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1,263 commits

Author SHA1 Message Date
26d90fdd82 It was a funny joke at first, but the "Southern Ireland" thing sounds dumb in hindsight. 2026-06-29 11:36:23 +02:00
27614eb7b3 lol I forgot to remove the "this article is a stub" thing. 2026-06-27 15:57:58 +02:00
1e81a75795 Finally wrote Dana's lore entry.
I don't have the energy for this much verbiage anymore, but I tried.
2026-06-27 15:55:17 +02:00
9e4a871709 Fix misaligned credits icon. Also something in the readme I forgot. 2026-06-25 17:15:12 +02:00
bef1195f1e Localize the 'give all' warning. 2026-06-23 12:41:00 +02:00
13b060f06e Impatient streamer handling. 2026-06-23 12:29:28 +02:00
066904cc9b Slight README update. 2026-06-23 12:29:15 +02:00
9566fbe784 Unterminated string? Oopsie... 2026-06-11 21:19:38 +02:00
0b294b2cf0 Replace -noflat- with something unpleasant to the eye, not the mind. 2026-05-20 20:18:33 +02:00
cf4abf2831 Change one word that has not aged well. Only in English, though. 2026-05-12 17:55:35 +02:00
6b2561d0dc Remove direct reference to someone who doesn't want to be referenced. 2026-05-12 17:55:02 +02:00
9992499bbc I AM DEER 2026-03-28 16:43:07 +01:00
53793dcf03 Lore expansion: Demo's face screen tech is also used by protogens in-universe. 2026-03-19 10:41:54 +01:00
64d0c2c1e5 Add custom credits theme. The dragon deserves this. ❤️🐉 2026-03-18 15:05:32 +01:00
5a5e3175eb Tip mentioning that you can do a plunging attack with the hammer altfire. 2026-02-28 10:00:20 +01:00
46ebfed28b Legacy of Rust mission/dialogue Spanish localization. 2026-02-23 16:43:05 +01:00
4c847db83d Remove fast PRNG, it won't be necessary. 2026-02-23 16:18:38 +01:00
e4cadae5ef You know what?
Let's make things a bit more direct about why the keychain has a trans flag in it.
2026-02-02 14:31:59 +01:00
4a716e1df4 Fix bad shading in MiniHUD font. 2026-02-02 14:31:41 +01:00
515af97ca7 Beginning of "development limbo" phase, I guess. 2025-12-03 20:47:55 +01:00
f6db0674a8 Fix missing dynamic light Z offsets in some powerups. 2025-10-29 14:41:00 +01:00
124f9edac0 Update patron credits... 2025-09-06 16:36:26 +02:00
cf17e889d8 Use InterfaceEvents instead of PostUiTick for oneliners, more reliable.
Due to some arbitrary change in GZDoom, which was later merged into VKDoom as
well, PostUiTick no longer consistently gets called after WorldTick.
This is kind of funny and also disappointing and sad because I intentionally
designed that feature this way, on purpose, and now it no longer works as
intended. Who knows how many other mods are affected by this now.
2025-08-21 01:31:55 +02:00
8b01bc95fa Fix missing barrier overlay on mugshot. 2025-08-21 01:17:09 +02:00
11cc137183 Implement self obituaries (4.15 feature). 2025-08-20 18:09:53 +02:00
e166c0aaa2 CheckReplacee additions needed for LoR MAP14 boss deaths to work. 2025-08-20 16:54:45 +02:00
058fb20fa9 Oops, should be using the ID24 classes there. 2025-08-20 16:49:00 +02:00
2aa0ea4680 More work towards Legacy of Rust support (with caveats).
As of this commit, do not consider the experience when playing that new
expansion to be complete. I've only partially written some of the mission texts
and rudimentarily enhanced some boss fights.

Currently there is one major limitation in that the intermission texts cannot
be replaced, as they're hardcoded inside the UMAPINFO. I don't know if I can
work around that.
2025-08-20 16:47:24 +02:00
7a3e0ae413 Just ignore prediction entirely in custom player code, who cares. 2025-08-18 23:29:49 +02:00
276d280cef Quick fix for recent VKDoom. 2025-08-13 14:03:13 +02:00
879a679820 Found one (1) typo, and I just had to fix it 2025-07-29 20:30:09 +02:00
d47a0d2f1b The jpg renders can be optimized by a lot, apparently. 2025-07-12 13:21:47 +02:00
3d3f9d0da7 Small bit of lore library cleanup. 2025-07-10 23:49:48 +02:00
05642fcf86 Use GetDefaultByType for copying blood colors instead of spawning and then destroying the reference actors. 2025-06-27 21:02:25 +02:00
128f3dd69e Add missing end text edit for SIGIL 2. 2025-06-25 15:43:59 +02:00
4374d54f27 Setting up for faster PRNG experimentation. 2025-06-25 14:30:48 +02:00
7ecbb680f1 Tweakin' some intermission tips. 2025-06-12 23:11:50 +02:00
243de0f2d4 Lore library updates:
- New Doomguy profile pic + declassified info post-Doom.
 - Articles for Cinnamon Valentine, Dana Blackwood (unfinished) and Rika Isuzu.
2025-06-09 21:41:15 +02:00
0526658745 Oops typo. 2025-06-07 14:30:30 +02:00
8a04ef9074 Don't use InPlayerFOV for anything that affects gameplay 2025-06-03 23:13:06 +02:00
92a6e8302e Ouch left/right face expressions added. 2025-06-03 10:45:42 +02:00
e0d10f44e1 Very aggressive PNG optimization pass. 2025-06-03 10:31:07 +02:00
b7b07dfe22 Small wording tweak to X'Animen Coalition lore file.
The leading Bleaknet engineer may be the only remaining inhabitant of Buran, but the wording implied that he was the last of his species, which is not the case.
2025-05-20 13:08:28 +02:00
aa7fd5d9b0 (Try to) reduce bullet trail perf hit for some hitscan weapons. 2025-05-20 12:05:47 +02:00
93cd809660 Please don't mind these (yet). 2025-05-20 12:05:32 +02:00
e8e577ef81 README update. 2025-05-20 12:05:25 +02:00
ad82ce14d2 README tweaks. 2025-05-08 19:11:48 +02:00
87522cab3d Tweak the F1 menu to always scale to factors of 640x360. 2025-05-03 18:44:18 +02:00
c192c22b9b As of a recent VKDoom update, Heretic and Hexen keys now have actual tags. 2025-05-02 23:48:45 +02:00
fb835a478f README update, a couple other things, and more partial progress on the Visual Thinker migration. 2025-04-28 10:08:05 +02:00
5ac55058b4 Remove entirely unnecessary texture and shader. 2025-04-04 20:51:37 +02:00
b5e655cf08 Make the April Fools bit somewhat more authentic aesthetically. 2025-04-01 17:13:44 +02:00
79ba548a98 Fix up blood decals. 2025-03-26 01:05:27 +01:00
3606758804 Add a bunch of materials to the texture precache list to see if this helps with initial shader compilation stuttering. 2025-03-20 21:41:56 +01:00
5133d077f7 Fix "The Longest Journey" achievement progress not increasing at large values.
The counter is now an int that increases per kilometer traveled, rather than
accruing even the tiniest increase in map units, as after a while, these
increments would become insignificant even for a double precision number.
2025-03-18 22:44:26 +01:00
466869045a Missing Sunder TERRAIN defs. 2025-03-18 22:44:17 +01:00
9757aed5e6 Add blood pools to the effect queue system. 2025-03-16 21:02:13 +01:00
13ed4dee44 Rejoice, "hold to reload" is now optional and disabled by default. 2025-03-16 20:21:09 +01:00
884ad51aa4 Small fixups to new code. 2025-03-16 16:14:34 +01:00
a5e58add12 Remove Gutamatics, use bespoke projection code from UT99 modding days. 2025-03-16 15:50:48 +01:00
cbf72492f7 Tweak green, blue and purple blood color replacements. 2025-03-14 23:57:32 +01:00
a88f6d168c Remove README note on sprite lighting, it can have a major perf impact. 2025-03-14 18:22:40 +01:00
8d0a087e6c Reduce perf hit of bullet trails by only spawning underwater bubbles actually underwater, instead of always spawning them and then relying on them despawning themselves after checking their own water level.
Further optimization could be possible if I found a way to divide the trace results into segments based on intersections with water volumes. This would save on countless calls to Vec3Offset and PointInSector. Something to keep in mind, I suppose.
While I was at it, I did make the underwater check into a new utility function. It is more or less based on how updating water level is done internally, but saves time by just checking a single point rather than an actor's full height.
Not sure if I'll need to use it elsewhere, but if that turns out to not be the case I'll change it to a private function of the SWWMBulletTrail class afterwards.
2025-03-14 16:23:20 +01:00
9060702e19 Fix massive oopsie in blood pool linked list handling. 2025-03-14 15:59:42 +01:00
80db58b0d0 Bump zscript ver to 4.14.1, plus a whole lot of stuff.
- Try to get rid of all implicit casts from string to name, color or class.
 - Use FindClass where needed.
 - Used a map in a case where a dictionary was unneeded.
 - Use new bounce flags where needed.
 - Replace Legacy of Rust weapons/ammo.
2025-03-13 14:50:58 +01:00
ceae806b68 Try to reduce think time of blood pools. 2025-03-09 17:08:51 +01:00
92e355cd89 small README changes 2025-03-09 17:08:39 +01:00
af27fbd987 Player blood footprints now implemented. 2025-03-09 14:17:35 +01:00
f89393ca81 Unconditional blood replacement, new blood decals, corpse blood pools.
TODO: bloodied footsteps, can still re-use code from Soundless Mound there.
2025-03-07 17:27:59 +01:00
d799a2f97b Clean up mklang a bit. 2025-03-07 12:26:22 +01:00
8ec86a9b9c Interpolate quick turn. 2025-03-07 11:50:31 +01:00
7dd20c93e4 Actually use GetMidTexturePosition() to simplify some code. 2025-03-07 11:48:03 +01:00
47722e58a9 Two warnings in SWWMDialogues.StartSeq should be vm aborts instead. 2025-03-05 20:34:06 +01:00
e66415dd91 Woop, forgot about these shaders. 2025-02-26 14:20:26 +01:00
1369d85c6b Adapt material shaders to be cache-friendly. (Less defines, more uniforms) 2025-02-26 13:37:31 +01:00
1fb1e51ba8 Some shader touchups (textureLod where needed, -0.5 LOD bias on TexFilterHack). 2025-02-24 13:57:06 +01:00
bd55e2ad57 Bump ZScript ver to 4.14, address usage of deprecated actor flags (MISSILEMORE/MISSILEEVENMORE). 2025-02-20 16:01:59 +01:00
ea6b424633 I'm dumb and forgot what year it is. 2025-02-20 15:27:52 +01:00
339fd58507 Small tweak to HUD score display:
* Accumulators fade out sooner
 * Score interpolator does not tick until accumulators start fading
2025-02-20 15:20:43 +01:00
2fe8e0f947 Little bit of maintenance:
* Return the Doom 2 Cast Call to vanilla and simply label Doomguy as Doomguy
 * Ensure there are TWO canvas textures available for the Plasma Blaster screen
 * Fix some typos in material shader definitions for Demo-chan's face (oops)
2025-02-20 13:45:37 +01:00
722121e21a I want to fucking die. 2025-02-13 11:00:19 +01:00
41f065fdd0 Small tweaks to the BD screen. 2025-02-12 12:10:17 +01:00
9a9c419dc1 Assortment of VKDoom-related shader fixes. 2025-02-09 16:17:53 +01:00
8857c3c03f New BD screen (missing voice acting). 2025-02-06 20:13:35 +01:00
7581cc12f0 Remove some leftover debug text. 2025-02-06 20:13:06 +01:00
8526c2ffb0 Add generic warning when loading other weapon mods.
(Plus small tweaks to the anti-BD script)
2025-02-06 11:51:14 +01:00
cb503a3189 Felt like changing a tip here. 2025-02-04 21:24:19 +01:00
a99d9e3a12 Clean SWWMUtility.SuperscriptNum up a bit (even though it's not used). 2025-02-04 21:18:39 +01:00
03e556a31d Better integer exponentiation using squaring (thanks, phantombeta ♥) 2025-02-04 10:31:35 +01:00
f1943b4d5a Update README with notes on VKDoom's sprite lighting and shadow mapping settings. 2025-02-03 11:15:32 +01:00
8ea3b3a621 How did I NOT notice this massive oopsie? 2025-01-25 14:25:21 +01:00
f90c16b36d More robust Demolitionist Menu item use/drop handling. 2025-01-25 14:18:42 +01:00
44a0e2e8fb OK no turns out I'm dumb and screwed the math further. 2025-01-17 14:53:24 +01:00
12f0139d11 weaponwheel: fix crappy alpha calculation. 2025-01-17 14:44:28 +01:00
05dadea4ae Add wrap-around to the alternate weapon selector, so it's a proper carousel. 2025-01-17 14:24:30 +01:00
67d8235459 Overhaul the "swap weapon" prompt display. 2025-01-15 16:49:55 +01:00
507126b7b1 Also don't log empty string MidPrints to console. 2025-01-15 13:48:46 +01:00
7b15b30cfa Tweak ProcessMidPrint so it doesn't spam duplicate messages to console. 2025-01-15 13:44:56 +01:00
42b3a84bcf Spanish proofreading pass. 2025-01-13 13:43:21 +01:00
3050f5e244 Critical MidPrint fixes. 2024-12-03 09:53:07 +01:00
793be87179 Re-save all model sources so Blender doesn't take ages to load them.
(This issue is fixed in Blender 4.3, but I'm still on 4.2.3 so yeah...)
2024-11-17 16:24:53 +01:00
23492b8e62 Fix ridiculously oversized smoke from lava terrain. 2024-11-08 23:33:38 +01:00
0cbf90423d Update credits with new patreon backer. 2024-11-06 15:33:00 +01:00
8f4b962ed1 Commence VKDoom exclusivity. 2024-11-06 13:18:57 +01:00
d47eb2f1e3 Add support for E1M4B and E1M8B as part of Wadfusion. 2024-10-20 13:58:22 +02:00
8f4a7445c6 Oops, tiny readme changes. 2024-10-07 10:51:27 +02:00
272b5083ca Eviternity II voiced oneliners added. 2024-10-05 16:16:10 +02:00
acc4341206 Revert "We should not manipulate the FRIENDLY flag directly, apparently."
This reverts commit 68704316e7.

Turns out this wasn't really necessary here, as I was already doing the "bookkeeping" myself.
2024-10-04 23:00:50 +02:00
68704316e7 We should not manipulate the FRIENDLY flag directly, apparently. 2024-10-04 19:24:59 +02:00
0e43224f2d Some corrections, Eviternity 2 final boss is she/her. 2024-09-30 21:39:42 +02:00
a1dbf71aa6 Oops, can't do this here. 2024-09-30 21:25:58 +02:00
d3ce281abb Eviternity 2 changed some monsters. 2024-09-30 21:24:34 +02:00
816d9b6b25 Eviternity 2 final release, update map checksums. 2024-09-30 20:47:23 +02:00
2ee5700130 Weh... 2024-09-17 09:58:32 +02:00
f62cbb51bd Main Handler: Missed a couple checksums to update here. 2024-09-07 13:07:27 +02:00
6bb21a015a Level Postprocessor: Update Eviternity II map checksums to RC6. 2024-09-07 12:59:26 +02:00
cf70d61873 Disable liquid splashes from Sheen HMG shots, they can tank performance. 2024-08-28 11:05:46 +02:00
0e57fc5572 Fix "level finished" box going offscreen when maps have author names set.
(The extra 32px padding was NOT needed, after all)
2024-08-24 21:17:38 +02:00
76817fbe42 Update patron credits (+ include Ko-fi as well). 2024-08-24 15:03:05 +02:00
c72e8c2ea3 Clear extraneous executable flags on some sound files. 2024-08-14 13:43:52 +02:00
fe4cc2bd13 Remove unused command. 2024-08-02 15:27:21 +02:00
70e9e6ae96 Noticed a typo in Demolitionist GLDEFS. 2024-07-18 15:53:00 +02:00
3c2b083aa1 Possibly fix an esoteric bug with the Lämp? 2024-07-18 15:38:19 +02:00
68c01dbd63 Implement score increase/decrease accumulator in HUD. 2024-07-18 14:22:35 +02:00
a064184777 Fix incorrect math for excess gib spawn throttling. 2024-07-18 13:36:37 +02:00
46dca37ae5 GZDoom is removing the ability to disable network prediction, so... No more multiplayer. 2024-07-07 10:25:49 +02:00
a37df064d6 Lorefix: Scale of White Scar. Let's be realistic here. 2024-06-28 09:31:26 +02:00
77b1ad89a9 Begin VisualThinker migration. Some effects still pending. 2024-06-21 19:32:13 +02:00
af8f8fc6ee Adapt some shaders for VKDoom inter-compatibility. 2024-06-13 16:27:13 +02:00
6985a6e230 Stats Tab: Use function pointers for general stat items. 2024-06-12 21:35:03 +02:00
7ff82de39c Hotfix for widescreen titlepics in some WADs being incorrectly offset. 2024-05-29 12:16:06 +02:00
450865322f Update notes for mappers. 2024-05-06 09:33:38 +02:00
d2bb60b559 Oops... Forgot to change some references here. 2024-05-04 18:37:52 +02:00
2246b83de2 Trigger chancebox specials AFTER drop, avoids repeated all clear/unclear events. 2024-05-02 10:19:12 +02:00
cabadc0f27 Small README update. 2024-05-02 10:19:03 +02:00
f38db38751 Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.). 2024-04-22 14:35:02 +02:00
1fb4c27383 Tiny Nashgore compat fix. 2024-04-18 20:02:26 +02:00
e9c5b67d57 Get rid of the gib sprites since we're no longer using 'em. 2024-04-10 12:41:17 +02:00
c757acf7aa Generic gib models (for now). 2024-04-10 12:40:45 +02:00
7a7af2838b Leftover file, derp. 2024-04-10 12:40:30 +02:00
685a8766eb More planning cleanup. 2024-04-04 10:57:10 +02:00
639f9f4a77 Full removal of references to DLC2, only DLC Weaponset left. 2024-04-03 21:45:12 +02:00
4aa9a0f2f7 Some simplification of future updates. 2024-04-03 21:31:44 +02:00
4930d23270 Optimize JPEG renders. 2024-03-31 22:33:00 +02:00
c453de2710 Add note to README about Steam Deck compatibility. 2024-03-21 16:39:19 +01:00
e2a8d6b8f5 derp, typo 2024-03-21 12:05:52 +01:00
b7493b7735 Small cleaning up. 2024-03-21 12:04:07 +01:00
e5362f673a Analog player movement toggle, for gamepad users. 2024-03-20 13:45:22 +01:00
fd179fe12a Gamepad support for weapon wheel. 2024-03-20 13:43:38 +01:00
e50d186a09 Combat Hammer plunging attack (release alt fire while falling). 2024-03-17 20:58:31 +01:00
8804366137 Remove unnecessary check. 2024-03-13 20:54:20 +01:00
a28780948b Make minimap ignore certain automap settings. 2024-03-13 20:50:39 +01:00
0364d56add Division by zero hotfix for alt hud or hud being disabled. 2024-03-06 20:03:50 +01:00
e3a530e48f Re-do Meido's library portrait, it looked a bit off. 2024-02-26 22:06:04 +01:00
23d1a684fd Update patron credits. 2024-02-26 21:19:21 +01:00
4f026da148 New Ibuki portrait for library. 2024-02-26 21:17:00 +01:00
41ea130249 Bad localization. 2024-02-10 16:58:58 +01:00
b50ef8b944 Fix some typos in the Spanish localization. 2024-02-10 11:59:55 +01:00
e9aa24d65e Oops... 2024-02-03 16:56:44 +01:00
1325eca52a The autosaves are kinda unnecessary, just let players handle it if they want. 2024-02-02 11:19:49 +01:00
82f94872cb Fix excess spacing when beautifying class names with underscores. 2024-01-31 20:50:51 +01:00
d93432f2ed Healthbar tweaks for compatibility with mods that dynamically change monster tags. 2024-01-31 10:13:38 +01:00
f5694bc630 Attach auxiliary HUD elements (centered text, pickups, oneliners, etc.) to hudscale zero. 2024-01-25 15:53:57 +01:00
aaa65af795 Add A_CanBob() function to weapons to force-enable bobbing within a state.
Use it sparingly in places where it should have been needed (Hellblazer and
Biospark pre/post fire, Hammer alt charge, MR overpressure charge).
Also, replace all instances of A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) with it,
since that was basically the same thing but with extra steps (and with the side
effect of potentially resetting psprite offsets).
2024-01-24 13:32:24 +01:00
997823dd27 Wallbuster is now hold-to-reload. 2024-01-22 21:00:43 +01:00
891b69d3da Additional rules for BeautifyClassName(). 2024-01-22 18:35:54 +01:00
d46641593d Finer handling of slippery floors (reduce steering/speedup based on friction).
+ Don't play first person footsteps unless there's actual movement input.
2024-01-18 13:17:52 +01:00
1c2d229dfb No shits given, always allow jumping and crouching. 2024-01-18 01:49:44 +01:00
f96d35c003 Even more tweaking to those fabricators.
(There is no way I'll ever get these just right)
2024-01-18 01:26:11 +01:00
4d454037d0 Try to rebalance ammo fabricators. 2024-01-18 01:09:06 +01:00
8cdfa2ad89 Implement crouch jumping and separate crouch/uncrouch speeds. 2024-01-17 14:07:32 +01:00
751215c5d3 DoKnockback/DoExplosion: Reduce momentum transfer for crouching targets. 2024-01-17 12:39:00 +01:00
58eb76a064 Forgot to optimize the edited PNGs. 2024-01-16 10:41:48 +01:00
4c92cb796a Small tweak to some HUD colors. 2024-01-16 10:40:28 +01:00
38cd7df826 Small scorenum/damnum refactor. 2024-01-16 10:17:28 +01:00
6d8732af5d Tweak color ramp of enemy healthbar values. 2024-01-16 00:18:15 +01:00
7555d52818 Misc. comment changes, additional planned stuff. 2024-01-10 20:40:17 +01:00
e3b08f248f MiniHUD font changes:
- Edit uppercase O to be visually distinct from 0.
 - Add lowercase letters.
2024-01-10 20:39:12 +01:00
63744d30f3 Ibuki's secret drawing shouldn't pop up in Eviternity, it was drawn in 2171. 2024-01-04 22:50:28 +01:00
00ff1706db Tweak text glow of achievement menu. 2024-01-04 22:49:10 +01:00
d78c941e77 Prepending the entire mission log history from Eviternity 1 into 2 probably isn't necessary. 2024-01-04 20:14:18 +01:00
cbb1b2a8cb Sigil 2 (v1.0) and Eviternity 2 (RC5) support.
+ Invinciball activation now voiced by Demo (thanks, Vyolette).
+ Retooled exit line merging (should fix those pesky duplicate exit markers).

Note: Oneliners for the Eviternity 2 final boss are not voiced yet.
2024-01-04 19:50:26 +01:00
9a252b72fe Use MD3 for WarpBeam models. The IQM ones still caused glitching. 2024-01-03 20:27:52 +01:00
82c4462edf Add Tewi/Miniwi variants with centered gradient, to match MiniHUD font. 2024-01-03 14:34:45 +01:00
19769ecf0b Update copyright year. 2024-01-03 00:24:58 +01:00
dae091c7dc Cancel any active dash if the player does a ground stomp. 2024-01-02 22:34:15 +01:00
2d48f53b60 More accurate localization of a voice line.
(The old one was not even tangentially related to the original english).
2023-12-31 12:02:46 +01:00
34b2cb9e01 Another oxipng pass because why not. 2023-12-27 13:29:01 +01:00
622c0de22e The "Flechette Cannon" thing was an UT2k4 reference, but in hindsight, it's dum. 2023-12-26 20:19:39 +01:00
1a0b5b6d07 Cleaning up various debug prints. 2023-12-26 11:41:49 +01:00
852e2bfec0 Proooooooobably need a null check there. 2023-12-24 18:27:07 +01:00
308636000f More Eviternity 2 MAP33 compat work. 2023-12-24 17:56:05 +01:00
24f4b7ce65 Re-style level stats tab. 2023-12-24 15:34:12 +01:00
98b5ebecac Rework how level stats are handled.
(Note: this WILL break old saves)
2023-12-24 15:02:10 +01:00
6505e2990a Eviternity 2 terrain defs 2023-12-23 16:37:34 +01:00
bc00b01a0f Low floor friction fix and other things.
- Unbreak inventory resets in Eviternity.
- Hotfix for Eviternity II MAP33, lava sections should be beatable now.
2023-12-23 15:33:20 +01:00
3690df7d00 Revert font color changes in statscreen. 2023-12-23 15:33:09 +01:00
6b0f37a045 nvm they fixed it 2023-12-22 08:18:51 +01:00
6af5629d8b I'm dumb, the flag name is DONTSPLASH, not NOSPLASH. 2023-12-20 16:30:57 +01:00
858cd4e4c2 Eviternity 2 hotfix while I playtest this damn thing. 2023-12-20 16:28:56 +01:00
62bd060e49 Split automatic scaling factors of HUD. 2023-12-20 16:14:29 +01:00
f4b345bcde Speed up reloading of Slot 6 weapons. 2023-12-19 19:23:52 +01:00
230d7192c3 Missed a null check. 2023-12-19 16:39:35 +01:00
508bc4711b Increase max capacity of Sheen HMG ammo by 100. 2023-12-19 13:33:47 +01:00
200f49dd97 Squeeze intermission tips a bit. 2023-12-19 13:33:02 +01:00
e5e6ce619c Fix severe performance issues in large maps.
So... Remember that one decision I made about avoiding BlockThingsIterator as
much as possible? Turns out that was a stupid idea. There ARE situations where
it's better to iterate sector thinglists, yes, especially for things that are
NOT part of the blockmap, but in other cases, the excess allocations of new
iterators are a reasonable price to pay for the lower perf impact in extreme
cases, such as maps that have a gazillion sectors with gazillions of things in
them (I'm looking at you, UDMF mappers).
As a compromise, at least, in situations where the thinglists are needed, I did
add a sort of micro-optimization by implementing code to check if a bounding
box is inside a sector (would be nice if this was part of GZDoom itself, tho).
2023-12-19 11:46:29 +01:00
318e9b526c Slight correction of odd statement about powerups. 2023-12-18 23:21:59 +01:00
7eb5c0f747 Update MariFX link in README. 2023-12-18 23:08:57 +01:00
3864c8440b Tiny text tweak. Milkbreads are comparable to brioche. 2023-12-16 09:54:14 +01:00
a2b6ec001b Draw boss healthbar with the same scaling factor as other healthbars. 2023-12-16 08:54:35 +01:00
952c6eba1a Update Anti-BD script to detect newer versions of Project Brutality.
In addition, reword the top comment block on the file into a less aggressive
explanation as to why the script exists in the first place.
2023-12-14 22:02:41 +01:00
894ecc665b Several adjustments, some fixes, just stuff. 2023-12-13 18:17:42 +01:00
adb0eac431 Enemy healthbar redesign. 2023-12-11 10:56:47 +01:00
38ae42c8dd Even more tweaks to the overpressure shot. 2023-12-10 10:56:48 +01:00
625feb0c6e Mortal Rifle overpressure shot was accidentally too OP. 2023-12-10 10:48:24 +01:00
ca2df207cb Try to make slot 5 ammo spawns more generous. 2023-12-09 09:35:09 +01:00
673cdc6d8f Bypass A_SetViewPitch to not trigger the "never-will-be-fixed" bug. 2023-12-08 22:56:41 +01:00
13b2cb53b3 Add player path tracing in minimap. 2023-12-07 23:17:27 +01:00
820f10c9f8 Crosshair rendering tweaks. 2023-12-07 18:12:07 +01:00
a9add84ecd Small text fix 2023-12-07 16:39:32 +01:00
2d7ee950e8 Force omnisight markers in minimap to use centered offsets.
(Unfortunately, this can't be done for the automap)
2023-12-07 13:25:18 +01:00
cca0492de5 Shorten boss bar by 50px when using tight scaling. 2023-12-07 13:23:25 +01:00
9485ceb032 Tweaks to README. 2023-12-05 14:09:18 +01:00
e53b6c1ca7 Implement alternate, less visually intense All Clear fx. 2023-12-02 13:47:00 +01:00
c3f36e08b7 Add hardware requirements section to readme.
(These are not too precise due to lack of testing, so there's plenty of room
for improvement)
2023-12-02 13:03:50 +01:00
ed538f7efe Use dark gray instead of black for Korax's chat lines.
This is mainly because GZDoom uses literal BLACK to print those to the terminal
and, obviously, black text on a black background isn't legible.
2023-11-30 13:08:01 +01:00
a855a632d6 Fix incorrect draw offset of hammer charge bar. 2023-11-29 11:32:43 +01:00
560b3c8f80 Fix incorrect ')' placement in chancebox spark unit requirement. 2023-11-29 10:26:35 +01:00
2db08970f6 Oh god how did I not notice this 2023-11-28 17:10:15 +01:00
333c974ba6 I had to rebrand this achievement, really had to. 2023-11-28 13:28:26 +01:00
0f0094fe65 Prevent players from selling the Deep Impact. 2023-11-28 12:33:41 +01:00
3948454866 Heretic hack to guarantee one mace spawn per map. 2023-11-28 12:23:13 +01:00
a9b69e37f0 Consistently declare damagetypes as names. 2023-11-28 11:23:44 +01:00
f9da352077 Fix unexpected rip sounds in Heretic and Hexen. 2023-11-28 11:23:31 +01:00
18894663e5 Tiny rebalancing of Eviscerator and Hellblazer ammo caps. 2023-11-27 18:09:19 +01:00
c35261a34f Additional slot 5 trail colors. 2023-11-27 16:04:44 +01:00
6a6c26f307 Reset weapon pickup voicelines only when inventory is wiped. 2023-11-27 15:44:23 +01:00
50b124f1a1 Draw active powerups in columns of 3. 2023-11-26 20:45:51 +01:00
5a53f52472 Tiny tweak to generic ammo display to match sidemods. 2023-11-26 18:33:53 +01:00
cc1f1b8577 Adjustments to dashing. 2023-11-26 16:32:09 +01:00
b13e3db930 Some more stuff I missed. 2023-11-25 23:10:51 +01:00
ea931d4298 Missed a spot. 2023-11-25 23:08:08 +01:00
aa2921e67e Some ultrawide accommodations. 2023-11-25 22:56:24 +01:00
1fb0b7a7f5 Tweak color range of healthbar values.
Also, add healthbar values to player healthbars as well.
2023-11-25 17:23:23 +01:00
f3a6899b61 Fix incorrect line break widths for hud message box. 2023-11-25 17:22:43 +01:00
1ab60369b8 Fix detection of exit and teleport lines in the minimap. 2023-11-22 19:49:39 +01:00
7fd2eed00b Darken zero-padding in score box. 2023-11-22 19:49:24 +01:00
5410ffee3b Some text tweaks. 2023-11-21 12:11:03 +01:00
f028e23ee3 Small oops in the statscreen drawer. 2023-11-20 13:29:36 +01:00
62bd871741 Slightly reduce max ammo amounts for slot 9. 2023-11-20 13:03:00 +01:00
b2f3355b7b Adjust scaling of statscreen to be "tighter". 2023-11-20 11:51:49 +01:00
b7493d867d Tweak kill oneliner chances. 2023-11-20 11:51:34 +01:00
07ad8fd41b Skip attemting to strip author name from level name if already defined. 2023-11-19 22:44:32 +01:00
319d967d39 Add a 8px offset to healthbars, might help against blocking out faraway monsters. 2023-11-19 20:10:39 +01:00
e802327ca5 Readme cleanup.
+ Replace an old crash sfx
+ Detect VKDoom to customize crash handler text
2023-11-19 16:35:26 +01:00
b72bd2dde1 Re-render all README.md images. 2023-11-18 20:55:46 +01:00
2d91274e1f Various graphical adjustments.
+ Add lore for 1.4 collectible.
2023-11-16 19:55:32 +01:00
d573caf10b Removal of simple options addition no longer needed for vkdoom compat. 2023-11-10 20:35:34 +01:00
cb54def1fb Fix usage of AddInventory instead of AttachToOwner in gestures.
- While this didn't really cause any major issues, it did have the problem of
   leaving lingering instances of the gesture actors as invisible, untouchable
   weapon pickups at 0,0 coordinates (which could block use to pickup of any
   other pickups located in the same position).
 - For existing savegames, the Used and Touch functions have been overriden
   so these actions just "pass through", fixing the blockage. Still, it's
   recommended to either start a fresh game, or, as a sort of hotfix, use the
   `take` console command to remove the gesture weapons from your inventory,
   as they will be automatically re-added next time a gesture is to be played.
2023-11-08 21:34:44 +01:00
7b6c0df00b Re-add "tight" hud scaling, for those who play at odd resolutions (e.g.: the dragon). 2023-11-07 14:48:33 +01:00
39cd363f54 Increase size of minimap (w/ small variant for large hud scales)
and increase width of small variant of chat box (it was shortened too much).

Also, cap hud margin to 10px instead of 20px, and set the default to 5px.
20px was honestly too much.
2023-11-07 14:24:53 +01:00
9eb1de4a66 Ray-Khom is open bolt (also remove unused second clipcount variable). 2023-11-06 23:50:09 +01:00
5bb9006659 Touched up sprites, muzzle flashes, etc. for Rafan-Kos. 2023-11-06 23:37:54 +01:00
b1559e4b67 Additional explosion and ring sprite colors.
I will keep re-using and re-coloring these sprites forever, that is a fact.
2023-11-06 23:14:46 +01:00
865b1794b2 Some text updates. Added dev notes to unimplemented weapons so I don't forget. 2023-11-05 11:08:43 +01:00
e0e9b27121 Nerf Mortal Rifle so most fire modes two-shot cybies. 2023-11-02 20:12:19 +01:00
4f53cf6347 Minimap changes:
- Locked doors and special lines take priority over secret sectors.
- Secret flag for lines is ignored when Omnisight is obtained.
2023-11-02 16:53:10 +01:00
f452d1cbac Implement line breaking in DS Map Title. 2023-10-29 21:24:06 +01:00
6392a89cb9 Handle weapon wheel blur shader in the event handler. 2023-10-23 17:30:04 +02:00
27b41a4353 Small readme adjustment. 2023-10-23 01:03:56 +02:00
572bed1c9b Minimap key color glitch hackaround. 2023-10-19 12:03:11 +02:00
67e637bd94 Some cleaning up. 2023-10-18 22:51:34 +02:00
df7de95bad Missing spanish strings for new skill changes. 2023-10-18 22:01:03 +02:00
1a30c4f58c Replace tip that was no longer applicable with something more appropriate. 2023-10-16 20:16:45 +02:00
aae213fd1c Fix moths getting stuck to befriended cacos. 2023-10-16 20:11:18 +02:00
405de75ef6 Change timing of statscreen tick sounds. 2023-10-16 14:10:40 +02:00
f78b747ff7 Add secret difficulty for a dragon.
Remove 2x speed mult from hardest skill(s) (causes glitches).
Allow moths to still attack while following the lamp.
(Still do not know what causes moths to print "asin domain error" to terminal).
2023-10-16 14:00:46 +02:00
802b0ea881 Automatically close weapon wheel if weapon is changed through other means. 2023-10-15 11:03:23 +02:00
61e2dfc906 Nokron is magenta, not red. 2023-10-13 23:48:11 +02:00
fd655bf440 More thorough oxipng pass. 2023-10-13 13:30:24 +02:00
bbad4d53d3 Two more MiniHUD colors + oxipng pass. 2023-10-13 13:28:59 +02:00
e978eb0042 Allow changing HUD scales in menu with arrow keys. 2023-10-13 12:19:23 +02:00
eb3cae5d43 Cap minimap zoom like in sidemods. Removes need for a CVar. 2023-10-13 12:11:13 +02:00
a483d45fca Rebalance ammo spawns of BFG-tier weapons. 2023-10-10 18:06:14 +02:00
adaf35eeb0 Fix "longest journey" achievement breaking due to movement glitches. 2023-10-10 17:25:58 +02:00
b7cbe75503 Disable achievements for unimplemented weapons. 2023-10-10 17:09:00 +02:00
3b36859992 Fix custom boss tags being overriden in vanilla boss maps. 2023-10-10 17:03:53 +02:00
d3d503cd81 Disable unimplemented weapons and ammo for now. 2023-10-10 14:39:12 +02:00
9aaa247304 Fix float truncations in StatScreen code. 2023-10-04 18:24:25 +02:00
a08b9efeea Tweaks to HUD for long level names. 2023-10-04 18:20:26 +02:00
191adb9e2a Fix beam projectiles being missing from minimap. 2023-10-03 21:52:25 +02:00
69b49bb1f3 Tweaks and fixes to Weapon Wheel. 2023-10-03 17:37:33 +02:00
6f4b0bb0b4 Draw keys with a key shape in the minimap to tell them apart from other items. 2023-09-30 20:44:18 +02:00
aa10a38841 Tweak Candygun pops so they're more visibly flashy. 2023-09-30 00:08:15 +02:00
19e460fc3a Flashes don't need a queue now that interface events exist. 2023-09-29 23:58:46 +02:00
ff7096b526 Small tweak. 2023-09-28 18:53:41 +02:00
6dc25af5a1 Draw Stat Screen using Demolitionist UI frames instead of gradients. 2023-09-28 18:48:26 +02:00
ed30fc062a Fix typo in minimap projectile validation. 2023-09-28 11:14:27 +02:00
b409d5eb4e Strip color escapes in DS Map Title text. 2023-09-27 21:01:44 +02:00
e54cfefbc2 Chaos serpents have a hit obituary in recent GZDoom builds. 2023-09-26 12:58:06 +02:00
fbf3e9fee3 Small cleanup. More credits. 2023-09-24 23:35:48 +02:00
749ccd80b6 Small refactoring/cleanup. 2023-09-24 22:21:57 +02:00
aa22b7d3b5 Less abrupt bubble popping using waterdepth check. 2023-09-24 18:44:16 +02:00
da48b8ea63 Chanceboxes won't drop ammo that's already full. 2023-09-24 18:43:53 +02:00
53f8776398 Remove unused Sector pointer from WaterHit class.
(This would eventually cause a type error in later GZDoom builds)
2023-09-20 22:16:31 +02:00
2ee5cf2407 Rebrand facerocket achievement. 2023-09-15 11:00:37 +02:00
620db2ffba Fix abort when using item sense near chanceboxes. 2023-09-14 21:12:20 +02:00
ad60f2310d Small fixes for VKDoom compatibility. 2023-09-14 12:45:34 +02:00
2632d248f7 Fit intermission tips to 600px like in sidemods. 2023-09-11 22:20:25 +02:00
bb8478af4a Overhaul stat screen, remove fanart. 2023-09-09 14:47:30 +02:00
1d13d74f19 Slightly nerf Slot 5 (Eviscerator, Sheen HMG). 2023-09-05 23:33:46 +02:00
46c25250a4 Limit stomp/hammer shockwave vertical movement so they no longer hug the floor. 2023-09-04 14:21:31 +02:00
4bcee65ace Implement dialogue file validator debug event. 2023-09-04 14:08:18 +02:00
529fa48243 Small refactor of dialogue parser. 2023-09-02 10:01:26 +02:00
b349911345 Fix incorrect line count for Saya's dialogue in Seven Portals. 2023-08-28 08:25:42 +02:00
60e21aeb76 Split dialogue file into smaller parts. 2023-08-27 14:38:20 +02:00
4ba1d51bcf Completely rewrite dialogue message system. 2023-08-27 13:52:44 +02:00
68d3cb0c10 Split dialogues into more sub-functions (really should rewrite the damn thing). 2023-08-26 18:41:52 +02:00
90249379d1 Missing SKYEXPLODE flag for quick grenades. 2023-08-25 23:53:16 +02:00
1111da3f97 Additional MiniHUD font glyphs. 2023-08-25 23:41:08 +02:00
96b334f3de "exit at low hp" sectors now exit without dealing damage. 2023-08-25 18:16:07 +02:00
55e2279c19 Sunlust MAP29 easter egg. 2023-08-25 15:10:13 +02:00
6d54057a08 Is that a JoJo reference. 2023-08-23 17:25:39 +02:00
e3ada32386 Make PAUSED text cycle colors when bouncing. 2023-08-21 14:21:19 +02:00
96fff41826 Make Demo have a pained default expression at low HP. 2023-08-21 11:38:08 +02:00
f69e02735d Do not auto-use Elemental Coating if invulnerable. 2023-08-21 11:28:41 +02:00
b014a26965 Hide Lämp after 10 seconds of inactivity. 2023-08-21 11:23:32 +02:00
b8385fc480 Allow manually setting HUD scales (with disregard for potential overlaps). 2023-08-21 11:17:43 +02:00
b833dbff70 Lore fix regarding archdemon Thaar Adarion. 2023-08-20 23:28:24 +02:00
8f93448a32 Corner case where gathered targets for splash damage may become null. 2023-08-20 12:04:01 +02:00
3c6f45d38c Voodoo dolls should have blob shadows. 2023-08-17 20:19:55 +02:00
964dcf84f9 Various UI changes:
* Add optional numeric values to healthbars, like in the standalone mod.
 * Remove minimap themes, keep only the Demolitionist color set.
 * Draw keys in the minimap using their respective colors.
 * Don't send AutoAutosave tokens to the minimap.
 * Tweak the minimap color of shootable actors so they look less like usable lines.
 * Use smaller font for cumulative damage on boss healthbars.
2023-08-17 20:13:16 +02:00
6c9506a644 Forgot to update a file. 2023-07-30 17:27:20 +02:00
d72b3f78e1 Update patron credits. 2023-07-30 17:24:55 +02:00
a66330a704 Remove Captain J's fanart. 2023-07-30 17:23:31 +02:00
9e201febd1 Tidy up boydancer state machine. 2023-07-29 18:14:49 +02:00
7653d7d09f New Anti-BD script. >:3 2023-07-29 18:00:28 +02:00
e85883f2bb Merge branch 'experimental' into devel
I can't be bothered to keep these two separate anymore, it's annoying.
2023-07-29 15:05:24 +02:00
09f5bfd2f6 Retire the "suckables list" + some fixes. 2023-07-29 15:03:26 +02:00
c5e7c0edb8 Reimplement reverted commit but with some important safety checks. 2023-07-29 15:02:24 +02:00
7c9869052d Tweaks to level stats display in HUD. 2023-07-29 15:01:17 +02:00
ea7582852b Retire the "suckables list" + some fixes. 2023-07-29 14:44:34 +02:00
d4043c2353 Reimplement reverted commit but with some important safety checks. 2023-07-29 14:02:52 +02:00
3b10e684b6 Revert "Replace usage of ThinkerIterator and BlockThingsIterator in various places where we can instead loop through sector thing lists."
This reverts commit 2bd1cb0657.
2023-07-29 13:48:33 +02:00
2bd1cb0657 Replace usage of ThinkerIterator and BlockThingsIterator in various places where we can instead loop through sector thing lists.
While in the latter case this may result in longer loops, it also reduces GC thrashing by not needing to allocate an iterator every time.
This also simplifies the DoBlast code as there is no longer a need to manually traverse portals vertically.
2023-07-29 13:15:34 +02:00
ea86ab99d0 Tweaks to level stats display in HUD. 2023-07-29 12:25:53 +02:00
e7551387ba Fix color corruption in Nana's profile picture. 2023-07-15 21:03:30 +02:00
4fdf27d8ec Fix crouch toggle not activating Silver Bullet prone mode. 2023-07-15 21:03:20 +02:00
aaccf58108 Fix color corruption in Nana's profile picture. 2023-07-15 21:01:23 +02:00
f59c2bdf8d Fix crouch toggle not activating Silver Bullet prone mode. 2023-07-15 20:57:28 +02:00
df3b437ffe Remove branching from big biospark arcs (causes an odd visual bug at times).
Mortal Rifle should make use of a unique muzzle flash for the overpressure shot.
Update Nana's profile picture so she's actually wearing a turtleneck sweater.
2023-07-15 20:41:50 +02:00
608c554a40 Remove branching from big biospark arcs (causes an odd visual bug at times).
Mortal Rifle should make use of a unique muzzle flash for the overpressure shot.
Update Nana's profile picture so she's actually wearing a turtleneck sweater.
2023-07-15 20:38:49 +02:00
6eb4678f78 oxipng -omax pass for recently quantized PNGs. 2023-07-13 13:45:12 +02:00
fe69c53d17 oxipng -omax pass for recently quantized PNGs. 2023-07-13 13:43:47 +02:00
fc6cb3319c Quantize weapon bar icons for size. 2023-07-13 13:42:44 +02:00
b2fcbea65e Additional character lore entires. 2023-07-13 13:40:52 +02:00
2629872da7 Quantize some large PNGs to reduce filesize. 2023-07-13 13:40:43 +02:00
bdc16a43d9 Additional character lore entires. 2023-07-13 13:39:27 +02:00
5cd0eb785f Quantize some large PNGs to reduce filesize. 2023-07-13 13:38:54 +02:00
ebf394f568 More weapon selector work, should be good now. 2023-07-05 17:38:51 +02:00
6b9693e71e Restrict Golden Shell pickups to single units. 2023-07-04 17:37:36 +02:00
fa0796396e Restrict Golden Shell pickups to single units. 2023-07-04 17:35:57 +02:00
8fcfc878b3 Fix weapon bar with automap active. 2023-07-04 17:19:09 +02:00
47b0cad882 Implement a "weapon bar" (optional). 2023-07-04 17:05:21 +02:00
1d14e49e5c Fix Grilled Cheese Sandwich teleporting player out of bounds after a death exit. 2023-07-04 13:53:34 +02:00
de3a6760fb Fix default tag of Voodoo Dolls in stats. 2023-07-04 13:53:25 +02:00
8522b47e69 Fix Grilled Cheese Sandwich teleporting player out of bounds after a death exit. 2023-07-04 13:51:25 +02:00
1640e77c9c Fix default tag of Voodoo Dolls in stats. 2023-07-04 13:51:01 +02:00
be828234fd Fix for some weapon pickups "twitching". 2023-07-01 14:31:35 +02:00
90f5b047ee Tweak dropping from menu after last change. 2023-07-01 14:31:26 +02:00
bce371235c Make items drop in "Unreal style" from the player. 2023-07-01 14:31:18 +02:00
f2546c3486 Tiny fix on a text file. 2023-07-01 14:31:11 +02:00
e0268b4b4e Tweak materials of Demolitionist IK model. 2023-07-01 14:30:57 +02:00
a947f048a3 Small visual tweaks to Mortal Rifle canvas. 2023-07-01 14:30:50 +02:00
753c706260 Add debug function to dump defined monsters. 2023-07-01 14:30:40 +02:00
06c3aec3b4 Fix duplication of SWWMGlobals on map change. 2023-07-01 14:30:33 +02:00
098191dcc6 Fix for some weapon pickups "twitching". 2023-07-01 14:28:00 +02:00
08fdb7a6d7 Tweak dropping from menu after last change. 2023-07-01 14:18:38 +02:00
e35f78035e Make items drop in "Unreal style" from the player. 2023-07-01 14:12:36 +02:00
e503c8d004 Tiny fix on a text file. 2023-07-01 14:12:16 +02:00
e806f427c4 Tweak materials of Demolitionist IK model. 2023-07-01 14:11:58 +02:00
5ce6c2fe6e Small visual tweaks to Mortal Rifle canvas. 2023-07-01 14:11:47 +02:00
2d429be2b7 Add debug function to dump defined monsters. 2023-07-01 14:10:50 +02:00
3501b587d3 Fix duplication of SWWMGlobals on map change. 2023-07-01 14:10:36 +02:00
4bb806ddb3 Fix potential division by zero in DoExplosion.
(It has never happened in practice, but just in case)
2023-06-26 23:56:53 +02:00
b643167bb1 Fix potential division by zero in DoExplosion.
(It has never happened in practice, but just in case)
2023-06-26 23:54:48 +02:00
98b141d5bc Fix color escapes of dialogue text on console. 2023-06-21 11:40:22 +02:00
90a593a6d5 Fix color escapes of dialogue text on console. 2023-06-21 11:38:26 +02:00
cdf1c86fa8 Remove full message log (potential buffer overflow). 2023-06-15 22:28:41 +02:00
ee1ec8c997 Remove full message log (potential buffer overflow). 2023-06-15 22:25:44 +02:00
882b5986c1 Lorefix: The Hellblazer uses Sydon, not Nokron, as explosive payload. 2023-06-04 11:56:53 +02:00
77c3b98b43 Slight viewbob adjustment. 2023-06-04 11:56:44 +02:00
f75a3a5978 Lorefix: The Hellblazer uses Sydon, not Nokron, as explosive payload. 2023-06-04 11:52:38 +02:00
57464deeed Slight viewbob adjustment. 2023-06-04 11:43:18 +02:00
c2c580852f Fix incorrect orientation of pride flag. 2023-06-01 09:07:43 +02:00
8f37783aad Fix incorrect orientation of pride flag. 2023-06-01 09:05:54 +02:00
25fb69bd5f Update pride flag design. 2023-06-01 09:01:47 +02:00
c8204cbf8a Use proper markdown checkboxes in planning document. 2023-06-01 09:01:39 +02:00
fb9e2ff399 Update pride flag design. 2023-06-01 08:59:59 +02:00
6ba357f575 Use proper markdown checkboxes in planning document. 2023-06-01 08:59:41 +02:00
7664ac5f9d Add missing '%' character to zsh-style chat prompt. 2023-05-17 10:52:33 +02:00
fe7b67591c Add missing '%' character to zsh-style chat prompt. 2023-05-17 10:48:30 +02:00
7d2aec7053 More view sway progress. This is harder than it looks. 2023-05-10 22:04:27 +02:00
be5476f07b Text and credit updates. 2023-04-20 12:54:09 +02:00
d1890fbea6 Text and credit updates. 2023-04-20 12:51:35 +02:00
05e10f8810 Fix Quadravol casing skin assignment. 2023-04-12 21:24:08 +02:00
8dfbda6a85 Fix Quadravol casing skin assignment. 2023-04-12 21:20:49 +02:00
5098835d3c Small text update. 2023-04-11 17:29:16 +02:00
fc66e36810 Small text update. 2023-04-11 17:25:00 +02:00
36ca00b2b3 Stuff I missed. 2023-03-18 22:22:16 +01:00
9ef480adfd Stuff I missed. 2023-03-18 22:20:21 +01:00
a2f245b189 More stuff I missed. 2023-03-17 13:31:10 +01:00
4b418e8015 Clean up a text file. 2023-03-17 13:30:34 +01:00
8a9dc41c99 Missed one file. 2023-03-17 13:30:21 +01:00
7f5125b523 An important rewrite that was a long time coming.
First, a message: There is a time and a place for everything, and understanding
what is and is not appropriate is a fundamental aspect of how one should behave
in society. I must take steps in correcting my behavior, how I act both through
my interactions with others and through my own creations as well. While this is
only one step in a very, very long road, it is hopefully a step in the right
direction.

Various aspects of the story and lore, dialogues, character interactions, etc.
have been sanitized to be less explicit. I cannot in good conscience have
something like this in a project I'm creating, especially one with such a broad
audience as the one it has garnered.

A couple other things have been removed, such as direct references to
problematic media, and I've decided to forego the H-Doom compatibility that was
added "as a joke".

These changes will also be later applied to the side mods as well.

Should I have still missed anything, I please ask that people notify me and I
will address it as soon as I possibly can.

Furthermore, if any of the people still credited in this mod wish to have their
name and anything they contributed removed from it, I will do so.
2023-03-17 13:30:04 +01:00
95dd4a715a More stuff I missed. 2023-03-17 13:25:54 +01:00
67d5d03887 Clean up a text file. 2023-03-17 13:04:16 +01:00
7da2c4e9b6 Missed one file. 2023-03-17 12:58:13 +01:00
a8f6417781 An important rewrite that was a long time coming.
First, a message: There is a time and a place for everything, and understanding
what is and is not appropriate is a fundamental aspect of how one should behave
in society. I must take steps in correcting my behavior, how I act both through
my interactions with others and through my own creations as well. While this is
only one step in a very, very long road, it is hopefully a step in the right
direction.

Various aspects of the story and lore, dialogues, character interactions, etc.
have been sanitized to be less explicit. I cannot in good conscience have
something like this in a project I'm creating, especially one with such a broad
audience as the one it has garnered.

A couple other things have been removed, such as direct references to
problematic media, and I've decided to forego the H-Doom compatibility that was
added "as a joke".

These changes will also be later applied to the side mods as well.

Should I have still missed anything, I please ask that people notify me and I
will address it as soon as I possibly can.

Furthermore, if any of the people still credited in this mod wish to have their
name and anything they contributed removed from it, I will do so.
2023-03-17 12:56:38 +01:00
63a97973b1 Clean up disclaimer. 2023-03-16 16:53:57 +01:00
a115ff5e19 Clean up disclaimer. 2023-03-16 16:51:33 +01:00
20c8991400 Revert "When filtering ammo display, include ammo not yet found."
This reverts commit 4efe82ab34.

The feature is actually kinda silly, really.
2023-03-15 18:21:19 +01:00
42932d82b3 Revert "When filtering ammo display, include ammo not yet found."
This reverts commit 4efe82ab34.

The feature is actually kinda silly, really.
2023-03-15 18:19:57 +01:00
f79fa27a9e Fix missing nextpos assignment for colliding Biospark beam. 2023-03-15 16:28:45 +01:00
1af92aa95c Fix missing nextpos assignment for colliding Biospark beam. 2023-03-15 16:27:30 +01:00
70c6af7dfa Fix Candy Gun reselecting if dead mid-throw. 2023-03-11 01:29:18 +01:00
b8313f1def Make hitscan treat skies as walls (the full unreal-like experience).
Also, fix incorrect bounce behavior of candy beams and biospark arcs.
2023-03-11 01:27:09 +01:00
56a8969e2f Make all projectiles bounce/explode on skies. 2023-03-11 01:07:15 +01:00
2d51dce26d Fix Candy Gun reselecting if dead mid-throw. 2023-03-11 01:06:32 +01:00
df3cd065bc Fix Elemental Coating having no color in Demolitionist Menu. 2023-03-10 20:39:22 +01:00
5875530a8e Fix Elemental Coating having no color in Demolitionist Menu. 2023-03-10 20:36:36 +01:00
7218aba8c3 Fix mouse input in library tab. 2023-03-10 19:42:05 +01:00
45835f4277 Faster move bob acceleration. More bob when crouching. 2023-03-10 19:41:58 +01:00
2daf06d018 Allow clearing the message log. 2023-03-10 19:41:51 +01:00
b10bc64e74 When filtering ammo display, include ammo not yet found. 2023-03-10 19:41:43 +01:00
25eb154656 Small visual tweaks to stat screen:
- Show "N/A" for 0/0 cases.
 - Always show times in at least mm:ss format.
 - Account for potential trailing whitespace in map names
   (can becaused by DEHACKED string replacements).
2023-03-10 19:41:35 +01:00
70514799bd Reduce momentum transfer of Hellblazer afterburn. 2023-03-10 19:41:25 +01:00
b1ce317508 Fix warp to NaN when crouching with Silver Bullet. 2023-03-10 19:41:16 +01:00
7e6a74523b Even less slippery player movement. 2023-03-10 19:40:43 +01:00
e69dfa7e1f (WIP) View sway, shake, etc. in weapon animations. 2023-03-10 19:37:09 +01:00
613a88f6c3 Fix mouse input in library tab. 2023-03-10 16:04:07 +01:00
5c9292a811 Faster move bob acceleration. More bob when crouching. 2023-03-10 14:18:19 +01:00
bbf89546e3 Allow clearing the message log. 2023-03-10 11:48:21 +01:00
4efe82ab34 When filtering ammo display, include ammo not yet found. 2023-03-10 11:24:32 +01:00
208b0afd36 Small visual tweaks to stat screen:
- Show "N/A" for 0/0 cases.
 - Always show times in at least mm:ss format.
 - Account for potential trailing whitespace in map names
   (can becaused by DEHACKED string replacements).
2023-03-10 11:15:56 +01:00
238dbd4340 Reduce momentum transfer of Hellblazer afterburn. 2023-03-10 11:00:12 +01:00
8d1886ad15 Fix warp to NaN when crouching with Silver Bullet. 2023-03-10 00:20:09 +01:00
e98f870b5b Fix silent broken crushers. 2023-03-10 00:00:24 +01:00
a3e7e4a622 Even less slippery player movement. 2023-03-09 23:58:43 +01:00
6b218268dc Remove small per-step speed boost. 2023-03-09 20:43:10 +01:00
588fb5dd8d Remove small per-step speed boost. 2023-03-09 20:38:53 +01:00
91e21acd8f Add critical messages and obituaries to message log. 2023-03-07 08:16:02 +01:00
cfd2583de5 Make scripted chat messages use the chat message color. 2023-03-07 08:15:52 +01:00
ea39b3753c Remove legacy voice pack. 2023-03-07 08:15:41 +01:00
9187b65469 Add critical messages and obituaries to message log. 2023-03-07 08:11:15 +01:00
046ac1f212 Make scripted chat messages use the chat message color. 2023-03-07 07:53:38 +01:00
4fb8fc6a30 Remove legacy voice pack. 2023-03-06 17:26:27 +01:00
2c4c844b9f Clear garbage pixels in various textures to save space. 2023-03-06 17:06:40 +01:00
7e3a4a223f HUD fix for level names with trailing whitespace. 2023-03-06 17:06:32 +01:00
d44bd6f01b Clear garbage pixels in various textures to save space. 2023-03-06 17:03:16 +01:00
e51068adc0 HUD fix for level names with trailing whitespace. 2023-03-06 17:02:54 +01:00
0caee59f1d Lore entries for 1.4 items. 2023-03-05 17:03:02 +01:00
0c2212f10c Lore entries for 1.4 items. 2023-03-05 16:56:51 +01:00
31a9914e65 Fix incorrect check for viewpitch workaround. 2023-03-03 20:52:48 +01:00
071aa5107e Bob-synced footsteps in first person. 2023-03-03 20:52:22 +01:00
d71d5b665c Fix incorrect check for viewpitch workaround. 2023-03-03 20:50:50 +01:00
be405824c2 Experimental bob-synced footsteps in first person. 2023-03-03 20:23:17 +01:00
f462c47449 IQM migration fully completed. 2023-02-28 17:25:20 +01:00
56bf143093 IQM migration fully completed. 2023-02-28 17:22:52 +01:00
033bd2f824 Player and base weapons converted to IQM. Gestures are next. 2023-02-28 00:01:03 +01:00
859f88f86c Migrate DLC1 first person models to IQM. 2023-02-28 00:00:43 +01:00
61f12c6c58 Player and base weapons converted to IQM. Gestures are next. 2023-02-27 23:54:59 +01:00
4226dd8c95 Migrate DLC1 first person models to IQM. 2023-02-25 20:50:14 +01:00
bc3c242cd9 This had to be addressed. 2023-02-24 22:38:48 +01:00
25da0f44e5 This had to be addressed. 2023-02-24 22:29:46 +01:00
aaa9bcd806 Tweak golden shell drop chance math. 2023-02-19 20:26:45 +01:00
7b6f367bfa Tweak golden shell drop chance math. 2023-02-19 20:24:02 +01:00
bb3cd9a3ec Don't use inventory tokens for mapper-toggleable store/revive. Tokens are icky. 2023-02-18 12:00:36 +01:00
9b71844e16 Update patrons. 2023-02-18 12:00:23 +01:00
a2855dfc9a Don't use inventory tokens for mapper-toggleable store/revive. Tokens are icky. 2023-02-18 11:54:30 +01:00
dc39f4a6fb Update patrons. 2023-02-18 11:54:24 +01:00
844201260a VISALWAYSFAIL has been renamed to MVISBLOCKED (just bleeding edge things™). 2023-02-15 18:48:56 +01:00
b080a8283a Splash damage issue was quickly addressed. 2023-02-15 16:59:12 +01:00
10d463ae65 Use VISALWAYSFAIL to make the Ghost Artifact not suck. 2023-02-15 16:02:38 +01:00
feead68093 Proper fix for erratic ViewPitch. 2023-02-11 19:17:47 +01:00
1e07b67770 Fix erratic ViewPitch when loading saves. 2023-02-11 19:17:38 +01:00
c05c638a6a Proper fix for erratic ViewPitch. 2023-02-11 19:13:38 +01:00
5e552e7607 Fix erratic ViewPitch when loading saves. 2023-02-11 18:47:48 +01:00
bb6e926e0d Cleaning up. 2023-02-11 17:13:54 +01:00
11c497178d Typo 2023-02-11 17:11:07 +01:00
35b8b986db Cleaning up. 2023-02-11 17:03:43 +01:00
99c9bda6ea Fix implicit class pointer casting. 2023-02-11 13:27:17 +01:00
dae306229b Tweak "archdemons" entry to mention Aximal being a former Archlord. 2023-02-11 13:27:05 +01:00
bd8b991554 Update notes. 2023-02-11 13:24:04 +01:00
08201160b1 Fix implicit class pointer casting. 2023-02-11 13:19:03 +01:00
e4622db985 Tweak "archdemons" entry to mention Aximal being a former Archlord. 2023-02-01 12:59:41 +01:00
9df21cf2a9 Update notes. 2023-02-01 12:59:29 +01:00
0e489e1734 Fix breakage of achievement stats tab text. 2023-01-27 22:53:19 +01:00
6e518e7ebc Fix breakage of achievement stats tab text. 2023-01-27 22:26:10 +01:00
21662d7bee Add forced blood replacement option. 2023-01-26 21:18:23 +01:00
3e1cd98beb LANGUAGE strings for future content. 2023-01-26 21:18:07 +01:00
77b4a272cf Add forced blood replacement option. 2023-01-26 19:49:41 +01:00
5fe865e24c LANGUAGE strings for future content. 2023-01-26 19:48:49 +01:00
beb711a03c Remove redundant check in voodoo doll tag one-liner. 2023-01-22 01:50:11 +01:00
8ced02ec74 Forgot to remove some code from the old vanilla monster xdeath stuff. 2023-01-22 01:47:41 +01:00
64cb7589e8 Make alpha cube root faster by declaring LUT as "static const". 2023-01-22 00:46:28 +01:00
070a842d76 Additional dialogue for cranking Deep Impact while full. 2023-01-21 01:11:58 +01:00
2ca446506b Additional dialogue for cranking Deep Impact while full. 2023-01-21 01:09:46 +01:00
d4a5ae161a Fix Trace call using arguments exclusive to 4.11+.
(This is why you don't copy code verbatim between branches)
2023-01-21 00:16:53 +01:00
6dee65ef2f Tweak ammo spawns again. 2023-01-20 22:38:45 +01:00
4a5093dbb5 Tweak ammo spawns again. 2023-01-20 22:32:16 +01:00
8a719cfce5 Unimplemented weapons trigger special on touch, to avoid potential softlocks. 2023-01-19 22:40:26 +01:00
c8fdee21cc Unimplemented weapons trigger special on touch, to avoid potential softlocks. 2023-01-19 22:37:03 +01:00
3aaa77f9e1 Blocking checks for mirror interaction (forgot about them). 2023-01-19 10:25:09 +01:00
1ad16bfcd4 Blocking checks for mirror interaction (forgot about them). 2023-01-19 10:23:20 +01:00
8965884358 Mirror interaction. 2023-01-19 10:13:21 +01:00
ae67e4691c More voice changes:
* Additional kiss voices
* Mirror interaction lines (not yet implemented)
* Intonation changes for two existing lines
* Fix randomization of some voices (grunts and whatnot)
2023-01-19 10:11:24 +01:00
c3cc545784 Mirror interaction. 2023-01-19 10:09:20 +01:00
b0ae0d2153 More voice changes:
* Additional kiss voices
* Mirror interaction lines (not yet implemented)
* Intonation changes for two existing lines
* Fix randomization of some voices (grunts and whatnot)
2023-01-19 09:47:00 +01:00
b2b6f357a7 Slightly tweak some tips. 2023-01-18 23:31:28 +01:00
e4ffad02ed Ghost Artifact no longer changes player render style. 2023-01-18 23:31:15 +01:00
c99059495a Fix incorrect variable assignment for bust quake. 2023-01-18 23:28:26 +01:00
9b8490279c Slightly tweak some tips. 2023-01-18 22:47:48 +01:00
ddbc59939b Add option to render minimap to a fixed-size canvas. 2023-01-16 13:28:10 +01:00
7ca40eb252 Ghost Artifact no longer changes player render style. 2023-01-16 13:27:25 +01:00
d99b08314a We are in fact back in the ~60kloc range. 2023-01-14 22:28:43 +01:00
682aecafbc The mod now has less lines of code. 2023-01-14 22:16:25 +01:00
a342651842 Revert IsActorPlayingSound hotfix, not needed in this branch. 2023-01-14 19:19:08 +01:00
525b9e33eb Use new let syntax for multiple returns. 2023-01-14 19:14:39 +01:00
c636e0e787 Make use of new LineTracer.Trace() parameters. 2023-01-14 18:30:22 +01:00
55fbfd86c0 Floating point quake intensities. 2023-01-14 18:06:52 +01:00
d4cbbd15b5 Merge branch 'devel' into experimental 2023-01-13 19:23:12 +01:00
06e2e2c55c Deprecate use of ROTATING. Fix rotation of many items. 2023-01-11 20:05:53 +01:00
fda76c40c8 don't hurt me, nash 2023-01-09 19:53:26 +01:00
f2a4dffcdf Fix accumulated damage causing armor hit sfx to stack. 2023-01-09 18:39:06 +01:00
b97f7b6bf6 Fix spacing in intermission quotes. 2023-01-08 23:56:19 +01:00
73fed4e4f9 Small things backported from experimental branch. 2023-01-08 15:01:27 +01:00
d0fddbf8a3 Testing changes for GZDoom 4.11/5.0. 2023-01-08 14:58:06 +01:00
75ffce1627 Somewhat less hacky menu code. 2022-12-31 13:08:09 +01:00
03dc2d8c7d Fix for rare Quadravol crash corner case. 2022-12-30 23:30:52 +01:00
eff2a9a69b Add MapRange utility function (currently unused). 2022-12-30 23:16:36 +01:00
f3946f832b Fix magnetized items being blocked by "monster block" lines. 2022-12-30 23:16:16 +01:00
3a00eac766 Optimize item sparkles + distance fade teleport sparkles. 2022-12-30 11:38:33 +01:00
2b41ba0225 CVar caching is no longer needed. 2022-12-29 13:20:08 +01:00
9f529afb3c Set DROPOFF flag on magnetized items, hopefully fixes them getting stuck on some lines. 2022-12-29 10:44:53 +01:00
93228f005a Remove unused CVars. 2022-12-29 10:39:01 +01:00
21e10bce86 Remove credits for removed assets. 2022-12-28 22:22:48 +01:00
8c9daed1b5 Remove XDeath injection. It is a gross hack and it should not be used. 2022-12-28 22:20:01 +01:00
aa591989be Fix some sprite conflicts with monster mods. 2022-12-28 22:18:03 +01:00
22179fdcd8 Tweak viewbob and deceleration. 2022-12-28 21:31:00 +01:00
081402251f Critical typo fix in minimap code. 2022-12-28 11:45:45 +01:00
4000d095df Some broader support for old map author text handling. 2022-12-28 11:44:29 +01:00
7b8111c40d Finally fix gestures breaking on weapon switch. 2022-12-26 23:22:30 +01:00
d8319ee78d Migrate SNDINFO to 4.10 syntax. 2022-12-26 13:45:57 +01:00
ac709f0aac Allow legacy BobWeapon to work with non-mod guns. 2022-12-26 13:45:36 +01:00
cdeba46026 Tiny Sparkster Rifle model progress. 2022-12-26 13:44:42 +01:00
9135f594f1 BobWeapon3D implemented (but commented out for now). 2022-12-24 15:16:13 +01:00
116bca4b0b Show "all keys" doors as multicolor in the minimap.
Deprecate IsValidLockNum and GetLockColor utility functions.
2022-12-23 18:26:12 +01:00
6d4c0cc217 Add second shine mask to Blast Suit. 2022-12-21 18:20:16 +01:00
9ac0cb2a6f Proper SCALEDNOLERP usage. 2022-12-19 16:46:13 +01:00
dca677f74f Another function that doesn't need to play scoped. 2022-12-18 21:47:24 +01:00
dd7070b453 UseLinePos doesn't need to be play scoped. 2022-12-18 21:42:00 +01:00
e5cb32bc02 Remove redundant "clearscope" from utility functions. 2022-12-18 20:12:17 +01:00
b1683dae8e Generalized hitnormal functions (where possible). 2022-12-18 20:03:36 +01:00
1d759a109a Fix InterBG graphic incorrectly having an alPh chunk. 2022-12-17 11:56:08 +01:00
3491b845d2 PNG optimization pass with oxipng -omax. 2022-12-17 11:03:00 +01:00
fef9d69f46 Move some files around. 2022-12-15 17:15:42 +01:00
44f39d1024 Split player and utility code. 2022-12-15 17:12:53 +01:00
1fe50b5c32 Split item code. 2022-12-15 14:31:43 +01:00
3ba2e921bc Split statscreen code for each game mode. 2022-12-15 14:07:15 +01:00
1aef77f0ac Split HUD code into multiple files. 2022-12-15 13:59:44 +01:00
d54202d533 Add option to filter healthbars to monsters only. 2022-12-15 13:22:40 +01:00
4ad2e4c7ba Replace 8-unit shell pickup with a 6-unit one.
Some other tweaks to ammo as well.
2022-12-13 19:16:41 +01:00
bf8bf86143 Adjust normals for IK Demolitionist model. 2022-12-13 11:10:34 +01:00
661e4739d8 Blazer missiles won't auto-detonate unless player is out of blast radius. 2022-12-12 23:30:26 +01:00
32d1037d66 Remove leftover old "for" loop below "foreach" in some places.
Add SWWMUtility.ToAngles(), temporarily until next Gutamatics update.
Some note stuff.
2022-12-12 22:07:03 +01:00
79c5678656 Fix particles glitching when loading saves. 2022-12-11 00:44:51 +01:00
70181c26e3 Fix the fix. 2022-12-11 00:31:21 +01:00
caa1a07e25 Fix VERY WRONG math. 2022-12-11 00:21:36 +01:00
3fd551d865 Fix viewangles not interpolating. Reduce jump bump. 2022-12-10 23:17:48 +01:00
bdafd4f959 Slight view bump tweak on landing. 2022-12-10 22:48:48 +01:00
133cd382cc A couple others. 2022-12-10 22:31:50 +01:00
102564c3a9 Oops, missed this one. 2022-12-10 22:26:48 +01:00
80fb76c000 ViewAngles + ViewPos awareness in various places. 2022-12-10 22:17:06 +01:00
e153b9bdee Use Material in GLDEFS instead of HardwareShader+Brightmap. 2022-12-10 12:59:40 +01:00
15b325f9b9 Smol correction. 2022-12-10 12:36:24 +01:00
a632c8edf7 Projectiles/explosions should use AMF_EMITFROMTARGET flag on A_AlertMonsters. 2022-12-08 20:06:41 +01:00
dc2e3d0a55 Fix Eviscerator chunks passing through solids. 2022-12-08 14:42:13 +01:00
64a748541e Fix typo resulting in inconsistent 3D floor boundaries on minimap. 2022-12-08 00:28:03 +01:00
f738abc942 Unclutter root folder. 2022-12-07 23:22:10 +01:00
01f0f70a27 Fix incorrect math in CalcYBeam. 2022-12-06 21:34:42 +01:00
d3251897db Fix typo in CalcYBeam. 2022-12-06 21:27:50 +01:00
82a2da541e Removed accidentally left over debug print. 2022-12-06 19:46:11 +01:00
476d48391f Fix brutal doom "boot smearer" actors dropping golden shells. 2022-12-06 19:37:40 +01:00
57327fa8f6 Patch IsActorPlayingSound calls until next GZDoom update. 2022-12-06 18:47:26 +01:00
10b77ae9ad Reduce inertial weapon bob. 2022-12-06 11:53:51 +01:00
eabd26d5bb Small Puntzer Gamma correction. 2022-12-06 00:29:36 +01:00
46bfd84a0c Use SendInterfaceEvent for weapon firemode tags. 2022-12-06 00:20:17 +01:00
ce73e6a2e0 Fix startup graphics not being replaced in Hexen. 2022-12-05 19:38:08 +01:00
48b364cbce Tiny oopsfixes. 2022-12-05 18:20:42 +01:00
02dd50101e Use CORRECTPIXELSTRETCH where needed. 2022-12-05 14:50:16 +01:00
7be1793900 Switch all particle spawns to level.SpawnParticle(). 2022-12-05 14:13:47 +01:00
375d28ae41 I swear I'm not dyslexic. 2022-12-05 09:53:37 +01:00
8e952f412f 4.10 support update (unfinished and untested). 2022-12-05 02:10:56 +01:00
eb624f15e3 Fix zero-damage hits spawning blood.
(Can't apply to Spreadgun/Wallbuster due to Damage Accumulator use)
2022-12-03 15:05:09 +01:00
b33e85c1ef Potentially fix some missing notification strings. 2022-12-01 10:20:49 +01:00
e5cb2700f0 Fix cloaked face not cropping in hud. 2022-12-01 09:47:27 +01:00
cf227e3a77 More "attention to detail" in weapon pickup models. 2022-11-30 20:22:29 +01:00
6ce0c7b312 Slight run/sprint speed tweaks. 2022-11-29 20:28:54 +01:00
847c11ee4f Oops, typo. 2022-11-29 20:06:28 +01:00
be2639fd69 Fix microscopic single shell pickups. 2022-11-29 10:25:08 +01:00
84bbd31d62 Ammo and projectile models converted to IQM. 2022-11-29 00:20:55 +01:00
3373a53a21 Convert all weapon pickups to IQM. 2022-11-28 22:11:11 +01:00
f12ee1735c Fix facelight height not updating. 2022-11-28 21:05:29 +01:00
9ce5ee591f Fix very wrong™ fract() implementation. 2022-11-28 17:54:45 +01:00
0b84bbb4d4 A couple things missed. 2022-11-28 17:11:57 +01:00
61d5042a72 I think that's all envmaps covered. 2022-11-28 17:06:12 +01:00
537ae7b265 The environment mapping madness continues. 2022-11-28 13:51:17 +01:00
0c77431eed Use two-layer envmaps on Mortal Rifle and Lämp. 2022-11-28 01:17:34 +01:00
43593f9e89 Allow envmask shader to use multiple masks (up to 3). 2022-11-28 00:35:12 +01:00
bcc1f22153 Tiny insignificant change. 2022-11-28 00:35:00 +01:00
4762e67fe7 Fix ceiling blood flickering 2022-11-26 22:13:48 +01:00
c77eaea56d More compatible nashgore footprints (load order agnostic). 2022-11-26 21:18:08 +01:00
43c66f0504 Add environment mapping to blast suit and war armor. 2022-11-26 12:09:38 +01:00
23947d8471 Remove unnecessary uses of "action" and "invoker". 2022-11-26 11:57:17 +01:00
4ad26239d4 Remove first person key gestures. 2022-11-26 03:42:35 +01:00
428e0b2502 Trim models accidentally exported with 250 frames. 2022-11-26 03:28:40 +01:00
86155ed622 The conversion of base items is complete. 2022-11-26 03:04:30 +01:00
e8420c74c4 More model conversions. 2022-11-25 23:39:29 +01:00
8c2772b823 Converted some models to IQM (more later). 2022-11-25 20:55:26 +01:00
c5f9e3b5a7 Fix incorrect YBeam math. 2022-11-25 20:55:19 +01:00
b9698e1aaa Experimental Unreal-style view bob. 2022-11-24 12:49:11 +01:00
7f6b66b149 The Silver Bullet is an AMR, not a sniper rifle.
Unify YBeam size/orientation math into one utility function.
2022-11-22 23:05:20 +01:00
53cebf1f75 Make YBeam model actually 1 unit tall, to avoid confusion. 2022-11-22 13:40:08 +01:00
75adec38d2 Put dialogues into the console using PRINT_NONOTIFY. 2022-11-22 11:06:39 +01:00
94de5fb957 Rewrite second half of Heresiarch's Seminary dialogue to be less awkward. 2022-11-22 10:55:39 +01:00
64b759c864 Re-render all menu poses with correct materials. 2022-11-21 16:28:37 +01:00
f259fbd3f6 Sneak Mikolah into the greetz. 2022-11-20 20:39:50 +01:00
7a1e7a41a4 Mikoportal compatibility for voodoo dolls.
Includes VM abort fix for KDiKDiZD (though both mods are incompatible).
2022-11-20 20:30:45 +01:00
c7e8750286 Removed unused decals. 2022-11-20 20:30:35 +01:00
cd746067cd Localization fixes. 2022-11-19 13:33:56 +01:00
60d78eb669 Fix some tips. 2022-11-18 22:22:53 +01:00
d4e8cf7844 Tweak hammer spin to make it slightly less chaotic. 2022-11-17 16:54:08 +01:00
706a3488d1 Adjust ammo amounts again. Remove 12/16 shell pickups. 2022-11-16 22:35:32 +01:00
d8bf8a6063 Fix incorrect values in HUD for unobtained ammo. 2022-11-16 22:34:26 +01:00
3de1290071 Precache canvas component textures (Fixes stutter on Mortal Rifle). 2022-11-16 22:33:26 +01:00
7c94fbfe26 Intermission tip wrangling. 2022-11-16 11:30:20 +01:00
829793d749 Fix envmap shaders in .blend files. 2022-11-15 12:26:32 +01:00
f9eef83dff (Try to) fix auto-heal sounds stacking when hit multiple times in one tic. 2022-11-15 11:47:07 +01:00
2e41da4022 Fix odd interpolation for blob shadows on floor height change. 2022-11-14 00:41:37 +01:00
24dfc887a9 Clean up no longer needed TRACE_HitNone special handing in various spots. 2022-11-14 00:18:38 +01:00
bed3df36d8 Fix typo in SNDINFO. 2022-11-14 00:18:26 +01:00
9034eb93d3 Updated example doomednums. 2022-11-14 00:18:15 +01:00
87266edc32 Accidentally made all projectiles anti-gravity. 2022-11-11 01:52:16 +01:00
31ea4f73b1 Fix wacky-ass water physics for projectiles. 2022-11-11 01:46:39 +01:00
67a899aaa9 Fix crosshair drawing for scoped weapons. 2022-11-11 00:08:54 +01:00
047946bb3d Increase air control and disallow "front kicking" walls (very exploitable). 2022-11-09 12:33:43 +01:00
db4f6e317f Use meta variables where needed. 2022-11-08 13:01:16 +01:00
29a4c19d67 Small text updates. 2022-11-08 01:16:40 +01:00
a2509e76e1 Make some dialogues appear once per IWAD. 2022-11-06 19:21:52 +01:00
843a79ac42 Use textured particles. 2022-11-06 17:06:54 +01:00
4d9c5d5b7e Note down that an IQM migration will happen in 1.4. 2022-11-06 16:25:07 +01:00
aa8e152e0f Strip newline on messages directly, rather than when appending. 2022-11-06 16:24:25 +01:00
4d1c4eed5b Ensure dead player height does not go below crouch height, for safety. 2022-11-06 16:24:15 +01:00
b08064c403 Get rid of mkpk7 script, not needed ever. 2022-11-03 12:32:04 +01:00
ab9023d3ee Add freezetics support to all actors that need it.
Remove Demoslayer fun option.
2022-10-31 15:08:30 +01:00
098cc0ef89 Allow mappers to flag sectors as bustable/unbustable. 2022-10-30 22:39:32 +01:00
b4d1c05e28 Some stuff that was missed. Also, fuck Hexen. 2022-10-28 17:36:03 +02:00
c770276bd7 Various changes related to items:
- All items now have vanilla hitbox sizes for compatibility.
 - Removed extended hitboxes (no longer needed).
 - Blob shadows are now exclusive to players (and eventually monsters).
 - Glows and sparkles are no longer toggleable.
 - Glows and sparkles have fixed size/radius.
 - Item sparkles are now handled by the glows, rather than the player.
2022-10-28 16:49:14 +02:00
a6c1974825 Lorefix: Kinylum and Nokron GLOW cyan/red, their natural colors are different. 2022-10-28 14:28:29 +02:00
b73d622bf4 Don't enable fast monsters on Hardcore. 2022-10-28 14:07:27 +02:00
e6d1808218 Add slider for healthbar fade distance. 2022-10-26 14:17:19 +02:00
02ae172777 Use unfinished Sparkster Rifle model in placeholders. 2022-10-25 10:56:43 +02:00
0414061cac Respect screen blend intensity cvars in various effects. 2022-10-25 10:55:54 +02:00
635c736080 Add cooldown for wall busting oneliner. 2022-10-24 20:33:17 +02:00
4739708289 Additional Sparkster model progress. 2022-10-24 18:21:02 +02:00
591e9dcf28 Don't track fall damage if monster fall damage is disabled. 2022-10-23 23:36:51 +02:00
632c99b21c Start work on Sparkster Rifle model.
Fix heart trail.
2022-10-23 12:17:20 +02:00
1cd16cd555 Tweak envmaps for plasma materials. 2022-10-22 20:07:27 +02:00
5eb839ddc1 Plasma glob models. 2022-10-22 20:07:09 +02:00
ac356e809f Adjust ERROR modeldef so it matches offset of UNKNA0 sprite. 2022-10-22 18:37:43 +02:00
b9e3fbe184 Stuff for Plasma Blaster. 2022-10-21 20:11:59 +02:00
db86853195 Allow debug view of player hitbox when using chasecam. 2022-10-21 12:43:41 +02:00
5bf0b73c70 Fix achievement bars in stats tab overflowing. 2022-10-20 23:25:11 +02:00
164c5c8390 Bail early on ProcessNotify if not on a level. 2022-10-20 23:22:53 +02:00
2f00137a30 Missing Plasma Blaster collision sizes. 2022-10-20 20:27:20 +02:00
2bc8cb0d32 Plasma Blaster base model done.
Add extra decal gfx that will be used later.
2022-10-20 19:51:25 +02:00
4d4272c621 Only show player name in death screen on multiplayer. 2022-10-15 17:24:52 +02:00
9284216a8b A small oopsie here. 2022-10-15 17:24:44 +02:00
4bb3a1e85a Several optimizations on non-interactive actors. 2022-10-14 21:45:21 +02:00
4a46817881 HUD face now also affected by tag color.
Added two more tag colors to round up to 16.
Fixed tag light color not updating when changed.
Recalculated tag light colors.
2022-10-13 13:43:32 +02:00
505e86cfd0 Rearrange par and total time in stat screen so it matches sidemods. 2022-10-13 13:02:56 +02:00
008ccd7bd4 Allow the Spreadgun, Wallbuster and Silver Bullet to auto-reload.
This will be made toggleable for ALL weapons in 1.4.
2022-10-12 23:28:02 +02:00
9983b82613 Add shockwaves to Mortal Rifle overpressure shot.
This compensates for the reduction of exit/entry impacts for performance.
2022-10-12 14:50:29 +02:00
b2d919b487 Fix Silver Bullet shockwaves when tracing through walls. 2022-10-12 14:49:38 +02:00
1f43d3ad06 Restore old Wallbuster multi-trace reduction behavior.
Turns out the performance hit is abysmal otherwise.
2022-10-12 00:04:27 +02:00
af912d11d7 Fix incorrect state jumps in Hellblazer altfire. 2022-10-11 23:39:49 +02:00
9b4932cbdd Don't change monster health with skill levels.
Lunatic is meant to have the same damage factor and aggressiveness as hardcore.
2022-10-10 10:11:34 +02:00
2f5704c5df Slightly increase buckshot damage per pellet so it's closer to vanilla.
Allow Wallbuster to shoot a constant number of pellets, rather than reducing them "for performance".
Increase spread of Wallbuster based on number of barrels shot.
2022-10-10 10:05:13 +02:00
1b3b5ebb92 Tweak this entry here, doubt the Gamma will be 2100 RPM in fuller auto. 2022-10-09 21:05:46 +02:00
7c3e88c217 MSTime() un-deprecated, no more casting to int. 2022-10-09 15:31:54 +02:00
c7d741853e Missed a lil' thing. 2022-10-08 17:50:05 +02:00
92f59e4449 Revert "Pistol start tweaks."
This reverts commit 564c99782a.

This actually doesn't work that well, so return to the original method.
2022-10-08 17:47:35 +02:00
0fbbb91b8e Revert "Remove ZPolyobject due to licensing concerns."
This reverts commit f134375f7e.

Library is now MIT licensed and can be included.
2022-10-08 15:55:42 +02:00
564c99782a Pistol start tweaks. 2022-10-08 15:45:19 +02:00
5841f32b57 Tweak Eviscerator chunk damage (again). 2022-10-08 12:56:40 +02:00
3aa7dd3318 Hellblazer was accidentally made too OP. 2022-10-08 12:52:07 +02:00
6a5bef75e8 Remove removed menu option. 2022-10-08 11:53:14 +02:00
677154f529 Fix missing Hellblazer melee. 2022-10-08 10:04:22 +02:00
5f687640cc One last tiny thing before I go to bed. 2022-10-08 02:16:31 +02:00
655e8748d7 Give cheat small fix. 2022-10-08 02:07:53 +02:00
44f36f8961 GLDEFS tweaks and cleanup. 2022-10-08 02:05:20 +02:00
b398bb3cc6 Precache fonts. 2022-10-08 02:05:14 +02:00
c0dccaf870 Reimplement Hellblazer. Everything's working again. 2022-10-08 01:51:06 +02:00
1832536c9b Clean up sndinfo. 2022-10-07 20:14:38 +02:00
62d10ed11c Remove fat chodes, Silver Bullet reimplemented. 2022-10-07 20:13:10 +02:00
146531003e Trim excess ammo types. Some guns not reimplemented yet. 2022-10-07 19:12:41 +02:00
f134375f7e Remove ZPolyobject due to licensing concerns. 2022-10-07 00:55:20 +02:00
e8181b9efc Initialize weapon BEFORE checking for auto-switch. 2022-10-05 17:10:23 +02:00
89737cc2e9 Archdemon lore. 2022-10-05 15:58:17 +02:00
de9b32e077 Small lore tweaks. 2022-10-05 01:15:09 +02:00
ada2e2fbbe Obscure achievement descriptions until completed. 2022-10-03 20:49:19 +02:00
2a439cd657 Some things might happen in 1.4. 2022-10-03 20:42:59 +02:00
7a079b4f68 Fix Mortal Rifle showing red slot even if rounds available. 2022-10-03 19:00:01 +02:00
cdd2792260 Prevent ear damage when mappers cluster bonuses together. 2022-10-03 00:21:57 +02:00
094889c13f Update sample doomednums for mappers. 2022-09-30 13:50:04 +02:00
dbd887e8db Remove redundant second argument in various TexMan.CheckForTexture calls. 2022-09-30 12:53:56 +02:00
badd10c0d8 The mod has passed 70kloc. 2022-09-30 12:21:03 +02:00
31914255b0 Update Ultimate Doom II checksums to 3.0 release. 2022-09-30 11:41:33 +02:00
28f5fcae63 Fix a typo™. 2022-09-29 21:28:43 +02:00
bb244d786c +1 chaingunner fun tag ("Hitscanning Scumbag") 2022-09-29 20:27:25 +02:00
2288d06608 Small menu fixes. 2022-09-29 20:04:24 +02:00
89e90825f1 I made warheads too cheap. 2022-09-29 19:51:36 +02:00
f66c62756b Turns out I'm dumb. ACTUALLY remove the self-damage. 2022-09-28 22:44:00 +02:00
9a6b71e751 Remove self-damage from Overpressure beam. It's annoying. 2022-09-28 22:38:48 +02:00
fcea7fa7ce More Mortal Rifle tweaks. 2022-09-28 22:26:56 +02:00
144d076f75 Reduce performance impact of MR overpressure shot. 2022-09-28 21:42:26 +02:00
e571fccc4d Mortal Rifle fully implemented (oh my). 2022-09-28 21:00:24 +02:00
dffee0b43d Fixed portals breaking crosshairs (thanks again, Boondorl). 2022-09-28 17:58:30 +02:00
f68e5cc2ff Add Boondorl to greetz as thanks for help with previous commit. 2022-09-28 13:52:16 +02:00
fbf6b3b82a Add TraceExit. Determines trace exit point for actors. 2022-09-28 13:49:54 +02:00
2010962b03 Fix a small melee use oversight. 2022-09-27 21:46:09 +02:00
03616d51ce Remove some leftover code. 2022-09-27 21:44:21 +02:00
ed5f382ff9 Disappearing crosshair bug fixed. 2022-09-27 21:43:05 +02:00
088928ce06 Ensure pain elementals don't spawn lost souls when killed by ynykron. 2022-09-27 16:46:04 +02:00
e7e9407da4 Remove damagecount overflow hotfix for old gzdoom versions. 2022-09-27 16:45:45 +02:00
92a8eeb8c1 Spanish localization fixes. 2022-09-27 00:44:28 +02:00
bd25598655 Allow filtering healthbars to only allies. 2022-09-26 20:53:20 +02:00
5d60329642 Spreadgun shouldn't be autoselected with a golden shell chambered. 2022-09-26 17:33:40 +02:00
6aedf3e902 Explodium Guns should always reload simultaneously.
Previously this was done "by priority" back when the reload animation
required both hands, but now there's no need for that.
2022-09-26 17:30:54 +02:00
5d443cf33c Tweak various interpolators. 2022-09-26 15:15:11 +02:00
0207a54da8 Add crosshair debug info until disappearing bug is fixed. 2022-09-26 11:12:33 +02:00
e92d7d825e Tiny typo fix 2022-09-25 18:21:27 +02:00
085f3e9685 Fix stair snapping broken since FallAndSink override. 2022-09-25 17:55:22 +02:00
df3e43c935 Two-way crosshair merging. 2022-09-25 14:02:53 +02:00
aa3343c568 Some precise crosshair fixes. 2022-09-24 22:12:12 +02:00
9b3c2b6a74 Disable precise crosshair when using chasecam or cameras. 2022-09-24 21:56:21 +02:00
afce3c6582 Some savegame nonsense with certain hudmessages. 2022-09-24 21:46:21 +02:00
84fb9c036f Decouple precise crosshairs from weapons. 100% smoother now. 2022-09-24 21:33:48 +02:00
edbc19ce64 Unique voices for Mortal Rifle touchscreen and finger flick. 2022-09-24 14:56:35 +02:00
c93ace52b1 Fix quick grenades sliding on water (maybe?). 2022-09-24 14:56:17 +02:00
6928249118 Fix rare case where chainsaw spawns before players exist. 2022-09-24 02:11:07 +02:00
f4b07c9cdf Use sapphire font color for intro text. 2022-09-24 02:10:58 +02:00
42411f68d7 A small sanity check just in case. 2022-09-24 01:25:31 +02:00
8833db9591 Voodoo dolls are annoying. 2022-09-24 01:21:03 +02:00
ccf8226f9e bInitialized was being set to FALSE instead of true on weapon pickup. 2022-09-23 22:27:45 +02:00
6532a6bf0d Re-generate fonts. 2022-09-22 21:36:59 +02:00
bdaafffae1 Make Mortal Rifle fonts support other locales. 2022-09-22 17:22:52 +02:00
0e80da9cea Reduce self-damage from Quadravol rocket jumping. 2022-09-21 18:58:22 +02:00
265f51870f Increase opacity of Mortal Rifle display windows. 2022-09-21 18:35:37 +02:00
4f7241b05b Some Mortal Rifle progress. 2022-09-21 18:28:30 +02:00
4bb363928f Allow selling Candygun spares if we own a Mortal Rifle. 2022-09-20 22:51:17 +02:00
1acba5ea0e Forgot to update GLDEFS 2022-09-20 22:51:08 +02:00
db9f61c3c9 Mortal Rifle grenades should only have single pickups. 2022-09-20 22:48:48 +02:00
38499740c3 MR damage tweaks + Stream Shot implemented. 2022-09-20 21:08:07 +02:00
5c19c6fe50 Clean up and streamline thousands separator function. 2022-09-20 16:01:57 +02:00
b3bc25d5c0 Fix incorrect 180 turn handling. 2022-09-20 13:00:26 +02:00
fd99957396 Ammo cap tweaks. 2022-09-20 11:59:12 +02:00
3495929e50 Convert spare candy gun ammo into weapon if one is not owned. 2022-09-20 11:28:31 +02:00
f535873e0b Fix Spreadgun and Wallbuster not autoswitching on first pickup. 2022-09-20 11:28:10 +02:00
a544d7cdff Update README. 2022-09-20 11:27:54 +02:00
b4dd0cd4be Add Chancebox reward for Mortal Rifle. 2022-09-19 13:16:17 +02:00
6fef4692b6 Add SYNCHRONIZED flag to various non-interacting actors (which may be client-side, I have not checked). 2022-09-19 13:12:06 +02:00
6e3a6bb0e3 Healthbars shouldn't spawn for boss brains unless they're visible. 2022-09-19 01:02:40 +02:00
fd9de5756f Fix boss healthbars not handling fun tags. 2022-09-19 01:02:21 +02:00
db3a08dca4 Small boost to cluster shot splash radius. 2022-09-18 20:22:00 +02:00
c81df513c5 Tweaks to the MR lore entry. 2022-09-18 16:16:43 +02:00
8f04064672 Mortal Rifle cluster shot mode implemented. 2022-09-18 12:56:05 +02:00
502f9fc495 Adjust terrain splash alert radius. 2022-09-17 20:47:17 +02:00
1b74e6b84d Restore Deep Impact charge numbers in HUD. 2022-09-16 20:23:43 +02:00
d459970256 Warn when gzdoom's alternative hud is enabled. 2022-09-16 19:11:04 +02:00
e023f70124 Delay dialogues until map title text disappears. 2022-09-16 16:54:05 +02:00
445e79c88c Don't give healthbars to moths. 2022-09-16 16:53:56 +02:00
468aa2ce51 Screwups I missed. 2022-09-16 11:34:41 +02:00
89f2cbb098 Oops, double function. 2022-09-16 11:31:26 +02:00
434e42a482 Some code cleanup + precache sounds for dlc weapons. 2022-09-16 11:30:31 +02:00
054299c6d0 Make Mortal Rifle grenades even more busted. 2022-09-15 22:47:56 +02:00
44af0bf87f Maaaaybe be more generous with the Mass Massacre achievement. 2022-09-15 16:15:28 +02:00
75eda90182 Touch up achievements. I think I was being too generous with some. 2022-09-15 15:56:44 +02:00
a8f179d498 Re-render Mortal Rifle menu pose, since mag capacity changed. 2022-09-15 14:51:51 +02:00
dda1c7f072 A tiny fix for decals from bouncing projectiles. 2022-09-15 14:05:21 +02:00
6baa8b8215 Allow embiggener to give mag ammo like in the sidemods. 2022-09-15 13:46:46 +02:00
186229c421 Special Devastation Sigil behavior for Mortal Rifle damage. 2022-09-15 01:59:10 +02:00
84c588a0e7 Mortal Rifle grenade tidbits on library. 2022-09-15 01:28:07 +02:00
d7d5c16b46 Increase Mortal Rifle grenade intelligence. 2022-09-15 01:02:47 +02:00
64156a9fcf Revert "Localize Mortal Rifle popups."
This reverts commit a475af5e8b.

Due to the font used, these are not serializable.
2022-09-14 21:43:16 +02:00
a475af5e8b Localize Mortal Rifle popups. 2022-09-14 21:24:07 +02:00
43f6edf740 Make Mortal Rifle sub-grenades less prone to accidentally hitting the player. 2022-09-14 20:51:05 +02:00
4de85d3534 Ammo spawn/price tweak. 2022-09-14 19:39:54 +02:00
2c0c1df7f3 Mortal Rifle grenades now implemented. 2022-09-14 19:25:48 +02:00
181f2a3e1e Last bit of finetuning before bed. 2022-09-14 00:48:31 +02:00
e99ea75808 The Mortal Rifle is becoming good. 2022-09-14 00:21:28 +02:00
0ca9451b04 Raise some sound limits. 2022-09-13 23:50:10 +02:00
f709bd9372 More polished MR Precision Shot. 2022-09-13 23:46:49 +02:00
639999de8b More Mortal Rifle progress. Precision Shot partially implemented. 2022-09-13 21:25:06 +02:00
a8cbcca2da Voodoo dolls should only have player names in multiplayer. 2022-09-13 18:12:15 +02:00
fd22f30ba2 KEYCONF simplification. 2022-09-13 17:39:58 +02:00
d99d772b0c Rewrite NormalizedMove() now that I know how the raw axes work. 2022-09-13 15:18:33 +02:00
e3b3558f3a README still mentioned the ability to swim (oops). 2022-09-13 14:05:39 +02:00
4d2ab09880 Some tweaks to the Mister. 2022-09-12 23:14:37 +02:00
49f90f6c18 On-screen text for Sheen fire speed changes. 2022-09-12 23:14:07 +02:00
9dd3e27bbd All Mortal Rifle state code done. Actual firing later. 2022-09-12 22:10:53 +02:00
2d4c2b4632 Get rid of this, as I'll eventually implement a proper weapon wheel. 2022-09-11 23:30:00 +02:00
791b056506 Mortal Rifle menu pose. 2022-09-11 18:02:55 +02:00
a395d93ac1 Pickup model accidentally exported with default 250 animation frames. 2022-09-11 16:22:57 +02:00
8913184c5f Increase Mortal Rifle melee range. 2022-09-11 16:03:31 +02:00
d0805c2760 Mortal Rifle idle and melee added. 2022-09-11 15:05:20 +02:00
a4830f6008 Mapper-settable boss healthbar support. 2022-09-11 13:58:49 +02:00
136e339d53 Some small swapweapon fixes. 2022-09-11 12:35:46 +02:00
e903130b8e "Generalize" canvas proxy shader so it's useful for other people. 2022-09-11 12:16:47 +02:00
5243d533b1 Some stuff for custom map support (store/revive toggling, documentation for various functions, etc.).
A couple tiny fixes here and there for issues I didn't notice until I loaded the mod into UDB.
2022-09-11 12:02:48 +02:00
be9a1b2606 Work on Mortal Rifle continues. 2022-09-10 22:16:22 +02:00
906d01cb4c Mortal Rifle fully animated, scripting next. 2022-09-10 16:03:46 +02:00
1a271b668f Switch Silver Bullet reticle to a "remaster" of the Ultra Suite one. 2022-09-10 12:03:56 +02:00
dcc840d6e3 Need to have separate sounds for this. 2022-09-10 00:19:09 +02:00
a694663489 Starting Mortal Rifle 1st person anims. 2022-09-09 21:08:36 +02:00
4f3891a2a7 Damagetype tweaks. 2022-09-09 19:20:52 +02:00
06a70af4b8 Invert "lid" of wall busting. 2022-09-09 14:31:20 +02:00
02c15b9c53 Damn it. 2022-09-09 14:02:41 +02:00
d55ee022d2 Don't spawn healthbars for actors with NODAMAGE. 2022-09-09 12:47:11 +02:00
0110868314 More modular chancebox reward system. 2022-09-09 12:41:56 +02:00
7ecd5e2d27 Louder "locked door" sound. 2022-09-09 11:43:43 +02:00
d760abd3d4 Combat Hammer alt/tertiary buff. 2022-09-09 11:40:50 +02:00
5b56881122 Quadravol buff. 2022-09-09 11:29:09 +02:00
2378bf3175 Oh look, it's another "actor stops existing after taking damage" fix. 2022-09-08 20:14:01 +02:00
306b44cf32 Localization fix. 2022-09-08 20:13:19 +02:00
58b1a7ebba Move canvas stuff to separate files/folders. 2022-09-08 13:56:42 +02:00
b5481d8918 Poly sorting pass. 2022-09-08 00:18:01 +02:00
df0ef468e1 Another explosion/ring sprite recolor. 2022-09-07 21:39:20 +02:00
1fd988914a Missing credit for Takao font. 2022-09-07 19:55:56 +02:00
1efaf7a6f9 All Mortal Rifle base models done. Animation next. 2022-09-07 19:46:56 +02:00
b7286d536e Mortal Rifle pickup model. Ammo models pending. 2022-09-06 21:44:57 +02:00
d4d7fe0c13 Prevent autoswitching to unloaded Wallbuster/Spreadgun when out of ammo. 2022-09-06 15:33:22 +02:00
6eeafef51f Update some text files. 2022-09-06 14:30:13 +02:00
ef12c72825 Hackfix for TUTNT Supportive Edition episode names. 2022-09-05 13:43:00 +02:00
bf19ca87d3 Quadravol fire shouldn't spread to Demolitionist. 2022-09-05 00:29:08 +02:00
9e54f58fa2 Additional crash sound. 2022-09-04 21:27:48 +02:00
c32a9f21d2 Clean up some unused strings. 2022-09-04 19:49:50 +02:00
7c520ffeba Tweaks to the Biospark Carbine, reverting some old nerfs. 2022-09-04 18:07:54 +02:00
6c799ff5c6 Forgot to autocrop this. 2022-09-03 20:02:27 +02:00
466978f44a Some more ui font color changes. 2022-09-03 19:55:16 +02:00
017e683915 16 additional minihud gradients. 2022-09-03 19:52:47 +02:00
78dc1bb453 Convert Quadravol fire debuff to inventory item.
Copy over spread code from black shell debuff (lower hard lock risk).
2022-09-03 18:28:13 +02:00
794fe23c2c Point blank Quadravol shots can activate shootable lines. 2022-09-03 09:33:23 +02:00
d48e333b59 Fix up the Sheen HMG menu pose (there was some clipping). 2022-09-02 16:26:45 +02:00
27bbf2e664 Good lord the Mortal Rifle uses a lot of sounds. 2022-09-02 11:47:33 +02:00
7e8f8d1b10 Mortal Rifle model beginnings. 2022-09-01 20:27:29 +02:00
625e339860 Puntzer Gamma will be open bolt. 2022-08-31 13:28:15 +02:00
f2ac896172 Remove deprecated mkstartup tool. 2022-08-31 11:43:51 +02:00
e9013694f0 Legion of Bones support. 2022-08-31 10:58:25 +02:00
24ae3ee3b7 Initialize Sheen HMG at 700 RPM. 2022-08-31 10:07:48 +02:00
f61e37fb3e Blender file cleanup. 2022-08-31 01:28:59 +02:00
bba6a6d0d7 Fix swap weapons + item respawn glitch. 2022-08-30 20:43:12 +02:00
95d59ba72a Scrollable achievement menu for lower resolutions. 2022-08-30 18:29:25 +02:00
398955bda2 Oops 2022-08-30 17:44:34 +02:00
db783267f4 Discard LightProjectiles idea. We don't need realistic bullet physics. 2022-08-30 17:26:20 +02:00
4b20fc0b12 Use own fonts for achievements menu (still needs more work to fit in low resolutions). 2022-08-30 12:49:40 +02:00
19a7686755 Missed one. 2022-08-29 23:20:04 +02:00
c0bd88ca05 More spanish localization proofreading. 2022-08-29 23:16:58 +02:00
479d9d27ed Lore spellchecking and such. 2022-08-29 01:32:36 +02:00
df66af2481 Credits forget moment™. 2022-08-28 21:24:05 +02:00
f484de9b51 Block Demolitionist Menu and keyboard cheats while paused. 2022-08-27 22:50:52 +02:00
764690b988 Chancebox tweaks. 2022-08-27 16:56:35 +02:00
9b8cf41baf Increase Combat Hammer base damage. 2022-08-27 15:12:45 +02:00
d0de1fb715 Speed up Quadravol melee startup and recovery frames. 2022-08-26 17:59:13 +02:00
76b667ccab More detailed item sense colors. 2022-08-26 17:50:37 +02:00
f21eec69d8 Simplified the grain shader for whatever reason. 2022-08-26 16:17:50 +02:00
9fc3bf98fb Respect UsePlayerStartZ level flag in Sandwich/Tether. 2022-08-26 10:21:29 +02:00
c5457f9747 Small code cleanup 2022-08-25 20:39:32 +02:00
c77504b9a2 Quadravol charge level 5 point blank fix.
Add DE_NONEXPLOSIVE flag to DoExplosion. Treats damage as "not explosive" (This makes detecting what is or isn't an explosive damage source easier).
2022-08-25 20:03:54 +02:00
6b100042fe Missed a "rotation reset" 0-tic tween frame for the Quadravol. 2022-08-25 09:07:39 +02:00
2f5ffdfe41 Use Vec3FromAngles to create random unit vectors. 2022-08-24 15:20:57 +02:00
315a35e96a Missing newline 2022-08-22 20:34:46 +02:00
d17215e653 Remove dead option. 2022-08-22 20:20:44 +02:00
50404e63d6 Quadravol fire is waterproof. 2022-08-22 20:05:04 +02:00
997f63fd26 Fix Quadravol fire not hurting player. 2022-08-22 20:04:17 +02:00
0c3614fee3 Quadravol lever spam easter egg. 2022-08-22 19:55:08 +02:00
e9545a20bf Better areaname gradient map. 2022-08-22 19:14:47 +02:00
c7e85563cc Missed this too. 2022-08-22 18:14:53 +02:00
392985cc27 Oops, missed this. 2022-08-22 18:13:13 +02:00
0d73be34a8 Souls-style area name display from sidemods. 2022-08-22 18:11:32 +02:00
fa6eec038c SFX from sidemods. 2022-08-22 17:51:39 +02:00
b40d8d0633 Healthbar / Damnum backport from sidemods. 2022-08-22 17:39:10 +02:00
12018e364e Quadravol library entry corrections. 2022-08-21 23:02:50 +02:00
514c1a8a1f Adjust Quadravol splash damage. 2022-08-21 22:40:27 +02:00
0f93e9e843 Tiny lil' fix. 2022-08-21 16:38:54 +02:00
e9f663c8ff The Quadravol is complete. 2022-08-21 16:23:32 +02:00
0b93a01401 Quadravol level 2 projectile + melee tweaks. 2022-08-21 12:44:40 +02:00
1ca5f97870 Use a localized string here for consistency 2022-08-20 19:59:18 +02:00
ed29b30ec3 NO ONE WILL UNDERSTAND THIS JOKE. 2022-08-20 19:51:47 +02:00
87d1893d25 Alternate Quadravol achievement icon. 2022-08-20 19:08:11 +02:00
b340591ccd Fix inability to hide HUD. 2022-08-20 15:36:30 +02:00
2090cefaa2 Remove default caps lock bind. 2022-08-20 08:13:36 +02:00
6216db29ac README cleanup. 2022-08-20 00:58:04 +02:00
76471cbe47 Missed call to A_PlayerMelee. 2022-08-19 22:37:04 +02:00
ab462cc05d Quadravol melee and stance swap fully implemented.
Fix quick melee not hitting world geometry (oops).
2022-08-19 21:58:44 +02:00
d5ff3343db Tighten Quadravol point blank detection. 2022-08-19 16:13:38 +02:00
99eb2d8861 More Quadravol progress (fire at charge level 1 functional). 2022-08-19 00:59:11 +02:00
fc240f9813 Separate level 1 and level 2 quadravol impact sounds. 2022-08-18 19:00:27 +02:00
c80c2f0e1b More Quadravol progress. Document charge levels in library. 2022-08-18 18:33:57 +02:00
4230b3b062 Vector/Trig math refactor into utility functions. 2022-08-18 16:18:22 +02:00
7b0198b2c1 Quadravol dropped casings. 2022-08-18 08:53:39 +02:00
2745c25818 Quadravol fire sounds (oh my). Projectile stuff next. 2022-08-18 00:00:10 +02:00
a87c249bc0 Fix friendly fire blocking self-damage. 2022-08-17 19:03:19 +02:00
283ebbda34 Add option to toggle friendly fire. 2022-08-17 17:34:15 +02:00
298ac79f78 Workaround for SNDINFO pitch shift quirk. 2022-08-17 16:10:31 +02:00
2525caeb4a Limit magnetization to 8 items at a time. 2022-08-17 16:10:17 +02:00
c90671fe29 Do not magnetize swapweapons. 2022-08-17 13:56:36 +02:00
2f22e89fc1 More Quadravol adjustments. 2022-08-17 01:21:38 +02:00
35e7c5fab2 Fix unrealistic hand motion during Quadravol reload. 2022-08-17 01:02:07 +02:00
311b06f2d6 Quadravol reload functionality. 2022-08-16 23:17:12 +02:00
ad51db971b Slight combat hammer altfire tweak. 2022-08-16 21:31:38 +02:00
a49548800e OOPS 2022-08-16 21:26:45 +02:00
510f58bda6 Tweak item magnet. 2022-08-16 21:16:22 +02:00
83f0ed3b7c Quadravol: Adjust hand motion to reduce clipping. 2022-08-16 12:22:08 +02:00
818cdb5761 oops. 2022-08-16 02:04:55 +02:00
f9a32a7263 Fix Quadravol cell eject animation. 2022-08-16 02:01:48 +02:00
871d6b5d71 Quadravol pumping (partial). No reload or fire yet. 2022-08-16 01:40:32 +02:00
3fcab013b7 Implement "dropped item magnet". 2022-08-15 15:07:27 +02:00
b518dfef64 Ammo spawners need to be in the blockmap, otherwise chanceboxes will spawn on top of them. 2022-08-15 12:29:35 +02:00
586a33e0bc Quadravol HUD display (with Xekkas numerals, for fun). 2022-08-14 16:54:55 +02:00
05fec33a91 Warning on hud so people don't get confused. 2022-08-13 20:54:14 +02:00
b9cfcaee04 Quadravol can be picked up and selected, more later.
Removed subpixel shader (causes rendering issues).
2022-08-13 20:27:51 +02:00
38981732f3 Quadravol model adjustment and other tweaks + menu pose. 2022-08-13 16:09:26 +02:00
5488bfce5d Remove code built on incorrect assumptions about UI events.
That is, remove code for closing menus with the key that's bound to open them.
As it turns out, UIEvent.keystring isn't 1:1 with key binds for a command.
This SEEMINGLY worked since the Demolitionist Menu is by default bound to Q,
and pressing Q does send an UIEvent to the menu with the string "Q". But if,
for example, the menu had been bound to Tab, this would fall apart because then
the key string sent is "	" (a literal tab character).
If there is a way to do this properly, I don't know about it. I've looked
everywhere in GZDoom's code for a solution, something that would let me do what
I need, but alas, there is nothing there. Better to get rid of this in its
entirety than keep the flaky code in the mod until someone with a special
setup that breaks it shows up to complain.
2022-08-13 14:28:09 +02:00
48f8a75362 Adjust item hitbox sizes. 2022-08-13 11:59:44 +02:00
dd62ce665b Quadravol pickup models done. 2022-08-13 11:53:37 +02:00
b4408b6c33 WIP Quadravol model. 2022-08-13 03:03:35 +02:00
2ef3c6bf65 Slight hammer damage nerf. 2022-08-12 17:56:35 +02:00
3f9d885ce7 Tweak hammer alt chargeup formula. 2022-08-12 16:58:13 +02:00
55137d1cb8 Increase hammer shockwave damage/radius. 2022-08-12 16:34:02 +02:00
37aa23ae6e Some slight tweaks to hammer. 2022-08-12 16:14:11 +02:00
b9f743898f Tiny punctuation fix. 2022-08-12 15:48:20 +02:00
b6138aa396 Itamex Hammer fully implemented. 2022-08-12 14:48:33 +02:00
7d6562c326 Demoslayer mode now has "ammo orbs" as well. 2022-08-12 11:15:09 +02:00
94e421aca1 On second thought, inherit bDROPPED flag of swapped weapon. 2022-08-12 09:31:45 +02:00
823da0615e Fix swapped weapons having bDROPPED. 2022-08-12 01:24:51 +02:00
a49b16b467 Override Eviternity monster obituaries. Thanks, Graf (not sarcasm). 2022-08-12 00:08:51 +02:00
5e54940069 It's about time this tired joke was put down. 2022-08-11 23:39:58 +02:00
e97dd5d035 Hammer tertiary fire tweaks. 2022-08-11 21:49:47 +02:00
c0ae825f52 "Bonk Hammer" fun option. 2022-08-11 18:04:05 +02:00
3da96ba3f1 Fix third person animations. 2022-08-11 16:44:29 +02:00
69bc0ba86c Tweak player friction again. 2022-08-11 16:34:11 +02:00
311bf6e899 Combat hammer tertiary fire implemented. 2022-08-11 16:25:01 +02:00
02373b99f0 Fix a potential crash when selling weapons. 2022-08-11 16:24:23 +02:00
62c9427c2d Turns out this deceleration here was needed. 2022-08-11 10:52:54 +02:00
0193ad5874 Primary fire now functional in Combat Hammer. 2022-08-11 01:54:40 +02:00
515d8bc21c Almost forgot the polysort pass. 2022-08-10 22:54:07 +02:00
3903dc636e Add combat hammer main menu pose.
Also, rename the pickup model (oops).
2022-08-10 22:53:32 +02:00
0198b6296d In come the documentation changes. 2022-08-10 22:15:16 +02:00
e7d113766a Tweak hammer material. 2022-08-10 21:59:47 +02:00
43f7a36955 Huh, what was this doing here... 2022-08-10 21:44:16 +02:00
e6fa4884fa Itamex Hammer model (WIP). 2022-08-10 21:27:34 +02:00
7c36e5f850 Fix new friction code breaking dashes. 2022-08-10 21:26:17 +02:00
33f66b88ec The title of "Doomslayer" comes from the reboot universe, not here. 2022-08-10 14:31:53 +02:00
51c1580da9 Harsher (but also more compatible) player still deceleration.
(maaaaybe inspired by how Hands of Necromancy implemented it)
2022-08-10 14:21:17 +02:00
b12303d4f6 Ammo spawns and pricing tweaks. 2022-08-09 18:00:51 +02:00
4c359063a9 Fix oneliner repetition when candidates are full. 2022-08-09 14:09:22 +02:00
ed3b4f8bdc Replace Boss Brain telefrag obituary since death exits are bypassed now. 2022-08-09 14:02:28 +02:00
130261aeed Fix glitchy mouse input in Wallbuster menu. 2022-08-09 01:20:17 +02:00
6ebd9358c8 Ammo spawn tweaks (AGAIN). 2022-08-09 00:53:32 +02:00
844a6393a4 Fix keyless achievement detection. 2022-08-08 13:46:32 +02:00
78f2ee97bc Update Puntzer Gamma lore to account for helical magazine. 2022-08-08 13:09:00 +02:00
11e8440c63 Fix mousewheel handling in Stats and Library tabs. 2022-08-08 00:04:19 +02:00
3ba5a9c412 Update Tetsuya's lore entry. 2022-08-07 23:59:00 +02:00
7797f46513 Use System.GetTimeFrac() on all hudmessage-based classes. 2022-08-07 23:41:07 +02:00
8cde3cd400 Reduce Biospark combo screen flash. 2022-08-07 23:39:16 +02:00
4af9e9de82 Tweak ammo spawns again. 2022-08-07 22:50:06 +02:00
3ac310e163 Don't exclude cluster 0 from stats (breaks wads that use the old MAPINFO format). 2022-08-07 22:47:55 +02:00
aa2e786f48 Less repetition in oneliners. 2022-08-07 22:47:32 +02:00
afccfcb5ff Tweak ammo spawns again. 2022-08-07 20:19:27 +02:00
eec665e399 Show a message when the Sheen HMG cools down while unselected. 2022-08-07 15:16:28 +02:00
b685950dd8 Call HudTick on all carried weapons, rather than the selected one. 2022-08-07 15:11:59 +02:00
4b28e7136a Dramatically improve performance by removing lights from Biospark arcs. 2022-08-07 13:38:53 +02:00
64d7429b0e Fix nearby item sparkles. 2022-08-06 15:39:36 +02:00
9cd39a74f5 Fix collectibles playing "fail use" sound. 2022-08-06 15:35:02 +02:00
03aa56ba42 Forgot the pic for the readme. 2022-08-06 15:13:22 +02:00
64d256777b Saya's Mug collectible. 2022-08-06 15:11:33 +02:00
3c83945d84 Fix incorrect material index in Silver Bullet mag model. 2022-08-06 13:59:32 +02:00
6f20960c1a Add mouse input to Wallbuster reload menu. 2022-08-06 11:43:59 +02:00
1088a03b99 Remark on age of profile pic for Doomguy. 2022-08-06 10:43:57 +02:00
2497167b5c Clean out unused models. 2022-08-05 23:31:58 +02:00
21f71b612d Subtitles for CC romero boss. 2022-08-05 22:56:54 +02:00
ec0f9f91da Lore clarification on XSB/FCB catridge size. 2022-08-05 22:31:32 +02:00
e7978a77dd Re-save ZPolyobject files with unix line endings. 2022-08-05 21:37:20 +02:00
91dc82ca00 Fix legitimate signed/unsigned comparison warnings. 2022-08-05 21:30:11 +02:00
ed43a537d0 Fix normals on Sheen HMG main menu render. 2022-08-05 21:25:50 +02:00
c41e9c4615 Somehow forgot to bump zscript ver to 4.9.
Now there's a shitload of warnings about signed/unsigned comparisons, but those are a gzdoom oversight, they'll be fixed soon.
2022-08-05 21:02:09 +02:00
42f5df487f Update info menu tab on weapons. 2022-08-05 17:59:09 +02:00
bc870daaa1 Reference IK first person arms model. 2022-08-05 17:30:39 +02:00
c0691f4930 Implement "FindLumpByFullName" helper function.
Remove days display from playtime counter (most people expect hours).
2022-08-05 11:08:47 +02:00
fa6c8f68d6 Enemies only drop ammo for owned weapons. 2022-08-04 18:17:21 +02:00
24a038b0a9 Fix ammo check logic on some weapons. 2022-08-04 17:58:16 +02:00
fe9f6dcb3f CC Romero boss death special. 2022-08-04 17:29:07 +02:00
d30600a185 Corruption Cards dialogues and more (untested). 2022-08-04 17:20:02 +02:00
3108dabca1 More lore entry profile pictures. 2022-08-04 13:35:29 +02:00
cb1b2bc4a1 Lore entry for Alakir. 2022-08-03 20:27:30 +02:00
59d75ef815 Update tip now that death exits are unconditionally ignored. 2022-08-03 11:46:53 +02:00
7e40edff1b Fix wording in a quote. 2022-08-03 11:17:25 +02:00
965a29870b Fixes, rebalances, tweaks... Idk, weather hot, brain hurt. 2022-08-01 17:22:37 +02:00
d85a3791db Buncha fixes from today's stream. 2022-07-31 21:14:35 +02:00
791e5649fc Adjust chaingunner ammo drops. 2022-07-30 16:55:11 +02:00
4cd6687175 Update ammo drop/spawn behavior. 2022-07-30 16:17:11 +02:00
dd38bf15bb Remove mention of DemolitionOS minigames in lore. 2022-07-30 14:51:58 +02:00
b3069b26b7 Readme and lore notes discouraging Wallbuster auto-reload. 2022-07-30 01:20:11 +02:00
ccc79d9962 Remove Wallbuster shuffle, make auto reload (formerly "full" reload) prioritize best ammo. 2022-07-30 00:47:34 +02:00
4ecff98ba9 Adjust ammo spawn logic again. 2022-07-29 21:33:25 +02:00
f90fa56234 Fix crash when using items from menu. 2022-07-29 21:33:00 +02:00
39ad1bff1f Sheen HMG render for intermission. 2022-07-29 18:52:58 +02:00
c66ded4cf9 Ability to pet LEGION Cacodemons. 2022-07-29 12:05:06 +02:00
fece16ae04 Use PrintfEx instead of hacks to send chat messages to the hud. 2022-07-29 11:38:37 +02:00
6dc4528136 Fix invisible candy gun when slide gets locked. 2022-07-29 11:38:20 +02:00
8d4eae537e Adjust sizes of some hud weapon displays. 2022-07-29 00:41:14 +02:00
7b1a87d8a5 Disable buying of nuggets (your ears will thank me). 2022-07-28 23:42:57 +02:00
b876515745 Removal of various configurable settings. 2022-07-28 21:01:08 +02:00
51c1ef11bc titlescreen code cleanup. 2022-07-28 18:00:50 +02:00
dff690c46d Weapon slot spawn order cvars (not in menus yet) 2022-07-27 17:07:27 +02:00
43bea0d22a Properly set drop ammo types for weapons. 2022-07-27 16:57:52 +02:00
521fe314b6 Update readme since per-player color tags are a thing now. 2022-07-27 13:23:06 +02:00
7d86143fb4 Updates for recent A_ChangeModel fix.
Use a canvas texture for the titlescreen fade.
2022-07-27 13:17:18 +02:00
b355190cfe README update. 2022-07-26 22:06:46 +02:00
12515e9107 Wrist tags in first person also update now. 2022-07-26 21:11:06 +02:00
bcb85d873d Disallow switching to empty weapons from menu. 2022-07-26 18:55:49 +02:00
2d2dcf7ad5 Tag colors and animated face using A_ChangeModel. 2022-07-26 18:36:38 +02:00
bb367e75c5 Merge branch 'scriptex' into devel 2022-07-26 17:13:42 +02:00
92abbf5cf0 More delta touch shader fixes. 2022-07-25 09:29:13 +02:00
b77498781a Fully functional scripted texture for Sheen HMG. 2022-07-25 02:07:07 +02:00
58711d3649 Delete junk file. 2022-07-25 02:04:56 +02:00
45eed0d9f6 Minigames have been pushed to 1.5. 2022-07-24 20:39:03 +02:00
298ed03ccd Ammo adjustments. 2022-07-24 19:44:39 +02:00
82a0a0af07 Add 16px separation between columns in inventory and keychain tabs 2022-07-24 19:44:26 +02:00
24e15f1b0f Thaw player when skipping a death exit. Fixes freeze in E2M1. 2022-07-24 13:30:55 +02:00
ef4f2090d9 Optimize silver bullet ripple effect by reusing the same actor. 2022-07-24 12:25:52 +02:00
8d7bbcfa6f 20 more tips. 200 total now (wow). 2022-07-24 11:03:26 +02:00
ff490d7ff1 text update 2022-07-23 22:20:42 +02:00
cfc11ce77d Forgot to force bilinear filtering. 2022-07-23 21:37:11 +02:00
6a679c722d Sheen render for main menu. 2022-07-23 21:36:05 +02:00
82c6be5cdc Sheen kill taunts + some fixes. 2022-07-23 17:54:41 +02:00
a761716692 Fix fuel regen sound lingering. 2022-07-23 17:05:04 +02:00
80775d8cfd Increase Sheen melee damage. 2022-07-23 17:02:39 +02:00
40dd34bda0 Ragekit quadruples explodium mag throw speed. 2022-07-23 17:00:21 +02:00
83c3e2e5b0 Add DONTGIB to all mod items. 2022-07-23 16:49:18 +02:00
b97712c42a Small texture edit. 2022-07-23 16:49:11 +02:00
ee9047b0f4 fix endoom 2022-07-23 09:12:24 +02:00
d64e487231 Sheen rebalancing. 2022-07-22 22:34:08 +02:00
57253d5434 Sheen HMG fully functional. May need touchups later. 2022-07-22 20:20:58 +02:00
4ec3a595c4 Dakka progress continues. More tomorrow. 2022-07-22 01:34:12 +02:00
1ba22e8eb6 Sheen HMG progress (still not functional). 2022-07-21 22:01:41 +02:00
de0ee36829 Placeholder Sheen display. 2022-07-21 13:25:16 +02:00
7ee6b71a07 Fix jitter in smooth interpolators. 2022-07-21 13:25:02 +02:00
1f7e50de81 Fix scroll jitter in demolitionist menu. 2022-07-21 12:50:22 +02:00
14d55e3235 Sheen HMG pickup model done. 2022-07-20 20:55:47 +02:00
11076bc0a1 WIP Sheen HMG model. 2022-07-20 11:27:19 +02:00
a53ba3e287 Fix misaligned graphics when double-stacking Biospark. 2022-07-18 18:35:32 +02:00
e961e1961a Revert "Add 1 second of silence to the end of hellblazer warhead explosions."
This reverts commit 8a0460b7fc.

So... Turns out this didn't fix the glitch at all, as I had tought.
2022-07-17 13:04:50 +02:00
1f7cbdfc1a Use squared distance functions in a bunch of places.
Doesn't make much of a difference in practice, actually, but oh well.
2022-07-17 13:03:55 +02:00
6cfde41bc7 Replace excessive exponentiation with simple x*x squaring in SphereIntersect. 2022-07-17 12:42:31 +02:00
8a0460b7fc Add 1 second of silence to the end of hellblazer warhead explosions.
Fixes an odd glitch at low FPS where the sound seems to "loop" momentarily.
2022-07-17 12:40:44 +02:00
fab3b27ad0 Missed a bit of code there. 2022-07-15 21:48:05 +02:00
f83a0d5a1f Fix hurtfloor detection breaking with 3D floors. 2022-07-15 21:45:10 +02:00
60ab35812d Swap some tips that will go out of fashion very fast. 2022-07-15 20:30:24 +02:00
1969eff7d9 Service caching. 2022-07-15 09:32:16 +02:00
afd9c9ebf0 Make intro explosions quieter and add an option to skip them. 2022-07-15 08:05:08 +02:00
74e63b7d0b Fix key tag fix for Heretic. 2022-07-14 20:39:14 +02:00
4171c7c7c7 Update plan stuff. 2022-07-14 12:23:59 +02:00
245414cb0f Rogue removed cvar access. 2022-07-13 18:56:50 +02:00
d5ba224745 Uncomment some weapon flags that were left commented out. 2022-07-13 16:22:57 +02:00
ffca2597ba More lenient bounce angles for Explodium Gun altfire. 2022-07-13 16:17:38 +02:00
4198de6ddf Fix hud crash if player was "gone'd" by Ynykron. 2022-07-13 09:47:16 +02:00
10d5659367 Toggle off EXPLODEONWATER for Hellblazer grenades. 2022-07-11 22:35:36 +02:00
474b87d01b Simplify minimap code (less options). 2022-07-11 19:43:58 +02:00
96d11b9b14 Intermission advance with Enter (fix for d-touch). 2022-07-08 23:52:22 +02:00
b453560f59 Oops. 2022-07-08 23:33:04 +02:00
eb22908e95 Please PLEASE work now. 2022-07-08 22:49:53 +02:00
c8be23c07d More shader tweaks. 2022-07-08 22:38:24 +02:00
004e0cc3e3 NO_BILINEAR macro was never used in logo shader. 2022-07-08 22:26:26 +02:00
4ed74289ed Make shaders compile on mobile (untested). 2022-07-08 22:22:35 +02:00
ae84b9abf0 Fix oneliner not triggering for last secret. 2022-07-06 14:08:38 +02:00
5a18c50944 oops typo. 2022-07-06 14:07:38 +02:00
3f20acc56e Unimplemented weapon messages. 2022-07-06 13:31:23 +02:00
9d0287ef50 Additional face reactions. 2022-07-06 13:10:46 +02:00
0da17a6654 Last remaining achievement icons. 2022-07-06 00:47:25 +02:00
e12f055bd9 Multiply kill scores by skill damage factor. 2022-07-05 23:40:50 +02:00
93891b2ccf Add mugshot to HUD. 2022-07-05 23:33:29 +02:00
4661d0f2f3 Replace original hud with alt hud entirely.
Remove unnecessary icons and doom builder hints for items.
2022-07-05 22:18:04 +02:00
460ee725e2 Remove old branding. 2022-07-05 20:37:09 +02:00
20a8f3304b Some small optimizations. 2022-07-05 19:37:48 +02:00
98729363e2 ZScript req to 4.8.1 due to required GetTimeFrac() bugfix. 2022-07-05 19:27:32 +02:00
811ac178ac Allow Wallbuster reload cancel with any weapon button. 2022-07-04 15:54:22 +02:00
6837df09b2 Fix broken player damage vfx handling. 2022-07-03 23:46:31 +02:00
dc93c6b5bf Wording fix in sparkster lore. 2022-07-03 23:46:16 +02:00
db4408b30d SNDINFO for currently added dlc weapon sounds. 2022-06-30 20:04:45 +02:00
66a4d6ee58 Add new crash sound courtesy of a1337spy. 2022-06-30 20:04:34 +02:00
f3c881a386 Fix IsInPlayerFOV(): Make caller call CheckSight towards player instead, as it breaks for NOBLOCKMAP actors. 2022-06-30 20:02:59 +02:00
cfe4c294e8 Option to trim alt hud ammo to owned weapons. 2022-06-30 16:52:21 +02:00
459b55fe03 Sheen HMG sounds. 2022-06-30 16:48:24 +02:00
44ea0384f2 Update patrons. 2022-06-29 15:59:18 +02:00
cedf328032 Mortal Rifle sounds. 2022-06-29 14:29:02 +02:00
73ad668303 Some debug functions, don't mind me. 2022-06-28 19:27:37 +02:00
b1e155d07c More menu smoothing. 2022-06-28 17:20:01 +02:00
d7614bdf73 Some achievement icons. 2022-06-24 17:51:47 +02:00
c19135cea8 Remove autopage drawing from minimap, looks ugly. 2022-06-24 16:26:54 +02:00
6d5d6543f0 Smoothen intermission fade. 2022-06-23 23:23:12 +02:00
df84963b44 Interpolation for all menus (choppy in 4.8.0 due to a bug). 2022-06-23 23:11:34 +02:00
648c3e1077 Try to fix jerky crosshair motion. 2022-06-23 23:11:10 +02:00
ce1caf4fe4 Broken transparency in one graphic (oops). 2022-06-23 00:16:56 +02:00
b5a0736776 Forgot to update the readmes with the nugget changes. 2022-06-23 00:05:56 +02:00
bd45b022ff Fix incorrect logic for spare armor auto-use. 2022-06-23 00:02:42 +02:00
be96487e29 Fix jumpy chat tab 2022-06-22 12:41:02 +02:00
2b93403ff0 sheen clarifications 2022-06-22 01:59:26 +02:00
099d7fd55b Nuggets give 2 health / 5 armor.
Mag ammo can now be sold.
Fix selling prices of bulk items.
Fix rare case where mag ammo can be picked up without a parent.
Fix alt hud crash when no weapon is selected.
Various other adjustments.
2022-06-22 01:47:34 +02:00
f8ec71cf7f Fix edge case where actors could stop existing mid-trace. 2022-06-19 18:02:57 +02:00
d5c78ad66f oops? 2022-06-17 23:33:56 +02:00
6825146e51 A whole fat load of micro-optimizations.
Okuplok still lags like fuck, unfortunately.
2022-06-17 22:36:51 +02:00
bcae92cb05 Fix: The wrong internal counter was being decremented when ticking damnums. 2022-06-17 16:38:32 +02:00
e9a8444467 Remove "TODO" for alt hud, it's already done. 2022-06-16 11:32:35 +02:00
431f96012f Update patrons 2022-06-15 20:23:12 +02:00
e45001a8b7 Fix imprecision in fuel regen stops (noticeable in alt hud). 2022-06-15 16:39:31 +02:00
b9a58adabc Code cleanup. 2022-06-15 10:58:47 +02:00
5b066494fc Add PrettyFist to the greetz, because bless. 2022-06-14 23:34:14 +02:00
4db32d353a 10 more tips. That's 180 now. 2022-06-14 17:19:43 +02:00
78b31ea99c alt hud: fix all ammo flashing on first load. 2022-06-13 15:51:37 +02:00
ed22a1f604 Unnecessary type casts in alt hud. 2022-06-13 15:49:43 +02:00
b460d84ee2 Less naive PickWeapon rewrite. 2022-06-13 10:05:16 +02:00
a708ecc618 Rewrite entire PickWeapon function to fix a bug. 2022-06-13 09:38:41 +02:00
a6580f3592 Replace incendiary ammo tip with tip about swimming. 2022-06-12 13:09:25 +02:00
8703534e60 Rename "Unlimited Wallbuster Destruction" option, as more weapons are capable of busting. 2022-06-11 19:48:46 +02:00
630dee79a4 Remove unsupported renderer warnings, they do nothing. 2022-06-11 12:29:28 +02:00
cfdb825c58 Forgot to remove INVBAR from armor nuggets. 2022-06-10 00:44:44 +02:00
64d70b3c67 Alt hud graphics for DLC weapons. 2022-06-09 18:49:35 +02:00
6f579ae102 Reorganize sndinfo. 2022-06-09 17:16:42 +02:00
d8d3fa8ba2 Drop shadows on Alt HUD for consistency. 2022-06-09 13:27:30 +02:00
958a32c28e Alt HUD tweaks. 2022-06-09 11:35:24 +02:00
27cc8488cd Prevent manual switch to dual guns if only owning one. 2022-06-09 10:51:16 +02:00
0243eb9cf6 Spy did a nice sound edit. <3 2022-06-08 22:06:24 +02:00
b59254b7b5 Quadravol handling sfx (no firing yet). 2022-06-08 21:02:07 +02:00
931ead07e9 Fix major flaws in ammo pickup logic. 2022-06-07 23:09:21 +02:00
52d0937139 Fix inflictor detection breakage in WorldThingDamaged (did not account for SWWMPuff). 2022-06-07 21:00:48 +02:00
0db8c75a1c Fix missing CHANF_OVERLAP flag. 2022-06-07 20:53:59 +02:00
4e47d7d97e Fix hack that breaks ammo drops from sold weapons. 2022-06-07 19:30:57 +02:00
6cca0eb623 Even more voice stuff. 2022-06-07 18:27:52 +02:00
aa560cb312 Ammo buffer is fully implemented and working. 2022-06-07 16:56:41 +02:00
eb2e023c58 Fixes for corner cases related to sell-only items. 2022-06-07 13:42:13 +02:00
8f77bff671 Ammo buffer system beginnings. 2022-06-07 13:33:10 +02:00
7d9daad797 Version mismatch messages don't show again when reloading a save from the current session. 2022-06-06 00:59:50 +02:00
b074659cc0 Also guarantee not igniting voodoo dolls with the cheat. 2022-06-05 00:36:15 +02:00
7e5a6bb05c Don't ignite friends with "pants on fire" cheat. 2022-06-05 00:34:58 +02:00
dbc28f1422 Fire FX tweakery, plus a cheat to test it. 2022-06-05 00:23:58 +02:00
e296c02608 Remove Dragon's Breath shells.
Nuggets can no longer be stored as spares.
2022-06-04 22:09:46 +02:00
7c8fe3a11f Alt HUD style fully implemented. 2022-06-04 01:00:47 +02:00
fbd83fe463 althud cvar was checked in reverse. 2022-06-03 21:43:08 +02:00
4e29d1c2fe Alternate HUD style partially implemented. 2022-06-03 19:17:33 +02:00
bccf3a3b48 Jump voice added. 2022-06-03 15:44:14 +02:00
590c412d2d Fix inconsistent bobbing with dual explodium guns.
Fix "laggy" cocking animation with dual explodium guns.
2022-06-02 18:14:47 +02:00
641a0d3f6f Remove QF_3D from A_QuakeEx calls with 65535 radius. 2022-06-02 00:51:02 +02:00
fa80c346ec Add QF_3D to every single A_QuakeEx call. 2022-06-02 00:48:17 +02:00
9a02e255c8 Cleaner way of fetching inputs in intermission. 2022-06-02 00:25:49 +02:00
e1fafcb329 Reimplement intermission input handling. 2022-06-01 18:27:10 +02:00
6fd8bd4810 Come to think of it, the legacy startup graphics aren't really needed. 2022-06-01 16:44:59 +02:00
e7a05934ba Full-color startup screen graphics. 2022-06-01 15:09:44 +02:00
483ac54239 Missing text colors 2022-06-01 12:07:22 +02:00
efa20cdd30 Prepare for Alt Hud implementation. 2022-06-01 12:06:35 +02:00
572181d81a Implement custom gravity and remove swimming. 2022-05-31 21:05:34 +02:00
bba6f3fced GZDoom has zip64 support, we don't need the font.wad hack anymore. 2022-05-31 16:36:19 +02:00
cfe0749e1f 20 more tips. I may have gone a bit overboard. 2022-05-31 16:09:20 +02:00
21ee238111 Fix typo. 2022-05-31 12:15:28 +02:00
6ec51f7f42 Unintended fall-through in stats tab. 2022-05-31 12:15:01 +02:00
a73dc3db8d Seems cheat detection for level end achievements won't happen. 2022-05-31 10:47:40 +02:00
65597c181a Stop reinventing lerp() all over the place. 2022-05-29 18:07:30 +02:00
f2af4dd14d Add "smooth streaks" to projected crosshairs. 2022-05-29 17:51:59 +02:00
941dd1a16d Fart cheat can now hurt bosses. 2022-05-27 16:12:27 +02:00
9031b2756b Clamp HUD margin to 20 pixels max (40 is too much). 2022-05-22 20:11:30 +02:00
7fb314745c Rewrite title stuff without using exploits. 2022-05-20 13:11:58 +02:00
94c6a47163 April Fools + Birthday events. 2022-05-19 19:33:01 +02:00
22a118c862 Plasma Blaster sounds. 2022-05-17 18:07:18 +02:00
984b2c39ba The Pusher is gone. 2022-05-16 16:39:11 +02:00
21d6fbdba4 Personal rebranding. 2022-05-13 18:29:45 +02:00
522384b93f Reduce boss brain radius to match GZDoom's. 2022-05-09 10:28:20 +02:00
fffad9435d Update patron credits. 2022-05-08 23:28:16 +02:00
9fd4f5d4c4 Fix incorrect underwater detection. 2022-05-08 23:20:34 +02:00
473e7ad5e8 Fit hud scaling to 16:9 minimum. Ultrawide be damned. 2022-05-08 18:43:42 +02:00
e81dbdd142 Fix rim lighting math. 2022-05-08 13:12:51 +02:00
2e15b7325a Oops. 2022-05-08 01:11:50 +02:00
e270e4de2c Swap slots of Ray-Khom and Mortal Rifle. 2022-05-08 00:19:55 +02:00
27bba4605c Goodbye matcaps, hello envmaps. 2022-05-07 22:39:40 +02:00
d1ea1d3310 Shinemap math requires unmodified eye normals. 2022-05-05 22:59:42 +02:00
2500f497e9 Remove Heretic E4M8 multiplayer fix, merged into GZDoom. 2022-05-04 11:54:46 +02:00
88246020a3 Missing "%d" when formatting sell prices. 2022-05-02 01:30:37 +02:00
befcea51d3 Puntzer Beta design changes. 2022-04-30 17:35:35 +02:00
01e979d602 Lore correction. 2022-04-30 11:33:49 +02:00
1cf4ce0d08 Adapt code to use MSTimeF(). 2022-04-29 16:40:57 +02:00
4248c1240f Profile picture for White Lady. 2022-04-28 21:55:02 +02:00
98fe51b2c8 Statscreen compat fix for recent devbuilds.
Unfortunately, the ability to switch art and tips on the fly, as well as fading the foreground, have all been lost in the process.
2022-04-27 17:02:41 +02:00
c2d142cbb0 Melee tweaks. 2022-04-26 18:52:56 +02:00
e17837d034 Make screen flashes additive like in Unreal. 2022-04-22 12:51:02 +02:00
bcc397c9f3 Use SetClipRect to avoid DTA_Clip* spam in many places. 2022-04-22 12:40:00 +02:00
48db16e7aa Fix fuzz background drawing on ratios taller than 16:10. 2022-04-22 12:39:40 +02:00
befda08710 Fix cheat input using the wrong font. 2022-04-20 17:22:35 +02:00
48a3b06e6d Fix missing rel for Ibuki in Saya's lore file. 2022-04-20 17:08:19 +02:00
5f12a4e603 Marisa (Child of Ash, not me) lore. 2022-04-20 17:07:24 +02:00
bb65acc28e Original death/pain/grunt voices. 2022-04-20 08:53:42 +02:00
a1164afda5 First two steps of fuel regen don't click, for easier feedback. 2022-04-19 19:52:23 +02:00
cc0f5c01ba FINALLY implemented Fuel/Dash regen sounds. 2022-04-19 18:40:23 +02:00
e12bf46f5e Deep Impact alt bullet no longer has lethal splash damage. 2022-04-19 01:00:27 +02:00
5bc3b2f637 Itamex Hammer sounds. 2022-04-18 23:03:57 +02:00
83d28ced6e Fix crash if divine sprite is activated from the menu. 2022-04-17 19:48:02 +02:00
60457f779e Asserts for some hard-to-detect bugs. 2022-04-17 13:27:37 +02:00
807d1ef349 Score limit has been capped to 9 digits.
Turns out anything higher is not actually reachable in practice.
2022-04-17 02:23:29 +02:00
7b30e1ebac Madcat lore. 2022-04-16 02:04:48 +02:00
7bf38fecfe Fix menu breaking if resolution is under 640x400. 2022-04-15 18:32:34 +02:00
faed30c118 Minigames begin. 2022-04-15 18:30:29 +02:00
fd2798f619 Add option to skip skill confirmation.
Add confirmation prompt for UV.
2022-04-14 22:14:59 +02:00
f9f4fb19a6 Adjust some fanart to reduce cutoff in certain aspect ratios. 2022-04-14 22:14:13 +02:00
a144156b26 Add option to log oneliners to the Messages tab. 2022-04-12 18:14:47 +02:00
5f7a5e2f2f Fix missing scrollbar on message log tab. 2022-04-12 18:08:51 +02:00
24d8772796 Add ass/ball kill oneliner variants. 2022-04-12 17:49:07 +02:00
e4bcb33a10 Make some messages first-person for the local player. 2022-04-12 17:06:20 +02:00
601812cbb6 Tweak weapon spawn logic again. 2022-04-12 17:06:07 +02:00
4cb3030e5b Added option to still draw the precise crosshair even if crosshairs are disabled in the HUD settings.
(Mostly useful just for me because I regularly switch between this and Lithium and I use the "juicer" there instead).
2022-04-12 16:37:35 +02:00
fd9ea92966 Remember store buy/sell state. 2022-04-12 16:26:41 +02:00
550de239b0 Shader is deprecated in 4.8, use PPShader instead. 2022-04-07 15:42:24 +02:00
fc6096f150 Bump zscript version to 4.8.
I know this may seem outrageous, but if a critical bug in stable releases prevents the mod from working properly, there is nothing to do but ask players to rely on GZDoom devbuilds until the next release is out.
2022-04-07 13:06:29 +02:00
05e418afb1 Oh, oops. 2022-04-05 13:18:31 +02:00
69dbab6c19 Missed some stuff. 2022-04-05 13:07:32 +02:00
f776ab126b Revert font overhaul. Back to non-replacing fonts. 2022-04-05 12:29:16 +02:00
4475dc97ba oops, forgot that 2022-04-04 14:56:57 +02:00
6e65c122ae Adjust static text scale 2022-04-04 14:51:24 +02:00
de41e46518 Yeah, the title screen stuff from master, oops. 2022-04-04 14:38:16 +02:00
568e7607d6 Downsize bigfont from 3x to 2x. 2022-04-04 14:23:38 +02:00
454edeeb74 Update patrons 2022-04-04 11:33:27 +02:00
b4f81fa4e3 Fix extended hitboxes breaking dual-weapon givers. 2022-04-02 12:09:45 +02:00
c257750f9d Silver Bullet fix from master. 2022-03-31 21:45:18 +02:00
e9cb1005ac Additional voicelines (incomplete). 2022-03-29 22:35:06 +02:00
fdcba9407b Version checker oopsie fix from master 2022-03-29 16:52:12 +02:00
6458040d30 Headpat fix from master. 2022-03-29 16:01:31 +02:00
aa9d2e4d20 Ynykron null deref fix from master 2022-03-28 23:03:37 +02:00
50c9cf1a22 Fix "give ammo" calling the wrong function. 2022-03-27 16:36:40 +02:00
45a1099fdd Debug menu. 2022-03-27 16:35:06 +02:00
0aee4035ed "Extended Virtual Hitbox" for items. 2022-03-27 15:27:03 +02:00
35411a8e59 Streamline CheatGive function. 2022-03-27 15:26:51 +02:00
69fc5df825 Piss 2022-03-27 03:10:04 +02:00
bbc8e55afd Un-hide DLC content (even if not implemented). 2022-03-27 01:12:47 +01:00
798511ed6c 1.3 development begins 2022-03-26 21:53:04 +01:00
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@ -2,106 +2,144 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add later
## 1.3 update *(The Second Batch)*:
More weapons, because we need 'em. In addition, all the "easy to implement" minigames, because the rest can wait until 1.5.
#### Currently in progress
* **DLC Weaponset:**
- [1] Itamex Reinforced Hammer *(UnSX 5)*
- HAHA DAB *(Gib 200 enemies with the Itamex Hammer)*
- [2] Plasma Blaster *(SWWM)*
- Blastin' Plasma *(Kill an enemy at full health with a Plasma Blaster charged shot 50 times)*
- [3] Puntzer Beta *(SWWM Iridium)*
- High Noon *(Land 6 killing shots in a single Puntzer Beta reload)*
- [4] Puntzer Gamma *(Ultra Suite 2)*
- You Gained Brouzouf *(Unload an entire mag in fuller auto with the Puntzer Gamma without missing a single shot)*
- [5] Sheen HMG *(SWWM Platinum Ep2)*
- Dakka *(Fire the Sheen HMG for one minute straight)*
- [6] Quadravol *(UnSX)*
- Gravely Roast *(Perform 50 bayonet combos with the Quadravol)*
- [7] Sparkster x3 *(UnSX 2)*
- A Fine Sparking *(Kill 30 enemies at once with a Sparkster Rifle combo shot)*
- [8] Mortal Rifle *(UnSX 2)*
- Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)*
- [9] Ray-Khom *(UnSX)*
- The Most Silent Takedown *(Kill 30 enemies with the Ray-Khom primary without alerting them)*
- John Romero's Curse *(Fry yourself by discharging an electric weapon in water)*
- [0] Rafan-Kos *(UnSX 4)*
- Blasting Ropes *(Melt a grand total of 1000 enemies with the Rafan-Kos)*
* **Minigames:**
- Tetris
- Breakout
- Snake
- Minesweeper
- Solitaire
* **Additional Voice Acting:**
- Extra lines for item pickups/usage
- Additional taunts and others
- Reactions to hurtfloor damage
- Caco petting
- Explosion lines
- Lead ball crit lines
- Buttslam lines
* **Additional Collectibles:**
- Saya's Mug
More weapons, because we need 'em. In addition, a bunch of cleanup in base weapons to avoid redundancy.
* [ ] **DLC Weaponset:**
- [x] ➊ Itamex Reinforced Hammer *(UnSX 5)*
- [x] HAHA DAB *(Gib 300 enemies with the Itamex Hammer)*
- [ ] ➋ Plasma Blaster *(SWWM)*
- [ ] Blastin' Plasma *(Kill an enemy at full health with a Plasma Blaster charged shot 50 times)*
- [ ] ➌ Puntzer Beta *(SWWM Iridium)*
- [ ] High Noon *(Land 6 killing shots in a single Puntzer Beta reload)*
- [ ] ➍ Puntzer Gamma *(Ultra Suite 2)*
- [ ] You Gained Brouzouf *(Unload an entire mag in fuller auto with the Puntzer Gamma without missing a single shot)*
- [x] ➎ Sheen HMG *(SWWM Platinum Ep2)*
- [x] Dakka *(Fire the Sheen HMG at 700 RPM for 30 seconds straight)*
- [x] ➏ Quadravol *(UnSX)*
- [x] Gravely Roast *(Perform 200 bayonet combos with the Quadravol)*
- [ ] ➐ Sparkster x3 *(UnSX 2)*
- [ ] A Fine Sparking *(Kill 30 enemies at once with a Sparkster Rifle combo shot)*
- [ ] ➑ Ray-Khom *(UnSX)*
- [ ] The Most Silent Takedown *(Kill 40 enemies with the Ray-Khom primary without alerting them)*
- [ ] John Romero's Curse *(Fry yourself by discharging an electric weapon in water)*
- [x] ➒ Mortal Rifle *(UnSX 2)*
- [x] Railed Hard *(Kill 44 enemies with a single Mortal Rifle overpressure shot)*
- [ ] ➓ Rafan-Kos *(UnSX 4)*
- [ ] Super Laser Piss *(Melt a grand total of 5000 enemies with the Rafan-Kos)*
* [x] **Additional Voice Acting:**
- [x] Extra lines for item pickups/usage
- [x] Additional taunts and others
- [x] Caco petting
- [x] Explosion lines
- [x] Lead ball crit lines
- [x] Buttslam lines
- [x] Mirror interaction lines
* [x] **Additional Collectibles:**
- [x] Saya's Mug
* [x] ***"Trimming the fat"*:**
- [x] Remove all shell types except buckshot and golden shells
- [x] Spreadgun loads golden shells with altfire, like in IA3
- [x] Wallbuster tops up buckshot one cylinder at a time until stopped
- [x] Remove all missile types except blazers, and rewrite the absolute mess of code the Hellblazer currently is
- [x] Remove FCB rounds, and simplify Silver Bullet JET inputs
* [x] **Additional WAD Compatibility:**
- [x] SIGIL 2
- [x] Eviternity 2
- [ ] Legacy of Rust
* [ ] **GZDoom 4.12+ Features:**
- [x] Lesser code cleanup/refactor *(new variables, functions, flags, etc.)*
- [ ] Visual Thinker migration where needed *(more lightweight sprite explosions and the like)*
* [ ] **UZDoom Features:**
- [x] Use uniforms in material shaders whenever possible *(reduces the need to compile multiple versions of the same shader)*
- [x] Implement self-obituaries for all weapons as well as other self-damaging player actions
- [ ] Use client-side thinkers/actors where needed for even lower overhead
- [ ] Better handling of cross-level traveling
- [ ] Make use of `unsafe(clearscope)` where needed to intentionally forgo scoping rules, for simplicity's sake
- [ ] Use `INTERPOLATESCALE` and `INTERPOLATEALPHA` where needed for certain effects
- [ ] Make use of other new virtuals such as `OnSelect`/`OnDeselect` in weapons, for more simplification
- [ ] Haptics support
- [ ] ... And much, much more
## 1.4 update *(Fine Refinements)*:
Re-animation of old FK models. Plus extra score incentives and achievements.
Re-animation of old FK models. Some more items. Plus extra score incentives and achievements. Finishing touches for the mod to be considered truly done, really.
* **Re-animate all base models with IK *(important for consistency)***
* **Additional Score Bonuses:**
- Double-Cheeked *(Buttslam kill, 1.5x)*
- Mixup *(Different weapon between kills, +200, add +50 with each switch, 10 second cooldown)*
- Unseen *(Kill an enemy without a line of sight to yourself, +300)*
- Aerial *(Kill an enemy while in mid-air, +500)*
- YEET *(Kill a non-flying enemy while it's in the air, AFTER you sent it flying, +1000)*
- OVERWRITE *(Telefrag an enemy, overrides OVERKILL bonus, 4x)*
- Revenge *(Kill the enemy that killed you within 30 seconds of reviving, 3x)*
- Longshot *(Kill an enemy from over 2000 map units away, +600, add +100 for each extra 1000 map units)*
- Redirect *(Kill an enemy with another enemy's projectile, +900)*
* **Additional Achievements:**
- Spicy Tennis *(Parry a thrown Explodium Mag)*
- Pachinko Code *(Find the Secret Menu)*
- Double Succ *(Merge two Ynykron singularities)*
- The Ultimate Combo *(Hit a Ynykron singularity with a Ynykron beam)*
- Author Appeal *(Smooch a boss brain)*
- Power of Love *(Recover a total of 500 health by kissing the Kirin Plush)*
- Arsenal of Olden Times *(Find all classic UnSX weapons)*<br/>
* [ ] **Re-animate all base models with IK *(important for consistency)***
- [ ] Re-animate base weapon set and gestures *(won't be hard)*
- [ ] Re-animate player model *(this might be harder)*
- [ ] Ragekit overhaul *(becomes its own separate "melee weapon" as a gesture)*
* [ ] **Combo Collectible Animations *(as part of the above, really)*:**
- [ ] Saya + Demo
- [ ] Saya + Kirin
- [ ] Demo + Kirin
* [ ] **Additional Items:**
- [ ] Ballsy™ Bomb *(re-purposes lead ball)*
- [ ] Battle-Boi™ Deployable Sentry *(re-purposes saltshot)*
* [ ] **Additional Collectibles:**
- [ ] Blåhaj *("Dr. Shorky")*
* [ ] **Mothgirl summon for Lämp easter egg**
- [ ] A Mothly Contract *(Summon the White Lady)*
- [ ] Fluffy Moth *(Pet the White Lady 50 times)*
- [ ] Ara Ara *(Have the White Lady kill a total of 100 enemies)*
* [ ] **Additional Score Bonuses:**
- [ ] Double-Cheeked *(Buttslam kill, 1.5x)*
- [ ] Unseen *(Kill an enemy without a line of sight to yourself, +300)*
- [ ] Aerial *(Kill an enemy while in mid-air, +500)*
- [ ] YEET *(Kill a non-flying enemy while it's in the air, AFTER you sent it flying, +1000)*
- [ ] OVERWRITE *(Telefrag an enemy, overrides OVERKILL bonus, 4x)*
- [ ] Revenge *(Kill the enemy that killed you within 30 seconds of reviving, 3x)*
- [ ] Longshot *(Kill an enemy from over 2000 map units away, +600, add +100 for each extra 1000 map units)*
- [ ] Redirect *(Kill an enemy with another enemy's projectile, +900)*
* [ ] **Additional Achievements:**
- [ ] Pachinko Code *(Find the Secret Menu)*
- [ ] Double Succ *(Merge two Ynykron singularities)*
- [ ] The Ultimate Combo *(Hit a Ynykron singularity with a Ynykron beam)*
- [ ] Power of Love *(Recover a total of 500 health by kissing the Kirin Plush)*
- [ ] Arsenal of Olden Times *(Find all classic UnSX weapons)*<br/>
*(Quadravol, Biospark Carbine, Sparkster Rifle, Ray-Khom, Mortal Rifle, Ynykron, Rafan-Kos and K79-D)*<br/>
*(The K79-D was turned into the generic cube, so it still counts)*
- Know Thy Armaments *(Find all weapons)*
- Assortment of Thingamajigs *(Find all items)*
- Words Words Words *(Read 100 library entries)*
- Oops I Pressed It *(Turn the engine off)*
- Dangerous Ball Action *(Knock yourself out with your own lead ball)*
- Total Ball Destruction *(Kill the Icon of Sin with a lead ball)*
- Say The Line Vinny *(Spin attack with the Itamex Hammer for 60 seconds)*
- Whateverbuster *(Use the Wallbuster shuffle function 100 times)*
## 1.5 update *(The Final Stage)*:
All the hard stuff *(some of these aren't guaranteed)*.
* **DLC Gameset:**
- **[Doom]** Demo Land Adventure *(platformer with shooty gameplay)*
- **[Heretic]** Interstellar Demolitionist *(a somewhat simple vertical SHMUP, kinda Touhou styled)*
- **[Hexen]** Demolition Quest *(a JRPG, kinda like early FF / BoF)*
* **Mothgirl summon for Lämp easter egg**
- Layers of White *(Summon the White Lady)*
- Fluffy Moth *(Pet the White Lady 50 times)*
- Ara Ara *(Have the White Lady kill a total of 100 enemies)*
* **Photo Mode**
- Dedicated poses
- Stickers
* ***(Maybe)* Virtual Training Map**
- Featuring Maidbot as assistant
- [ ] Words Words Words *(Read 50 library entries)*
- [ ] Oops I Pressed It *(Turn the engine off)*
- [ ] Dangerous Ball Action *(Land a lead ball crit on yourself)*
- [ ] Total Ball Destruction *(Deploy 30 Ballsy Bombs)*
- [ ] Say The Line Vinny *(Spin attack with the Itamex Hammer for 60 seconds)*
- [ ] Grand Slam *(Kill a boss using the Itamex Hammer altfire from at least 500 map units of height)*
- [ ] Burnination *(Kill 100 enemies with a single Hellblazer drum)* *[replaces I Am Become Death]*
- [ ] Engineer's Best Friend *(Score 1000 kills using sentries)*
- [ ] Demo-chan's Dubious Detour *(Beat all original episodes of Ultimate Doom)*
- [ ] Baphomet's Chosen *(Beat SIGIL)*
- [ ] Satanic Surprise *(Beat SIGIL 2)*
- [ ] Explosive Headache *(Beat Doom 2)*
- [ ] Rude Awakening *(Beat No Rest For The Living)*
- [ ] Two Birds With One Nuke *(Beat Legacy of Rust)*
- [ ] Doom Eviternal *(Beat all episodes of Eviternity)*
- [ ] Doom Sempiternal *(Beat all episodes of Eviternity 2)*
- [ ] Ding Dong The Wizard's Dead *(Beat the first three episodes of Heretic)*
- [ ] Additional Heresy *(Beat episodes four and five of Heretic)*
- [ ] Puzzle Extravaganza *(Beat Hexen)*
- [ ] The Plutonia of Hexen *(Beat Deathkings of the Dark Citadel)*
* [ ] **Additional Models *(for the sake of completeness)*:**
- [ ] Gibs *(incl. fun option for silly gibs)*
- [ ] Hexen keys
- [ ] Hexen puzzle items
## Unspecified
Things that I'm unsure when will be added *(or if they can be added)*.
* **Customized cluster text stuff if that ever gets scriptified**
* **Official Sunder support *(when the WAD is complete)***
* **Gib models *(May happen by 1.3, hopefully)***
* [ ] **Fix handling of conveyor physics *(if scrollers ever get exposed to ZScript)***
* [ ] **Per-weapon player models *(could be very time-consuming)***
* [ ] **Model animations decoupled from actor states *(may be needed for the previous one, and would allow even more flexibility in player animation)***
* [ ] **Fully custom cluster text screens, with special handling for many WADs *(if that ever gets scriptified)***
* [ ] **Official Sunder support *(when the WAD is complete)***
- [ ] Deaf to The Siren's Song *(Beat Sunder)*
* [ ] **Official HELLION support *(when it comes out)***
- [ ] Romerotown Rampage *(Beat HELLION)*
* [ ] **Official Heretic + Hexen re-release support *(if heavy lifting is handled by the port)***
- [ ] Absolutely Heretical *(Beat Faith Renewed)*
- [ ] Absolutely Washed *(Beat Vestiges of Grandeur)*
## Other Projects
@ -113,21 +151,27 @@ Add-ons and other related stuff.
- Unique bosses
- Some extra enemy variants
- Coverage for all supported WADs *(oof)*
* **Standalone mini-games *(for learning Godot)*:**
- Demo Land Adventure *(shooty platformer)*
- Interstellar Demolitionist *(horizontal SHMUP)*
- Demolition Quest *(classic turn-based RPG)*
- Cutie Squad *(bullet heaven a la 20 Minutes Till Dawn)*
* **Ibuki side mod *(Red Oni)*:**
- A more *"mundane"* arsenal
- Featuring a very big girl with very big... Assets
- Featuring the big strong gal herself
- Slightly more *"grounded"*, but still powerful
- See, I got tired of playing modded Fallout 4 so...
- See, I wanna stop playing modded Fallout 4, so...
* **Saya side mod *(Red-Eyed Rampage)*:**
- The first mod where you play as a mere squishy person
- Even more fun weapons, including one made by a god!
- Spellcards!
- A more interesting take on *"infinite lives"*
- Ludicrous movement mechanics from the most agile gremlin ever
- Featuring the Pancor Jackhammer *(lol)*
* **Kirin side mod *(Red Star of Innocence)*:**
- Finally, you get to play as the precious femboy emperor
- Finally, you get to play as the precious emperor
- Anarukon firearms? Anarukon firearms
- Designed entirely for Hexen's funky gameplay™
- Designed primarily for Hexen's funky gameplay™
- Watch as our boy complains about *"puzzles"*
- Some unique touches to spice things up
- Basically a lite version of what you could expect in **UNDEATH**
@ -137,6 +181,25 @@ Add-ons and other related stuff.
- Big focus on melee, as well as quick spellcasting
- Featuring a summonable AI companion
- Basically even more of what **UNDEATH** will feature
* ***"Hardcore Mode"* side mod *(Maid for Combat)*:**
- Demo-chan enters the fray in full military maidbot gear
- Things get quite a lot more challenging
- No jetpack, just standard humanoid mobility
- Simplified mechanics and controls
- Exploring a more conventional arsenal
- Demo can use **MAGIC**??? *(yes, they can)*
* **Dana side mod *(Tactical Gremlin Action)*:**
- A more tactical experience with this sassy merc
- Relatively the most grounded arsenal in all side mods
- A certain appeal to MRE enthusiasts will be present
- Just an extra idea for a mod, because I sure have a lot of mod ideas
* **Ellen side mod *(Little Mischief)*:**
- The glass cannon experience: Big guns, smol gal
- More fun times with the powers of the Yanikov bloodline
- There could be more side mods, as a treat
* **Doomguy side mod *(The Lone Soldier)*:**
- The idea is to do the classic Doom arsenal, but in my style
- I swear this is the last side mod
* **Official Game *(VOID - The Dark Alliance)*:**
- Retell the events of UnSX 2 *(but with the Demolitionist's participation)*
- Basically give the Demolitionist their own standalone game

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@ -1,4 +1,4 @@
Copyright (c) 2020-2022 Marisa Kirisame, UnSX Team
Copyright (c) 2020-2026 Mari the Deer
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -2,7 +2,7 @@
There are two parts to this:
## Basic language files *(base/menu/mission/voice)*
## Basic language files *(base/dlg/menu/mission/voice)*
Just make a copy and change the language code at the top *(the string between brackets)* to whatever language you're translating it to *(don't forget to also set it in the file extension too, for the sake of easier organization)*.
@ -18,7 +18,7 @@ Each entry must have only one of each TAG, TAB and REL section, and at least one
## Font support
Both fonts in use fully support Latin, Greek and Cyrillic scripts.
All common fonts fully support Latin, Greek and Cyrillic scripts.
## Language codes

161
MAPPING.md Normal file
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@ -0,0 +1,161 @@
# Notes for mappers
There's some useful functions that can be called from ACS using ScriptCall, these are documented below. *(And, since they're static functions, they can be also called from ZScript as-is)*.
### Toggling features
- **Store:**<br/>`ScriptCall("SWWMHandler","ToggleStore",#)`<br/>Passing **0** disables the store, any other number will enable it again.
- **Reviving:**<br/>`ScriptCall("SWWMHandler","ToggleRevive",#)`<br/>Passing **0** disables reviving, any other number will enable it again.
**Note:** These settings will persist between level changes.
### Mission log
- **Adding a new entry:**<br/>`ScriptCall("SWWMMissionLog","AddLog","YOUR TEXT HERE")`<br/>Prefixed LANGUAGE entries are supported.
- **Setting the date and time:**<br/>`ScriptCall("SWWMMissionLog","SetClock",year,month,day,hour,minute,"timezone")`<br/>Note that month and day start counting from zero, not one *(for programming-related reasons)*.<br/>Please use abbreviations for timezones *(e.g.: EST, CET)*.
### Dialogue sequences
It is now possible to create entirely new dialogue sequences. I have yet to document how this stuff works, as well as adding a proper interface for mappers, but if you're curious, all of the code is in the `SWWMDialogues` class.
### Custom boss healthbars
Using `ScriptCall("SWWMHandler","AddBoss",tid,"YOUR TAG HERE")` you can assign a group of monsters that will be treated as a boss fight, with a collective healthbar. Note that each call to this function will clear any active boss encounters. Prefixed LANGUAGE entries can be set as a tag, and the mod can automatically look up an alternative with the *"_FUN"* suffix if *"Fun Tags"* are enabled, should there be one defined.
An optional boolean argument can be passed that flags the boss fight as an *"end game"* boss. This serves little purpose other than allowing one specific achievement *("Kill an end-game boss with the Ynykron")* to work properly.
The tag argument is used for the name above the healthbar, so you can give the boss a custom title *(e.g.: "Woobie, Destroyer of Worlds")*. Passing an empty string will use whatever tag the first monster in the list has.
If the assigned boss is a *"BossBrain"* or a subclass of it, it will look for *"BossEye"* actors as well. This is so the healthbar appears only when the eye *"sees"* a player. Do note that if you have multiple boss eyes in the map *(does anyone do that???)*, this may break as it will always use the first one.
### UDMF properties
In order to make non-door sectors bustable, or to make some sectors non-bustable, you can give that sector a custom integer property named either BUSTABLE or UNBUSTABLE with a value of 1. Note that the latter takes priority over the former, so don't use both at once.
### Placing items
**DEMOLITIONIST** does not have standard DoomEdNums assigned to any of its items by default, in order to avoid potential collisions with other custom maps, so you will have to set them yourself.
Copy the following to your MAPINFO:
```
DoomEdNums
{
// Weapons
29001 = "DeepImpact"
29002 = "ExplodiumGun"
29003 = "Spreadgun"
29004 = "Wallbuster"
29005 = "Eviscerator"
29006 = "Hellblazer"
29007 = "Sparkster"
29008 = "SilverBullet"
29009 = "CandyGun"
29010 = "Ynykron"
// DLC Weapons
29011 = "ItamexHammer"
29012 = "PlasmaBlast"
29013 = "PuntzerBeta"
29014 = "PuntzerGamma"
29015 = "HeavyMahSheenGun"
29016 = "Quadravol"
29017 = "ModernSparkster"
29018 = "RayKhom"
29019 = "MisterRifle"
29020 = "RafanKos"
// Ammo
29021 = "RedShell"
29022 = "RedShell2"
29023 = "RedShell4"
29024 = "RedShell6"
29025 = "GoldShell"
29026 = "EvisceratorShell"
29027 = "EvisceratorShell2"
29028 = "EvisceratorShell3"
29029 = "EvisceratorSixPack"
29030 = "HellblazerMissiles"
29031 = "HellblazerMissiles2"
29032 = "HellblazerMissiles3"
29033 = "HellblazerMissileMag"
29034 = "SparkUnit"
29035 = "SparkUnit2"
29036 = "SilverBulletAmmo"
29037 = "SilverBullets"
29038 = "SilverBullets2"
29039 = "SilverBullets3"
29040 = "CandyGunAmmo"
29041 = "CandyGunBullets"
29042 = "CandyGunBullets2"
29043 = "CandyGunBullets3"
29044 = "YnykronAmmo"
// DLC Ammo
29045 = "SMW05Ammo"
29046 = "SMW05Ammo2"
29047 = "SMW05Ammo3"
29048 = "SMW05SmallAmmo"
29049 = "SMW05BigAmmo"
29050 = "SheenAmmo"
29051 = "SheenAmmo2"
29052 = "SheenAmmo3"
29053 = "SheenSmallAmmo"
29054 = "SheenBigAmmo"
29055 = "QuadravolAmmo"
29056 = "QuadravolAmmo2"
29057 = "QuadravolAmmo3"
29058 = "SparksterBAmmo"
29059 = "SparksterBAmmo2"
29060 = "SparksterBAmmo3"
29061 = "SparksterRAmmo"
29062 = "SparksterRAmmo2"
29063 = "SparksterRAmmo3"
29064 = "RayBolt"
29065 = "RayBolt2"
29066 = "RayBolt5"
29067 = "RayAmmo"
29068 = "MisterRound"
29069 = "MisterRound2"
29070 = "MisterRound3"
29071 = "MisterRound5"
29072 = "MisterAmmo"
29073 = "MisterGAmmo"
29074 = "UltimatePod"
29075 = "UltimateAmmo"
// For Hexen
29076 = "FabricatorTier1"
29077 = "FabricatorTier2"
29078 = "FabricatorTier3"
29079 = "FabricatorTier4"
// Backpack
29080 = "HammerspaceEmbiggener"
// Health
29081 = "HealthNuggetItem"
29082 = "TetraHealthItem"
29083 = "CubeHealthItem"
29084 = "RefresherItem"
// Armor
29085 = "ArmorNuggetItem"
29086 = "BlastSuitItem"
29087 = "WarArmorItem"
// Powerups
29088 = "GrilledCheeseSandwich"
29089 = "GhostArtifact"
29090 = "GravitySuppressor"
29091 = "FuckingInvinciball"
29092 = "Ragekit"
29093 = "SWWMLamp"
29094 = "EBarrier"
29095 = "Mykradvo"
29096 = "DivineSprite"
29097 = "AngerySigil"
//29098 = "BallsyBomb"
//29099 = "SWWMSentryItem"
}
```
**Notes:**
- Embiggeners can be *"merged"* by placing them all in the same exact position. This works for groups of 2, 4, 6 and 8.
- Chanceboxes auto-spawn inside secret sectors as long as there's an unobstructed 32x32x60 space inside them.
- It's possible to manually spawn chanceboxes and even collectibles, but this will have to be done through ZScript in a level postprocessor, as internally they already have DoomEdNums assigned *(in the format 42069xx)*, but they're larger than 16 bits, so *(most?)* map editors can't use it.
- Items have no *"fallback sprites"*, so they're only visible as models in UDB.
- Items with *"shiny"* materials *(e.g. nuggets and health geodesics)* will look dull since UDB can't use their shaders.
- Some multi-skinned models may render incorrectly or have missing parts in UDB due to MODELDEF parsing quirks. This can be noticed from the warnings that will be logged on load.

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@ -1 +0,0 @@
<EFBFBD><EFBFBD>鈿鈿鈿鈿鈿鈿鈿鈿鈿鈿鈿鈿<EFBFBD><EFBFBD>w

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@ -1 +0,0 @@
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>镲镲镲镲铑铑铑铑揶揶揶揶眄眄眄眄葺葺葺葺葺葺葺葺葺葺葺葺葺葺葺葺葺葺葺葺眄眄眄眄揶揶揶揶眄眄眄眄铑铑铑铑铑铑铑铑镲镲镲镲<EFBFBD><EFBFBD><EFBFBD><EFBFBD>镲镲镲镲<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>

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@ -1,24 +0,0 @@
Demolitionist
{
include "PusherWeapon";
//include "ItamexHammer";
include "DeepImpact";
include "ExplodiumGun";
//include "PlasmaBlast";
include "Spreadgun";
//include "PuntzerBeta";
include "Wallbuster";
//include "PuntzerGamma";
include "Eviscerator";
//include "HeavyMahSheenGun";
include "Hellblazer";
//include "Quadravol";
include "Sparkster";
//include "BlackfireIgniter";
include "SilverBullet";
//include "EMPCarbine";
include "CandyGun";
//include "RayKhom";
include "Ynykron";
//include "GrandLance";
}

563
README.md
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@ -4,7 +4,7 @@
## The Introduction
**Codename: Demolitionist** is an all-original gameplay mod for **GZDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
**Codename: Demolitionist** is an all-original gameplay mod for **UZDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
The mod's arsenal could be seen as a *"best of"* collection of custom weapons I've made for **Unreal Tournament**, plus many new things that didn't make the cut there. It is also effectively a reboot of the entire **Some Weird Weapons Mod *(SWWM)*** series, which unfortunately ended with the cancelled **SWWM Z**, this mod's direct predecessor *(hence this project originally starting its days under the name of **SWWM GZ**)*.
@ -12,36 +12,80 @@ It contains weapons and items remastered and revived from old projects such as t
It also features ***A LOT*** of lore from the **UnSX multiverse**. I pretty much went wild here with all the stuff you can read, and I hope you enjoy immersing yourself into this vast world full of its many characters and their tales.
This is the first fully original mod I'm making since my work on **Doom Tournament** and **Doomreal**, and it is effectively built on the skills I've gained working on them, and some of their code also serves as a sort of foundation for it.
This is the first fully original mod I've made since my work on **Doom Tournament** and **Doomreal**, and it is effectively built on the skills I've gained working on them, and some of their code also serves as a sort of foundation for it.
Hope you have fun exploding demon knees.
— *Marisa*
---
## The Disclaimers
This mod features loud sounds and flashing lights, which may be harmful to certain people. There are options to dampen some of these effects, but it may still be unsafe nonetheless.
**This mod contains strong language and mature themes.** There is frequent swearing, along with discussions of war, economy, social rights and other political topics, AND various jokes that shamelessly lean into innuendo. Should any of these discomfort you, please avoid playing.
The UI design and color schemes of the mod may be problematic to people with color blindness. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. GZDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
**This mod features loud sounds and flashing lights**, which may be harmful to certain people. There are options to dampen some of these effects, but it may still be unsafe nonetheless.
The characters and stories featured in this mod are part of my own personal lore. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
**The UI design and color schemes of the mod may be problematic to people with color blindness**. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. UZDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
The mod's overarching story and themes often tackle topics of world politics, economy, human rights and others. No work of fiction is free of politics, especially those that reflect the author's own beliefs. If you feel discomfort from political views opposite to your own, this may not be for you *(especially if you're right-leaning/conservative)*.
**The characters and stories featured in this mod are part of my own personal fiction**. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
The mod contains certain sexual undertones *(or overtones in the story itself)*. Some parts could be considered explicit in nature, so please take this with a grain of salt. You've been warned: The mod *IS* horny *(and so am I, as its author)*.
---
This mod is not compatible with **Brutal Doom** for obvious reasons. If you want to combine both, use the "Monsters Only" version of it, but do note that some glitches may still happen.
## Software and Hardware Requirements
This mod is, funny enough, readily compatible with **H-Doom**. You will not be able to engage in erotic acts with the demon girls, however, but they will be very vulnerable to kisses and headpats.
**Codename: Demolitionist** requires a version of **UZDoom** that currently doesn't exist or later.
Recommended desktop hardware specs are as follows:
- **CPU:** 3GHz or faster x86_64 processor *(core count irrelevant, single-threaded performance is what matters)*.
- **Intel:** Core i5-6400 or later.
- **AMD:** Ryzen 5 1500X or later.
- **GPU:** Vulkan 1.2 compatible GPU with at least 3GB of VRAM.
- **NVIDIA:** GTX 1060 or later.
- **AMD:** RX 480 or later.
- **Intel:** Iris Pro Graphics 580 or later.
- **RAM:** 4GB minimum (8GB if using integrated graphics).
- **Display:** A 720p or larger display should do the job. Please note that on Ultrawide displays the HUD will be constrained to a 16:9 area.
Recommended settings are as follows:
- **Renderer:** Hardware only, Vulkan. This uses 3D models, shaders, all that good stuff.
- **Textures:** Filtering set to "`None (Trilinear)`". Textures are meant to be chunky, but not *"crusty"*.
- **Post-processing:**
- Bloom is recommended at minimum, FXAA should be fine as well.
- Only enable SSAO if you have *REALLY* beefy hardware, it's expensive *(though it doesn't look that great)*.
- It is not advised to use the engine built-in tonemap filters, as they can cause glitches with some visual effects.
- For other post-processing, use [MariFX](https://git.sayachan.org/OrdinaryMagician/marifx_m) *(shameless self-plug)*.
- **Lighting:**
- Dynamic lights must be enabled, or you'll be missing out on a lot.
- Make sure dynamic lights are set to affect just about everything including particles.
- Dynamic light shadows are recommended to be enabled, at the highest possible quality and resolution.
- It's advised to use "`Classic`" sector lighting, as other modes may over-brighten weapon models.
- **Audio:**
- Increasing sound channels to their maximum limit *(or beyond, by changing `snd_channels` in the console)* is advised.
- HRTF is not recommended, it may result in excessive CPU usage and lower quality full-stereo SFX.
For reference, I've been able to play this comfortably on a cheap Acer Aspire 3 laptop *(it has a Ryzen 7 5700U, not top of the line or anything)*. On the desktop I can even play through slaughterwads with it, even though most of my hardware is two or more generations old at the time of writing.
Seriously, most of the people out there who complain about bad performance with the GZDoom family of ports are definitely doing something wrong. This isn't the same Doom from 1993, dude, the ZDoom family has been receiving incremental updates for more than 25 years now, needing newer and better hardware is just a fact of life when software complexity keeps increasing.
In addition, this was verified to run smoothly on the Steam Deck. However, because the mod has been designed with keyboard and mouse in mind, it is not really possible to bind *ALL* controls beyond the bare essentials, *(this might be addressed in the future)*.
*(Testers are welcome for narrowing down more precise hardware requirements, I can't afford extra testing hardware)*
*(Once again, if you're going to be playing slaughtermaps with this, the recommended specs may not be enough, duh)*
---
## The Demolitionist
![](docimg/demolitionist_actionshot.png)
You are an **Akari Labs Demolitionist Bot**, one of the very first units, fresh off the factory. You are the company's greatest achievement in AI-controlled combat units, trained to efficiently use all sorts of weaponry, built with premium quality armor plating and robust but flexible joints. In order to show off your capabilities, your creator has decided to send you out to fight the demonic invasion brought upon by *"those big stinkin' idiots at the **UAC**"*. Your time has come to kick ass and blow 'em up.
You are an **Akari Labs Demolitionist Bot**, one of the very first units, fresh off the factory. You are the company's greatest achievement in autonomous combat units, trained to efficiently use all sorts of weaponry, built with premium quality armor plating and robust but flexible joints. In order to show off your capabilities, your creator has decided to send you out to fight the demonic invasion brought upon by *"those big stinkin' idiots at the **UAC**"*. Your time has come to kick ass and blow 'em up.
Additional features:
- **Glowing color tags:** Located around various parts of your body, allows easy signaling and identification of the unit's presence in darker areas.
- **Glowing color tags:** Located around various parts of your body, allows easy signaling and identification of the unit's presence in darker areas. The colors can be customized to easily tell apart multiple units.
- **Lucky Collar:** A little gift from your creator, to keep you safe. Reduces incoming damage by 75% when you're below 25% health. Plus an additional 50% reduction to any damage from your own weapons.
- **High-Resonant Almasteel Plating:** Your chassis is built from one of the hardest alloys known across the universe. Thus, your body is practically indestructible, but not impervious to damage. All splash damage is reduced by 80%, and you only take half damage from crushers *(and may cause them to break, permanently)*.
- **User Menu:** With the press of a button, open a dedicated menu to see all your stats in detail, info on carried items and weapons, check out a grand library of information on things you come across, and access the store for buying extra items with your score points.
@ -53,24 +97,26 @@ Additional features:
- **Targetting Array:** Tracks nearby foes and provides basic information on their health. Compatible with **Omnisight™** mapping modules for tracking key items and nearby exits. Can also highlight nearby pickups by holding a dedicated button.
- **Akari Labs CuteEmotion™ Display:** Equipped onto your visor to show a wide range of predefined facial expressions in order to convey simple emotions to others.
- **Akari Labs LoudBoi™ Voicebox:** Allows you to ****. Easily moddable to allow alternate voicepack add-ons *(If someone were to make them)*. Your usual voice is quite robotty, due to a built-in filter.
- **On-demand Item Obtainers:** AKA "hands". You can pick up the mod's items from a distance by pressing Use *(this is mainly a workaround for any quirks that might come from them having modified collision)*.
- **On-demand Item Obtainers:** AKA "hands". You can pick up the mod's items from a distance by pressing Use *(Note that any trigger lines between you and the item still get activated, so you can't skip traps by doing this)*. Furthermore, if you hold Use for a while, you will also attract nearby dropped items towards you as well.
**Note:** Since you're a robutt you pretty much can swim indefinitely and are also immune to poison.
**Note:** Since you're a robutt you pretty much can't drown and are also immune to poison.
---
## The Weapons
![](docimg/demolitionist_wallbuster.png)
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.
Some weapons may have extra functions attached to the **Reload** or **Zoom** *(referred to as tertiary fire)* 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.
All weapons also have a quick melee attack through an extra button. It's not strictly required, but can help a lot if enemies get too close, as most weapons are dangerous to use at point blank.
If a weapon has no actions on either the reload or zoom buttons, it may be replaced with some special idle action, such as spinning or fiddling around with it.
For now, the following are all weapons available. More will be added afterwards, in future updates *(oh boy)*.
Keep in mind you can only have one of each weapon per slot *(with the exception of slot 1)*, so make sure you think things through with how to set up your loadout, 'cause you can't carry everything *(that is, unless you toggle the option to do so, which completely defeats this attempt at balance)*.
### Deep Impact (slot 1) ~ Replaces Fist, Staff, Hexen starting weapons
### Deep Impact *(slot 1)*
![](docimg/deepimpact.png)
The signature **SWWM** melee weapon, an **Impact Hammer** on steroids.
@ -83,16 +129,20 @@ The signature **SWWM** melee weapon, an **Impact Hammer** on steroids.
Equipped by default on spawned players.
### Pusher (slot 1) ~ Replaces Chainsaw, Gauntlets, Timon's Axe
![](docimg/pusher.png)
### Combat Hammer *(slot 1)*
![](docimg/hammer.png)
What was going to be the new melee weapon in **Ultra Suite 2**, but it never happened. A pimped up jackhammer.
A hefty sledgehammer, built to smash things with extreme prejudice.
**Primary fire:** Drill at whatever you're facing.
**Primary fire:** Swift strikes.
**Secondary fire:** Pull the drill bit back all the way in, then on button release push it back out with immense force. This will pretty much pierce a hole through anything, but if you miss there's a chance you'll lose grip on the weapon and it'll go flying until it hits something.
**Secondary fire:** Hold to lift it up, release to let it drop.
### Explodium Gun (slot 2) ~ Replaces Pistol, Elven Wand, Hexen starting weapons
**Tertiary Fire:** Spin the damn thing, hitting all targets around you. Note that you have to keep tapping the button whenever the speed starts to drop so you can keep going, for as long as you want *(be wary of motion sickness)*.
Do note one important thing: This weapon benefits from the effects of the **Ragekit**. Yeah, have fun dealing *8X THE DAMAGE PLUS IMPACT SHOCKWAVES* swingin' it.
### Explodium Gun *(slot 2)*
![](docimg/explodiumgun.png)
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.
@ -107,54 +157,113 @@ Equipped by default on spawned players. Has infinite ammo.
If you manage to get a second one, you can dual wield them, in which case secondary fire instead shoots your off-hand gun.
### Spreadgun (slot 3) ~ Replaces Shotgun, Ethereal Crossbow, Serpent Staff
#### Explodium Bullets
![](docimg/explodiumbullet.png)
Custom-crafted .387 caliber rounds with a high-explosive charge. They hit real hard, especially when shooting foes head-on. As mentioned above, you do have an endless supply of them, so they're handy as a fallback to save on ammo for the stronger guns.
#### Explodium Magazine
![](docimg/explodiumammo.png)
Just an ordinary single-stack 7 round magazine... Or is it? As you may see, it's equipped with a latch that arms it as a shock-sensitive grenade, which will automatically cook off all loaded rounds in response to strong impact or crushing force.
Keep in mind that it's also possible to use these by themselves, regardless of weapon held, through the ***"Quick Grenade"*** button. If thrown in this way, however, they will not bounce, but you do gain the ability to, if you are close to a wall, attach them to it, allowing you to set up explosive traps.
### Plasma Blaster *(slot 2)*
##### ⚠️ NOT YET IMPLEMENTED ⚠️
![](docimg/plasmablast.png)
Energy sidearm, for those times when you just want to let 'em burn. What it lacks in explosive potential compared to the **Explodium Gun**, it compensates by packing one hell of a scorching bite on direct hits.
**Primary fire:** Let loose some pew-pews. The projectiles aren't very fast, nor get very far.
**Secondary fire:** Hold firmly with both hands and charge up a potent shot. This one is a lot more lethal, as you may imagine, and consumes all loaded ammo.
**Reload:** Swaps the loaded plasma cell for a fresher one, as you'd expect.
Likewise, also has infinite ammo, so go wild. And yeah, it can also be dual wielded, working the same way.
#### Plasma Cell
![](docimg/plasmaammo.png)
Yet another ammo type you have unlimited free access to. **Nokorokinylum** is one of the cheapest and most readily available fusion fuels in existence... At least outside of the Milky Way. Each cell has enough material for 8 shots, same exact capacity as the Explodium Gun with one round in the chamber included, in fact.
### Spreadgun *(slot 3)*
![](docimg/spreadgun.png)
Coming from the **Doom** modding side of things, this gun really packs a punch, but is kind of unwieldy to use.
**Primary fire:** Fires, duh. Depending on the loaded ammo the effects may vary.
**Secondary fire:** On tap, switches ammo type for the next shot to be loaded. On hold, also tap primary fire to unload the current shell, but leave the gun empty.
**Secondary fire:** Loads a special golden shell *(if you've got any)*.
**Reload:** Unload the current shell and load a new one. Unspent shells are re-added to their respective ammo type pool (or dropped if you can't hold more).
**Reload:** Reloads the gun, obviously.
The **Spreadgun** uses 6 gauge ammunition, apparently just for the sake of making it feel more powerful due to the increased recoil.
The ***"Rhino Stopper"* Spreadgun** uses 6 gauge ammunition, apparently just for the sake of making it feel more powerful due to the increased recoil. A single shot from this thing is about as powerful as your typical *"super shotgun"*, enough to topple one **Pinky** demon that gets too close for comfort.
### 6ga shells ~ Replaces Clip / Shells, Wand Crystal / Ethereal Arrows
![](docimg/shells.png)
Available in the following types, with varying chances of appearing depending
on replaced item, may also come in bundles:
- **Standard buckshot (red):** Lots of tiny pellets ready to tear enemies to shreds. Most common.
- **Slug (green):** Concentrated damage in a single, large projectile. Common.
- **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. Somewhat rare.
- **Kinylum saltshot (blue):** Highly volatile shards of **Kinylum** that leave behind a trail of burning plasma. Rare.
- **Telebrium flechette (black):** A discharge of puncturing darts tipped with pure Telebrium, highly corrosive, effects may spread through emitted fumes. Very rare.
- ***"The ball"* (purple):** A big lead ball, 'nuff said. Somewhat rare.
- **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 powerful monsters (over 1000HP) and bosses. They may also appear in **Chanceboxes**.
### Wallbuster (slot 4) ~ Replaces SSG, Ethereal Crossbow, Frost Shards
### Wallbuster *(slot 4)*
![](docimg/wallbuster.png)
A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms**. Sporting a pentagonal array of 5-barrel cylinders, for a grand total of 25 barrels. Everything in front of you is pretty much dead. Cannot use dragon's breath, flechettes or golden shells.
A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms**. Sporting a pentagonal array of 5-barrel cylinders, for a grand total of 25 barrels. Everything in front of you is pretty much dead.
**Primary fire:** Shoot one barrel at a time.
**Secondary fire:** Shoot five barrels at once, watch out for the recoil.
**Tertiary fire (Zoom):** Fire all barrels at the same time, but this time REALLY watch out for the recoil.
**Tertiary fire:** Fire all barrels at the same time, but this time REALLY watch out for the recoil.
**Reload:** Reload (obviously). The process is very complicated so I'll explain it better as a list:
**Reload:** Reload *(obviously)*. One cylinder at a time, until you either run out of ammo, or tap the reload button again.
- A menu will open after the side lever is pulled. Here you can queue ammo to load up. Controls are displayed at all times.
- 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.
- While loading shells, you can cancel by holding the reload button.
- For a skilled combat robot like you, reloading this should be very fast. 10 seconds tops, for all 25 barrels.
While it has the same potency per shot as the **Spreadgun**, the longer barrels do offer the advantage of a tighter cone of fire, so it's more useful at longer distances.
Should you make use of its multi-fire functionality, you will soon learn why it bears the name of ***"Wallbuster"***.
### Eviscerator (slot 5) ~ Replaces Chaingun, Dragon Claw, Quietus (hilt)
#### 6ga Shells
![](docimg/shells.png)
A potent dosage of #00 buckshot, ready to tear enemies to shreds, comes packed into each of these. Shells will pop up by themselves or in bunches of various sizes. They're perhaps one of the most common ammo types you may encounter.
#### Golden Shell
![](docimg/goldenshell.png)
Be on the lookout for this shiny and sparkly special kind of shell, **Spreadgun**-exclusive, that rarely drops from certain foes *(bosses and/or monsters with over 1000HP)*. Loaded into your gun, it will fire a sabot packed with a very dense, high-grade **Explodium** charge, as well as some gold glitter *(which is just for show)*.
Golden shells are 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.
### Puntzer Beta *(slot 3)*
##### ⚠️ NOT YET IMPLEMENTED ⚠️
![](docimg/puntzerbeta.png)
A fine six-shooter for the gunslinger at heart. Particularly, it's a semi-auto revolver, and one that in addition is top-break as well. Ain't that a rarity...
**Primary fire:** It do the shoot, at moderate speed.
**Secondary fire:** Prime the six-shot mode, after which a tap of primary fire will make the gun unload all six barrels in quick succession.
**Reload:** You can guess what it does. Speedloaders aren't needed as rounds can be quickly replaced from **Hammerspace**.
The Beta boasts pinpoint accuracy at any distance, mainly because Doom maps never get large enough that you'd need to account for the Coriolis force on these rapidly spinning bullets.
### Puntzer Gamma *(slot 4)*
##### ⚠️ NOT YET IMPLEMENTED ⚠️
![](docimg/puntzergamma.png)
Just your friendly neighborhood SMG, with a somewhat unconventional feeding system.
**Primary fire:** It shoots, what else. Note that you'll gradually lose accuracy the longer you keep firing. The gun fires faster than your body can counter its recoil.
**Secondary fire:** Toggles between full auto and... Fuller auto?
**Reload:** Ah yes, it reloads.
As its ammunition is interchangeable with the **Beta**, you won't be missing much *(other than the SPEED and the mag capacity)* if you decide to keep a **Wallbuster** in this slot.
#### SMW.05 Rounds
![](docimg/smwammo.png)
These 6.9mm ***(nice)*** corkscrew-shaped bullets have some fine drilling power, being capable of piercing nicely through many things, including walls. You may find them in various forms, sometimes as speedloaders for the **Beta**, and other times as magazines for the **Gamma**.
### Eviscerator *(slot 5)*
![](docimg/eviscerator.png)
The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies.
@ -163,16 +272,36 @@ The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies
**Secondary fire:** Launch the entire shell. Hot lead will be deployed wherever it hits.
**Tertiary fire (Zoom):** Toggle between wide spread *(default)* and tight spread for primary. With a tighter spread, chunks will be closer together and reach higher speeds, but bounce more erratically. In addition, lobbed shells will also go much farther.
**Tertiary fire:** Toggle between wide spread *(default)* and tight spread for primary. With a tighter spread, chunks will be closer together and reach higher speeds, but bounce more erratically. In addition, lobbed shells will also go much farther.
This weapon made the **Unreal Engine** cry, so **GZDoom** may suffer a lot too.
This weapon made the **Unreal Engine** cry, so **UZDoom** may suffer a lot too.
### Eviscerator shells ~ Replaces Ammo Box, Claw Orb
#### Eviscerator Shells
![](docimg/evisceratorammo.png)
Little bundles of fun (in hot lead form) found either as single units *(sometimes bunched up)* or six-packs. There is no explanation for why they have an **OwO** face scribbled on.
Little bundles of fun *(in hot lead form)* found either as single units, in duos, or in trios. There is no explanation for why they have an **OwO** face scribbled on.
### Hellblazer (slot 6) ~ Replaces Rocket Launcher, Phoenix Rod, Hammer of Retribution
### Sheen HMG *(slot 5)*
![](docimg/sheenhmg.png)
**HEAVY MAH-SHEEN GUN!** The **Sheen** is one big bad son of a gun, letting you unload lead uninterrupted thanks to also feeding directly from **Hammerspace**. The weapon can operate at three speeds: 300RPM *(slow)*, 700RPM *(the default)* and 2100RPM *(oh my)*.
**Primary fire:** It shoots, obviously. Keep in mind there is no *"spin up"* or *"spin down"*, so firing is as immediate as it gets.
**Secondary fire:** Increase the firing speed.
**Tertiary fire:** Decrease the firing speed.
As you may guess, there is heat buildup to worry about with this thing. Despite its efficient liquid cooling, there's nothing that can be done against the sheer density of dakka you can deliver. At the maximum of 2100 RPM, the heat buildup can push the weapon into temporary lockdown until it fully cools off. While the added heat may make your shots more damaging, it will also negatively affect accuracy.
#### 14.5mmMT Bullets
![](docimg/sheenammo.png)
Things get intense when even your bullets have to be built with special, exotic materials made to resist extreme heat. You can find 'em in small handfuls, packs of ten, or crates containing a whopping 50 rounds each.
By the way, they're not tracer rounds, they just get so hot they literally set the air on fire. Ain't that metal...
### Hellblazer *(slot 6)*
![](docimg/hellblazer.png)
Another signature weapon of the **SWWM** series. This time in its third and far more improved revision.
@ -181,23 +310,38 @@ Another signature weapon of the **SWWM** series. This time in its third and far
**Secondary fire:** Lob the rocket as a grenade that will bounce around. Hold to load up to 2 additional grenades, then release for burst fire. You can tap the primary fire button at any time to cancel the preload and go straight to holding.
**Tertiary fire (Zoom):** Change the ammo type, there are four options *(see ammo section below)*. While holding rockets, tap to select seek targets.
**Tertiary fire:** While holding rockets, tap to select seek targets. Otherwise, doesn't do much at all.
**Reload:** Obviously does what you'd expect. If you're holding rockets and have targets locked on, tap to clear.
This thing is more explosive than it looks, so if you're reading this, Icarus, ***DO NOT*** use it at close range.
### Hellblazers ~ Replaces Rockets, Flame Orb
#### Blazer Missiles
![](docimg/hellblazerammo.png)
Ammo for the **Hellblazer**, found either as single units or packs. There are four types:
Ammo for the **Hellblazer**, found either as single units or in bunches. The **"Blazer"** 25mm micro-missile packs one hell of a punch with its highly explosive charge, with not just one mighty immediate blast, but also a short-lived lingering aura of big blazing hurt around itself too.
- ***"Blazer"* missiles:** The standard ammunition, highly explosive.
- ***"Crackshot"* cluster bombs:** All sorts of little bits that fly around after the initial blast.
- ***"Ravager"* incendiary bombs:** Wide range, the flames will engulf pretty much everything around itself.
- ***"Slayer"* warheads:** Frickin' nukes, you better keep your distance, because they are ***STRONG***.
### Quadravol *(slot 6)*
![](docimg/quadravol.png)
### Biospark Carbine (slot 7) ~ Replaces Plasma Rifle, Hellstaff, Firestorm
One mighty relic of the beginnings of **UnSX**. This beefy handcannon spews potent fireballs that burn stuff up good, while also blasting it all into the air. And what's even better, it's lever-action! *(oh yeah~)*
**Primary fire:** Shoot 'em.
**Secondary fire:** Pumps more rounds into the gun's crucible, for extra potency *(up to 5x)*. Do note that the shot not only will become stronger, but also more unstable. If at max charge, you can hold one more live round in the chamber to further boost the resulting damage.
**Tertiary fire:** Switch the weapon stance, from two-handing to one-handing. You know, so you can give it a full-on spin like in the action movies.
**Reload:** Loads more rounds in reserve, until it's full, there's no more ammo, or you tap reload again.
When using the weapon's quick melee, as the four pile bunkers plunge themselves into an enemy, if at that very instant you also pull the trigger, you'll release a potent point-blank blast for added damage and knockback. Smite those fools, smite them good.
#### Quadravol Cells
![](docimg/quadammo.png)
Each of these lil' things contains a mixture of high-incendiary exotic elements. The stuff's so powerful it even burns underwater, somehow.
### Biospark Carbine *(slot 7)*
![](docimg/biospark.png)
A relic from the olden days of **UnSX**. A potent energy weapon that uses what's best described as *"sentient lightning"*.
@ -206,49 +350,91 @@ A relic from the olden days of **UnSX**. A potent energy weapon that uses what's
**Secondary fire:** Concentrated beam shot. A very old thing from the original **UnSX I** incarnation. Can penetrate multiple solid targets. Can also be held for rapid fire.
**Tertiary fire (Zoom):** Deploy a capsule that releases a massive sphere of pure energy, which will track down any hostile targets. It will rip through everything and even bounce off surfaces, but it has a rather limited lifespan.
**Tertiary fire:** Deploy a capsule that releases a massive sphere of pure energy, which will track down any hostile targets. It will rip through everything and even bounce off surfaces, but it has a rather limited lifespan.
**Reload:** If all energy is depleted, loads in another charge, otherwise, if there's one Biospark Unit already connected, a second one will be attached, allowing for 8 shots instead of 4, at the cost of stability and potential self-damage.
**Reload:** If all energy is depleted, loads in another charge, otherwise, if there's one already connected, a second will be attached, allowing for 8 shots instead of 4, at the cost of stability and potential self-damage.
If the beam hits either of the other energy blobs, they will detonate with highly amplified damage and range. Note that it is possible to alternate between primary and secondary modes while rapid firing, making this combo just a matter of precise timing.
### Biospark Unit ~ Replaces Cells, Runes
#### Biospark Unit
![](docimg/biosparkammo.png)
Ammunition for the Biospark Carbine. They contain a lot of energy, despite the small size.
Contains a lot of energy, despite the small size.
### Silver Bullet JET (slot 8) ~ Replaces Plasma Rifle, Hellstaff, Arc of Death
### Sparkster Rifle *(slot 7)*
##### ⚠️ NOT YET IMPLEMENTED ⚠️
![](docimg/sparkster.png)
You've seen the granddaddy, now meet its young and promising descendant. The **Sparkster** is yet another signature weapon of the **UnSX** series, and you will not be disappointed with the mighty power you'll wield in your hands.
**Primary fire:** **Kinylum** plasma shots. Stable, steady, and quite explosive.
**Secondary fire:** **Nokron** plasma shots. A chaotic, scorching cloud of burnination.
**Primary fire + Secondary fire:** Holding both buttons at once will mix both compounds to produce a lethal orb of violet plasma.
**Primary reload:** Load in more **Kinylum** cells, as usual, until topped up, no more ammo, or a second tap of the button.
**Secondary reload:** Ditto for **Nokron** cells.
Yes, this portable plasma artillery has two ammo types, handled separately. And yes also, they can be combined. Ain't that neat.
#### Kinylum Cells
![](docimg/sparksterammoblue.png)
Neatly packaged single-shot charges of **Kinylum**. Recognizable by its cyan glow and fresh mint scent.
#### Nokron Cells
![](docimg/sparksterammored.png)
Neatly packaged single-shot charges of **Nokron**. Recognizable by its magenta glow and delicious cheese aroma.
### Silver Bullet JET *(slot 8)*
![](docimg/silverbullet.png)
The definitive model of **Blackmann Arms**'s legendary **Silver Bullet** series. A lighter *(43kg)*, lower caliber *(1.150)* variant of the former 1.350 **BEHEMOTH** model, discontinued due to being seen as too impractical *(it was full auto, no, really)*.
**Primary fire:** Shoot the bullet. A second press chambers another round.
**Primary fire:** Shoot the bullet.
**Secondary fire:** On tap, picks the ammo for the next reload. On hold, also tap primary to manually cock *(in case you want to eject unfired rounds)*.
**Secondary fire:** Cocks the gun, loading a new round if available. Note that you can eject live rounds in the process *(if you somehow want to)*.
**Reload:** Reload *(what else is new)* or switch ammo types.
**Tertiary fire:** Press and hold to enter scoped mode. Release to pick the desired zoom level *(can go up to 16x)*. Press again to exit scoped mode.
**Zoom:** Press and hold to enter scoped mode. Release to pick the desired zoom level *(can go up to 16x)*. Press again to exit scoped mode.
**Reload:** Reload *(what else is new)*.
This weapon is generally not recommended for human use outside of power armor. Good thing you're not a human, then. Still, the recoil compensator jet engines can potentially deal damage to yourself if you don't have any armor, so be careful.
Note that going prone *(crouching)* will automatically disable the recoil compensators, increasing the potential damage of the bullets, but also reducing your mobility.
### 1.150 XSB Bullets ~ Replaces Cells, Runes
#### 1.150 XSB Bullets
![](docimg/xsbbullet.png)
The 1.150 caliber **eXplosive Super Burst** bullets employ an **Explodium** shaped charge to be shot with enough energy to reach a relatively high velocity, allowing their massive bulk to penetrate several targets including walls. They are hard to come by, so spawns are scarce, and they won't even pop up in **Hammerspace Embiggeners**, and in Hexen only on the highest tier **Fabricators**.
The 1.150 caliber **eXplosive Super Burst** bullets employ an **Explodium** shaped charge to be shot with enough energy to reach a relatively high velocity, allowing their massive bulk to penetrate several targets including walls.
In the world, they may pop up as spare bullets or full mags. Each five bullets picked up will be automatically converted to a full mag in your inventory.
In the world, they may pop up as spare bullets. Each five bullets picked up will be automatically converted to a full mag in your inventory. They are hard to come by, so expect to be finding singular rounds more often than not.
### 1.150 FCB Bullets ~ Replaces Cells, Runes
![](docimg/fcbbullet.png)
### Ray-Khom *(slot 8)*
##### ⚠️ NOT YET IMPLEMENTED ⚠️
![](docimg/raykhom.png)
The more directly explosive counterpart of the **XSB**. Personally baptized by **Blackmann Arms** CEO **Hermann E. Ischer** himself as ***"Fat Chode Bombs"***, these **High-Explosive Squash Head** rounds will blast through walls on impact, hitting anything standing behind them, and in some cases, tearing down the wall itself too.
So, you are about to witness a weapon of legend from the ancient **UnSX** arsenal. This is a very, VERY big gun you've got here. Naturally, it serves as a staple of the **Xekkian** armies, being the standard-issue sidearm *(yes, sidearm)* of many soldiers and mercenaries alike. ~~It's also the most silent way to eliminate **Manderley**.~~
Same spawn conditions as the standard bullets.
**Primary fire:** Silent plasma grenade shot. Goes quite far, and blows up good. Your enemies won't even hear it coming.
### Candy Gun (slot 9) ~ Replaces BFG9000, Firemace, Bloodscourge (stub)
**Secondary fire:** Short-range arc lightning discharge. Stuns hard, with deadly potential on lesser targets. Make sure you're not standing in water when letting loose *(it's common sense)*. Also keep in mind that using this temporarily disables primary fire, as the weapon needs to fully recharge all capacitors.
**Tertiary fire:** Self-adjusting scope with trajectory prediction. Very handy stuff.
**Reload:** Ammo reloading.
By the way, those sharp claws aren't just for show, they hurt real bad when you use quick melee with this thing.
#### Ray-Khom Bolts
![](docimg/raybolt.png)
40mm magnetized bolts with a plasma payload. They're basically just grenades, really. Fairly uncommon, but very rewarding to find.
### Candy Gun *(slot 9)*
![](docimg/candygun.png)
Coming from an old unreleased weapon mini-mod, the **Candy Gun** is like an **Explodium Gun** on steroids *(or more specifically, on strawberry candy and pop rocks)*.
@ -261,14 +447,39 @@ Coming from an old unreleased weapon mini-mod, the **Candy Gun** is like an **Ex
Holding secondary fire and primary fire *(in that order)* will throw the weapon itself, 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 *(up to four)*.
### Candy Gun Bullets ~ Replaces Cells, Runes
##### Candy Gun Bullets
![](docimg/candybullet.png)
The ammo for this beast. Mags don't pop up on **Embiggeners**, and in Hexen only on the highest tier **Fabricators**.
In the world, you may find either spare bullets or full mags. Each seven bullets picked up will be automatically converted to a full mag in your inventory.
In the world, you may only find spare rounds, in small amounts. Each seven bullets picked up will be automatically converted to a full mag in your inventory.
### Ynykron Artifact (slot 0) ~ Replaces BFG9000, Firemace, Wraithverge (arc)
### Mortal Rifle *(slot 9)*
![](docimg/mortalrifle.png)
An experiment in creating the most definitive battle rifle for all armies across the universe. This thing came out of the **University of Nos-Kora**, so you can expect some things won't make a whole lot of sense with it.
**Primary fire:** The weapon is shot.
**Secondary fire:** Fire the under-barrel grenade. Or load one if empty.
**Tertiary fire:** Switch fire modes. There's the usual semi-auto, as well as... A shotgun? A stream of micro-bullets?? And a railgun??? Yeah, I don't even.
**Reload:** At least this does what you'd expect.
Don't rely too much on this thing, the ammo tends to be scarce, and it might potentially be cursed.
#### Mortal Bullets
![](docimg/mrbullet.png)
These 4.44x44.4mm, square-shaped telescoped rounds have a lot of *"fours"* in them for sure. You will find 'em as-is, sometimes in bundles.
#### Mortal Grenades
![](docimg/mrgrenade.png)
44.4mm grenades that burst into target-seeking micro-bombs. That sure is a thing, yes. They're even more rare than the standard ammo, however.
### Ynykron Artifact *(slot 0)*
![](docimg/ynykron.png)
Popularly known as the ***"Death Cannon"***. One of the four ultimate weapons commissioned by the mad dictator god **Nedoshiaan**, before his defeat... or at least, a very detailed replica of it.
@ -283,13 +494,34 @@ Unlike its previous incarnation in **SWWM Platinum**, this one doesn't have such
Due to its rarity, you can't buy it from the store, so you gotta find one *(and only one)* in the field.
### Crystal Box ~ Replaces Cell Pack, Greater Rune
#### Crystal Box
![](docimg/ynykronammo.png)
Additional ammo charge for the **Ynykron Artifact**. Contains a rod of polarized **Puronokorokinylum** crystal, highly volatile when heated and stimulated with concentrated light.
Additional ammo charge for the **Ynykron Artifact**. Contains a rod of polarized **Puronokorokinylum** crystal *(pictured next to the box, not in-game)*, highly volatile when heated and stimulated with focused light.
These spawn VERY rarely and, like the weapon that uses them, you can't buy them either. It's also possible to find them in **Chanceboxes**, if you're lucky.
### Rafan-Kos *(slot 0)*
##### ⚠️ NOT YET IMPLEMENTED ⚠️
![](docimg/rafankos.png)
Yet another very legendary **UnSX** weapon of old that never saw the light of day... Until today. The name of this peculiar artifact translates to **Ultimate Weapon** in the language of the **Nukuri**. As you may expect, it's meant to be the last word in weaponry, that's why it shares the same slot as the other big fuck-off gun.
**Primary fire:** A very big, very thick, very DEADLY beam of plasma.
**Secondary fire:** Scattered beams, pure chaos, everything they touch just melts.
**Reload:** Reload reloads, very reloadingly.
You ever wanted a nice and concise way to tell someone to fuck off? Just use this. But something like this can't be bought in stores, oh no, it's so niche that only ONE of it exists in the whole world. Try to find it, have fun.
#### Rafan-Kos Pods
![](docimg/rafankospod.png)
Don't eat them. Each of these contains star stuff, basically. They're just as rare as you might expect. If you're lucky, you'll see a full mag of four somewhere, maybe.
---
## The Pickups
![](docimg/demolitionist_items.png)
@ -297,41 +529,41 @@ Of course, one cannot go without little helpers along their journey.
Healing items restore health *(duh)*, armor items do exactly what you'd expect, and then there's all the various powerups that grant you useful abilities.
All of these can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are automatically used whenever possible *(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. Most powerups can be toggled, unless specified otherwise.
All of these can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are automatically used whenever possible *(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. Powerups stack their durations when multiple copies are activated *(which is pretty cool TBH)*.
### Health Nugget ~ Replaces Health Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant
### Health Nugget
![](docimg/nuggethealth.png)
+1 health boost, up to a cap of 200 points. Comes in bundles when replacing things other than health bonuses.
+2 health boost, up to a cap of 200 points. Comes in bundles when replacing things other than health bonuses.
### Health Tetrahedron ~ Replaces Stimpack, Crystal Vial
### Health Tetrahedron
![](docimg/tetrahealth.png)
+10 health boost, up to a cap of 100 points.
### Health Cube ~ Replaces Medikit, Quartz Flask
### Health Cube
![](docimg/cubehealth.png)
+20 health boost, up to a cap of 100 points.
### Refresher ~ Replaces Soulsphere, Mystic Urn
### Refresher
![](docimg/refresher.png)
This artifact provides a +100 health boost plus a regeneration effect that heals +10 every 5 seconds, for up to 50 seconds, thus it doubles as a powerup. Its overhealing effects cap at 500 points *(including the regen)*. Once its effects wear out, however, your excess health will gradually settle towards the typical 200 point cap. Unlike other health items, the **Refresher** auto-activates only if you're about to die. This usually prevents such a grim outcome... unless the damage is too high to counter.
### Armor Nugget ~ Replaces Armor Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant
### Armor Nugget
![](docimg/nuggetarmor.png)
Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 1% to the total. Above 100%, damage gets turned into additional health *(up to the standard 100% cap)*. The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses.
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 100% cap)*. The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses.
### Blast Suit ~ Replaces Green Armor, Silver Shield, Platinum Helm, Amulet of Warding
### Blast Suit
![](docimg/blastsuit.png)
The blast suit is a nice little light armor which provides a 30% reduction to damage and an additional 50% to splash damage.
Can handle a total of 150 damage points before breaking.
### War Armor ~ Replaces Blue Armor, Enchanted Shield, Mesh Armor, Falcon Shield
### War Armor
![](docimg/wararmor.png)
Decent armor, protects very well against all damage. Reduction factors are as follows:
@ -342,12 +574,12 @@ Decent armor, protects very well against all damage. Reduction factors are as fo
Can eat up a total of 250 damage points before breaking.
### Grilled Cheese Sandwich ~ Replaces Megasphere, Morph Ovum, Dragonskin Bracers
### Grilled Cheese Sandwich
![](docimg/sandwich.png)
The ultimate meal. Grants a full 1000 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 when it activates automatically *(this wondrous artifact can even save you from the destruction of the **Ynykron Artifact**)*. Keep in mind that this overhealing above 500 points fades away much quicker than the **Refresher**'s, and you can't use another sandwich again until the overheal fades.
### Ghost Artifact ~ Replaces Blur Sphere, Shadowsphere
### Ghost Artifact
![](docimg/ghost.png)
Actual 100% invisibility, a relic from the old **UnSX** days.
@ -356,112 +588,110 @@ This powerup is capable of turning you absolutely invisible. However, it does no
Lasts 60 seconds once activated.
### Ragekit ~ Replaces Berserk, Tome of Power, Boots of Speed
### Ragekit
![](docimg/ragekit.png)
A special item with some... interesting effects.
Octuples melee damage, doubles movement speed, quarters damage taken... and has the side effect of turning you into a screaming beast.
Octuples melee damage, doubles movement speed, quarters damage taken... and has the unfortunate side effect of making you shout expletives non-stop.
*"Ragequit"* happens after 30 seconds.
### Elemental coating ~ Replaces Radsuit
### Elemental coating
![](docimg/barrier.png)
A proper radsuit replacement, and sort of a rehash of the old ***"Barrier"*** powerup from previous **SWWM** versions.
For 60 seconds, you can walk on hazardous floors or even take a nice swim in corrosive slime, scorching magma, freezing waters, or other extremes, while also having 100% resistance to elemental attacks.
### Gravity suppressor ~ Replaces Wings of Wrath
### Gravity suppressor *(Heretic & Hexen)*
![](docimg/gravity.png)
Continuing with the *"replace jump boots with flight"* tradition in previous **SWWM** entries, this time you'll be getting a proper easy to control antigravity powerup.
In the **SWWM** series, there was a sort of tradition to *"replace jump boots with flight"*, and it'll live on here in as well. This time, you'll be getting a proper easy to control antigravity powerup.
For 60 seconds, you can fly around in the air at 2x your normal walking speed, but do note that your movements aren't very precise while in this state.
### Fucking Invinciball ~ Replaces Invulnerability, Ring of Invincibility, Icon of the Defender
### Fucking Invinciball
![](docimg/invinciball.png)
This thing makes you impervious to pretty much everything excluding the **Ynykron Artifact**.
This thing makes you impervious to pretty much everything excluding the **Ynykron Artifact**. It's said to go well with a glass of Sunny D.
You're fucking invincible for a total of 20 seconds.
### Hammerspace Embiggener ~ Replaces Backpack, Bag of Holding, Dragonskin Bracers
### Hammerspace Embiggener
![](docimg/embiggener.png)
Each of these you pick up increases your ammo capacity *(not necessarily doubling it)*, stacking up to 8 times. They also give you some extra ammo, like a vanilla backpack would *(though not for all weapons)*.
Each of these you pick up increases your ammo capacity *(not necessarily doubling it)*, stacking up to 8 times. They also give you some extra ammo, like a vanilla backpack would *(though not for ALL ammo types)*.
In some special cases you may find "Bulk" versions. These generally only pop up if the mapper decided to spawn several overlapping backpacks in one spot, as they result from all of those items merging together.
In some special cases you may find *"Bulk"* versions. These generally only pop up if the mapper decided to spawn several overlapping backpacks in one spot, as they result from all of those items merging together.
Note: In multiplayer, these can be traded between players, but do note that the receiver will not get any extra ammo from it.
### Universal Ammo Fabricator ~ Replaces Mana / Krater of Might
### Universal Ammo Fabricator *(Hexen)*
![](docimg/fabricator.png)
Separated into four tiers, they work pretty much like the ammo cubes in **Doom Tournament**, except they try to *"balance"* the total ammo given. The max tier fabricator is the only one capable of producing ammo for all weapons *(excluding the **Ynykron Artifact**)*. Due to some unspecified reasons, they cannot be held in your inventory, something to do with their nature conflicting with **Hammerspace**.
Separated into four tiers, they work pretty much like the ammo cubes in **Doom Tournament**, except they try to *"balance"* the total ammo given. The max tier fabricator is the only one capable of producing ammo for all weapons, as long as it can be bought at the store *(so this excludes slot 0 weapons, for example)*. Due to some unspecified reasons, they cannot be held in your inventory, something to do with their nature conflicting with **Hammerspace**.
### Lamp ~ Replaces Lite-Amp, Torch
### Lamp
![](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
### Omnisight
![](docimg/omnisight.png)
Reveals the entire layout of the map and shows key locations in the HUD. Also allows you to highlight pickups through walls when holding the **Item Sense** button.
### Safety Tether ~ Replaces Chaos Device
### Safety Tether *(Heretic & Hexen)*
![](docimg/tether.png)
On use, teleports you back to the start of the map. Basically acts exactly the same as a Chaos Device, although it also resets you to max health should you be under the weather. Additionally it also generates shockwaves on both ends, making your escape more dramatic.
On use, teleports you back to the start of the map. Basically acts exactly the same as a **Chaos Device**, although it also resets you to max health should you be under the weather. Additionally it also generates shockwaves on both ends, making your escape more dramatic.
### Mykradvo Artifact ~ May randomly replace Ghost Artifact or Invinciball
### Mykradvo Artifact
![](docimg/mykradvo.png)
When used, bursts into plasma tendrils that will seek all visible hostiles within 100m and fry them good. If there are no hostiles around, the artifact will simply not ignite.
Has a chance to spawn in place of other items, but only one may spawn per map. Cannot be bought due to its rarity.
### Divine Sprite ~ May randomly replace Grilled Cheese Sandwich
### Divine Sprite
![](docimg/sprite.png)
Rapidly boosts your health dramatically, for 50 seconds. Its effects will obviously fade afterwards. Your HUD can't exactly report your actual health, but it's assumed this goes way beyond the one thousand cap, somehow.
Only one may spawn per map, and you can't buy these either. If you manage to fetch one, use it wisely.
### Devastation Sigil ~ May randomly replace Ragekit
### Devastation Sigil
![](docimg/deva.png)
50 seconds of absolute destructive potential for any damage you may deal, including to yourself (so be careful).
50 seconds of absolute destructive potential for any damage you may deal, including to yourself *(so be careful)*.
Same conditions as the other two. Make sure you find the perfect chance to unleash this beast.
## The Collectibles
![](docimg/chancebox.png)
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. In Hexen, they will also replace Dark Servants, Banishment Devices and Porkalators *(as the game generally doesn't have secret areas)*.
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. In **Hexen**, they will also replace **Dark Servants**, **Banishment Devices** and **Porkalators** *(as the game generally doesn't have secret areas)*.
While some will drop very useful goodies, others may provide you instead with a randomly selected item from a pool of various *"collectibles"*. On pickup, these will give you a nice extra score based on their estimated market price. Some of these collectibles will only appear when you play specific IWADs (or those that go chronologically after them, e.g.: Heretic collectibles appearing in Hexen).
While some will drop very useful goodies, others may provide you instead with a randomly selected item from a pool of various *"collectibles"*. On pickup, these will give you a nice extra score based on their estimated market price. Some of these collectibles will only appear when you play specific IWADs *(or those that go chronologically after them, e.g.: **Heretic** collectibles appearing in **Hexen**)*.
### NUTATCO™ Chocolate Bar
![](docimg/nutatcobar.png)
A light snack, said to have a "savage taste". The branding was entirely Saya's doing thanks to her position as #1 sponsor of Vestal Foods.
A light snack, said to have a *"savage taste"*. The branding was entirely **Saya**'s doing thanks to her position as #1 sponsor of Vestal Foods.
### Frispy™ Tasty Corn Snack
![](docimg/frispycorn.png)
Saya's favorite barbecue-flavored corn nuts. She snacks on so many bags of these that their tasty scent has stuck to her permanently, becoming a walking advertisement for them. Kirin likes it, at least.
**Saya**'s favorite barbecue-flavored corn nuts. She snacks on so many bags of these that their tasty scent has stuck to her permanently, becoming a walking advertisement for them. **Kirin** likes it, at least.
### The Akari Project
![](docimg/akariproject.png)
A copy of Saya's famous sci-fi novel about interdimensional travel. Saya has frequently cited it to dab hard on the UAC and their failures. The interportal system devised by Saya in 2171 was named after this.
A copy of **Saya**'s famous sci-fi novel about interdimensional travel. **Saya** has frequently cited it to dab hard on the **UAC** and their failures. The interportal system devised by **Saya** in 2171 was named after this.
### Meidobot - Love Signals
![](docimg/lovesignals.png)
Debut album of Maidbot Miyamoto. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there. The album is considered a declaration of love to Saya, although it should be noted that this predates Maidbot gaining sentience *(not that it makes much of a difference, as her feelings for Saya turned out to be very real)*.
Debut album of **Meido Miyamoto**. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there. The album is considered a declaration of love to **Saya**, although it should be noted that this predates **Meido** gaining sentience *(not that it makes much of a difference, as her feelings for **Saya** turned out to be very real)*.
### Perfectly Generic Cube
![](docimg/generic.png)
@ -471,37 +701,44 @@ A perfectly generic cube. It is exactly 128mm across each side, sports a pure gr
### Haunted Saya Bean Plush
![](docimg/sayabean.png)
Eats your snacks and calls you a horny. Emits a giggle when you squeeze it. Yet another of Nukritas 2xx's little handcrafted dolls. May or may not be really haunted.
Eats your snacks and calls you a nerd. Emits a giggle when you squeeze it. Yet another of **Nukritas 2xx**'s little handcrafted dolls. May or may not be really haunted.
### Mashiro Plush
### Moth Girl Plush
![](docimg/mothplushy.png)
A cute plush doll of Saya's favorite moth girl. Apparently the Nukritas brothers give her one of these every time they piss her off, so she's got an entire pile in her bedroom. It appears that this one bears with it some sort of "contract", whatever that means.
A cute plush doll of **Saya**'s favorite type of monster girl. Apparently the **Nukritas** brothers give her one of these every time they piss her off, so she's got an entire pile in her bedroom. It appears that this one bears with it some sort of *"contract"*, whatever that means.
### Demolitionist Plush (Heretic)
### Saya's Mug
![](docimg/sayasmug.png)
A personalized coffee mug that **Saya** uses to totally drink black coffee, *(allegedly)* without any sugar. A peculiar birthday gift from her brother **Taro**.
### Demolitionist Plush *(Heretic)*
![](docimg/demoplush.png)
A soft and squishy plush doll of you! This became very popular after the events of Doom, with the Demolitionist having defeated the demons and saved Earth. Fully articulated, face and tags glow in the dark.
A soft and squishy plush doll of you! This became very popular after the events of **Doom**, with the **Demolitionist** having defeated the demons and saved the world. Fully articulated, face and tags glow in the dark.
### Toot Froot™ Peach Juice (Hexen)
### Toot Froot™ Peach Juice *(Hexen)*
![](docimg/tootfroot.png)
Saya began to stock up on these after her marriage with Kirin, for some unexplained reason. She says the taste reminds her of him. Kirin also seems to enjoy drinking them, perhaps a bit too much, in fact.
**Saya** began to stock up on these after her marriage with **Kirin**, for some unexplained reason.
### Akkouxhei Milk Breads (Hexen)
### Akkouxhei Milk Breads *(Hexen)*
![](docimg/milkbreads.png)
A tasty treat from Kirin's homeland. These soft and fluffy pastries are so sweet they may be even lethal if consumed in excess. Saya gave herself a heart attack once after stuffing her face full of them.
A tasty treat from **Kirin**'s homeland. These soft and fluffy pastries are so sweet they may be even lethal if consumed in excess. Saya gave herself a heart attack once after stuffing her face full of them.
### I Married A Cherry Boy Emperor But It Turns Out He's Really Cute In Lingerie!? (Hexen)
### I Married A Cherry Boy Emperor But It Turns Out He's Really Cute In Lingerie!? *(Hexen)*
![](docimg/kirinmanga.png)
A single-volume manga by Saya Miyamoto "based on true events" about a young girl who marries a seemingly pure and innocent emperor with a secret crossdressing hobby.
A single-volume manga by **Saya Miyamoto** *"based on true events"* about a young girl who marries a seemingly pure and innocent emperor with a secret crossdressing hobby.
### Kirin Plush (Hexen)
### Kirin Plush *(Hexen)*
![](docimg/kirinplush.png)
The most adorable and huggable plush doll of the cutest and sweetest emperor. This was not only also handcrafted by Nukritas 2xx, but also imbued with Kirin's magic, his blessing making anyone feel warm and fuzzy when holding it close to their heart. Like the Saya plush, also emits a cute giggle when squeezed.
The most adorable and huggable plush doll of the cutest and sweetest emperor. This was not only also handcrafted by **Nukritas 2xx**, but also imbued with **Kirin**'s magic, his blessing making anyone feel warm and fuzzy when holding it close to their heart. Like the **Saya** plush, also emits a cute giggle when squeezed.
---
## The HUD
![](docimg/hudsample.png)
@ -510,25 +747,17 @@ Pretty simplistic so it doesn't get in the way of the action. Some things may be
### Top left corner
Message display. Can be configured to show different numbers of messages depending on whether the chat prompt is open. Chat messages take much longer to expire than others, so there's less of a chance to miss them, as they might pop back up when the less important ones expire. A full chat history can be read at any time in the **Demolitionist Menu** *(if there were any actual messages)*. Repeated messages are compressed with a multiplier suffix.
Message display. Can be configured to show different numbers of messages depending on whether the chat prompt is open. Chat messages take much longer to expire than others, so there's less of a chance to miss them, as they might pop back up when the less important ones expire. Repeated messages are compressed with a multiplier suffix.
### Top right corner
Current score.
Minimap *(toggleable)*. It works mostly like the radar did in **SWWM Z**, but has the added benefit of also showing map geometry *(an absolute nightmare to code)*.
The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000, plus some extra bonuses for feats such as multikills *(within 5 seconds of each other)*, gibbing enemies, killing bosses, and much more!
You are also given score for finding secrets and counted items, +100 for each secret, +1000 if it's the final one and +10 for each item or +500 if it's the final one. In addition, +5000 will be given to all players if the level is fully cleared *(100% kills/items/secrets)*.
Score can be used to buy items on the in-game store *(or gained from selling them)*, and it is preserved between hubs, but pistol starts will reset it *(configurable, like most things)*.
Right below your score box, a toggleable minimap will be shown. It works mostly like the radar did in **SWWM Z**, but has the added benefit of also showing map geometry *(an absolute nightmare to code)*. Has its own custom color scheme, but it can also be set to inherit these from GZDoom's own automap settings, or various vanilla presets.
In addition, you may also see the stats for the level *(as well as its name if the automap is active)*, and below, any collected keys.
In addition, you may also see the stats for the level *(as well as its name and map slot, optionally)*, and below, any collected keys.
### Center
Your crosshair, of course. This mod features a physically projected crosshair that's pointing exactly where your current weapon will *(usually)* hit whenever you fire. If a weapon fires from multiple barrels, more crosshairs will of course appear for each of them.
Your crosshair would go here, of course. This mod features a physically projected crosshair that's pointing exactly where your current weapon will *(usually)* hit whenever you fire. If a weapon fires from multiple barrels, more crosshairs will of course appear for each of them.
It's likely that somewhere in this general area you'll see, on occasion when playing supported maps, some dialogue boxes with characters *(usually **Saya**)* letting you know their thoughts on your progress in the mission, and what lies ahead. Do note that these communications are entirely voice-to-text and one-way.
@ -538,35 +767,37 @@ Oh, and also, when bringing up a certain weapon for the first time, you will see
Your health and fuel, along with an inventory box, and all active armors and powerups *(with their respective durability/duration)*.
There is also a cute lil' classic animated mugshot, which shows your current mood, plus some visual effects caused by any active powerups.
### Bottom border
Voice acting subtitles and pickup messages. Repeated pickups will have a multiplier suffix added. Total messages shown are also configurable. Achievement popups might also show here sporadically *(yup, the mod has those)*.
### Bottom right corner
The weapon slots. Above them, the currently equipped weapon's stats *(i.e.: ammo(s) and such)*.
The weapon slots. Above them, the currently equipped weapon's stats as well as a listing of your ammo.
And right above that ammo listing... Your current score.
The scoring system is pretty straightforward. Each enemy you kill will give you points according to 5% of its base health, rounded up to the nearest multiple of 10 and capped to 1000 *(and multiplied by the current skill's damage factor)*, plus some extra bonuses for feats such as multikills *(within 5 seconds of each other)*, gibbing enemies, killing bosses, and much more!
You are also given score for finding secrets and counted items, +100 for each secret, +1000 if it's the final one and +10 for each item or +500 if it's the final one. In addition, +5000 will be given to all players if the level is fully cleared *(100% kills/items/secrets)*.
Score can be used to buy items on the in-game store *(or gained from selling them)*, and it is preserved between hubs, but pistol starts will reset it *(configurable, like most things)*.
### Targeting Array
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 targeting array has been implemented, which will show the following:
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers *(either red or green)* will pop up around them. Only enemies in your direct line of sight are picked up, gradually fading once you lose sight of them, and only up to 40 individual bars can be displayed at a time *(configurable)*, giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
- **Players and monsters:** Draws an identification label and a health bar. The bar can indicate when someone is invulnerable, as well as show special icons for allies and bosses. When they take damage, a cumulative counter will show up under the bar. Only enemies you or your allies deal damage to as well as those directly under your crosshairs are picked up, gradually fading once you lose sight of them.
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits *(the exit line detection is also kind of wonky with the way some of them are laid out, so you might see duplicate markers and whatnot)*.
- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view *(e.g.: behind walls)* will be marked too.
- **Score numbers:** Every time something gives you score, numbers will pop up around the source. For kills, this number might be accompanied by various strings of text as well, indicating additional bonuses applied.
- **Damage numbers:** These, as expected, burst from anything within the map that takes damage, regardless of whether or not you're the one who dealt it *(so you can guess something's going down if you see them show up all of a sudden)*. The color depends on the damage type dealt *(with red as a fallback)*, though you may also see positive numbers in blue and green, which indicate when you or other players have gained health or armor respectively.
These components are toggleable.
## Multiplayer
![](docimg/demolitionist_mp.png)
Although it's not officially supported, it is possible to play both co-op and deathmatch with this mod. Some caveats apply, such as the need to disable network prediction, as the various changes to player physics and behavior would quickly cause desyncs otherwise. Thus, the only recommendation I can give is to only try it out if there's low latency between players *(e.g.: LAN multiplayer)*.
Due to engine limitations, it's not possible to color-code individual players, so you'll have to rely on the target array to identify others. Note that the named healthbars of other players are always displayed in co-op, regardless of distance or visibility.
When playing deathmatch, detailed ranking and score stats will be shown on the right side of the HUD, so you know who's winning and by how far of a margin. Note that in deathmatch, the full map is always revealed, but other players will NOT appear in the minimap or target array unless they're visible, or they're part of your team *(if teamplay is enabled)*.
Now, all things considered, the experience of multiplayer with this mod can only be described as *"pure unadulterated chaos"*. If one **Demolitionist** can already wreak intense havoc, imagine up to 8 of them on the same map.
---
## The End
![](docimg/demolitionist_doublev.png)
@ -576,3 +807,7 @@ That's all the info I can provide on this here Readme file, at least for now. St
Anyway, hope you have lots of fun playing **Codename: Demolitionist**. Godspeed, and happy fragging!
— *Marisa*
---
*"It's time to kick ass and chew bubblegum, and I don't have a mouth."* — Demolitionist

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@ -1,110 +1,120 @@
# achievements listed here
# format: "basename,maxval,hasformat"
# format: "basename,maxval,hasformat,gametype"
# basename: the base name used to construct cvars and localization strings
# maxval: limit progress value (if any), a value of -1 means it needs special
# handling in zscript (usually for cases where this is dynamic, like
# the "all collectibles" achievement), and a value below -1 indicates
# this is a bitfield, where abs(maxval) bits must be set
# hasformat: the TXT string has a %d in it to substitute for maxval
# gametype: the game this belongs to (any, doom, heretic, hexen, raven, etc.)
acid,40,yes,any
# hasformat: TXT string has a %s in it to substitute for a formatted maxval
# gametype: game this belongs to (any, doom, heretic, hexen, raven, nothexen)
allcoll,-1,no,any
allitems,30,yes,nothexen
allkills,30,yes,nothexen
allsecrets,30,yes,nothexen
anom,10,yes,any
allitems,100,yes,nothexen
allkills,100,yes,nothexen
allsecrets,100,yes,nothexen
#andira,0,no,any
anom,50,yes,any
anone,0,no,any
balls,10,yes,any
barrel,500,yes,doom
barrier,20,yes,doom
#ara,100,yes,any
#arse,-8,yes,any
#balls,200,yes,any
#ballself,0,no,any
barrel,1000,yes,doom
barrier,100,yes,doom
baseball,0,no,doom
blaze,0,no,nothexen
bonk,200,yes,any
bossdash,5,yes,any
brake,10,yes,any
bune,400,yes,any
bustin,40,yes,any
butts,100,yes,any
candy,500,yes,any
bonk,500,yes,any
bossdash,20,yes,any
brake,30,yes,any
bune,5000,yes,any
bustin,200,yes,any
butts,1000,yes,any
candy,1000,yes,any
cliffyb,0,no,nothexen
clonk,0,no,any
conga,10,yes,any
#clonk,0,no,any
#combo,0,no,any
conga,20,yes,any
crush,0,no,any
cybully,0,no,doom
#cum,500,yes,any
#dab,200,yes,any
#dakka,60,no,any
deadeye,7,yes,any
deva,10,yes,any
dab,300,yes,any
dakka,30,yes,any
#dbsucc,0,no,any
deadeye,8,yes,any
deva,50,yes,any
dime,0,no,any
divine,10,yes,any
doodle,20,yes,doom
divine,50,yes,any
doodle,200,yes,doom
#engine,0,no,any
everything,0,no,any
ezkill,50,yes,doom
ezkill,100,yes,doom
ezkill,30,yes,raven
flight,2000,yes,any
friend,20,yes,any
fuel,400,yes,any
#fluffy,50,yes,any
friend,100,yes,any
fuel,4000,yes,any
#fuller,0,no,any
gcsandwich,10,yes,any
#gepgun,30,yes,any
ghost,20,yes,any
gib,1500,yes,any
golden,24,yes,any
gravity,10,yes,raven
grenade,20,yes,any
gcsandwich,200,yes,any
#gepgun,40,yes,any
ghost,50,yes,any
gib,50000,yes,any
golden,100,yes,any
gravity,50,yes,raven
grenade,30,yes,any
#hnd,6,yes,any
hurry,0,no,any
jump,100,yes,any
jump,1000,yes,any
kancho,0,no,hexen
keen,0,no,doom
#kirin,500,yes,hexen
lead,1500,yes,any
#lightning,0,no,any
ligma,0,no,any
love,10,yes,any
#mashiro,0,no,any
love,40,yes,any
matryoshka,0,no,any
mbf,0,no,doom
mega,10000,yes,any
moth,30,yes,any
mega,100000,yes,doom
mega,10000,yes,raven
moth,100,yes,any
nice,0,no,nothexen
oneguy,0,no,any
onehp,10,yes,any
onestanding,0,no,nothexen
oopsie,0,no,any
par,15,yes,doom
parry,100,yes,any
#pachinko,0,no,any
par,50,yes,doom
parry,2000,yes,any
peace,0,no,nothexen
#plasma,30,yes,any
#piss,5000,yes,any
#plasma,50,yes,any
plush,10,yes,any
puzzle,0,no,hexen
rage,20,yes,any
#rail,16,yes,any
reflect,20,yes,any
refresh,30,yes,any
#roast,40,yes,any
salt,0,no,any
rage,200,yes,any
rail,44,yes,any
reflect,100,yes,any
refresh,500,yes,any
roast,200,yes,any
sanic,800,yes,any
sekiro,0,no,any
#sentry,1000,yes,any
shame,0,no,any
shock,30,yes,any
slayer,40,yes,doom
slayer,20,yes,raven
slemg,100,yes,any
sneaky,10,yes,raven
sneeze,20,yes,any
shock,200,yes,any
slemg,500,yes,any
sneaky,20,yes,raven
sneeze,50,yes,any
#spark,30,yes,any
#speen,60,yes,any
step,30,yes,any
stomp,40,yes,any
sunny,15,yes,any
stomp,500,yes,any
sunny,100,yes,any
#tbd,30,no,any
tele,0,no,any
tender,100,yes,any
thicc,100,yes,any
thruwall,20,yes,any
thicc,1000,yes,any
thruwall,200,yes,any
tornado,0,no,heretic
trash,0,no,doom
travel,1000,yes,any
#trogdor,100,yes,any
untouchable,0,no,nothexen
wantdie,0,no,any
wave,0,no,any
#words,50,yes,any
yeet,0,no,doom

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@ -1 +1,15 @@
cameratexture LOGOFADE 64 64
// title stuff
canvastexture LOGOFADE 4 4
// ammo leds
canvastexture PLASBLDR 64 64
canvastexture PLASBLDL 64 64
canvastexture PLASBFDR 4 4
canvastexture PLASBFDL 4 4
canvastexture SHEENLED 128 128
canvastexture QUADRLED 64 64
canvastexture MORTLED1 256 128
canvastexture MORTLED2 64 16
// minimap
canvastexture MMCANVAS 100 100

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@ -17,30 +17,18 @@ Most of the work here is original, but there are some notable exceptions:
* Dark Souls 3
- In addition, a whole lot of stock sounds and internet meme sounds have also been used.
- Some sprites and sounds are taken from (shareware) Wolfenstein 3D.
- This mod uses Gutamatics, by Gutawer. Big thanks.
- This mod uses Mikolah's ZPolyobject library. Many thanks too.
- This mod uses Mikolah's ZPolyobject library. Many thanks.
- Title theme, "Traumatic State", by Teque (which a lot of people just know as "the AS-Golgotha music").
- Intermission theme, "Dragony", also by Teque (very comfy music considering the rest of his repertoire).
- Startup/credits theme, "Hidden Tune #242", also by Teque too (super comfy music, ideal for this use).
- Startup theme, "Hidden Tune #242", also by Teque too (super comfy music, ideal for this use).
- Kinsie's Test Map theme, "Hypercardish 1.1", ALSO TOO by Teque (seems nice for such an use I guess).
- Clear theme, "Solitary Apprehension", by BouncyTEM (made specifically for the mod).
- The anti-BD feature uses art and music by IOSYS, art was edited into the Doom palette.
- Credits theme by KynikossDragonn (also made specifically for the mod).
- The crash handler uses a short clip of the Curb Your Enthusiasm theme.
- Tewi font by lucy (https://github.com/lucy/tewi-font). Modified to add gradients and drop shadow.
- MPlus font by M⁺ FONTS PROJECT (http://mplus-fonts.osdn.jp/mplus-bitmap-fonts). Modified to add gradients and drop shadow.
- Miniwi font by Josuah Demangeon (http://josuah.net). Modified to add gradients and drop shadow.
- k6x8 font by littlelimit (https://littlelimit.net/k6x8.htm). Modified to add gradients and drop shadow.
- Nashgore footprint texture by Valerie Lavender.
- EB Garamond font by Octavio Pardo et al (https://github.com/octaviopardo/EBGaramond12). Rendered to texture atlas with outline.
- Takao Gothic font by Jun Kobayashi et al (https://launchpad.net/takao-fonts). Modified to add gradients and drop shadow.
- Slope alignment utility code by ZZYZX & Nash.
- Intermission fanart:
* Substance20 (@S20TBL)
* Captain J (@Jho7835)
* Redead-ITA
* Sgt. Shivers (@Sgt_Shivers_)
* Moa Dixøn / Endie (@MoaDixon)
- Extra gib anims for vanilla monsters:
* Ryan Cordell (Demon, Cacodemon, Revenant, Archvile)
* Amuscaria (Baron of Hell, Hell Knight)
* Blox (Arachnotron, Mancubus)
- SiFi270 (Less mean-spirited Keen replacement)
- Widescreen version of Hexen finale screens by Nash.

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@ -1,10 +1,8 @@
// main mod cvars
user string swwm_voicetype = "default"; // voice for your demolitionist
user int swwm_tagcolor = 0; // customize glowing tag color
nosave float swwm_flashstrength = 1.0; // strength of screen flashes
nosave int swwm_hudmargin = 10; // margin around fullscreen hud elements
nosave int swwm_maxshown = 4; // max messages to show normally
nosave int swwm_maxshownbig = 10; // max messages to show when chatting
nosave int swwm_maxpickup = 5; // total pickup messages visible
nosave int swwm_hudmargin = 5; // margin around fullscreen hud elements
nosave int swwm_mutevoice = 0; // mute demolitionist voice
// 0 - none
// 1 - combat comments
@ -12,150 +10,89 @@ nosave int swwm_mutevoice = 0; // mute demolitionist voice
// 3 - map start comment
// 4 - pain/death and grunts
nosave int swwm_voiceamp = 2; // additional voice line amplification, up to 4x
nosave int swwm_chatduration = 25; // lifespan of chat messages
nosave int swwm_msgduration = 5; // lifespan of other messages
nosave int swwm_pickduration = 3; // lifespan of pickup messages
user bool swwm_autousearmor = true; // automatically use armor items when possible
user bool swwm_autousehealth = true; // automatically use health items when possible
nosave bool swwm_targeter = true; // show targeter healthbars
nosave bool swwm_targettags = true; // show enemy tags above healthbars
nosave bool swwm_healthnums = true; // show damage/healing numbers
nosave int swwm_targeter = 1; // show healthbars in the hud (2: only show monsters and players, 3: only show allies)
nosave bool swwm_targettags = true; // show names above healthbars
nosave bool swwm_damnums = true; // show damage numbers
nosave bool swwm_damnums_color = true; // use color per damage type, rather than just red
nosave bool swwm_scorenums = true; // show score numbers
nosave bool swwm_scorebonus = true; // show score bonuses
nosave bool swwm_pois = true; // show points of interest highlighted by omnisight
server bool swwm_fly6dof = false; // flying uses 6dof movement, toggleable for those who get motion sickness
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 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
server bool swwm_extraalert = false; // enables A_AlertMonsters calls for certain things which may be cpu-heavy
nosave bool swwm_accdamage = false; // damage within the same tic is grouped into a single damage number
nosave int swwm_maxtargetdist = 2000; // maximum distance for target healthbars to be updated
nosave int swwm_maxtargets = 40; // maximum targeter healthbars to display (0 = unlimited)
nosave int swwm_maxscorenums = 0; // maximum score numbers to display (0 = unlimited)
nosave int swwm_maxdamnums = 0; // maximum damage/healing numbers to display (0 = unlimited)
nosave bool swwm_hudscale = false; // HUD scaling (false = tight scaling, true = loose scaling)
nosave int swwm_barscalerel = -1; // target healthbar scaling (relative)
nosave int swwm_numscalerel = 0; // damnum scaling (relative)
nosave int swwm_scrscalerel = -1; // score scaling (relative)
nosave int swwm_poiscalerel = -2; // point of interest scaling (relative)
nosave int swwm_detscalerel = -1; // item sense scaling (relative)
server bool swwm_blood = true; // custom blood/gibbing
server int swwm_maxblood = 200; // max blood effects at any time
server int swwm_maxgibs = 100; // max gibs at any time
server int swwm_maxcasings = 100; // max casings and spent mags at any time
server int swwm_maxdebris = 200; // max chunks of debris at any time
server int swwm_maxpools = 100; // max corpse blood pools at any time
nosave bool swwm_fuzz = true; // allows toggling the fuzz shader on menus/backgrounds, useful if you're streaming/recording since it destroys the encoding quality
nosave bool swwm_cbtpause = true; // wallbuster menu pauses the game
nosave noarchive int swwm_cbtlast = 0; // last selected ammo for the wallbuster
server bool swwm_cbtall = false; // wallbuster breaks any wall, not just movable ones
server bool swwm_doomfall = false; // monsters take fall damage outside of hexen
server bool swwm_capmcrange = false; // cap ynykron chain reaction range
server bool swwm_resetscore = true; // reset score back to 0 on pistol starts
server bool swwm_notrack = false; // disables all combat tracking (useful to speed up slaughterwads)
server bool swwm_ynykronalert = false; // caps ynykron alert (so it doesn't wake everyone up)
nosave bool swwm_menupause = true; // pause the game when demolitionist menu is open
nosave bool swwm_menupause = true; // pause the game when demolitionist menus are open
nosave noarchive bool swwm_debugblast = false; // debug visual aid for DoExplosion
nosave bool swwm_funtags = true; // replace vanilla monster names with silly ones
server bool swwm_omnibust = false; // add wallbusting effect to all weapons
server bool swwm_superfuel = false; // enable unlimited fuel
server bool swwm_partytime = false; // killed enemies burst into confetti
server bool swwm_simplefog = false; // simplified teleport fogs (useful to speed up slaughterwads)
nosave bool swwm_bigtags = false; // use a bigger font for targeter tags
nosave bool swwm_intermusic = false; // use original intermission music
server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1 - no ammo or weapons, 0 - ammo only, 1 - both)
server bool swwm_shotgib = true; // buckshot can gib (some people don't like this for some reason, so it's an option now)
user bool swwm_collectanim = true; // player special gestures for collectables (first person only)
user bool swwm_collectanimkey = true; // same but for key items
server bool swwm_shadows = true; // enables blob shadows under mod entities, like in UT (except it also affects inventory items)
nosave bool swwm_precisecrosshair = true; // use mod's own, more precise crosshair
nosave int swwm_precisecrosshair = 1; // use mod's own, more precise crosshair (2 - force even when crosshair is not on)
nosave bool swwm_ldspoil = false; // [LD] always shows "Legendary" prefix on Legendary monsters, otherwise only when they've transformed
nosave bool swwm_camhud = false; // keep full hud visible when operating cameras, otherwise only shows messages
server bool swwm_uncapalert = false; // all noise alerts have infinite range
nosave int swwm_damagetarget = 1; // conditional healthbar hiding (1 - hide until damage is first taken, 2 - hide if at full health)
server int swwm_strictuntouchable = 0; // untouchable bonus ends... (1 - even if your armor absorbed all the damage, 2 - if you get hit by anything PERIOD)
server bool swwm_silencemap = true; // silences the map when all kills/items/secrets are achieved
nosave int swwm_shadowdist = 2000; // max distance beyond which blob shadows are no longer rendered, helps performance
server bool swwm_swapweapons = true; // [DLC1] allows carrying only one weapon in each slot (excluding starter melee)
server bool swwm_swapweapons = true; // [DLC] allows carrying only one weapon in each slot (excluding starter melee)
nosave int swwm_forcestats = 1; // always shows level stats on the HUD, not just when the automap is open (2 - also show map name, otherwise only stats)
user int swwm_funtrails = 0; // recolors trails of eviscerator chunks and sheen bullets
server int swwm_ps_fullreset = 0; // full reset of inventory, including score if enabled (0: no, 1: all maps excluding hubs, 2: between clusters)
server int swwm_ps_resetammo = 0; // resets all ammo to zero
server int swwm_ps_resetitems = 0; // removes all carried items
server int swwm_ps_resethealth = 0; // sets health back to 100
nosave int swwm_numcolor_scr = 5; // font color for score numbers (default: gold)
nosave int swwm_numcolor_bonus = 23; // font color for bonus numbers (default: fire)
nosave int swwm_numcolor_dmg = 6; // font color for damage numbers (default: red)
nosave int swwm_numcolor_hp = 7; // font color for health numbers (default: blue)
nosave int swwm_numcolor_ap = 3; // font color for armor numbers (default: green)
server int swwm_drlaskill = 3; // [DRLA Monsters] skill setting for monster spawns
nosave bool swwm_itemsparkles = true; // visual aid for low visibility items
nosave bool swwm_itemglows = true; // distant items glow
server bool swwm_singlefirst = false; // single weapons are selected before dual ones, has to be a server cvar due to limitations
nosave bool swwm_uniqstats = false; // only list stats from the same map once, rather than for each single visit
nosave int swwm_filterachievements = 1; // filter for achievements at 0%: 0 - no filter, 1 - obscure text, 2 - don't show
nosave noarchive bool swwm_debugview = false; // debug visual aid for various things, such as actor collision, trajectories, relationships, etc.
server bool swwm_selflight = true; // player emits light
server bool swwm_usetopickup = false; // allow item pickup only by pressing use
server bool swwm_meleepickup = true; // allow picking up items through melee
nosave bool swwm_buttsfx = true; // buttslam homerun SFX
nosave int swwm_sewercount = 0; // I'm sorry Civvie
server bool swwm_ondemandammo = true; // don't spawn ammo for unavailable weapons
user float swwm_bumpstrength = 1.0; // intensity of fov bumping
user float swwm_bumpstrength = 1.0; // intensity of fov/viewangles bumping
server bool swwm_nomagdrop = true; // does not drop spent magazines (the "environmentally conscious" option)
user bool swwm_autousebarrier = true; // auto-use elemental coating when standing on damaging floors
nosave bool swwm_nomapmsg = false; // disables special map dialogue messages
nosave bool swwm_weapontooltips = true; // shows a tooltip on weapon operation when first selected
nosave string swwm_tooltipshown = ""; // which weapons have already had their tooltips displayed
nosave noarchive bool swwm_tooltipnote = false; // set if the note on how to disable tooltips was already displayed
nosave bool swwm_nointertips = false; // hides intermission tips, in case you don't want to see them
server bool swwm_demoslayer = false; // if you're below 100hp, enemies drop healing orbs when you kill them
nosave bool swwm_beepboop = false; // prompts the Demolitionist to go "beep", "boop" and "bop" when pressing any switch (may get annoying)
nosave bool swwm_oldlogo = false; // restores the old SWWM GZ logo and intro
nosave string swwm_menuposehistory = ""; // stores currently seen poses for the main menu, for shuffling
nosave string swwm_titlesubhistory = ""; // stores currently seen subtitles for the title screen, for shuffling
nosave noarchive int swwm_profstart = 0; // starts profiling as soon as handler is registered for specified >0 tics
server bool swwm_nodeathexit = false; // completely sidesteps the inventory resetting of death exits, if you hate those
nosave bool swwm_voicelog = false; // adds player voicelines to the message log
nosave bool swwm_skipskill = false; // skips skill confirmations
nosave bool swwm_hudallammo = false; // only show ammo for owned weapons
nosave bool swwm_nointroex = false; // does not play the "explosions" intro sequence
server bool swwm_bonkhammer = false; // combat hammer makes bonk sounds when hitting enemies
server int swwm_friendlyfire = 0; // 0: allow all friendly fire, 1: block incoming damage, 2: block incoming and outgoing damage
nosave bool swwm_showmaptitle = false; // shows the name of the map when entering, just like in dark souls!
server bool swwm_lobdoubled = false; // [LOB] Enable Double Death monster spawns
nosave int swwm_bardist = 2000; // distance at which healthbars will be visible (does not affect player bars)
nosave bool swwm_oldcheats = false; // has received the "old cheats" dialogue from Zanaveth
nosave bool swwm_ccmessage = false; // has received the "corruption cards" dialogue from Cytho
nosave bool swwm_useweaponbar = false; // scroll through weapons using a bar, like with inventory items
nosave bool swwm_percentstats = false; // show level stats as percentages, like in intermissions
nosave bool swwm_targetvals = false; // show current/max health values above heathbars
nosave int swwm_hudscale = 0; // force the primary scale of the HUD (used by the HUD itself) [0: auto loose fit, -1: auto tight fit]
nosave int swwm_hudscale0 = 0; // force the "zero minus" scale of the HUD (used by damage numbers)
nosave int swwm_hudscale1 = 0; // force the "one minus" scale of the HUD (used by healthbars, score numbers)
nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used by interest points)
server bool swwm_altclear = false; // use an alternate, less graphically demanding "All Clear" effect
user bool swwm_analogmove = false; // for gamepad users, player movement is adapted for analog sticks
user bool swwm_holdreload = false; // hold the reload key to top up hand-loaded weapons, otherwise tap to start then tap again to stop
// minimap settings
nosave bool swwm_mm_enable = true; // show a minimap below the score counter
nosave noarchive float swwm_mm_zoom = 1; // zoom level of minimap
nosave bool swwm_mm_rotate = true; // rotate minimap
nosave bool swwm_mm_grid = false; // show blockmap grid plus (0,0) crosshair
nosave bool swwm_mm_portaloverlay = true; // show portal overlays, like the gzdoom automap (but unlike the gzdoom automap, we also overlay actors)
nosave bool swwm_mm_enable = true; // show a minimap on the top right corner of the hud
nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary)
nosave int swwm_mm_colorset = 0; // 0: Demolitionist, 1: GZDoom, 2: Doom, 3: Strife, 4: Raven
nosave color swwm_mm_backcolor = "10 10 10";
nosave color swwm_mm_cdwallcolor = "30 50 70";
nosave color swwm_mm_efwallcolor = "80 a0 c0";
nosave color swwm_mm_fdwallcolor = "50 70 90";
nosave color swwm_mm_gridcolor = "30 20 40";
nosave color swwm_mm_interlevelcolor = "ff 00 60";
nosave color swwm_mm_intralevelcolor = "00 60 ff";
nosave color swwm_mm_lockedcolor = "00 90 80";
nosave color swwm_mm_notseencolor = "20 20 30";
nosave color swwm_mm_portalcolor = "40 30 20";
nosave color swwm_mm_secretsectorcolor = "80 00 ff";
nosave color swwm_mm_secretwallcolor = "60 40 80";
nosave color swwm_mm_specialwallcolor = "ff a0 00";
nosave color swwm_mm_thingcolor = "ff ff ff";
nosave color swwm_mm_thingcolor_citem = "00 ff ff";
nosave color swwm_mm_thingcolor_friend = "80 ff a0";
nosave color swwm_mm_thingcolor_item = "ff c0 00";
nosave color swwm_mm_thingcolor_monster = "ff 60 40";
nosave color swwm_mm_thingcolor_ncmonster = "a0 40 20";
nosave color swwm_mm_thingcolor_shootable = "ff a0 a0"; // thingcolor as fallback
nosave color swwm_mm_thingcolor_vipitem = "80 60 ff"; // unexploredsecretcolor as fallback
nosave color swwm_mm_thingcolor_missile = "ff a0 20"; // specialwallcolor as fallback
nosave color swwm_mm_tswallcolor = "30 20 40";
nosave color swwm_mm_unexploredsecretcolor = "40 00 80";
nosave color swwm_mm_wallcolor = "c0 e0 ff";
nosave color swwm_mm_xhaircolor = "80 80 ff";
nosave color swwm_mm_yourcolor = "80 ff 00";
nosave bool swwm_mm_usecanvas = false; // use a canvas to draw the minimap, so its pixel density is consistent with the rest of the HUD
nosave noarchive bool swwm_mm_steptrace = false;// traces the player path in the minimap
nosave int swwm_mm_maxsteps = 5000; // how many steps to keep track of
nosave float swwm_mm_minstep = 32.; // minimum 2D distance between steps in map units
server noarchive bool swwm_iseriouslywanttoplaythiswithbd = false; // self-explanatory

45
damtypes.txt Normal file
View file

@ -0,0 +1,45 @@
# from damnums
Steel MiniWhite
Blood MiniTomato
Ice MiniIce
Fire MiniOrange
Earth MiniKirinHUD
Quake MiniKirinHUD
Electric MiniYellow
Lightning MiniYellow
Gravity MiniPurple
Poison MiniMagenta
PoisonCloud MiniMagenta
Dark MiniIbukiHUD
Rocket MiniGold
Explode MiniGold
Explosive MiniGold
Explosion MiniGold
Plasma MiniCyan
Disintegrate MiniGreen
BFG MiniGreen
BFGSplash MiniGreen
# from demolitionist
Love MiniDemoPink
Push MiniDemoBlue
AirRip MiniDemoBlue
Explodium MiniFire
Shot MiniBrass
Salt MiniKinylum
Concussion MiniBlurp
CriticalConcussion MiniWitch
Wallbust MiniSayaHUD
Shrapnel MiniTomato
Sydon MiniSydon
Biospark MiniSulfur
Kinylum MiniKinylum
Nokron MiniNokron
Nokorokinylum MiniNokorokinylum
Sniped MiniBrass
Jet MiniWhite
Dyratin MiniGrass
Candy MiniPink
CoAb44 MiniCyanblu
Ynykron MiniPurb
YnykronAlt MiniPurb
Kabbadon MiniKabbadon

View file

@ -251,6 +251,60 @@ decalgroup ShockMarkBig
ShockMarkBig5 1
}
decal ShockMarkHuge1
{
pic shockmrk
shade "00 00 00"
randomflipx
randomflipy
x-scale 3.0
y-scale 3.0
}
decal ShockMarkHuge2
{
pic shockmk2
shade "00 00 00"
randomflipx
randomflipy
x-scale 3.0
y-scale 3.0
}
decal ShockMarkHuge3
{
pic shockmk3
shade "00 00 00"
randomflipx
randomflipy
x-scale 3.0
y-scale 3.0
}
decal ShockMarkHuge4
{
pic shockmk4
shade "00 00 00"
randomflipx
randomflipy
x-scale 3.0
y-scale 3.0
}
decal ShockMarkHuge5
{
pic shockmk5
shade "00 00 00"
randomflipx
randomflipy
x-scale 3.0
y-scale 3.0
}
decalgroup ShockMarkHuge
{
ShockMarkHuge1 1
ShockMarkHuge2 1
ShockMarkHuge3 1
ShockMarkHuge4 1
ShockMarkHuge5 1
}
decal BigBlast
{
pic bigblast
@ -321,6 +375,15 @@ decal YnykronBlast
lowerdecal YnykronBlast2
}
decal SmallRocketBlast
{
pic rktblast
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
randomflipy
}
decal RocketBlast
{
pic rktblast
@ -574,3 +637,290 @@ decal DemoSpray
y-scale 0.25
solid
}
// replace vanilla blood
stretcher BloodStretcherExtra
{
StretchTime 35
GoalY 1.5
}
slider BloodSliderExtra
{
SlideTime 35
DistY -16
}
combiner BloodSmearerExtra
{
BloodStretcherExtra
BloodSliderExtra
}
decal BloodSplat1
{
pic blsplat1
shade "BloodDefault"
x-scale 0.6
y-scale 0.6
randomflipx
randomflipy
}
decal BloodSplat2
{
pic blsplat2
shade "BloodDefault"
x-scale 0.625
y-scale 0.625
randomflipx
randomflipy
}
decal BloodSplat3
{
pic blsplat3
shade "BloodDefault"
x-scale 0.675
y-scale 0.675
randomflipx
randomflipy
}
decal BloodSplat4
{
pic blsplat4
shade "BloodDefault"
x-scale 0.7
y-scale 0.7
randomflipx
randomflipy
}
decal BloodSplat5
{
pic blsplat5
shade "BloodDefault"
x-scale 0.725
y-scale 0.725
randomflipx
randomflipy
}
decal BloodSplat6
{
pic blsplat6
shade "BloodDefault"
x-scale 0.75
y-scale 0.75
randomflipx
randomflipy
}
decal BloodSplat7
{
pic blsplat7
shade "BloodDefault"
x-scale 0.775
y-scale 0.775
randomflipx
randomflipy
}
decal BloodSplat8
{
pic blsplat8
shade "BloodDefault"
x-scale 0.8
y-scale 0.8
randomflipx
randomflipy
}
decal BloodSlide1
{
pic blslide1
shade "BloodDefault"
x-scale 0.875
y-scale 0.2
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX1
{
pic blsplat1
shade "BloodDefault"
x-scale 0.875
y-scale 0.875
randomflipx
randomflipy
LowerDecal "BloodSlide1"
}
decal BloodSlide2
{
pic blslide2
shade "BloodDefault"
x-scale 0.9
y-scale 0.225
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX2
{
pic blsplat2
shade "BloodDefault"
x-scale 0.9
y-scale 0.9
randomflipx
randomflipy
LowerDecal "BloodSlide2"
}
decal BloodSlide3
{
pic blslide3
shade "BloodDefault"
x-scale 0.925
y-scale 0.25
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX3
{
pic blsplat3
shade "BloodDefault"
x-scale 0.925
y-scale 0.925
randomflipx
randomflipy
LowerDecal "BloodSlide3"
}
decal BloodSlide4
{
pic blslide4
shade "BloodDefault"
x-scale 0.95
y-scale 0.275
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX4
{
pic blsplat4
shade "BloodDefault"
x-scale 0.95
y-scale 0.95
randomflipx
randomflipy
LowerDecal "BloodSlide4"
}
decal BloodSlide5
{
pic blslide5
shade "BloodDefault"
x-scale 0.975
y-scale 0.3
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX5
{
pic blsplat5
shade "BloodDefault"
x-scale 0.975
y-scale 0.975
randomflipx
randomflipy
LowerDecal "BloodSlide5"
}
decal BloodSlide6
{
pic blslide6
shade "BloodDefault"
x-scale 1.0
y-scale 0.325
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX6
{
pic blsplat6
shade "BloodDefault"
x-scale 1.0
y-scale 1.0
randomflipx
randomflipy
LowerDecal "BloodSlide6"
}
decal BloodSlide7
{
pic blslide7
shade "BloodDefault"
x-scale 1.25
y-scale 0.35
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX7
{
pic blsplat7
shade "BloodDefault"
x-scale 1.25
y-scale 1.25
randomflipx
randomflipy
LowerDecal "BloodSlide7"
}
decal BloodSlide8
{
pic blslide8
shade "BloodDefault"
x-scale 1.5
y-scale 0.375
randomflipx
animator BloodSmearerExtra
}
decal BloodSplatX8
{
pic blsplat8
shade "BloodDefault"
x-scale 1.5
y-scale 1.5
randomflipx
randomflipy
LowerDecal "BloodSlide8"
}
decalgroup BloodSplat
{
BloodSplat1 1
BloodSplat2 1
BloodSplat3 1
BloodSplat4 1
BloodSplat5 1
BloodSplat6 1
BloodSplat7 1
BloodSplat8 1
BloodSplatX1 1
BloodSplatX2 1
BloodSplatX3 1
BloodSplatX4 1
BloodSplatX5 1
BloodSplatX6 1
BloodSplatX7 1
BloodSplatX8 1
}
decal BloodSmear1
{
pic blsmear1
x-scale 0.625
y-scale 0.625
randomflipx
shade "BloodDefault"
animator BloodSmearer
}
decal BloodSmear2
{
pic blsmear2
x-scale 0.65
y-scale 0.65
randomflipx
shade "BloodDefault"
animator BloodSmearer
}
decalgroup BloodSmear
{
BloodSmear1 1
BloodSmear2 1
}

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