More official renders for intermission art.

This commit is contained in:
Mari the Deer 2022-01-08 17:52:30 +01:00
commit fc87562758
15 changed files with 71 additions and 10 deletions

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@ -32,7 +32,7 @@ nosave bool swwm_shaders = true; // use pp shaders for some effects
nosave bool swwm_earbuster = false; // limits loudness of wallbuster fire sounds
server bool swwm_revive = true; // allows the player to do an "emergency reboot" when dying
server int swwm_revivecooldown = 60; // cooldown after using a revive, in seconds (0: no limit)
nosave bool swwm_interart = true; // show fanart on intermissions
nosave int swwm_interart = 1; // show art on intermissions (2: only fanart, 3: only official renders)
server bool swwm_balluse = true; // lead ball can "press" switches remotely
nosave bool swwm_bosshealthbars = true; // display large healthbars for vanilla boss encounters
server bool swwm_upgradebosses = true; // vanilla bosses will be "upgraded" to be less insta-die prone

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@ -112,6 +112,34 @@ HardwareShader Texture "graphics/Fanart/Marisa7.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa8.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa9.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa10.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa11.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa12.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa13.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/Marisa14.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
HardwareShader Texture "graphics/Fanart/RedeadITA.png"
{
Shader "shaders/glsl/Oversample.fp"

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@ -1085,7 +1085,7 @@ SWWM_INTERTIP149 = "Always take breaks during long play sessions. You'll play be
SWWM_INTERTIP150 = "This is the 150th tip. I can't believe I've written so many of them.";
// intermission fanart
SWWM_FANART = "Art: ";
SWWM_NFANART = "14";
SWWM_NFANART = "21";
SWWM_FANART1 = "S20TBL.jpg;Substance20 (@S20_TBL)";
SWWM_FANART2 = "CaptainJ.png;Captain J (@Jho7835)";
SWWM_FANART3 = "RedeadITA.png;Redead-ITA";
@ -1100,6 +1100,13 @@ SWWM_FANART11 = "Marisa4.jpg";
SWWM_FANART12 = "Marisa5.jpg";
SWWM_FANART13 = "Marisa6.jpg";
SWWM_FANART14 = "Marisa7.jpg";
SWWM_FANART15 = "Marisa8.jpg";
SWWM_FANART16 = "Marisa9.jpg";
SWWM_FANART17 = "Marisa10.jpg";
SWWM_FANART18 = "Marisa11.jpg";
SWWM_FANART19 = "Marisa12.jpg";
SWWM_FANART20 = "Marisa13.jpg";
SWWM_FANART21 = "Marisa14.jpg";
// achievements
SWWM_ACHIEVEMENT_ACID_TAG = "Fizzy Goodness";
SWWM_ACHIEVEMENT_ACID_TXT = "Melt %d enemies with Telebrium Flechettes";

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@ -75,6 +75,8 @@ SWWM_UNLIMITED = "Unlimited";
SWWM_ONERETRY = "One Retry";
SWWM_NONE = "None";
SWWM_INTERART = "Intermission Art";
SWWM_NORENDER = "Yes (Fanart Only)";
SWWM_NOFANART = "Yes (Renders Only)";
SWWM_BALLUSE = "Lead Balls can Activate Switches";
SWWM_BOSSBAR = "Show Boss Healthbars";
SWWM_BTITLE = "Balance Options";
@ -288,7 +290,7 @@ TOOLTIP_SWWM_SHADERS = "Use postprocess shaders for things like powerups and the
TOOLTIP_SWWM_OTHERVOICE = "Allows you to hear other player's voice lines, provided you're close enough.";
TOOLTIP_SWWM_REVIVE = "Allows the player to get back up after dying by pressing Fire. Has a configurable cooldown.";
TOOLTIP_SWWM_REVIVECOOLDOWN = "Time in seconds of downtime after using a reboot, where if you die again, you can't get back up. Set to 0 to allow unlimited reboots. Alternatively, you can also set it to only allow one reboot per map (enforced on expert difficulties).";
TOOLTIP_SWWM_INTERART = "If enabled, displays randomly selected fanart during intermissions.";
TOOLTIP_SWWM_INTERART = "If enabled, displays randomly selected fanart and official renders during intermissions. There are extra options to only show each category.";
TOOLTIP_SWWM_BALLUSE = "Lead Ball projectiles can remotely activate use switches (excluding exits). Potentially OP.";
TOOLTIP_SWWM_BOSSHEALTHBARS = "Show a healthbar for vanilla boss encounters at the bottom of the screen. Just like Dark Souls™!";
TOOLTIP_SWWM_UPGRADEBOSSES = "Buffs the health of vanilla bosses in order to make the fights more \"fair\" with this mod, and less prone to instant wins.";

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@ -75,6 +75,8 @@ SWWM_UNLIMITED = "Ilimitado";
SWWM_ONERETRY = "Un Reintento";
SWWM_NONE = "Ninguno";
SWWM_INTERART = "Arte de Intermisión";
SWWM_NORENDER = "Sí (Sólo Fanart)";
SWWM_NOFANART = "Sí (Sólo Renders)";
SWWM_BALLUSE = "Las Bolas de Plomo Activan Botones";
SWWM_BOSSBAR = "Mostrar Barras de Salud de Bosses";
SWWM_BTITLE = "Opciones de Balance";
@ -287,7 +289,7 @@ TOOLTIP_SWWM_SHADERS = "Usa shaders de postprocesado para cosas como potenciador
TOOLTIP_SWWM_OTHERVOICE = "Te permite oír los comentarios de voz de otros jugadores, si estás lo suficientemente cerca.";
TOOLTIP_SWWM_REVIVE = "Permite al jugador volver a levantarse tras morir pulsando Fuego. Tiene un cooldown configurable.";
TOOLTIP_SWWM_REVIVECOOLDOWN = "Tiempo en segundos tras reiniciar, durante el cual si mueres otra vez, no puedes volver a levantarte. Pon a 0 para permitir reinicios ilimitados. Alternativamente, puedes elegir que solo se permita un reinicio por mapa (forzado en dificultades expertas).";
TOOLTIP_SWWM_INTERART = "Si está activado, muestra fanart aleatorio durante intermisiones.";
TOOLTIP_SWWM_INTERART = "Si está activado, muestra fanart y renders oficiales aleatorios durante intermisiones. Hay opciones extra para mostrar sólo una categoría.";
TOOLTIP_SWWM_BALLUSE = "Los proyectiles de Bola de Plomo pueden activar botones utilizables remotamente (excluyendo salidas). Potencialmente roto.";
TOOLTIP_SWWM_BOSSHEALTHBARS = "Muestra una barra de vida para bosses vanilla en la parte inferior de la pantalla. ¡Es justo como Dark Souls™!";
TOOLTIP_SWWM_UPGRADEBOSSES = "Incrementa la salud de bosses vanilla para hacer que las peleas sean más \"justas\" con este mod, y no tan propensas a ganarse al instante.";

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r104 \cu(Wed 5 Jan 20:42:03 CET 2022)\c-";
SWWM_SHORTVER="\cw1.2pre r104 \cu(2022-01-05 20:42:03)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r105 \cu(Sat 8 Jan 17:52:30 CET 2022)\c-";
SWWM_SHORTVER="\cw1.2pre r105 \cu(2022-01-08 17:52:30)\c-";

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@ -78,6 +78,13 @@ OptionValue "SWWMHUDScale"
0, "$SWWM_TFITSCALE"
1, "$SWWM_LFITSCALE"
}
OptionValue "SWWMInterArt"
{
0, "$TXT_NO"
1, "$TXT_YES"
2, "$SWWM_NORENDER"
3, "$SWWM_NOFANART"
}
OptionMenu "SWWMOptionMenu"
{
Class "SWWMOptionMenu"
@ -153,7 +160,7 @@ OptionMenu "SWWMOptionMenu"
Option "$SWWM_NUMCOLOR_AP", "swwm_numcolor_ap", "TextColors"
IfGame(Doom, Heretic)
{
Option "$SWWM_INTERART", "swwm_interart", "YesNo"
Option "$SWWM_INTERART", "swwm_interart", "SWWMInterArt"
Option "$SWWM_NOINTERTIPS", "swwm_nointertips", "YesNo"
Option "$SWWM_INTERMUSIC", "swwm_intermusic", "YesNo"
}

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@ -2,7 +2,7 @@
Class SWWMStatScreenData : Thinker
{
// to prevent repetition
Array<int> lasttip, lastart, last4koma;
Array<int> lasttip, lastart;
}
Class SWWMStatScreen : StatusScreen abstract
@ -48,8 +48,17 @@ Class SWWMStatScreen : StatusScreen abstract
int no = StringTable.Localize("$SWWM_NFANART").ToInt();
Array<Int> ents;
ents.Clear();
int rno = 0;
for ( int i=1; i<=no; i++ )
{
if ( (swwm_interart == 2) && (StringTable.Localize("$SWWM_FANART"..i).Left(6) == "Marisa") )
continue;
else if ( (swwm_interart == 3) && (StringTable.Localize("$SWWM_FANART"..i).Left(6) != "Marisa") )
continue;
ents.Push(i);
rno++;
}
no = rno;
if ( pdata.lastart.Size() >= no )
{
// exclude last one, start over
@ -272,12 +281,12 @@ Class SWWMStatScreen : StatusScreen abstract
}
if ( p.cmd.buttons&BT_RELOAD )
{
PlaySound("menu/demoscroll");
if ( !swwm_nointertips ) PlaySound("menu/demoscroll");
whichtip = 0;
}
if ( p.cmd.buttons&BT_ZOOM )
{
PlaySound("menu/demoscroll");
if ( swwm_interart ) PlaySound("menu/demoscroll");
whichart = 0;
arttex.SetNull();
}
@ -308,6 +317,12 @@ Class SWWMStatScreen : StatusScreen abstract
// check fade
if ( players[me].cmd.buttons&BT_ALTATTACK ) bgfade = min(1.,bgfade+3./GameTicRate);
else bgfade = max(0.,bgfade-4./GameTicRate);
// force toggle
if ( !swwm_interart && (whichart != 0) )
{
whichart = 0;
arttex.SetNull();
}
}
protected String TimeStr( int secs )
{