Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
This commit is contained in:
parent
525213d30b
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42558 changed files with 4995 additions and 1976 deletions
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@ -131,7 +131,9 @@ SWWM_DROPS_NONE = "Disabled";
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SWWM_DROPS_AMMO = "Ammo Only";
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SWWM_DROPS_WEAPONS = "Ammo And Weapons";
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SWWM_SHOTGIB = "Buckshot can Gib";
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SWWM_NOSCARE = "Disable Eye Obelisk Jumpscare";
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SWWM_COLLECTANIM = "Collectible Animations";
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SWWM_SHADOWS = "Simple Shadows";
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SWWM_PHAIR = "Precise Crosshair";
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TOOLTIP_SWWM_VOICETYPE = "Sets the voice pack for the player.";
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TOOLTIP_SWWM_MUTEVOICE = "Control what gets muted, if you'd rather have a more silent protagonist.";
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TOOLTIP_SWWM_FLASHSTRENGTH = "Screen flashes usually happen when firing some weapons, you can lower this if these effects are harmful for you.";
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@ -200,7 +202,9 @@ TOOLTIP_SWWM_MAXCASINGS = "Caps the maximum amount of casings and spent magazine
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TOOLTIP_SWWM_MAXDEBRIS = "Caps the maximum amount of rubble from explosions and others. Surpassing this limit will cause the excess to fade out.";
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TOOLTIP_SWWM_ENEMYDROPS = "By default, enemies only drop ammo for a better progression. In maps with excessive amounts of enemies, it's recommended to disable this entirely.";
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TOOLTIP_SWWM_SHOTGIB = "Some people don't like this for some reason, so here it is as an option.";
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TOOLTIP_SWWM_NOSCARE = "The Eye Obelisk collectable plays a loud jumpscare with rapidly flashing images, which may be potentially harmful for some people.";
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TOOLTIP_SWWM_COLLECTANIM = "Play special first person animations when picking up collectibles.";
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TOOLTIP_SWWM_SHADOWS = "Enables round shadows for various entities. Requires a map restart to take full effect.";
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TOOLTIP_SWWM_PHAIR = "Projects crosshair onto the spot the weapon will actually hit, rather than staying in the center of the screen.";
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// knowledge base
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SWWM_COMINGSOON = "(coming soon)";
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SWWM_MISSTAB = "Mission";
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@ -247,7 +251,6 @@ SWWM_STORETAB = "Store";
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SWWM_STOREFULL = "You can't hold more of that";
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SWWM_STOREMUNS = "You don't have enough money";
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SWWM_NOSTORE = "(no items left to buy)";
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SWWM_RADIOTAB = "Radio";
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SWWM_GAMETAB = "Games";
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SWWM_TRADETAB = "Trading";
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SWWM_TRADEFULL = "They can't hold more of that";
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@ -317,7 +320,6 @@ SWWM_HELPTXT =
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"\n"
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"\cfArrow Keys:\c- Navigate\n"
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"\cfEnter/Left Click:\c- Buy";
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//"\cfBackspace/Right Click:\c- Sell";
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SWWM_HELPTXT_MP =
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"\n\n"
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"\cxTrading Tab - Controls (Main)\c-\n"
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@ -386,7 +388,7 @@ SWWM_MISSION_HEXEN =
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"\n"
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"I know you'll want a nice reward for this so, here's what I have in mind. How about some more of that \"fun\" we had last time, hm? You, me, maybe \cfIbuki\c- and \cfMaidbot\c- too... and I wonder... if \cfKirin-kun\c- also... hnnn... and then... *heavy breathing*\n"
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"\n"
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"OK, wow... phew. Saya, focus. No hornyposting on mission statments, not again. Anyway, bad-ish news??? We got a mixup on the ammo stuff and instead we got these weirdass \cf\"Fabricator\"\c- things from that nerdo. They do provide ammo, at least. As usual, your equipment will be strategically placed here and there, since we couldn't just... send you in with ALL of it at once, again. I don't know why nerdo boy insists on doing things like this. Does he really want everything to be so... ugh... videogamey?\n"
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"OK, wow... phew. Saya, focus. No hornyposting on mission statements, not again. Anyway, bad-ish news??? We got a mixup on the ammo stuff and instead we got these weirdass \cf\"Fabricator\"\c- things from that nerdo. They do provide ammo, at least. As usual, your equipment will be strategically placed here and there, since we couldn't just... send you in with ALL of it at once, again. I don't know why nerdo boy insists on doing things like this. Does he really want everything to be so... ugh... videogamey?\n"
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"\n"
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"Well, whatever. Go, \cfDemo-chan\c-, show 'em what you got!\n"
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"\n"
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