Implement alternate, less visually intense All Clear fx.
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c3f36e08b7
commit
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8 changed files with 13 additions and 4 deletions
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@ -83,6 +83,7 @@ nosave int swwm_hudscale = 0; // force the primary scale of the HUD (used by t
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nosave int swwm_hudscale0 = 0; // force the "zero minus" scale of the HUD (used by damage numbers)
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nosave int swwm_hudscale0 = 0; // force the "zero minus" scale of the HUD (used by damage numbers)
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nosave int swwm_hudscale1 = 0; // force the "one minus" scale of the HUD (used by healthbars, score numbers)
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nosave int swwm_hudscale1 = 0; // force the "one minus" scale of the HUD (used by healthbars, score numbers)
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nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used by interest points)
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nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used by interest points)
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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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// 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 below the score counter
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@ -193,6 +193,7 @@ SWWM_HUDSCALE2 = "Quaternary HUD Scale";
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SWWM_HS_AUTO = "Auto";
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SWWM_HS_AUTO = "Auto";
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SWWM_HS_AUTOL = "Auto Loose";
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SWWM_HS_AUTOL = "Auto Loose";
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SWWM_HS_AUTOT = "Auto Tight";
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SWWM_HS_AUTOT = "Auto Tight";
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SWWM_ALTCLEAR = "Alternate 100% FX";
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SWWM_MM_ENABLE = "Show Minimap";
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SWWM_MM_ENABLE = "Show Minimap";
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SWWM_MM_MISSILES = "Projectiles In Minimap";
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SWWM_MM_MISSILES = "Projectiles In Minimap";
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SWWM_MM_USECANVAS = "Fixed Scale Minimap";
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SWWM_MM_USECANVAS = "Fixed Scale Minimap";
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@ -282,6 +283,7 @@ TOOLTIP_SWWM_HUDSCALE = "If higher than zero, manually set the scale of the HUD.
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TOOLTIP_SWWM_HUDSCALE0 = "If non-zero, manually set the scale of Damage Numbers. Usually, this is equal to the primary HUD scale.";
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TOOLTIP_SWWM_HUDSCALE0 = "If non-zero, manually set the scale of Damage Numbers. Usually, this is equal to the primary HUD scale.";
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TOOLTIP_SWWM_HUDSCALE1 = "If non-zero, manually set the scale of Healthbars, Score Numbers and Item Sense. Usually, this is one less than the primary HUD scale.";
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TOOLTIP_SWWM_HUDSCALE1 = "If non-zero, manually set the scale of Healthbars, Score Numbers and Item Sense. Usually, this is one less than the primary HUD scale.";
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TOOLTIP_SWWM_HUDSCALE2 = "If non-zero, manually set the scale of Interest Points. Usually, this is two less than the primary HUD scale.";
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TOOLTIP_SWWM_HUDSCALE2 = "If non-zero, manually set the scale of Interest Points. Usually, this is two less than the primary HUD scale.";
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TOOLTIP_SWWM_ALTCLEAR = "Use an alternate, less visually intense effect for getting 100% completion on a level.";
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TOOLTIP_SWWMACHIEVEMENTMENU = "View your achievements.";
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TOOLTIP_SWWMACHIEVEMENTMENU = "View your achievements.";
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TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap on the top right corner of the screen.";
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TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap on the top right corner of the screen.";
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TOOLTIP_SWWM_MM_MISSILES = "Displays projectiles in the minimap. Can be toggled if this clutters too much.";
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TOOLTIP_SWWM_MM_MISSILES = "Displays projectiles in the minimap. Can be toggled if this clutters too much.";
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@ -187,6 +187,7 @@ SWWM_HUDSCALE1 = "Escala Terciaria de HUD";
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SWWM_HUDSCALE2 = "Escala Cuaternaria de HUD";
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SWWM_HUDSCALE2 = "Escala Cuaternaria de HUD";
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SWWM_HS_AUTOL = "Auto. Holgado";
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SWWM_HS_AUTOL = "Auto. Holgado";
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SWWM_HS_AUTOT = "Auto. Ceñido";
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SWWM_HS_AUTOT = "Auto. Ceñido";
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SWWM_ALTCLEAR = "Efecto Alternativo de 100%";
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SWWM_MM_ENABLE = "Mostrar Minimapa";
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SWWM_MM_ENABLE = "Mostrar Minimapa";
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SWWM_MM_MISSILES = "Proyectiles en Minimapa";
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SWWM_MM_MISSILES = "Proyectiles en Minimapa";
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SWWM_MM_USECANVAS = "Minimapa a Escala Fija";
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SWWM_MM_USECANVAS = "Minimapa a Escala Fija";
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@ -277,6 +278,7 @@ TOOLTIP_SWWM_HUDSCALE = "Si es mayor que cero, especifica manualmente la escala
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TOOLTIP_SWWM_HUDSCALE0 = "Si no es cero, especifica manualmente la escala de los Números de Daño. Normalmente, es igual a la escala primaria del HUD.";
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TOOLTIP_SWWM_HUDSCALE0 = "Si no es cero, especifica manualmente la escala de los Números de Daño. Normalmente, es igual a la escala primaria del HUD.";
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TOOLTIP_SWWM_HUDSCALE1 = "Si no es cero, especifica manualmente la escala de las Barras de Salud, Números de Puntuación y Sensor de Ítems. Normalmente, es igual a dos menos que la escala primaria del HUD.";
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TOOLTIP_SWWM_HUDSCALE1 = "Si no es cero, especifica manualmente la escala de las Barras de Salud, Números de Puntuación y Sensor de Ítems. Normalmente, es igual a dos menos que la escala primaria del HUD.";
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TOOLTIP_SWWM_HUDSCALE2 = "Si no es cero, especifica manualmente la escala de los Puntos de Interés. Normalmente, es igual a tres menos que la escala primaria del HUD.";
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TOOLTIP_SWWM_HUDSCALE2 = "Si no es cero, especifica manualmente la escala de los Puntos de Interés. Normalmente, es igual a tres menos que la escala primaria del HUD.";
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TOOLTIP_SWWM_ALTCLEAR = "Usa un efecto alternativo de menor intensidad visual al completar un nivel al 100%.";
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TOOLTIP_SWWMACHIEVEMENTMENU = "Revisa tus logros.";
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TOOLTIP_SWWMACHIEVEMENTMENU = "Revisa tus logros.";
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TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa en la esquina superior derecha de la pantalla.";
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TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa en la esquina superior derecha de la pantalla.";
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TOOLTIP_SWWM_MM_MISSILES = "Muestra proyectiles en el minimapa. Puede ser desactivado si causa problemas de visibilidad.";
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TOOLTIP_SWWM_MM_MISSILES = "Muestra proyectiles en el minimapa. Puede ser desactivado si causa problemas de visibilidad.";
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@ -1,3 +1,3 @@
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[default]
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1037 \cu(Sat 2 Dec 13:03:51 CET 2023)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1038 \cu(Sat 2 Dec 13:47:00 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r1037 \cu(2023-12-02 13:03:51)\c-";
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SWWM_SHORTVER="\cw1.3pre r1038 \cu(2023-12-02 13:47:00)\c-";
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@ -178,6 +178,7 @@ OptionMenu "SWWMOptionMenu"
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Option "$SWWM_OMNIBUST", "swwm_omnibust", "YesNo"
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Option "$SWWM_OMNIBUST", "swwm_omnibust", "YesNo"
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Option "$SWWM_SUPERFUEL", "swwm_superfuel", "YesNo"
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Option "$SWWM_SUPERFUEL", "swwm_superfuel", "YesNo"
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Option "$SWWM_PARTYTIME", "swwm_partytime", "YesNo"
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Option "$SWWM_PARTYTIME", "swwm_partytime", "YesNo"
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Option "$SWWM_ALTCLEAR", "swwm_altclear", "YesNo"
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Option "$SWWM_FUNTRAILS", "swwm_funtrails", "SWWMFunTrails"
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Option "$SWWM_FUNTRAILS", "swwm_funtrails", "SWWMFunTrails"
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Option "$SWWM_BONKHAMMER", "swwm_bonkhammer", "YesNo"
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Option "$SWWM_BONKHAMMER", "swwm_bonkhammer", "YesNo"
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TrapOption "$SWWM_ENGINE", "swwm_engine"
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TrapOption "$SWWM_ENGINE", "swwm_engine"
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@ -56,6 +56,7 @@ misc/tada = "sounds/TADA.ogg"
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misc/heart = "sounds/KOKORO.ogg"
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misc/heart = "sounds/KOKORO.ogg"
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misc/achievement = "sounds/CTF6.ogg"
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misc/achievement = "sounds/CTF6.ogg"
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misc/wow = "sounds/WOW.ogg"
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misc/wow = "sounds/WOW.ogg"
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misc/yippeee = "Sounds/YIPPEEE.ogg"
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misc/achievement2 = "sounds/YAY.ogg"
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misc/achievement2 = "sounds/YAY.ogg"
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misc/orbexplode = "sounds/ORBEXPLODE.ogg"
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misc/orbexplode = "sounds/ORBEXPLODE.ogg"
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misc/omgfart = "sounds/omgfart.ogg"
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misc/omgfart = "sounds/omgfart.ogg"
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BIN
sounds/YIPPEEE.ogg
Normal file
BIN
sounds/YIPPEEE.ogg
Normal file
Binary file not shown.
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@ -180,7 +180,8 @@ extend Class SWWMHandler
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mapclear = true;
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mapclear = true;
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if ( mapclearagain ) Console.Printf(StringTable.Localize("$SWWM_ALLCLEARAGAIN"),500);
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if ( mapclearagain ) Console.Printf(StringTable.Localize("$SWWM_ALLCLEARAGAIN"),500);
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else Console.Printf(StringTable.Localize("$SWWM_ALLCLEAR"),5000);
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else Console.Printf(StringTable.Localize("$SWWM_ALLCLEAR"),5000);
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S_StartSound("misc/wow",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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bool altclear = swwm_altclear;
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S_StartSound(altclear?"misc/yippeee":"misc/wow",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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lastmus = musplaying.name;
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lastmus = musplaying.name;
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lastorder = musplaying.baseorder;
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lastorder = musplaying.baseorder;
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lastloop = musplaying.loop;
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lastloop = musplaying.loop;
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@ -190,7 +191,8 @@ extend Class SWWMHandler
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{
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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if ( !playeringame[i] || !players[i].mo ) continue;
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let f = Actor.Spawn("PartyTime",players[i].mo.pos);
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let f = Actor.Spawn("PartyTime",players[i].mo.pos);
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f.bAMBUSH = true;
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if ( altclear ) f.bSTANDSTILL = true;
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else f.bAMBUSH = true;
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if ( mapclearagain )
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if ( mapclearagain )
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{
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{
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SWWMCredits.Give(players[i],500);
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SWWMCredits.Give(players[i],500);
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