swwmgz_m/gldefs.keys
Marisa Kirisame eb2ee7b29f Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
2020-10-20 11:37:14 +02:00

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HardwareShader Texture "models/DoomRedKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/redmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomYellowKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/goldmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomBlueKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/blumap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomGreenKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/greenmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomOrangeKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/goldmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomBlackKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/leadmap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomWhiteKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/silvermap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
HardwareShader Texture "models/DoomSilverKey.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/silvermap.png"
Texture "brighttex" "models/DoomKey_bright.png"
}
Brightmap Texture "models/DoomKeyLight.png"
{
Map "brightmaps/Fullbright.png"
}
HardwareShader Texture "models/DoomRedSkull.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/redmap.png"
Texture "brighttex" "models/DoomSkull_bright.png"
}
HardwareShader Texture "models/DoomBlueSkull.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/blumap.png"
Texture "brighttex" "models/DoomSkull_bright.png"
}
HardwareShader Texture "models/DoomYellowSkull.png"
{
Shader "shaders/glsl/Shinemask_bright.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/goldmap.png"
Texture "brighttex" "models/DoomSkull_bright.png"
}
pointlight SWWMREDKEY
{
color 1.0 0.0 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMYELLOWKEY
{
color 1.0 1.0 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMBLUEKEY
{
color 0.0 0.0 1.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMGREENKEY
{
color 0.0 1.0 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMSILVERKEY
{
color 0.8 0.9 1.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMORANGEKEY
{
color 1.0 0.6 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMCARDLITE
{
color 0.5 0.5 0.0
size 20
attenuate 1
offset 0 16 0
}
object SWWMRedCard
{
frame XZW1 { light SWWMREDKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMYellowCard
{
frame XZW1 { light SWWMYELLOWKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMBlueCard
{
frame XZW1 { light SWWMBLUEKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMGreenCard
{
frame XZW1 { light SWWMGREENKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMSilverCardKDiZD
{
frame XZW1 { light SWWMSILVERKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMGreenCardKDiZD
{
frame XZW1 { light SWWMGREENKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMOrangeCardKDiZD
{
frame XZW1 { light SWWMORANGEKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMRedSkull
{
frame XZW1 { light SWWMREDKEY }
}
object SWWMBlueSkull
{
frame XZW1 { light SWWMREDKEY }
}
object SWWMYellowSkull
{
frame XZW1 { light SWWMREDKEY }
}
object SWWMKeyGreen
{
frame XZW1 { light SWWMGREENKEY }
}
object SWWMKeyBlue
{
frame XZW1 { light SWWMBLUEKEY }
}
object SWWMKeyYellow
{
frame XZW1 { light SWWMYELLOWKEY }
}
object SWWMKeyRed
{
frame XZW1 { light SWWMREDKEY }
}