diff --git a/README.md b/README.md index e57c763c3..455d4cb73 100644 --- a/README.md +++ b/README.md @@ -573,7 +573,7 @@ Separated into four tiers, they work pretty much like the ammo cubes in **Doom T ### Lamp ~ Replaces Lite-Amp, Torch ![](docimg/lamp.png) -A floating lamp companion, may attract moths. The moths will disperse and attack nearby enemies when toggling it off. +A floating lamp companion, may attract moths. These moths are unexpectedly fierce and will attack any enemies that get close to the light. ### Omnisight ~ Replaces Computer Map, Map Scroll ![](docimg/omnisight.png) @@ -766,4 +766,4 @@ Anyway, hope you have lots of fun playing **Codename: Demolitionist**. Godspeed, --- -*"It's time to kick ass and chew bubblegum, and I don't have a mouth."* — Demolitionist \ No newline at end of file +*"It's time to kick ass and chew bubblegum, and I don't have a mouth."* — Demolitionist diff --git a/language.version b/language.version index 3e4fd9014..61c4ee7d1 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -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-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1007 \cu(Sun 19 Nov 16:35:26 CET 2023)\c-"; +SWWM_SHORTVER="\cw1.3pre r1007 \cu(2023-11-19 16:35:26)\c-"; diff --git a/readme.txt b/readme.txt index f430fd38a..c70a070ec 100644 --- a/readme.txt +++ b/readme.txt @@ -70,7 +70,7 @@ Index of contents: Surprise surprise, after a decade of delving into other works, I have made my epic return! The SWWM series has been, in a way, "rebooted" through this here project, and so it goes. The UT side of things is pretty much dead for me, I've -jumped ship to GZDoom and boy are the pastures far greener and tastier here. +jumped ship to GZDoom and boy is it one heckin' powerhouse for modding. 1.2. The Story So Far - - - - - - - - - - - @@ -266,7 +266,8 @@ things nicely with what it builds. 2.2.9. Lämp -It's a floating magic lamp. It may attract moths. +It's a floating magic lamp. It may attract moths, and these moths will get very +pissed when enemies draw close. 2.2.A. Omnisight @@ -277,6 +278,8 @@ in the minimap, and even highlights where keys and exits are. Quite handy. The Great Anomaly makes a return. Smite all those who dare try to attack you! +Note: May cause immense lag in slaughtermaps, use in moderation. + 2.2.C. Devastation Sigil A return of the olden "Complete Devastation" powerup of the early versions, @@ -301,12 +304,17 @@ damage reduction, so keep that in mind. And lastly there's the armor nuggets. These things can soak up damage like crazy once you get them high enough. Above 100% they'll even start healing you! +Armor works in layers, with the war armor having the highest priority, and the +nuggets having the lowest. What one armor can't fully block, the next one will +have to deal with. For the Doomers out there, this is just how we roll in +Unreal land, we can wear multiple pieces of armor at once. + 2.4. Health - - - - - - -We can go from measly health nuggets that add just two points of health, to the -four-faced tetrahedrons of health or the six-faced cubes. But all of these pale -in comparison to the mighty Refresher, which not only gives you a full 100 hp +From measly health nuggets that add just two points of health, to the 4-faced +tetrahedrons of health or the 6-faced cubes. But all of these pale in +comparison to the mighty Refresher, which not only gives you a full 100 hp boost, up to a cap of 500, but can also autoactivate should you take mortal damage. Unlike the sandwiches, however, the Refresher might not be strong enough to really prevent a lethal death. @@ -351,7 +359,7 @@ Can also be dual wielded. Slot 3. Revolver. A six shooter, packing some fine... Drilling power. Primary fire does a shoot. -Secondary fire does six shoot very fast. +Secondary fire primes a very fast six shoot mode. 2.6.4. Puntzer Gamma @@ -395,6 +403,7 @@ Primary fire lobs a silent plasma grenade. It goes far, and it blows up good. Secondary fire zaps whatever's in front of you, don't use it underwater. Tertiary fire is a zoom. And this zoom is smart, it even simulates where the projectile will fall so you won't miss a shot. +The altfire temporarily drains all the gun's capacitors, do keep that in mind. 2.6.9. Mortal Rifle @@ -402,15 +411,16 @@ Slot 9. Battle rifle. A weird as all hell rifle that does everything. Primary fire does schumt. Secondary fire the grenade. -Tertiary fire a switch of modes. -Have fun. +Tertiary fire a switch of modes. Single shot, multiple shots, burst shots, and +even a gosh darned level-piercing railgun like in the ol' days. Have fun. 2.6.A. Rafan-Kos Slot 0. Ultimate weapon. Frickin' laser beams, big of them, very strong. -Primary fire beam. -Secondary fire more beams. +Primary fire beam. Big burn everything. +Secondary fire splits the beam. Multiple burn. +Reload insert more ammo. I'm tired from writing these, good night. diff --git a/sndinfo.base b/sndinfo.base index 5781b0452..7f8f88c32 100644 --- a/sndinfo.base +++ b/sndinfo.base @@ -6,7 +6,7 @@ crash/crash3 = "sounds/BORKXP.ogg" crash/crash4 = "sounds/GNOME.ogg" crash/crash5 = "sounds/FRANCETIM.ogg" crash/crash6 = "sounds/ONO.ogg" -crash/crash7 = "sounds/pussy.ogg" +crash/crash7 = "sounds/GURA.ogg" crash/crash8 = "sounds/SNORE.ogg" $random crash/crash { crash/crash1 crash/crash2 crash/crash3 crash/crash4 crash/crash5 crash/crash6 crash/crash7 crash/crash8 } crash/glass = "sounds/GLASSCRK.ogg" diff --git a/sounds/GURA.ogg b/sounds/GURA.ogg new file mode 100644 index 000000000..4bc96495e Binary files /dev/null and b/sounds/GURA.ogg differ diff --git a/sounds/pussy.ogg b/sounds/pussy.ogg deleted file mode 100644 index 0d3f36780..000000000 Binary files a/sounds/pussy.ogg and /dev/null differ diff --git a/zscript/handler/swwm_statichandler.zsc b/zscript/handler/swwm_statichandler.zsc index 26c040dfc..1c863600f 100644 --- a/zscript/handler/swwm_statichandler.zsc +++ b/zscript/handler/swwm_statichandler.zsc @@ -12,6 +12,7 @@ Class SWWMStaticHandler : StaticEventHandler // crash handler ui bool wasinmap; ui int timer, msgpick; + bool isvkdoom; // broccoli doccoli bool isbd; String bdname; @@ -168,6 +169,9 @@ Class SWWMStaticHandler : StaticEventHandler } } foreach ( f:fonts ) Font.GetFont(f); + // detect vkdoom (naive, may find a better method later) + lmp = Wads.FindLumpFullName("graphics/bootlogo.png",0,false); + isvkdoom = (lmp != -1); // warn: mp no longer officially maintained if ( multiplayer ) { @@ -679,7 +683,9 @@ Class SWWMStaticHandler : StaticEventHandler if ( timer == 1 ) { msgpick = Random[UIStuff](1,8); - Console.Printf("\cf%s\c-",StringTable.Localize("$CRASHMSG"..msgpick.."A")); + String str = StringTable.Localize("$CRASHMSG"..msgpick.."A"); + if ( isvkdoom ) str.Replace("GZDoom","VKDoom"); + Console.Printf("\cf%s\c-",str); let hnd = SWWMBrutalHandler(StaticEventHandler.Find("SWWMBrutalHandler")); if ( hnd && hnd.detected ) { @@ -690,7 +696,9 @@ Class SWWMStaticHandler : StaticEventHandler } else if ( timer == 70 ) { - Console.Printf("\cf%s\c-",StringTable.Localize("$CRASHMSG"..msgpick.."B")); + String str = StringTable.Localize("$CRASHMSG"..msgpick.."B"); + if ( isvkdoom ) str.Replace("GZDoom","VKDoom"); + Console.Printf("\cf%s\c-",str); S_StartSound("crash/curb",CHAN_YABLEWIT,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE); } else if ( timer == 140 )