dehacked: run through simplecpp, cheat replacements for Phase 1 only
Deduplicates effort from copying between multiple patch files, and we now have unique outputs for each of our IWADs. Having just "No Clipping 1 = idclip" proved to be troublesome with at least prboom-plus, the engine running its cheat detecting twice and becoming unable to activate no-clipping mode. Worked around it by also defining "No Clipping 2 = idspispopd", restoring that cheat's functionality in most source ports and keeping both variants unique. Chocolate Doom will only use the "idclip" version.master
parent
d4c5b3ab48
commit
8e9ce31b70
1
Makefile
1
Makefile
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@ -16,6 +16,7 @@ OBJS=$(FREEDM) $(FREEDOOM1) $(FREEDOOM2)
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all: $(OBJS)
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subdirs:
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$(MAKE) -C lumps
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$(MAKE) VERSION=$(VERSION) -C graphics/text
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$(MAKE) -C lumps/playpal
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$(MAKE) -C lumps/colormap
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@ -157,7 +157,11 @@ ZMAPINFO = fdmmpinf
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ENDOOM = endoomdm
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FREEDM
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#else
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DEHACKED
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#ifdef ULTDOOM
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DEHACKED = p1_deh
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#else
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DEHACKED = p2_deh
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#endif
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ENDOOM
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#endif
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@ -234,7 +234,7 @@ def update_level_name(lumpname, bexdata, bexname):
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levelname = re.sub('^\w*\d:\s*', '', bexdata[bexname])
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white_graphics[lumpname] = levelname
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freedoom_bex = read_bex_lump('../../lumps/dehacked.lmp')
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freedoom_bex = read_bex_lump('../../lumps/p2_deh.lmp')
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freedm_bex = read_bex_lump('../../lumps/fdm_deh.lmp')
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for e in range(4):
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@ -10,3 +10,8 @@ genmidi.lmp
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???pname.lmp
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???txtr1.lmp
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???txtr2.lmp
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# Generated dehacked files
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fdm_deh.lmp
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p1_deh.lmp
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p2_deh.lmp
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@ -0,0 +1,12 @@
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CPP=../scripts/simplecpp
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all: fdm_deh.lmp p1_deh.lmp p2_deh.lmp
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fdm_deh.lmp: dehacked.lmp
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$(CPP) -DFREEDM < $< > $@
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p1_deh.lmp: dehacked.lmp
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$(CPP) -DPHASE1 < $< > $@
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p2_deh.lmp: dehacked.lmp
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$(CPP) -DPHASE2 < $< > $@
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@ -33,6 +33,7 @@ Sprite subnumber = 32773
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# *allow-extended-strings*
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[PARS]
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#ifndef FREEDM
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# Par times. The BEX format requires these to be specified in number
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# of seconds, but for convenience we include the min:sec value in a
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# comment. Comment also indicates when the run was done - ideally
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@ -97,6 +98,41 @@ par 29 300 # 05:00 - Voros for v0.11 - 2017/02
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par 30 60 # 01:00 - Voros for v0.11 - 2017/02
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par 31 60 # 01:00 - Voros for v0.11 - 2017/02
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par 32 210 # 03:30 - Voros for v0.11 - 2017/02
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#else
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# Par times don't matter so much for FreeDM, just set all to zero.
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par 1 0
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par 2 0
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par 3 0
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par 4 0
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par 5 0
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par 6 0
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par 7 0
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par 8 0
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par 9 0
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par 10 0
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par 11 0
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par 12 0
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par 13 0
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par 14 0
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par 15 0
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par 16 0
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par 17 0
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par 18 0
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par 19 0
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par 20 0
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par 21 0
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par 22 0
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par 23 0
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par 24 0
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par 25 0
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par 26 0
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par 27 0
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par 28 0
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par 29 0
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par 30 0
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par 31 0
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par 32 0
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#endif
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[STRINGS]
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# Text shown on startup in Boom-compatible ports. This is all in
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@ -215,6 +251,40 @@ CC_ARCH = necromancer
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CC_SPIDER = large technospider
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CC_CYBER = assault tripod
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CC_HERO = savior of humanity
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#ifdef FREEDM
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HUSTR_1 = DM01: Tech Test
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HUSTR_2 = DM02: Natural Station
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HUSTR_3 = DM03: Issues of Claveria
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HUSTR_4 = DM04: Steel
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HUSTR_5 = DM05: Xindage Hideout
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HUSTR_6 = DM06: Tomb of Ledemir
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HUSTR_7 = DM07: Main Stronghold
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HUSTR_8 = DM08: Artifact Base
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HUSTR_9 = DM09: Forgotten Ruins
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HUSTR_10 = DM10: Substation 45
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HUSTR_11 = DM11: Gate for Hell
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HUSTR_12 = DM12: Up 'n Down Canyon
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HUSTR_13 = DM13: Sacred Dead
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HUSTR_14 = DM14: Hazard Store
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HUSTR_15 = DM15: AGM Ammo Depot
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HUSTR_16 = DM16: Single Barreled
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HUSTR_17 = DM17: Punk Tech
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HUSTR_18 = DM18: Energy Facility
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HUSTR_19 = DM19: Tech Isle
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HUSTR_20 = DM20: Warehouse
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HUSTR_21 = DM21: Water Recycling
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HUSTR_22 = DM22: Fourplay
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HUSTR_23 = DM23: Confrontation
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HUSTR_24 = DM24: Flooded Base
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HUSTR_25 = DM25: Mansion Yard
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HUSTR_26 = DM26: All Green
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HUSTR_27 = DM27: The Exile
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HUSTR_28 = DM28: Weapons Factory
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HUSTR_29 = DM29: Tag Deathmatch
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HUSTR_30 = DM30: Last Man Standing
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HUSTR_31 = DM31: Fort Macabre
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HUSTR_32 = DM32: Aberration
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#else
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HUSTR_1 = MAP01: Hydroelectric Plant
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HUSTR_2 = MAP02: Filtration Tunnels
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HUSTR_3 = MAP03: Crude Processing Center
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@ -247,6 +317,8 @@ HUSTR_29 = MAP29: Last Stand
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HUSTR_30 = MAP30: Jaws of Defeat
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HUSTR_31 = MAP31: Be Quiet
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HUSTR_32 = MAP32: Not Sure
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#endif
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# Final Doom level strings, left blank
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PHUSTR_1 = MAP01
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PHUSTR_2 = MAP02
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PHUSTR_3 = MAP03
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@ -334,22 +406,6 @@ STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
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NIGHTMARE = This is the highest skill level.\n\
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Not recommended unless you're experienced.\n\n\
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(Press Y to confirm)
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#HUSTR_CHATMACRO1
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#HUSTR_CHATMACRO2
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#HUSTR_CHATMACRO3
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#HUSTR_CHATMACRO4
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#HUSTR_CHATMACRO5
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#HUSTR_CHATMACRO6
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#HUSTR_CHATMACRO7
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#HUSTR_CHATMACRO8
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#HUSTR_CHATMACRO9
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#HUSTR_CHATMACRO0
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#HUSTR_TALKTOSELF1
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#HUSTR_TALKTOSELF2
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#HUSTR_TALKTOSELF3
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#HUSTR_TALKTOSELF4
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#HUSTR_TALKTOSELF5
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#HUSTR_MESSAGESENT
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# End-of-chapter texts, now with a consistent story. Feel free to edit them.
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E1TEXT = You've made it out of the outpost.\n\
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But you're still stuck on this rock.\n\
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@ -386,7 +442,7 @@ E3TEXT = The abomination explodes into\n\
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rotted away for years in. Meaning\n\
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you're still trapped.\n\n\
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An AGM teleporter is here somehow.\n\
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They must have been here then.\n\
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They must have been here, then.\n\
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The teleporter is set for a facility\n\
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called "Double Impact," which is a\n\
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ridiculous name. Who cares? All\n\
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@ -481,18 +537,6 @@ C6TEXT = The world dissipitates around\n\
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The monsters you fought before\n\
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raise their weapons,\n\n\
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aiming for your head.
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#P1TEXT
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#P2TEXT
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#P3TEXT
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#P4TEXT
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#P5TEXT
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#P6TEXT
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#T1TEXT
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#T2TEXT
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#T3TEXT
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#T4TEXT
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#T5TEXT
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#T6TEXT
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BGFLATE1 = AQF051
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BGFLATE2 = AQF054
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BGFLATE3 = FLAT5_2
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@ -503,13 +547,6 @@ BGFLAT20 = FLAT5_6
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BGFLAT30 = SLIME13
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BGFLAT15 = AQF004
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BGFLAT31 = AQF021
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#BGCASTCALL
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#STARTUP1
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#STARTUP2
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#STARTUP3
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#STARTUP4
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#STARTUP5
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#SAVEGAMENAME
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# Obituary texts, for ZDoom-based ports.
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OB_STEALTHBABY=%o thought %g saw a technospider.
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OB_STEALTHVILE=%o thought %g saw a necromancer.
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@ -560,7 +597,12 @@ OB_MPTELEFRAG=%o stood where %k was teleporting.
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OB_RAILGUN=%o was railed by %k.
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OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!
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# Redefine IDSPISPOPD to IDCLIP, so it works the same in Phase 1 and 2
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# Probably unnecessary for anything that’s not Chocolate Doom
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#ifdef PHASE1
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# Redefine the no-clipping cheats, so that IDCLIP may be used in Phase 1.
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# IDSPISPOPD is swapped into the slot normally for Phase 2, in case of
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# engines that would otherwise try to apply the cheat twice.
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Cheat 0
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No Clipping 1 = idclip
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No Clipping 2 = idspispopd
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#endif
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@ -1,409 +0,0 @@
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Patch File for DeHackEd v3.0
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Doom version = 19
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Patch format = 6
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# SPDX-License-Identifier: BSD-3-Clause
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# This is a magic comment recognized by Chocolate Doom, so that the
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# BEX [STRINGS] section below will be parsed:
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#
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# *allow-extended-strings*
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[PARS]
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# Par times don't matter so much for FreeDM, just set all to zero.
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par 1 0
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par 2 0
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par 3 0
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par 4 0
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par 5 0
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par 6 0
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par 7 0
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par 8 0
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par 9 0
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par 10 0
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par 11 0
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par 12 0
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par 13 0
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par 14 0
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par 15 0
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par 16 0
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par 17 0
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par 18 0
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par 19 0
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par 20 0
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par 21 0
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par 22 0
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par 23 0
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par 24 0
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par 25 0
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par 26 0
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par 27 0
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par 28 0
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par 29 0
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par 30 0
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par 31 0
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par 32 0
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[STRINGS]
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# Text shown on startup in Boom-compatible ports. This is all in
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# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
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STARTUP5============================================================================\nThis is FreeDM, the free content deathmatch FPS.\n\nFreeDM is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
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GOTARMOR = picked up a light armor vest.
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GOTMEGA = picked up a heavy armor vest.
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GOTHTHBONUS = got a 1% health bonus.
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GOTARMBONUS = got a 1% armor bonus.
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GOTSTIM = picked up a small health pack.
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GOTMEDINEED = found a large health pack, just in time!
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GOTMEDIKIT = picked up a large health pack.
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GOTSUPER = you got the overdrive sphere!
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GOTBLUECARD = picked up a blue passcard.
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GOTYELWCARD = picked up a yellow passcard.
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GOTREDCARD = picked up a red passcard.
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GOTBLUESKUL = picked up a blue skeleton key.
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GOTYELWSKUL = picked up a yellow skeleton key.
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GOTREDSKULL = picked up a red skeleton key.
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GOTINVUL = you are untouchable!
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GOTBERSERK = punch 'em to death!
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GOTINVIS = you got the stealth sphere!
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GOTSUIT = picked up a hazard suit.
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GOTMAP = got the tactical survey map.
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GOTVISOR = got the night vision goggles.
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GOTMSPHERE = you got the ultra-overdrive sphere!
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GOTCLIP = picked up an ammo clip.
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GOTCLIPBOX = picked up a box of ammo.
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GOTROCKET = picked up a missile.
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GOTROCKBOX = picked up a crate of missiles.
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GOTCELL = picked up a small energy recharge.
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GOTCELLBOX = picked up a large energy recharge.
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GOTSHELLS = picked up some shotgun shells.
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GOTSHELLBOX = picked up a box of shotgun shells.
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GOTBACKPACK = you found a backpack!
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GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
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GOTCHAINGUN = you got the minigun!
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GOTCHAINSAW = you got the angle grinder!
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GOTLAUNCHER = you got the missile launcher!
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GOTPLASMA = you got the polaric energy cannon!
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GOTSHOTGUN = you got the pump-action shotgun!
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GOTSHOTGUN2 = you got the double-barrelled shotgun!
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PD_BLUEO = this object requires a blue key.
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PD_REDO = this object requires a red key.
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PD_YELLOWO = this object requires a yellow key.
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PD_BLUEK = this door requires a blue key.
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PD_REDK = this door requires a red key.
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PD_YELLOWK = this door requires a yellow key.
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PD_BLUEC = this door requires the blue passcard.
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PD_REDC = this door requires the red passcard.
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PD_YELLOWC = this door requires the yellow passcard.
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PD_BLUES = this door requires the blue skeleton key.
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PD_REDS = this door requires the red skeleton key.
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PD_YELLOWS = this door requires the yellow skeleton key.
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PD_ANY = this door requires any key.
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PD_ALL3 = this door requires all three keys.
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PD_ALL6 = this door requires all six keys!
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HUSTR_E1M1 = E1M1
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HUSTR_E1M2 = E1M2
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HUSTR_E1M3 = E1M3
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HUSTR_E1M4 = E1M4
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HUSTR_E1M5 = E1M5
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HUSTR_E1M6 = E1M6
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HUSTR_E1M7 = E1M7
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HUSTR_E1M8 = E1M8
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HUSTR_E1M9 = E1M9
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HUSTR_E2M1 = E2M1
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HUSTR_E2M2 = E2M2
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HUSTR_E2M3 = E2M3
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HUSTR_E2M4 = E2M4
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HUSTR_E2M5 = E2M5
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HUSTR_E2M6 = E2M6
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HUSTR_E2M7 = E2M7
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HUSTR_E2M8 = E2M8
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HUSTR_E2M9 = E2M9
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HUSTR_E3M1 = E3M1
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HUSTR_E3M2 = E3M2
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HUSTR_E3M3 = E3M3
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HUSTR_E3M4 = E3M4
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HUSTR_E3M5 = E3M5
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HUSTR_E3M6 = E3M6
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HUSTR_E3M7 = E3M7
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HUSTR_E3M8 = E3M8
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HUSTR_E3M9 = E3M9
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HUSTR_E4M1 = E4M1
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HUSTR_E4M2 = E4M2
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HUSTR_E4M3 = E4M3
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HUSTR_E4M4 = E4M4
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HUSTR_E4M5 = E4M5
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HUSTR_E4M6 = E4M6
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HUSTR_E4M7 = E4M7
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HUSTR_E4M8 = E4M8
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HUSTR_E4M9 = E4M9
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CC_ZOMBIE = zombie
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CC_SHOTGUN = shotgun zombie
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CC_HEAVY = minigun zombie
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CC_IMP = serpentipede
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CC_DEMON = flesh worm
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CC_LOST = deadflare
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CC_CACO = trilobite
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CC_HELL = pain bringer
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CC_BARON = pain lord
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CC_ARACH = technospider
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CC_PAIN = summoner
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CC_REVEN = dark soldier
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CC_MANCU = combat slug
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CC_ARCH = necromancer
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CC_SPIDER = large technospider
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CC_CYBER = assault tripod
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CC_HERO = savior of humanity
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HUSTR_1 = DM01: Tech Test
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HUSTR_2 = DM02: Natural Station
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HUSTR_3 = DM03: Issues of Claveria
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HUSTR_4 = DM04: Steel
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HUSTR_5 = DM05: Xindage Hideout
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HUSTR_6 = DM06: Tomb of Ledemir
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HUSTR_7 = DM07: Main Stronghold
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HUSTR_8 = DM08: Artifact Base
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HUSTR_9 = DM09: Forgotten Ruins
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HUSTR_10 = DM10: Substation 45
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HUSTR_11 = DM11: Gate for Hell
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HUSTR_12 = DM12: Up 'n Down Canyon
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HUSTR_13 = DM13: Sacred Dead
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HUSTR_14 = DM14: Hazard Store
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HUSTR_15 = DM15: AGM Ammo Depot
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HUSTR_16 = DM16: Single Barreled
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HUSTR_17 = DM17: Punk Tech
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HUSTR_18 = DM18: Energy Facility
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HUSTR_19 = DM19: Tech Isle
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HUSTR_20 = DM20: Warehouse
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HUSTR_21 = DM21: Water Recycling
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HUSTR_22 = DM22: Fourplay
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HUSTR_23 = DM23: Confrontation
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HUSTR_24 = DM24: Flooded Base
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HUSTR_25 = DM25: Mansion Yard
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HUSTR_26 = DM26: All Green
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HUSTR_27 = DM27: The Exile
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HUSTR_28 = DM28: Weapons Factory
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HUSTR_29 = DM29: Tag Deathmatch
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HUSTR_30 = DM30: Last Man Standing
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HUSTR_31 = DM31: Fort Macabre
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HUSTR_32 = DM32: Aberration
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PHUSTR_1 = DM01
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PHUSTR_2 = DM02
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PHUSTR_3 = DM03
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PHUSTR_4 = DM04
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PHUSTR_5 = DM05
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PHUSTR_6 = DM06
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PHUSTR_7 = DM07
|
||||
PHUSTR_8 = DM08
|
||||
PHUSTR_9 = DM09
|
||||
PHUSTR_10 = DM10
|
||||
PHUSTR_11 = DM11
|
||||
PHUSTR_12 = DM12
|
||||
PHUSTR_13 = DM13
|
||||
PHUSTR_14 = DM14
|
||||
PHUSTR_15 = DM15
|
||||
PHUSTR_16 = DM16
|
||||
PHUSTR_17 = DM17
|
||||
PHUSTR_18 = DM18
|
||||
PHUSTR_19 = DM19
|
||||
PHUSTR_20 = DM20
|
||||
PHUSTR_21 = DM21
|
||||
PHUSTR_22 = DM22
|
||||
PHUSTR_23 = DM23
|
||||
PHUSTR_24 = DM24
|
||||
PHUSTR_25 = DM25
|
||||
PHUSTR_26 = DM26
|
||||
PHUSTR_27 = DM27
|
||||
PHUSTR_28 = DM28
|
||||
PHUSTR_29 = DM29
|
||||
PHUSTR_30 = DM30
|
||||
PHUSTR_31 = DM31
|
||||
PHUSTR_32 = DM32
|
||||
THUSTR_1 = DM01
|
||||
THUSTR_2 = DM02
|
||||
THUSTR_3 = DM03
|
||||
THUSTR_4 = DM04
|
||||
THUSTR_5 = DM05
|
||||
THUSTR_6 = DM06
|
||||
THUSTR_7 = DM07
|
||||
THUSTR_8 = DM08
|
||||
THUSTR_9 = DM09
|
||||
THUSTR_10 = DM10
|
||||
THUSTR_11 = DM11
|
||||
THUSTR_12 = DM12
|
||||
THUSTR_13 = DM13
|
||||
THUSTR_14 = DM14
|
||||
THUSTR_15 = DM15
|
||||
THUSTR_16 = DM16
|
||||
THUSTR_17 = DM17
|
||||
THUSTR_18 = DM18
|
||||
THUSTR_19 = DM19
|
||||
THUSTR_20 = DM20
|
||||
THUSTR_21 = DM21
|
||||
THUSTR_22 = DM22
|
||||
THUSTR_23 = DM23
|
||||
THUSTR_24 = DM24
|
||||
THUSTR_25 = DM25
|
||||
THUSTR_26 = DM26
|
||||
THUSTR_27 = DM27
|
||||
THUSTR_28 = DM28
|
||||
THUSTR_29 = DM29
|
||||
THUSTR_30 = DM30
|
||||
THUSTR_31 = DM31
|
||||
THUSTR_32 = DM32
|
||||
HUSTR_PLRGREEN = g:
|
||||
HUSTR_PLRINDIGO = i:
|
||||
HUSTR_PLRBROWN = b:
|
||||
HUSTR_PLRRED = r:
|
||||
AMSTR_FOLLOWON = map following player
|
||||
AMSTR_FOLLOWOFF = map no longer following player
|
||||
AMSTR_GRIDON = map grid on
|
||||
AMSTR_GRIDOFF = map grid off
|
||||
AMSTR_MARKEDSPOT = added map bookmark
|
||||
AMSTR_MARKSCLEARED = all map bookmarks cleared.
|
||||
STSTR_MUS = music changed
|
||||
STSTR_NOMUS = unknown music track?
|
||||
STSTR_DQDON = god mode on
|
||||
STSTR_DQDOFF = god mode off
|
||||
STSTR_KFAADDED = keys, weapons and ammo added.
|
||||
STSTR_FAADDED = weapons and ammo added.
|
||||
STSTR_NCON = noclip on
|
||||
STSTR_NCOFF = noclip off
|
||||
STSTR_CHOPPERS = vroom!
|
||||
STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
|
||||
NIGHTMARE = this is the highest skill level.\n\
|
||||
not recommended unless you're experienced.\n\n\
|
||||
(press y to confirm)
|
||||
#HUSTR_CHATMACRO1
|
||||
#HUSTR_CHATMACRO2
|
||||
#HUSTR_CHATMACRO3
|
||||
#HUSTR_CHATMACRO4
|
||||
#HUSTR_CHATMACRO5
|
||||
#HUSTR_CHATMACRO6
|
||||
#HUSTR_CHATMACRO7
|
||||
#HUSTR_CHATMACRO8
|
||||
#HUSTR_CHATMACRO9
|
||||
#HUSTR_CHATMACRO0
|
||||
#HUSTR_TALKTOSELF1
|
||||
#HUSTR_TALKTOSELF2
|
||||
#HUSTR_TALKTOSELF3
|
||||
#HUSTR_TALKTOSELF4
|
||||
#HUSTR_TALKTOSELF5
|
||||
#HUSTR_MESSAGESENT
|
||||
# For FreeDM we shouldn't be seeing these...
|
||||
E1TEXT = You've finished chapter 1!
|
||||
E2TEXT = You've finished chapter 2!
|
||||
E3TEXT = You've finished chapter 3!
|
||||
E4TEXT = You've finished chapter 4!
|
||||
# After MAP06, before MAP07:
|
||||
C1TEXT = You're playing FreeDM, the Freedoom\n\
|
||||
deathmatch spinoff project.\n\n\
|
||||
For more information about Freedoom\n\
|
||||
and FreeDM, see:\n\n\
|
||||
https://freedoom.github.io/
|
||||
# After MAP11, before MAP12:
|
||||
C2TEXT = You're playing FreeDM, the Freedoom\n\
|
||||
deathmatch spinoff project.\n\n\
|
||||
For more information about Freedoom\n\
|
||||
and FreeDM, see:\n\n\
|
||||
https://freedoom.github.io/
|
||||
# After MAP20, before MAP21:
|
||||
C3TEXT = You're playing FreeDM, the Freedoom\n\
|
||||
deathmatch spinoff project.\n\n\
|
||||
For more information about Freedoom\n\
|
||||
and FreeDM, see:\n\n\
|
||||
https://freedoom.github.io/
|
||||
# After MAP30 (endgame text):
|
||||
C4TEXT = Thank you for playing FreeDM, the\n\
|
||||
Freedoom deathmatch spinoff project.\n\n\
|
||||
For more information about Freedoom\n\
|
||||
and FreeDM, see:\n\n\
|
||||
https://freedoom.github.io/
|
||||
# Before MAP31 (secret level #1):
|
||||
C5TEXT = You're playing FreeDM, the Freedoom\n\
|
||||
deathmatch spinoff project.\n\n\
|
||||
For more information about Freedoom\n\
|
||||
and FreeDM, see:\n\n\
|
||||
https://freedoom.github.io/
|
||||
# Before MAP32 (secret level #2):
|
||||
C6TEXT = You're playing FreeDM, the Freedoom\n\
|
||||
deathmatch spinoff project.\n\n\
|
||||
For more information about Freedoom\n\
|
||||
and FreeDM, see:\n\n\
|
||||
https://freedoom.github.io/
|
||||
#P1TEXT
|
||||
#P2TEXT
|
||||
#P3TEXT
|
||||
#P4TEXT
|
||||
#P5TEXT
|
||||
#P6TEXT
|
||||
#T1TEXT
|
||||
#T2TEXT
|
||||
#T3TEXT
|
||||
#T4TEXT
|
||||
#T5TEXT
|
||||
#T6TEXT
|
||||
#BGFLATE1
|
||||
#BGFLATE2
|
||||
#BGFLATE3
|
||||
#BGFLATE4
|
||||
BGFLAT06 = AQF057
|
||||
BGFLAT11 = AQF057
|
||||
BGFLAT20 = AQF057
|
||||
BGFLAT30 = AQF057
|
||||
BGFLAT15 = AQF057
|
||||
BGFLAT31 = AQF057
|
||||
#BGCASTCALL
|
||||
#STARTUP1
|
||||
#STARTUP2
|
||||
#STARTUP3
|
||||
#STARTUP4
|
||||
#STARTUP5
|
||||
#SAVEGAMENAME
|
||||
# Obituary texts, for ZDoom-based ports.
|
||||
OB_STEALTHBABY=%o thought %g saw a technospider.
|
||||
OB_STEALTHVILE=%o thought %g saw a necromancer.
|
||||
OB_STEALTHBARON=%o thought %g saw a pain lord.
|
||||
OB_STEALTHCACO=%o thought %g saw a trilobite.
|
||||
OB_STEALTHCHAINGUY=%o thought %g saw a minigun zombie.
|
||||
OB_STEALTHDEMON=%o thought %g saw a flesh worm.
|
||||
OB_STEALTHKNIGHT=%o thought %g saw a pain bringer.
|
||||
OB_STEALTHIMP=%o thought %g saw a serpentipede.
|
||||
OB_STEALTHFATSO=%o thought %g saw a combat slug.
|
||||
OB_STEALTHUNDEAD=%o thought %g saw a dark soldier.
|
||||
OB_STEALTHSHOTGUY=%o thought %g saw a shotgun zombie.
|
||||
OB_STEALTHZOMBIE=%o thought %g saw a zombie.
|
||||
OB_UNDEADHIT=%o was punched by a dark soldier.
|
||||
OB_IMPHIT=%o was slashed by a serpentipede.
|
||||
OB_CACOHIT=%o got too close to a trilobite.
|
||||
OB_DEMONHIT=%o was bitten by a flesh worm.
|
||||
OB_SPECTREHIT=%o was eaten by a stealth worm.
|
||||
OB_BARONHIT=%o was torn open by a pain lord.
|
||||
OB_KNIGHTHIT=%o was gutted by a pain bringer.
|
||||
OB_ZOMBIE=%o was killed by a zombie.
|
||||
OB_SHOTGUY=%o was gunned down by a shotgun zombie.
|
||||
OB_VILE=%o was incinerated by a necromancer.
|
||||
OB_UNDEAD=%o couldn't evade the dark soldier's fireball.
|
||||
OB_FATSO=%o was blasted by a combat slug.
|
||||
OB_CHAINGUY=%o was perforated by a minigun zombie.
|
||||
OB_SKULL=%o was slammed by a deadflare.
|
||||
OB_IMP=%o was burned by a serpentipede.
|
||||
OB_CACO=%o was smitten by a trilobite.
|
||||
OB_BARON=%o was bruised by a pain lord.
|
||||
OB_KNIGHT=%o was splayed by a pain bringer.
|
||||
OB_SPIDER=%o stood in awe of the large technospider.
|
||||
OB_BABY=%o let a technospider get %h.
|
||||
OB_CYBORG=%o was splattered by an assault tripod.
|
||||
OB_WOLFSS=%o met a sailor.
|
||||
OB_MPFIST=%k punched %o to death.
|
||||
OB_MPCHAINSAW=%o was shredded by %k's angle grinder.
|
||||
OB_MPPISTOL=%o was tickled by %k's handgun.
|
||||
OB_MPSHOTGUN=%o chewed on %k's boomstick.
|
||||
OB_MPSSHOTGUN=%k swapped two barrels upside %o's head.
|
||||
OB_MPCHAINGUN=%o was perforated by %k's minigun.
|
||||
OB_MPROCKET=%o was mutilated by %k's missile.
|
||||
OB_MPR_SPLASH=%o couldn't dodge %k's missile.
|
||||
OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy.
|
||||
OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG!
|
||||
OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG.
|
||||
OB_MPTELEFRAG=%o stood where %k was teleporting.
|
||||
OB_RAILGUN=%o was railed by %k.
|
||||
OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!
|
Loading…
Reference in New Issue