches ammo type for the next shot to be loaded. + +Reload unloads the current shell and loads a new one. Unspent shells are +re-added to their respective ammo type pool. + +Zoom gives it a lil' whack if it's jammed, otherwise it acts as a very +inaccurate shot. + +The Spreadgun uses 10 gauge ammunition (like the Quadshot), with four types +available, with varying spawn rates: + - Standard shotshell (red). Lots of tiny pellets ready to tear enemies to + shreds. The most common spawn. + - Slug (green). Concentrated damage in a single, large projectile. + - Dragon's breath (white). Fiery pain in one shot for everything in front of + you. Not very effective underwater, but still deals some small heat damage. + Rare spawn. + - Kinylum saltshot (cyan). Highly volatile pieces of Kinylum that leave behind + a trail of burning plasma. Rare spawn. + - "Fuck your shit" round (black). A special home-made incendiary ammo type + that only an absolute madman would have come up with. Sets everything on + fire (potentially including yourself). Very rare spawn. + - Golden shell (self-explanatory color). An extremely rare, but very valuable + type. Fires a sabot packed with a very dense, high-grade Explodium charge, + the shell also contains some gold glitter, but it's just for show. 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. Unlike the others, this one is only available as a + rare drop from boss monsters. + +#### Blackmann Wallbuster (slot 4), replaces Super Shotgun + +A ludicrously overkill weapon, courtesy of the always-overkill Blackmann Arms. +Sporting 5 groups of 5 barrels, for a grand total of 25. Everything in front +of you is pretty much dead. Can only use shotshell and slugs. + +Primary fire shoots one barrel at a time. + +Secondary fire shoots five barrels at once, watch out for the recoil. + +Press the zoom button to fire all barrels at the same time, but keep in mind +this might kill you too if you're not well protected. + +Reload reloads (obviously). The process is very complicated so I'll explain it +better as a list: + - Press fire to change the ammo type to load. + - Press altfire to queue reloads, if the selected ammo is exhausted, you will + be prompted to reselect one. + - Press zoom to undo the last action (or cancel if there's nothing to undo). + - In single player, the game is paused when you're in the queueing process, so + you can take your time, but in coop you better have someone to cover you + while you micromanage this beast. + - Since it's actually just a menu, you can also cancel by closing it. + - The reload menu can also be helpful to see the current status of all loaded + barrels. + - Press reload again to start filling it up (or cancel if there's no queue). + - While loading shells, you can stop the reload by pressing any weapon button. + - If the current barrel group can be loaded in one go, will use a speed + loader, otherwise the shells are loaded either two or one at a time. + - The weapon has a mechanism that prevents unspent shells from being ejected, + so those will stay there until they're fired. + +People like to nickname it the "Ballbuster". You'll see why. + +#### Eviscerator (slot 5), replaces Chaingun + +The pleasure of shrapnel spamming. Make hot steaming pain rain upon your +enemies. + +Primary fire deploys a curtain of hot lead, it covers a rather wide angle. + +Secondary fire unleashes the shitstorm bomb. If you thought primary fire was +spammy, think again. + +Reload toggles between wide spread (default) and tight spread for primary. + +This weapon made the Unreal Engine cry, so GZDoom may suffer a lot too. + +#### Hellblazer (slot 6), replaces Rocket Launcher + +Another signature weapon of the SWWM series. Rebranded to distance itself from +its original inspiration. + +Primary fire shoots a hot flaming rocket that unleashes hell in a wide area. + +Secondary fire lobs it as a grenade that will bounce around. + +Reload changes the ammo type, there are four options: + - Hellblazer missiles. The standard ammunition, highly explosive. + - Hellblazer crackshots. Cluster bombs, all sorts of little bits that fly + around after the initial blast, and have some heatseeking to them. + - Hellblazer ravagers. Wide range incendiary missiles, the flames will engulf + pretty much everything around itself. + - Hellblazer warheads. Frickin' nukes, keep your distance. + +Zoom enters scoped mode, for long range shots. + +This thing is more explosive than it looks, so if you're reading this, Icarus, +DO NOT use it at close range. + +#### Legacy Sparkster (slot 7), replaces Plasma Rifle + +No dicking around with model numbers here. This is a legacy model that uses +what's best described as "sentient lightning". + +Primary fire releases small blobs of energy that have some slight seeking +abilities. + +Secondary fire is a concentrated beam shot, a very old thing from the original +UnSX 1 incarnation. The beam can penetrate multiple solid targets. + +Reload deploys a capsule that releases a massive sphere of pure energy +that tracks down any hostile targets. It has a rather limited lifespan, and can +be even shot down. + +If the beam hits either of the other energy blobs, they will detonate with +highly amplified damage and range. + +#### Blackmann-Forx Silver Bullet JET (slot 8), replaces Plasma Rifle (rare) + +A lighter (43kg), higher caliber (1.150 XSB) variant of the original Silver +Bullet, with built-in recoil compensation. This thing kills almost everything +in one shot, provided you can aim straight. + +Primary fire shoots, duh. + +Secondary fire toggles stationary mode, which can help with aiming. Note that +while in this state you can't switch weapons or use melee. + +Reload reloads (what else is new). + +Zoom uses the scope. Can be held to go up to 16x. + +The jet recoil compensators can potentially deal damage to yourself if you +don't have any armor, so be careful. + +#### Candy Gun (slot 9), replaces BFG9000 + +Coming from an old unreleased weapon mini-mod, the candy gun is like an +explodium gun on steroids. + +Primary fire releases explosive candy bullets. The blasts are a tasty treat of +pain. + +Secondary fire is a charged shot, emptying the whole mag at once. This causes +a delicious blast of sweetness and death. + +Reload reloads. If the current mag is not empty it will be flung at enemies +for extra explosiveness. + +Zoom throws the weapon away, 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. + +Pickups for this weapon may come in various amounts, from single units to packs +of 5 if you're lucky. + +#### Ynykron Artifact (slot 0), replaces BFG9000 (rare) + +Popularly known as the "Death Cannon". One of the four ultimate weapons +commissioned by the mad dictator god Nedoshiaan, before his defeat. + +Primary fire initiates the charge process for one shot. Once it has completed +charging, using either fire button will release the shot. Make sure to keep +some distance from your targets, because the resulting blast has a pretty +nasty amount of splash damage. + +Secondary fire initiates a reverse charge process for another shot. The result +of this is an implosion of massive strength located at a singular point, which +temporarily creates a miniature black hole that will eat up anything that's not +bolted down, including yourself. + +Reloading cancels the charge. Ammo will not be wasted, but it will have to vent +for a while longer than after firing normally. Note that you can't cancel if +it's already full. + +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. + +-- + +### The pickups + +Of course some powerups are needed, too. + +Healing items restore health (duh). + +Armor does exactly what you'd expect. + +All of these items can be carried in your inventory indefinitely before use, +except in deathmatch, where they're activated immediately. Healing items are +always used immediately if they can heal you or you're about to die (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. + +#### Health Nugget, replaces Health Bonus + +Health nuggets increase health by 5% up to a cap of 2000. + +#### Health Tetrahedron, replaces Stimpak + +Health tetrahedrons provide a 50% health boost up to a cap of 1000. + +#### Health Cube, replaces Medkit + +Health cubes provide a 100% health boost up to a cap of 1000. + +#### Refresher, replaces Soulsphere + +This artifact provides a massive boost of health to 5000, plus a regeneration +effect that heals 10% every 5 seconds, for up to 60 seconds, thus it doubles +as a powerup. Like other health items, the Refresher is auto-activated if +you're about to die, though it sometimes won't be enough to save you. + +#### Armor Nugget, replaces Armor Bonus + +Cumulative armor items that can increase resistance to all damage by as much +as you can find. Each nugget adds 5% to the total. Above 100%, damage gets +turned into additional health (up to the standard 1000% cap). +The upper cap for these is 500%. + +Protection decreases by a 10% of absorbed damage. + +#### Blast Suit, replaces Green Armor + +The blast suit is a nice little light armor which provides a 75% reduction to +damage and an additional 50% to splash damage. + +Can handle a total of 5000 damage before breaking. + +#### War Armor, replaces Blue Armor + +Decent armor, protects very well against all damage. Reduction factors are as +follows: + * 90% reduction for elemental (fire, ice, electric, etc.) + * 80% reduction to everything else + * 70% reduction for all splash damage (multiplicative on top of the other two) + +The armor can eat up a total of 10000 damage before breaking. + +#### Grilled Cheese Sandwich, replaces Megasphere + +The ultimate meal. Grants a full 10000 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 if it autoactivates on low health. + +#### Ghost Artifact, replaces Blur Sphere + +Actual 100% invisibility guaranteed, a relic from the old UnSX days. + +The ghost artifact is capable of turning you absolutely invisible when standing +still, and just slightly more visible when moving, depending on speed. + +Firing of course nullifies the effect for a while. + +This powerup lasts 60 seconds. + +#### Ragekit, replaces Berserk + +The ragekit is a special item that has some... interesting effects. + +Quadruples damage dealt, doubles movement speed, halves damage taken... and has +the side effect of turning you into a screaming beast. + +Ragequit happens after 30 seconds. + +#### Gravity suppressor, replaces Radsuit + +Continuing with the "replace jump boots with flight" decision in previous mods, +this time you'll be getting a proper easy to control antigravity powerup. + +For 60 seconds, you can swim around in the air. Just be careful with height +when the effect is about to run out. + +#### Fucking Invinciball, replaces Invulnerability + +This thing makes you impervious to pretty much everything excluding the Ynykron +Artifact. + +You're fucking invincible for a total of 90 seconds. + +-- + +### The HUD + +Pretty simplistic so it doesn't get in the way of the action. Some things may +be configurable. + +#### Top left corner + +Chat and critical messages. Max lines of each type configurable, along with +their lifespan. + +#### Top right corner + +Obituaries. Same options. + +#### Bottom left corner + +Your health and armor, along with an inventory bar. + +#### Bottom border + +Pickup messages. Can configure how many to display and how long they stay, plus +an additional option to merge repeated messages (given a multiplier suffix). + +#### Bottom right corner + +Current equipped weapon stats. Ammo(s) and such. Below it, the weapon +slots. + +#### Targeter + +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 targeter has been implemented, which will show the following: + +* Players and monsters: Draws an identificative label and a health bar. The bar + only measures their health up to default limits, so overhealed players will + show up with a full bar until their health drops down below 1000. When they + take damage or get healed, a number (either negative or positive) will show + up below the health bar indicating the cumulative increase/decrease. The + targeter only picks up enemies in your direct line of sight and can only show + up to 40 individual bars, giving priority to the nearest enemies. +* Keys: Key items will be marked and labeled, along with a little distance + indicator in map units. + +These components are toggleable. + +-- + +### The Player Classes + +In order to save time with modeling and whatnot, there's only one player class +with one skin: The Demolitionist. A rather ambiguous-looking fully suited up +individual who deeply enjoys playing around with all these weapons. The model +has some parts that support player colors, which honestly is a major advantage +over the uncolored DT and Doomreal models. Their voice type can be configured +separately from the player's own gender, by the way. diff --git a/graphics/README.md b/graphics/README.md new file mode 100644 index 000000000..2ed818690 --- /dev/null +++ b/graphics/README.md @@ -0,0 +1 @@ +Logos 'n stuf. diff --git a/graphics/SWWMGZLogo.png b/graphics/SWWMGZLogo.png new file mode 100644 index 000000000..fe67a25cb Binary files /dev/null and b/graphics/SWWMGZLogo.png differ diff --git a/graphics/UnSXLogo.png b/graphics/UnSXLogo.png new file mode 100644 index 000000000..b029fd618 Binary files /dev/null and b/graphics/UnSXLogo.png differ diff --git a/models/README.md b/models/README.md new file mode 100644 index 000000000..ac1d72fe6 --- /dev/null +++ b/models/README.md @@ -0,0 +1,2 @@ +All the modeling work will go here, which is pretty much the first thing to be +done, pls be patient. diff --git a/music/README.md b/music/README.md new file mode 100644 index 000000000..840e46360 --- /dev/null +++ b/music/README.md @@ -0,0 +1 @@ +I picked this track for the TITLEMAP. diff --git a/music/TRAUMATI.XM b/music/TRAUMATI.XM new file mode 100644 index 000000000..0b2beb975 Binary files /dev/null and b/music/TRAUMATI.XM differ