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