- 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.
227 lines
4.8 KiB
Text
227 lines
4.8 KiB
Text
GameInfo
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{
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AddEventHandlers = "SWWMCrashHandler", "SWWMBrutalHandler", "SWWMHDoomHandler", "SWWMVanillaBossHandler", "SWWMHandler", "SWWMGoreHandler", "CBTHandler", "SWWMPreloader", "SWWMReadThisHijacker"
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PlayerClasses = "Demolitionist"
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StatusBarClass = "SWWMStatusBar"
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BackpackType = "HammerspaceEmbiggener"
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StatScreen_Single = "SWWMStatScreen_SP"
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StatScreen_Coop = "SWWMStatScreen_Coop"
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StatScreen_DM = "SWWMStatScreen_DM"
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QuitSound = "misc/teleport"
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QuitMessages = "$QUITMSG", "$QUITMSG1", "$QUITMSG2", "$QUITMSG3",
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"$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7",
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"$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11",
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"$QUITMSG12", "$QUITMSG13", "$QUITMSG14", "$QUITMSG15",
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"$QUITMSG16", "$QUITMSG17", "$QUITMSG18", "$QUITMSG19"
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ChatSound = "misc/chat"
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DefaultConversationMenuClass = "SWWMConversationMenu"
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NoMergePickupMsg = true
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CursorPic = "graphics/swwmcurs.png"
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DimColor = "Black"
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DimAmount = 0.35
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PickupColor = "Gold"
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MenuFontColor_Title = "Blue"
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MenuFontColor_Label = "White"
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MenuFontColor_Value = "Green"
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MenuFontColor_Action = "White"
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MenuFontColor_Header = "Blue"
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MenuFontColor_Highlight = "Sapphire"
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MenuFontColor_Selection = "Sapphire"
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MenuSliderColor = "Green"
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MessageBoxClass = "SWWMMessageBox"
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// precaching of frame-heavy objects
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PrecacheClasses = "Demolitionist",
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"DeepImpact",
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"PusherWeapon",
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"ExplodiumGun",
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"Spreadgun",
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"Wallbuster",
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"Eviscerator",
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"Hellblazer",
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"Sparkster",
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"SilverBullet",
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"CandyGun",
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"Ynykron",
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"SWWMGesture"
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// precache very long stuff
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PrecacheSounds = "wallbuster/olddays",
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"wallbuster/cbt"
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}
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Map TITLEMAP "SWWM GZ - Title Map"
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{
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Music = ""
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EventHandlers = "SWWMTitleStuff"
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}
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DamageType EndLevel
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{
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NoArmor
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Obituary = "$O_ENDLEVEL"
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}
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// edited Doom 2 cast to show the Demolitionist at the end
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Intermission Doom2Cast
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{
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Cast
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{
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CastClass = "Zombieman"
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CastName = "$CC_ZOMBIE"
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AttackSound = "Missile", 1, "grunt/attack"
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}
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Cast
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{
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CastClass = "ShotgunGuy"
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CastName = "$CC_SHOTGUN"
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AttackSound = "Missile", 1, "shotguy/attack"
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}
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Cast
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{
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CastClass = "ChaingunGuy"
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CastName = "$CC_HEAVY"
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AttackSound = "Missile", 1, "chainguy/attack"
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AttackSound = "Missile", 2, "chainguy/attack"
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AttackSound = "Missile", 3, "chainguy/attack"
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}
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Cast
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{
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CastClass = "DoomImp"
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CastName = "$CC_IMP"
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AttackSound = "Missile", 2, "imp/attack"
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}
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Cast
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{
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CastClass = "Demon"
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CastName = "$CC_DEMON"
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AttackSound = "Melee", 1, "demon/melee"
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}
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Cast
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{
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CastClass = "LostSoul"
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CastName = "$CC_LOST"
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AttackSound = "Missile", 1, "skull/melee"
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}
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Cast
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{
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CastClass = "Cacodemon"
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CastName = "$CC_CACO"
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AttackSound = "Missile", 1, "caco/attack"
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}
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Cast
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{
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CastClass = "HellKnight"
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CastName = "$CC_HELL"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "BaronOfHell"
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CastName = "$CC_BARON"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "Arachnotron"
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CastName = "$CC_ARACH"
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AttackSound = "Missile", 1, "baby/attack"
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}
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Cast
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{
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CastClass = "PainElemental"
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CastName = "$CC_PAIN"
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AttackSound = "Missile", 2, "skull/melee"
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}
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Cast
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{
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CastClass = "Revenant"
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CastName = "$CC_REVEN"
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AttackSound = "Missile", 1, "skeleton/attack"
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AttackSound = "Melee", 1, "skeleton/swing"
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AttackSound = "Melee", 3, "skeleton/melee"
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}
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Cast
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{
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CastClass = "Fatso"
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CastName = "$CC_MANCU"
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AttackSound = "Missile", 1, "fatso/attack"
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AttackSound = "Missile", 4, "fatso/attack"
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AttackSound = "Missile", 7, "fatso/attack"
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}
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Cast
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{
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CastClass = "Archvile"
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CastName = "$CC_ARCH"
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AttackSound = "Missile", 1, "vile/start"
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}
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Cast
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{
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CastClass = "SpiderMastermind"
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CastName = "$CC_SPIDER"
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AttackSound = "Missile", 1, "spider/attack"
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AttackSound = "Missile", 2, "spider/attack"
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}
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Cast
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{
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CastClass = "Cyberdemon"
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CastName = "$CC_CYBER"
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AttackSound = "Missile", 1, "weapons/rocklf"
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AttackSound = "Missile", 3, "weapons/rocklf"
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AttackSound = "Missile", 5, "weapons/rocklf"
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}
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Cast
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{
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CastClass = "CastDemolitionist"
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CastName = "$CC_HERO"
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AttackSound = "Missile", 0, "explodium/fire"
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}
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Link = Doom2Cast // restart cast call
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}
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// edited Hexen ending
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// draws the three player classes unconditionally
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// shifts the final text screen so it doesn't get cut off
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Intermission Inter_Chess
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{
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Fader
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{
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Music = "Hall"
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Background = "FINALE1"
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Time = 2
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FadeType = FadeIn
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}
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TextScreen
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{
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Background = "FINALE1"
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TextSpeed = 3
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Text = "$TXT_HEXEN_WIN1MSG"
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Time = -250
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}
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TextScreen
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{
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Music = "Orb"
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Background = "FINALE2"
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TextSpeed = 3
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Text = "$TXT_HEXEN_WIN2MSG"
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Time = -250
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}
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Fader
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{
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Background = "FINALE2"
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Time = 2
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FadeType = FadeOut
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}
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Fader
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{
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Music = "Chess"
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Background = "FINALE3"
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Time = 2
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FadeType = FadeIn
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}
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TextScreen
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{
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Background = "FINALE3"
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TextSpeed = 3
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Text = "$TXT_HEXEN_WIN3MSG"
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Position = 0, 108
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}
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}
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