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BIN
ENDSWWM.bin
246
FuturePlans.md
|
|
@ -2,107 +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] 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)*
|
||||
- [9] Mortal Rifle *(UnSX 2)*
|
||||
- Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)*
|
||||
- [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)*
|
||||
- Yukkuri Love *(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 *(Land a lead ball crit on yourself)*
|
||||
- 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)***
|
||||
* **Hexen key and puzzle item models *(uncertain)***
|
||||
* [ ] **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
|
||||
|
||||
|
|
@ -114,19 +151,25 @@ 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 primarily for Hexen's funky gameplay™
|
||||
- Watch as our boy complains about *"puzzles"*
|
||||
|
|
@ -138,6 +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
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
Copyright (c) 2020-2022 Marisa the Magician, 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
|
||||
|
|
|
|||
|
|
@ -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
|
|
@ -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.
|
||||
BIN
NETNOTCH.png
|
Before Width: | Height: | Size: 69 B |
BIN
NOTCH.png
|
Before Width: | Height: | Size: 86 B |
23
PYWHEEL.txt
|
|
@ -1,23 +0,0 @@
|
|||
Demolitionist
|
||||
{
|
||||
include "DeepImpact";
|
||||
//include "ItamexHammer";
|
||||
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";
|
||||
}
|
||||
555
README.md
|
|
@ -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
|
||||

|
||||
|
||||
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 **EMIT**. 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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
The signature **SWWM** melee weapon, an **Impact Hammer** on steroids.
|
||||
|
|
@ -83,7 +129,20 @@ The signature **SWWM** melee weapon, an **Impact Hammer** on steroids.
|
|||
|
||||
Equipped by default on spawned players.
|
||||
|
||||
### Explodium Gun (slot 2) ~ Replaces Pistol, Elven Wand, Hexen starting weapons
|
||||
### Combat Hammer *(slot 1)*
|
||||

|
||||
|
||||
A hefty sledgehammer, built to smash things with extreme prejudice.
|
||||
|
||||
**Primary fire:** Swift strikes.
|
||||
|
||||
**Secondary fire:** Hold to lift it up, release to let it drop.
|
||||
|
||||
**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)*
|
||||

|
||||
|
||||
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.
|
||||
|
|
@ -98,53 +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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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 ⚠️
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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.
|
||||
- **Kinylum saltshot (blue):** Highly volatile shards of **Kinylum** that leave behind a trail of burning plasma. Somewhat rare.
|
||||
- ***"The ball"* (purple):** A big lead ball, 'nuff said. Rare.
|
||||
- **Telebrium flechette (black):** A discharge of puncturing darts tipped with pure Telebrium, highly corrosive, effects may spread through emitted fumes. Very 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)*
|
||||

|
||||
|
||||
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 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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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 ⚠️
|
||||

|
||||
|
||||
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 ⚠️
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies.
|
||||
|
|
@ -153,16 +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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
**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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
Another signature weapon of the **SWWM** series. This time in its third and far more improved revision.
|
||||
|
|
@ -171,23 +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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
### 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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
A relic from the olden days of **UnSX**. A potent energy weapon that uses what's best described as *"sentient lightning"*.
|
||||
|
|
@ -196,49 +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
|
||||

|
||||
|
||||
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 ⚠️
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
Neatly packaged single-shot charges of **Kinylum**. Recognizable by its cyan glow and fresh mint scent.
|
||||
|
||||
#### Nokron Cells
|
||||

|
||||
|
||||
Neatly packaged single-shot charges of **Nokron**. Recognizable by its magenta glow and delicious cheese aroma.
|
||||
|
||||
### Silver Bullet JET *(slot 8)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
### Ray-Khom *(slot 8)*
|
||||
##### ⚠️ NOT YET IMPLEMENTED ⚠️
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
40mm magnetized bolts with a plasma payload. They're basically just grenades, really. Fairly uncommon, but very rewarding to find.
|
||||
|
||||
### Candy Gun *(slot 9)*
|
||||

|
||||
|
||||
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)*.
|
||||
|
|
@ -251,14 +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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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.
|
||||
|
|
@ -273,13 +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
|
||||

|
||||
|
||||
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 ⚠️
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
|
|
@ -287,41 +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
|
||||

|
||||
|
||||
+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
|
||||

|
||||
|
||||
+10 health boost, up to a cap of 100 points.
|
||||
|
||||
### Health Cube ~ Replaces Medikit, Quartz Flask
|
||||
### Health Cube
|
||||

|
||||
|
||||
+20 health boost, up to a cap of 100 points.
|
||||
|
||||
### Refresher ~ Replaces Soulsphere, Mystic Urn
|
||||
### Refresher
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
Decent armor, protects very well against all damage. Reduction factors are as follows:
|
||||
|
|
@ -332,12 +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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
Actual 100% invisibility, a relic from the old **UnSX** days.
|
||||
|
|
@ -346,110 +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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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.
|
||||
|
||||
### Universal Ammo Fabricator ~ Replaces Mana / Krater of Might
|
||||
### Universal Ammo Fabricator *(Hexen)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
|
@ -459,37 +701,44 @@ A perfectly generic cube. It is exactly 128mm across each side, sports a pure gr
|
|||
### Haunted Saya Bean Plush
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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)*
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
|
@ -498,25 +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.
|
||||
|
||||
|
|
@ -526,35 +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
|
||||
|
||||

|
||||
|
||||
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
|
||||

|
||||
|
|
@ -564,3 +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
|
||||
|
|
|
|||
BIN
STARTUP.png
|
Before Width: | Height: | Size: 215 KiB |
133
achievements.lst
|
|
@ -1,109 +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
|
||||
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
|
||||
|
|
|
|||
BIN
acs/swwmcomp.o
|
|
@ -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
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 88 B After Width: | Height: | Size: 67 B |
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.8 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 2 KiB After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 2 KiB After Width: | Height: | Size: 1.9 KiB |
20
credits.txt
|
|
@ -17,28 +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.
|
||||
- Miniwi font by Josuah Demangeon (http://josuah.net). 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.
|
||||
|
|
|
|||
134
cvarinfo.base
|
|
@ -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
|
||||
|
|
@ -12,153 +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 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 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
|
||||
server bool swwm_extendedpickup = false; // items will have an additional "virtual hitbox" that's the same size as vanilla
|
||||
nosave bool swwm_voicelog = false; // adds player voicelines to the message log
|
||||
nosave bool swwm_skipskill = false; // skips skill confirmations
|
||||
nosave bool swwm_althud = false; // alternate, more compact hud (like in the side mods)
|
||||
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
|
|
@ -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
|
||||
350
decaldef.txt
|
|
@ -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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Before Width: | Height: | Size: 626 KiB After Width: | Height: | Size: 157 KiB |
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Before Width: | Height: | Size: 146 KiB After Width: | Height: | Size: 565 KiB |
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Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 22 KiB |
BIN
docimg/deva.png
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Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 22 KiB |
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Before Width: | Height: | Size: 5.4 KiB After Width: | Height: | Size: 14 KiB |
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Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 36 KiB |
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Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 13 KiB |
BIN
docimg/explodiumammo.png
Normal file
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After Width: | Height: | Size: 5.6 KiB |
BIN
docimg/explodiumbullet.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 19 KiB |
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Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 36 KiB |
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Before Width: | Height: | Size: 4.6 KiB |
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Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 847 B After Width: | Height: | Size: 5.4 KiB |
BIN
docimg/ghost.png
|
Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 25 KiB |
BIN
docimg/goldenshell.png
Normal file
|
After Width: | Height: | Size: 3.9 KiB |
|
Before Width: | Height: | Size: 3.7 KiB After Width: | Height: | Size: 44 KiB |
BIN
docimg/hammer.png
Normal file
|
After Width: | Height: | Size: 44 KiB |
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 51 KiB |
|
Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 10 KiB |
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Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 5.7 KiB After Width: | Height: | Size: 48 KiB |
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Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 18 KiB |
BIN
docimg/lamp.png
|
Before Width: | Height: | Size: 4.4 KiB After Width: | Height: | Size: 32 KiB |
BIN
docimg/logo.png
|
Before Width: | Height: | Size: 767 KiB After Width: | Height: | Size: 187 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 32 KiB |
BIN
docimg/mortalrifle.png
Normal file
|
After Width: | Height: | Size: 56 KiB |
|
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 42 KiB |
BIN
docimg/mrbullet.png
Normal file
|
After Width: | Height: | Size: 2.8 KiB |
BIN
docimg/mrgrenade.png
Normal file
|
After Width: | Height: | Size: 5.5 KiB |
|
Before Width: | Height: | Size: 8.9 KiB After Width: | Height: | Size: 30 KiB |
|
Before Width: | Height: | Size: 6.9 KiB After Width: | Height: | Size: 7.7 KiB |
|
Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 7.9 KiB |
|
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 8.7 KiB |
|
Before Width: | Height: | Size: 3.1 KiB After Width: | Height: | Size: 4.2 KiB |
BIN
docimg/plasmaammo.png
Normal file
|
After Width: | Height: | Size: 6.2 KiB |
BIN
docimg/plasmablast.png
Normal file
|
After Width: | Height: | Size: 8.9 KiB |
BIN
docimg/puntzerbeta.png
Normal file
|
After Width: | Height: | Size: 2.9 KiB |
BIN
docimg/puntzergamma.png
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
BIN
docimg/quadammo.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
docimg/quadravol.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
BIN
docimg/rafankos.png
Normal file
|
After Width: | Height: | Size: 7.8 KiB |
|
Before Width: | Height: | Size: 5.4 KiB After Width: | Height: | Size: 28 KiB |
BIN
docimg/raykhom.png
Normal file
|
After Width: | Height: | Size: 9.8 KiB |
|
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 17 KiB |
|
Before Width: | Height: | Size: 5 KiB After Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 17 KiB |
BIN
docimg/sayasmug.png
Normal file
|
After Width: | Height: | Size: 8.8 KiB |
BIN
docimg/sheenammo.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
docimg/sheenhmg.png
Normal file
|
After Width: | Height: | Size: 76 KiB |
|
Before Width: | Height: | Size: 9.9 KiB After Width: | Height: | Size: 8 KiB |
|
Before Width: | Height: | Size: 148 KiB After Width: | Height: | Size: 214 KiB |
BIN
docimg/sparkster.png
Normal file
|
After Width: | Height: | Size: 7.4 KiB |
|
Before Width: | Height: | Size: 7.2 KiB After Width: | Height: | Size: 8.2 KiB |
|
Before Width: | Height: | Size: 6.4 KiB After Width: | Height: | Size: 42 KiB |
|
Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 22 KiB |
|
Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 91 KiB After Width: | Height: | Size: 106 KiB |
|
Before Width: | Height: | Size: 3.8 KiB After Width: | Height: | Size: 48 KiB |