de-symlinkify: fraggle
|
@ -1 +0,0 @@
|
|||
fraggle/floor3_3.gif
|
Before Width: | Height: | Size: 20 B After Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 20 B After Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 5.0 KiB |
Before Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 4.7 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/slime09.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 4.8 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/slime10.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 5.0 KiB |
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 5.0 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/slime11.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 4.7 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/slime12.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 4.7 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim1.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim2.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.1 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.1 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim1.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim2.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.1 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.1 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim1.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim2.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.1 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.1 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfubanim1.gif
|
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
Before Width: | Height: | Size: 21 B After Width: | Height: | Size: 6.0 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/endpic.gif
|
Before Width: | Height: | Size: 18 B After Width: | Height: | Size: 28 KiB |
Before Width: | Height: | Size: 18 B After Width: | Height: | Size: 28 KiB |
|
@ -1,17 +0,0 @@
|
|||
These are stopgap endgame screens created from screenshots of the last
|
||||
levels of each episode.
|
||||
|
||||
VICTORY2: screenshot from E2M8 showing killed boss monster. I took this
|
||||
screenshot with the full brightness cheat on and "artificially"
|
||||
darkened it afterwards.
|
||||
|
||||
PFUB1/2: screenshot from E3M8 showing killed boss monster. I took this
|
||||
in PrBoom+ at 640x480, then cropped it down into two 320x200 images
|
||||
that seamlessly scroll together. The marine sprite was added in
|
||||
afterwards.
|
||||
|
||||
ENDPIC: screenshot from E4M8 showing killed boss monsters.
|
||||
|
||||
All screenshots were taken with the game running in 640x480, and were
|
||||
resized to 640x400 to take into account Doom's aspect ratio issues.
|
||||
|
Before Width: | Height: | Size: 28 KiB |
Before Width: | Height: | Size: 60 KiB |
Before Width: | Height: | Size: 56 KiB |
Before Width: | Height: | Size: 6.0 KiB |
Before Width: | Height: | Size: 6.1 KiB |
Before Width: | Height: | Size: 996 B |
Before Width: | Height: | Size: 925 B |
Before Width: | Height: | Size: 28 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfub1.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 60 KiB |
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 60 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/pfub2.gif
|
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 56 KiB |
Before Width: | Height: | Size: 17 B After Width: | Height: | Size: 56 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/stcdrom.gif
|
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 996 B |
Before Width: | Height: | Size: 19 B After Width: | Height: | Size: 996 B |
|
@ -1 +0,0 @@
|
|||
fraggle/stdisk.gif
|
Before Width: | Height: | Size: 18 B After Width: | Height: | Size: 925 B |
Before Width: | Height: | Size: 18 B After Width: | Height: | Size: 925 B |
|
@ -49,7 +49,7 @@ $(TEXTGEN_GRAPHICS): graphics.stamp
|
|||
$(MAKE) data.stamp; \
|
||||
fi
|
||||
|
||||
graphics.stamp: config.py fontchars ../../lumps/fraggle/freedoom.bex
|
||||
graphics.stamp: config.py fontchars ../../lumps/dehacked.lmp
|
||||
@rm -f graphics.tmp
|
||||
@touch graphics.tmp
|
||||
./textgen
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
fraggle/victory2.gif
|
Before Width: | Height: | Size: 20 B After Width: | Height: | Size: 28 KiB |
Before Width: | Height: | Size: 20 B After Width: | Height: | Size: 28 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/freedoom.bex
|
|
@ -0,0 +1,481 @@
|
|||
Patch File for DeHackEd v3.0
|
||||
Doom version = 19
|
||||
Patch format = 6
|
||||
|
||||
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are
|
||||
# met:
|
||||
#
|
||||
# * Redistributions of source code must retain the above copyright
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
# * Redistributions in binary form must reproduce the above copyright
|
||||
# notice, this list of conditions and the following disclaimer in the
|
||||
# documentation and/or other materials provided with the distribution.
|
||||
# * Neither the name of the freedoom project nor the names of its
|
||||
# contributors may be used to endorse or promote products derived from
|
||||
# this software without specific prior written permission.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
# This is a magic comment recognized by Chocolate Doom, so that the
|
||||
# BEX [STRINGS] section below will be parsed:
|
||||
#
|
||||
# *allow-extended-strings*
|
||||
|
||||
[PARS]
|
||||
# Par times. The BEX format requires these to be specified in number
|
||||
# of seconds, but for convenience we include the min:sec value in a
|
||||
# comment. Comment also indicates when the run was done - ideally
|
||||
# this should be re-done for every new release. Times are rounded
|
||||
# to nearest half-minute.
|
||||
par 1 60 # 01:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 2 240 # 04:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 3 390 # 06:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 4 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 5 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 6 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 7 210 # 03:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 8 570 # 09:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 9 690 # 11:30 - Catoptromancy OLD run for v0.7
|
||||
par 10 30 # 00:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 11 930 # 15:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 12 1650 # 27:30 - Catoptromancy OLD run for v0.7
|
||||
par 13 1740 # 29:00 - Catoptromancy OLD run for v0.7
|
||||
par 14 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 15 1200 # 20:00 - Catoptromancy OLD run for v0.7
|
||||
par 16 480 # 08:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 17 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 18 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 19 660 # 11:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 20 720 # 12:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 21 750 # 12:30 - Catoptromancy OLD run for v0.7
|
||||
par 22 1620 # 27:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 23 120 # 02:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
|
||||
par 25 1440 # 24:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 26 690 # 11:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 27 2910 # 48:30 - Catoptromancy OLD run for v0.7
|
||||
par 28 1350 # 22:30 - Catoptromancy OLD run for v0.7
|
||||
par 29 600 # 10:00 - Catoptromancy OLD run for v0.7
|
||||
par 30 510 # 08:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 31 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 32 0 # 00:00 - Catoptromancy OLD run for v0.7
|
||||
|
||||
[STRINGS]
|
||||
# Text shown on startup in Boom-compatible ports. This is all in
|
||||
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
|
||||
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom 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============================================================================
|
||||
GOTARMOR = picked up a light armor vest.
|
||||
GOTMEGA = picked up a heavy armor vest.
|
||||
GOTHTHBONUS = got a 1% health bonus.
|
||||
GOTARMBONUS = got a 1% armor bonus.
|
||||
GOTSTIM = picked up a small health pack.
|
||||
GOTMEDINEED = found a large health pack, just in time!
|
||||
GOTMEDIKIT = picked up a large health pack.
|
||||
GOTSUPER = you got the overdrive sphere!
|
||||
GOTBLUECARD = picked up a blue passcard.
|
||||
GOTYELWCARD = picked up a yellow passcard.
|
||||
GOTREDCARD = picked up a red passcard.
|
||||
GOTBLUESKUL = picked up a blue skeleton key.
|
||||
GOTYELWSKUL = picked up a yellow skeleton key.
|
||||
GOTREDSKULL = picked up a red skeleton key.
|
||||
GOTINVUL = temporary invulnerability!
|
||||
GOTBERSERK = you got the steroid pack!
|
||||
GOTINVIS = you got the stealth sphere!
|
||||
GOTSUIT = picked up a hazard suit.
|
||||
GOTMAP = got the tactical survey map.
|
||||
GOTVISOR = got the night vision goggles.
|
||||
GOTMSPHERE = you got the ultra-overdrive sphere!
|
||||
GOTCLIP = picked up an ammo clip.
|
||||
GOTCLIPBOX = picked up a box of ammo.
|
||||
GOTROCKET = picked up a missile.
|
||||
GOTROCKBOX = picked up a crate of missiles.
|
||||
GOTCELL = picked up a small energy recharge.
|
||||
GOTCELLBOX = picked up a large energy recharge.
|
||||
GOTSHELLS = picked up some shotgun shells.
|
||||
GOTSHELLBOX = picked up a box of shotgun shells.
|
||||
GOTBACKPACK = second backpack!
|
||||
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
|
||||
GOTCHAINGUN = you got the minigun!
|
||||
GOTCHAINSAW = you got the angle grinder!
|
||||
GOTLAUNCHER = you got the missile launcher!
|
||||
GOTPLASMA = you got the polaric energy cannon!
|
||||
GOTSHOTGUN = you got the pump-action shotgun!
|
||||
GOTSHOTGUN2 = you got the double-barrelled shotgun!
|
||||
PD_BLUEO = this object requires a blue key.
|
||||
PD_REDO = this object requires a red key.
|
||||
PD_YELLOWO = this object requires a yellow key.
|
||||
PD_BLUEK = this door requires a blue key.
|
||||
PD_REDK = this door requires a red key.
|
||||
PD_YELLOWK = this door requires a yellow key.
|
||||
PD_BLUEC = this door requires the blue passcard.
|
||||
PD_REDC = this door requires the red passcard.
|
||||
PD_YELLOWC = this door requires the yellow passcard.
|
||||
PD_BLUES = this door requires the blue skeleton key.
|
||||
PD_REDS = this door requires the red skeleton key.
|
||||
PD_YELLOWS = this door requires the yellow skeleton key.
|
||||
PD_ANY = this door requires any key.
|
||||
PD_ALL3 = this door requires all three keys.
|
||||
PD_ALL6 = this door requires all six keys and passcards!
|
||||
HUSTR_E1M1 = C1M1: Starport
|
||||
HUSTR_E1M2 = C1M2: Communications Center
|
||||
HUSTR_E1M3 = C1M3: Waste Disposal
|
||||
HUSTR_E1M4 = C1M4: Supply Depot
|
||||
HUSTR_E1M5 = C1M5: Control Center
|
||||
HUSTR_E1M6 = C1M6: Training Center
|
||||
HUSTR_E1M7 = C1M7: Research Labs
|
||||
HUSTR_E1M8 = C1M8: Quarry
|
||||
HUSTR_E1M9 = C1M9: Armory
|
||||
HUSTR_E2M1 = C2M1: Ruins
|
||||
HUSTR_E2M2 = C2M2: Power Plant
|
||||
HUSTR_E2M3 = C2M3
|
||||
HUSTR_E2M4 = C2M4: Sample Holding Center
|
||||
HUSTR_E2M5 = C2M5: Fortress 31
|
||||
HUSTR_E2M6 = C2M6
|
||||
HUSTR_E2M7 = C2M7
|
||||
HUSTR_E2M8 = C2M8: Containment Center
|
||||
HUSTR_E2M9 = C2M9
|
||||
HUSTR_E3M1 = C3M1: Land of the Lost
|
||||
HUSTR_E3M2 = C3M2: Infernal Caverns
|
||||
HUSTR_E3M3 = C3M3
|
||||
HUSTR_E3M4 = C3M4
|
||||
HUSTR_E3M5 = C3M5
|
||||
HUSTR_E3M6 = C3M6: Igneous Intrusion
|
||||
HUSTR_E3M7 = C3M7
|
||||
HUSTR_E3M8 = C3M8: The Lair
|
||||
HUSTR_E3M9 = C3M9: Acquainted With Grief
|
||||
HUSTR_E4M1 = C4M1: Maintenance Area
|
||||
HUSTR_E4M2 = C4M2: Research Complex
|
||||
HUSTR_E4M3 = C4M3: Central Computing
|
||||
HUSTR_E4M4 = C4M4: Hydroponic Facility
|
||||
HUSTR_E4M5 = C4M5: Engineering Station
|
||||
HUSTR_E4M6 = C4M6: Command Center
|
||||
HUSTR_E4M7 = C4M7: Waste Treatment
|
||||
HUSTR_E4M8 = C4M8: Launch Bay
|
||||
HUSTR_E4M9 = C4M9: Operations
|
||||
CC_ZOMBIE = zombie
|
||||
CC_SHOTGUN = shotgun zombie
|
||||
CC_HEAVY = minigun zombie
|
||||
CC_IMP = serpent
|
||||
CC_DEMON = worm
|
||||
CC_LOST = deadflare
|
||||
CC_CACO = orb monster
|
||||
CC_HELL = pain bringer
|
||||
CC_BARON = pain lord
|
||||
CC_ARACH = small technospider
|
||||
CC_PAIN = deadflare ball
|
||||
CC_REVEN = dark soldier
|
||||
CC_MANCU = combat slug
|
||||
CC_ARCH = flame bringer
|
||||
CC_SPIDER = large technospider
|
||||
CC_CYBER = assault tripod
|
||||
CC_HERO = savior of humanity
|
||||
HUSTR_1 = MAP01: Hydroelectric Plant
|
||||
HUSTR_2 = MAP02: Filtration Tunnels
|
||||
HUSTR_3 = MAP03: Crude Processing Center
|
||||
HUSTR_4 = MAP04: Containment Bay
|
||||
HUSTR_5 = MAP05: Waste Water Basin
|
||||
HUSTR_6 = MAP06
|
||||
HUSTR_7 = MAP07: Outer Storage Warehouse
|
||||
HUSTR_8 = MAP08
|
||||
HUSTR_9 = MAP09: Mine HM09
|
||||
HUSTR_10 = MAP10
|
||||
HUSTR_11 = MAP11
|
||||
HUSTR_12 = MAP12
|
||||
HUSTR_13 = MAP13: Return to Earth
|
||||
HUSTR_14 = MAP14: The Acid Trip
|
||||
HUSTR_15 = MAP15: Hostile Takeover
|
||||
HUSTR_16 = MAP16: Urban Jungle
|
||||
HUSTR_17 = MAP17: The Capitol
|
||||
HUSTR_18 = MAP18: Abandoned Monastery
|
||||
HUSTR_19 = MAP19: Castle
|
||||
HUSTR_20 = MAP20: The Blood Ember Fortress
|
||||
HUSTR_21 = MAP21: The Under-Realm
|
||||
HUSTR_22 = MAP22
|
||||
HUSTR_23 = MAP23
|
||||
HUSTR_24 = MAP24: Tertiary Loading Bay
|
||||
HUSTR_25 = MAP25
|
||||
HUSTR_26 = MAP26
|
||||
HUSTR_27 = MAP27
|
||||
HUSTR_28 = MAP28: Grim Redoubt
|
||||
HUSTR_29 = MAP29
|
||||
HUSTR_30 = MAP30: Jaws of Defeat
|
||||
HUSTR_31 = MAP31: Safety in Numbers
|
||||
HUSTR_32 = MAP32: Summer Residence
|
||||
PHUSTR_1 = MAP01
|
||||
PHUSTR_2 = MAP02
|
||||
PHUSTR_3 = MAP03
|
||||
PHUSTR_4 = MAP04
|
||||
PHUSTR_5 = MAP05
|
||||
PHUSTR_6 = MAP06
|
||||
PHUSTR_7 = MAP07
|
||||
PHUSTR_8 = MAP08
|
||||
PHUSTR_9 = MAP09
|
||||
PHUSTR_10 = MAP10
|
||||
PHUSTR_11 = MAP11
|
||||
PHUSTR_12 = MAP12
|
||||
PHUSTR_13 = MAP13
|
||||
PHUSTR_14 = MAP14
|
||||
PHUSTR_15 = MAP15
|
||||
PHUSTR_16 = MAP16
|
||||
PHUSTR_17 = MAP17
|
||||
PHUSTR_18 = MAP18
|
||||
PHUSTR_19 = MAP19
|
||||
PHUSTR_20 = MAP20
|
||||
PHUSTR_21 = MAP21
|
||||
PHUSTR_22 = MAP22
|
||||
PHUSTR_23 = MAP23
|
||||
PHUSTR_24 = MAP24
|
||||
PHUSTR_25 = MAP25
|
||||
PHUSTR_26 = MAP26
|
||||
PHUSTR_27 = MAP27
|
||||
PHUSTR_28 = MAP28
|
||||
PHUSTR_29 = MAP29
|
||||
PHUSTR_30 = MAP30
|
||||
PHUSTR_31 = MAP31
|
||||
PHUSTR_32 = MAP32
|
||||
THUSTR_1 = MAP01
|
||||
THUSTR_2 = MAP02
|
||||
THUSTR_3 = MAP03
|
||||
THUSTR_4 = MAP04
|
||||
THUSTR_5 = MAP05
|
||||
THUSTR_6 = MAP06
|
||||
THUSTR_7 = MAP07
|
||||
THUSTR_8 = MAP08
|
||||
THUSTR_9 = MAP09
|
||||
THUSTR_10 = MAP10
|
||||
THUSTR_11 = MAP11
|
||||
THUSTR_12 = MAP12
|
||||
THUSTR_13 = MAP13
|
||||
THUSTR_14 = MAP14
|
||||
THUSTR_15 = MAP15
|
||||
THUSTR_16 = MAP16
|
||||
THUSTR_17 = MAP17
|
||||
THUSTR_18 = MAP18
|
||||
THUSTR_19 = MAP19
|
||||
THUSTR_20 = MAP20
|
||||
THUSTR_21 = MAP21
|
||||
THUSTR_22 = MAP22
|
||||
THUSTR_23 = MAP23
|
||||
THUSTR_24 = MAP24
|
||||
THUSTR_25 = MAP25
|
||||
THUSTR_26 = MAP26
|
||||
THUSTR_27 = MAP27
|
||||
THUSTR_28 = MAP28
|
||||
THUSTR_29 = MAP29
|
||||
THUSTR_30 = MAP30
|
||||
THUSTR_31 = MAP31
|
||||
THUSTR_32 = MAP32
|
||||
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
|
||||
# Temporary end-of-chapter texts. Please replace them.
|
||||
E1TEXT = You've completed chapter 1!!\n\n\
|
||||
But your work isn't done yet.\n\n\
|
||||
There are more monsters still to kill.\n\n\
|
||||
Play Chapter 2: Military Labs to\n\
|
||||
continue the madness.
|
||||
E2TEXT = You've defeated Chapter 2!\n\n\
|
||||
Hordes of monsters lie dead by your\n\
|
||||
hand. But there are still more waiting.\n\
|
||||
Your work is not yet done.\n\n\
|
||||
Onward to Chapter 3: Event Horizon\n\
|
||||
- if you dare!
|
||||
E3TEXT = Hundreds of monsters couldn't stop you.\n\
|
||||
So much for Chapter 3.\n\n\
|
||||
But there's a whole other game to play!\n\n\
|
||||
Play Freedoom: Phase 2 and continue the\n\
|
||||
carnage!\n\n\
|
||||
-or play Chapter 4: Double Impact!
|
||||
E4TEXT = Despite having an entire army against\n\
|
||||
you, you manage to reach the\n\
|
||||
spacecraft by the skin of your teeth.\n\n\
|
||||
"Can I go back to fixing things yet?"\n\
|
||||
You mutter to yourself and let out an\n\
|
||||
exasperated sigh.\n\n\
|
||||
You initiate navigation systems and\n\
|
||||
power-up thrusters, time to get the\n\
|
||||
hell outta dodge. Destination: anywhere\n\
|
||||
but this suck-hole. As you lift off to the\n\
|
||||
safety of outerspace, you wonder if you're\n\
|
||||
going to be paid overtime.
|
||||
# After MAP06, before MAP07:
|
||||
C1TEXT = You've found your way to the complex's\n\
|
||||
outer storage warehouse. A whole\n\
|
||||
squadron of soldiers were\n\
|
||||
dispatched here, but after 2 hours they\n\
|
||||
were never heard from again. What can have\n\
|
||||
happened to them? You feel a knot in\n\
|
||||
your stomach and try to put the question\n\
|
||||
out of your mind.\n\n\
|
||||
Guess you'll find out soon.
|
||||
# After MAP11, before MAP12:
|
||||
C2TEXT = You make your way to the outskirts of\n\
|
||||
the city. This was once the planet's\n\
|
||||
most important economic powerhouse,\n\
|
||||
and headquarters of the AGM conglomerate.\n\n\
|
||||
Now it's a wreck.\n\n\
|
||||
Every entrance has been heavily fortified,\n\
|
||||
but you find one small forgotten doorway,\n\
|
||||
it must be an industrial loading bay\n\
|
||||
of some kind. Guess this is your way in.
|
||||
# After MAP20, before MAP21:
|
||||
C3TEXT = You never thought you'd see a literal\n\
|
||||
river of blood. These bastards have a\n\
|
||||
lot to answer for. But it just makes you\n\
|
||||
more determined to make them pay for\n\
|
||||
what they've done.\n\n\
|
||||
Stepping through the portal you pause to\n\
|
||||
catch your breath, but there's no time\n\
|
||||
to waste.
|
||||
# After MAP30 (endgame text):
|
||||
C4TEXT = Explosions erupt from all around the\n\
|
||||
skull. You've done it. It's finally\n\
|
||||
over. These monsters won't bother you\n\
|
||||
any more.\n\n\
|
||||
The saying goes, live free or die.\n\
|
||||
Guess that doesn't always mean the\n\
|
||||
latter.
|
||||
# Before MAP31 (secret level #1):
|
||||
C5TEXT = You step onto the teleport and after a\n\
|
||||
strange flash you find yourself in an\n\
|
||||
old castle. What is this place? Before\n\
|
||||
you can wonder further, you hear\n\
|
||||
noises coming towards you.
|
||||
# Before MAP32 (secret level #2):
|
||||
C6TEXT = You place your hand on the strange\n\
|
||||
yellow column, and quickly remember\n\
|
||||
how your mother always warned you\n\
|
||||
to not touch things that don't belong\n\
|
||||
to you.\n\n\
|
||||
As the glow of the alien teleport\n\
|
||||
subsides, it looks like you may have\n\
|
||||
made a wrong turn.\n\n\
|
||||
Again.
|
||||
#P1TEXT
|
||||
#P2TEXT
|
||||
#P3TEXT
|
||||
#P4TEXT
|
||||
#P5TEXT
|
||||
#P6TEXT
|
||||
#T1TEXT
|
||||
#T2TEXT
|
||||
#T3TEXT
|
||||
#T4TEXT
|
||||
#T5TEXT
|
||||
#T6TEXT
|
||||
#BGFLATE1
|
||||
#BGFLATE2
|
||||
#BGFLATE3
|
||||
#BGFLATE4
|
||||
#BGFLAT06
|
||||
#BGFLAT11
|
||||
#BGFLAT20
|
||||
#BGFLAT30
|
||||
#BGFLAT15
|
||||
#BGFLAT31
|
||||
#BGCASTCALL
|
||||
#STARTUP1
|
||||
#STARTUP2
|
||||
#STARTUP3
|
||||
#STARTUP4
|
||||
#STARTUP5
|
||||
#SAVEGAMENAME
|
||||
# Obituary texts, for ZDoom-based ports.
|
||||
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
|
||||
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
|
||||
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
|
||||
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
|
||||
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
|
||||
OB_STEALTHDEMON=%o thought %g saw a Worm.
|
||||
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
|
||||
OB_STEALTHIMP=%o thought %g saw an Serpent.
|
||||
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 Serpent.
|
||||
OB_CACOHIT=%o got too close to an Orb Monster.
|
||||
OB_DEMONHIT=%o was bitten by a 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 Flame Bringer.
|
||||
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 an Serpent.
|
||||
OB_CACO=%o was smitten by an Orb Monster.
|
||||
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 Small 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!
|
||||
|
|
@ -1 +0,0 @@
|
|||
fraggle/endoomdm.lmp
|
|
@ -1 +0,0 @@
|
|||
fraggle/freedm.bex
|
|
@ -0,0 +1,435 @@
|
|||
Patch File for DeHackEd v3.0
|
||||
Doom version = 19
|
||||
Patch format = 6
|
||||
|
||||
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are
|
||||
# met:
|
||||
#
|
||||
# * Redistributions of source code must retain the above copyright
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
# * Redistributions in binary form must reproduce the above copyright
|
||||
# notice, this list of conditions and the following disclaimer in the
|
||||
# documentation and/or other materials provided with the distribution.
|
||||
# * Neither the name of the freedoom project nor the names of its
|
||||
# contributors may be used to endorse or promote products derived from
|
||||
# this software without specific prior written permission.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
# This is a magic comment recognized by Chocolate Doom, so that the
|
||||
# BEX [STRINGS] section below will be parsed:
|
||||
#
|
||||
# *allow-extended-strings*
|
||||
|
||||
[PARS]
|
||||
# Par times don't matter so much for FreeDM, just set all to zero.
|
||||
par 1 0
|
||||
par 2 0
|
||||
par 3 0
|
||||
par 4 0
|
||||
par 5 0
|
||||
par 6 0
|
||||
par 7 0
|
||||
par 8 0
|
||||
par 9 0
|
||||
par 10 0
|
||||
par 11 0
|
||||
par 12 0
|
||||
par 13 0
|
||||
par 14 0
|
||||
par 15 0
|
||||
par 16 0
|
||||
par 17 0
|
||||
par 18 0
|
||||
par 19 0
|
||||
par 20 0
|
||||
par 21 0
|
||||
par 22 0
|
||||
par 23 0
|
||||
par 24 0
|
||||
par 25 0
|
||||
par 26 0
|
||||
par 27 0
|
||||
par 28 0
|
||||
par 29 0
|
||||
par 30 0
|
||||
par 31 0
|
||||
par 32 0
|
||||
|
||||
[STRINGS]
|
||||
# Text shown on startup in Boom-compatible ports. This is all in
|
||||
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
|
||||
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============================================================================
|
||||
GOTARMOR = picked up a light armor vest.
|
||||
GOTMEGA = picked up a heavy armor vest.
|
||||
GOTHTHBONUS = got a 1% health bonus.
|
||||
GOTARMBONUS = got a 1% armor bonus.
|
||||
GOTSTIM = picked up a small health pack.
|
||||
GOTMEDINEED = found a large health pack, just in time!
|
||||
GOTMEDIKIT = picked up a large health pack.
|
||||
GOTSUPER = you got the overdrive sphere!
|
||||
GOTBLUECARD = picked up a blue passcard.
|
||||
GOTYELWCARD = picked up a yellow passcard.
|
||||
GOTREDCARD = picked up a red passcard.
|
||||
GOTBLUESKUL = picked up a blue skeleton key.
|
||||
GOTYELWSKUL = picked up a yellow skeleton key.
|
||||
GOTREDSKULL = picked up a red skeleton key.
|
||||
GOTINVUL = temporary invulnerability!
|
||||
GOTBERSERK = you got the steroid pack!
|
||||
GOTINVIS = you got the stealth sphere!
|
||||
GOTSUIT = picked up a hazard suit.
|
||||
GOTMAP = got the tactical survey map.
|
||||
GOTVISOR = got the night vision goggles.
|
||||
GOTMSPHERE = you got the ultra-overdrive sphere!
|
||||
GOTCLIP = picked up an ammo clip.
|
||||
GOTCLIPBOX = picked up a box of ammo.
|
||||
GOTROCKET = picked up a missile.
|
||||
GOTROCKBOX = picked up a crate of missiles.
|
||||
GOTCELL = picked up a small energy recharge.
|
||||
GOTCELLBOX = picked up a large energy recharge.
|
||||
GOTSHELLS = picked up some shotgun shells.
|
||||
GOTSHELLBOX = picked up a box of shotgun shells.
|
||||
GOTBACKPACK = second backpack!
|
||||
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
|
||||
GOTCHAINGUN = you got the minigun!
|
||||
GOTCHAINSAW = you got the angle grinder!
|
||||
GOTLAUNCHER = you got the missile launcher!
|
||||
GOTPLASMA = you got the polaric energy cannon!
|
||||
GOTSHOTGUN = you got the pump-action shotgun!
|
||||
GOTSHOTGUN2 = you got the double-barrelled shotgun!
|
||||
PD_BLUEO = this object requires a blue key.
|
||||
PD_REDO = this object requires a red key.
|
||||
PD_YELLOWO = this object requires a yellow key.
|
||||
PD_BLUEK = this door requires a blue key.
|
||||
PD_REDK = this door requires a red key.
|
||||
PD_YELLOWK = this door requires a yellow key.
|
||||
PD_BLUEC = this door requires the blue passcard.
|
||||
PD_REDC = this door requires the red passcard.
|
||||
PD_YELLOWC = this door requires the yellow passcard.
|
||||
PD_BLUES = this door requires the blue skeleton key.
|
||||
PD_REDS = this door requires the red skeleton key.
|
||||
PD_YELLOWS = this door requires the yellow skeleton key.
|
||||
PD_ANY = this door requires any key.
|
||||
PD_ALL3 = this door requires all three keys.
|
||||
PD_ALL6 = this door requires all six keys and passcards!
|
||||
HUSTR_E1M1 = E1M1
|
||||
HUSTR_E1M2 = E1M2
|
||||
HUSTR_E1M3 = E1M3
|
||||
HUSTR_E1M4 = E1M4
|
||||
HUSTR_E1M5 = E1M5
|
||||
HUSTR_E1M6 = E1M6
|
||||
HUSTR_E1M7 = E1M7
|
||||
HUSTR_E1M8 = E1M8
|
||||
HUSTR_E1M9 = E1M9
|
||||
HUSTR_E2M1 = E2M1
|
||||
HUSTR_E2M2 = E2M2
|
||||
HUSTR_E2M3 = E2M3
|
||||
HUSTR_E2M4 = E2M4
|
||||
HUSTR_E2M5 = E2M5
|
||||
HUSTR_E2M6 = E2M6
|
||||
HUSTR_E2M7 = E2M7
|
||||
HUSTR_E2M8 = E2M8
|
||||
HUSTR_E2M9 = E2M9
|
||||
HUSTR_E3M1 = E3M1
|
||||
HUSTR_E3M2 = E3M2
|
||||
HUSTR_E3M3 = E3M3
|
||||
HUSTR_E3M4 = E3M4
|
||||
HUSTR_E3M5 = E3M5
|
||||
HUSTR_E3M6 = E3M6
|
||||
HUSTR_E3M7 = E3M7
|
||||
HUSTR_E3M8 = E3M8
|
||||
HUSTR_E3M9 = E3M9
|
||||
HUSTR_E4M1 = E4M1
|
||||
HUSTR_E4M2 = E4M2
|
||||
HUSTR_E4M3 = E4M3
|
||||
HUSTR_E4M4 = E4M4
|
||||
HUSTR_E4M5 = E4M5
|
||||
HUSTR_E4M6 = E4M6
|
||||
HUSTR_E4M7 = E4M7
|
||||
HUSTR_E4M8 = E4M8
|
||||
HUSTR_E4M9 = E4M9
|
||||
CC_ZOMBIE = zombie
|
||||
CC_SHOTGUN = shotgun zombie
|
||||
CC_HEAVY = minigun zombie
|
||||
CC_IMP = serpent
|
||||
CC_DEMON = worm
|
||||
CC_LOST = deadflare
|
||||
CC_CACO = orb monster
|
||||
CC_HELL = pain bringer
|
||||
CC_BARON = pain lord
|
||||
CC_ARACH = small technospider
|
||||
CC_PAIN = deadflare ball
|
||||
CC_REVEN = dark soldier
|
||||
CC_MANCU = combat slug
|
||||
CC_ARCH = flame bringer
|
||||
CC_SPIDER = large technospider
|
||||
CC_CYBER = assault tripod
|
||||
CC_HERO = savior of humanity
|
||||
HUSTR_1 = DM01: Tech Test
|
||||
HUSTR_2 = DM02: Natural Station
|
||||
HUSTR_3 = DM03: Issues of Claveria
|
||||
HUSTR_4 = DM04: Metal
|
||||
HUSTR_5 = DM05: Protox Hideout
|
||||
HUSTR_6 = DM06: Tomb of Ledemir
|
||||
HUSTR_7 = DM07: Main Stronghold
|
||||
HUSTR_8 = DM08: Artifact Base
|
||||
HUSTR_9 = DM09: Forgotten Ruins
|
||||
HUSTR_10 = DM10: Substation 45
|
||||
HUSTR_11 = DM11: Gate for Hell
|
||||
HUSTR_12 = DM12: Up 'n Down Canyon
|
||||
HUSTR_13 = DM13: Sacred Dead
|
||||
HUSTR_14 = DM14: Hazard Store
|
||||
HUSTR_15 = DM15: AGM Ammo Depot
|
||||
HUSTR_16 = DM16: Single Barreled
|
||||
HUSTR_17 = DM17: Punk Tech
|
||||
HUSTR_18 = DM18: Energy Facility
|
||||
HUSTR_19 = DM19: Tech Isle
|
||||
HUSTR_20 = DM20: Warehouse
|
||||
HUSTR_21 = DM21: Water Recycling
|
||||
HUSTR_22 = DM22: Fourplay
|
||||
HUSTR_23 = DM23: Confrontation
|
||||
HUSTR_24 = DM24: Flooded Base
|
||||
HUSTR_25 = DM25: Mansion Yard
|
||||
HUSTR_26 = DM26: All Green
|
||||
HUSTR_27 = DM27: The Exile
|
||||
HUSTR_28 = DM28: Weapons Factory
|
||||
HUSTR_29 = DM29: Tag Deathmatch
|
||||
HUSTR_30 = DM30: Last Man Standing
|
||||
HUSTR_31 = DM31
|
||||
HUSTR_32 = DM32
|
||||
PHUSTR_1 = DM01
|
||||
PHUSTR_2 = DM02
|
||||
PHUSTR_3 = DM03
|
||||
PHUSTR_4 = DM04
|
||||
PHUSTR_5 = DM05
|
||||
PHUSTR_6 = DM06
|
||||
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
|
||||
#BGFLAT11
|
||||
#BGFLAT20
|
||||
#BGFLAT30
|
||||
#BGFLAT15
|
||||
#BGFLAT31
|
||||
#BGCASTCALL
|
||||
#STARTUP1
|
||||
#STARTUP2
|
||||
#STARTUP3
|
||||
#STARTUP4
|
||||
#STARTUP5
|
||||
#SAVEGAMENAME
|
||||
# Obituary texts, for ZDoom-based ports.
|
||||
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
|
||||
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
|
||||
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
|
||||
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
|
||||
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
|
||||
OB_STEALTHDEMON=%o thought %g saw a Worm.
|
||||
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
|
||||
OB_STEALTHIMP=%o thought %g saw an Serpent.
|
||||
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 Serpent.
|
||||
OB_CACOHIT=%o got too close to an Orb Monster.
|
||||
OB_DEMONHIT=%o was bitten by a 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 Flame Bringer.
|
||||
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 an Serpent.
|
||||
OB_CACO=%o was smitten by an Orb Monster.
|
||||
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 Small 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!
|
||||
|
|
@ -1 +0,0 @@
|
|||
fraggle/freedm_mapinfo.txt
|
|
@ -0,0 +1,46 @@
|
|||
|
||||
// MAPINFO lump for FreeDM. This doesn't do much, except strip out
|
||||
// most of the normal Doom II story for ZDoom-based ports.
|
||||
|
||||
// After finishing MAP30, loop back to MAP01 and start again.
|
||||
map MAP30 lookup "HUSTR_30"
|
||||
{
|
||||
next = "MAP01"
|
||||
titlepatch = "CWILV29"
|
||||
sky1 = "SKY3"
|
||||
cluster = 8
|
||||
allowmonstertelefrags
|
||||
music = "$MUSIC_OPENIN"
|
||||
}
|
||||
|
||||
// Show no intermissions text between levels.
|
||||
cluster 5
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 6
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 7
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 8
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 9
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 10
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
|
@ -1,40 +0,0 @@
|
|||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
void print_byte(int i)
|
||||
{
|
||||
unsigned char c = i;
|
||||
|
||||
printf("%c", c);
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
// header
|
||||
|
||||
print_byte(109); // version
|
||||
print_byte(0); // skill
|
||||
print_byte(1); // episode
|
||||
print_byte(1); // level
|
||||
print_byte(0); // mode (single/coop)
|
||||
print_byte(0); // respawn
|
||||
print_byte(0); // fast monsters
|
||||
print_byte(0); // nomonsters
|
||||
print_byte(0); // viewpoint
|
||||
print_byte(1); // player 1 present
|
||||
print_byte(0); // player 2 present
|
||||
print_byte(0); // player 3 present
|
||||
print_byte(0); // player 4 present
|
||||
|
||||
// one frame and then quit
|
||||
|
||||
print_byte(0);
|
||||
print_byte(0);
|
||||
print_byte(0);
|
||||
print_byte(0);
|
||||
|
||||
// end of demo
|
||||
|
||||
print_byte(0x80); // end of demo
|
||||
}
|
||||
|
|
@ -1,435 +0,0 @@
|
|||
Patch File for DeHackEd v3.0
|
||||
Doom version = 19
|
||||
Patch format = 6
|
||||
|
||||
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are
|
||||
# met:
|
||||
#
|
||||
# * Redistributions of source code must retain the above copyright
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
# * Redistributions in binary form must reproduce the above copyright
|
||||
# notice, this list of conditions and the following disclaimer in the
|
||||
# documentation and/or other materials provided with the distribution.
|
||||
# * Neither the name of the freedoom project nor the names of its
|
||||
# contributors may be used to endorse or promote products derived from
|
||||
# this software without specific prior written permission.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
# This is a magic comment recognized by Chocolate Doom, so that the
|
||||
# BEX [STRINGS] section below will be parsed:
|
||||
#
|
||||
# *allow-extended-strings*
|
||||
|
||||
[PARS]
|
||||
# Par times don't matter so much for FreeDM, just set all to zero.
|
||||
par 1 0
|
||||
par 2 0
|
||||
par 3 0
|
||||
par 4 0
|
||||
par 5 0
|
||||
par 6 0
|
||||
par 7 0
|
||||
par 8 0
|
||||
par 9 0
|
||||
par 10 0
|
||||
par 11 0
|
||||
par 12 0
|
||||
par 13 0
|
||||
par 14 0
|
||||
par 15 0
|
||||
par 16 0
|
||||
par 17 0
|
||||
par 18 0
|
||||
par 19 0
|
||||
par 20 0
|
||||
par 21 0
|
||||
par 22 0
|
||||
par 23 0
|
||||
par 24 0
|
||||
par 25 0
|
||||
par 26 0
|
||||
par 27 0
|
||||
par 28 0
|
||||
par 29 0
|
||||
par 30 0
|
||||
par 31 0
|
||||
par 32 0
|
||||
|
||||
[STRINGS]
|
||||
# Text shown on startup in Boom-compatible ports. This is all in
|
||||
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
|
||||
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============================================================================
|
||||
GOTARMOR = picked up a light armor vest.
|
||||
GOTMEGA = picked up a heavy armor vest.
|
||||
GOTHTHBONUS = got a 1% health bonus.
|
||||
GOTARMBONUS = got a 1% armor bonus.
|
||||
GOTSTIM = picked up a small health pack.
|
||||
GOTMEDINEED = found a large health pack, just in time!
|
||||
GOTMEDIKIT = picked up a large health pack.
|
||||
GOTSUPER = you got the overdrive sphere!
|
||||
GOTBLUECARD = picked up a blue passcard.
|
||||
GOTYELWCARD = picked up a yellow passcard.
|
||||
GOTREDCARD = picked up a red passcard.
|
||||
GOTBLUESKUL = picked up a blue skeleton key.
|
||||
GOTYELWSKUL = picked up a yellow skeleton key.
|
||||
GOTREDSKULL = picked up a red skeleton key.
|
||||
GOTINVUL = temporary invulnerability!
|
||||
GOTBERSERK = you got the steroid pack!
|
||||
GOTINVIS = you got the stealth sphere!
|
||||
GOTSUIT = picked up a hazard suit.
|
||||
GOTMAP = got the tactical survey map.
|
||||
GOTVISOR = got the night vision goggles.
|
||||
GOTMSPHERE = you got the ultra-overdrive sphere!
|
||||
GOTCLIP = picked up an ammo clip.
|
||||
GOTCLIPBOX = picked up a box of ammo.
|
||||
GOTROCKET = picked up a missile.
|
||||
GOTROCKBOX = picked up a crate of missiles.
|
||||
GOTCELL = picked up a small energy recharge.
|
||||
GOTCELLBOX = picked up a large energy recharge.
|
||||
GOTSHELLS = picked up some shotgun shells.
|
||||
GOTSHELLBOX = picked up a box of shotgun shells.
|
||||
GOTBACKPACK = second backpack!
|
||||
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
|
||||
GOTCHAINGUN = you got the minigun!
|
||||
GOTCHAINSAW = you got the angle grinder!
|
||||
GOTLAUNCHER = you got the missile launcher!
|
||||
GOTPLASMA = you got the polaric energy cannon!
|
||||
GOTSHOTGUN = you got the pump-action shotgun!
|
||||
GOTSHOTGUN2 = you got the double-barrelled shotgun!
|
||||
PD_BLUEO = this object requires a blue key.
|
||||
PD_REDO = this object requires a red key.
|
||||
PD_YELLOWO = this object requires a yellow key.
|
||||
PD_BLUEK = this door requires a blue key.
|
||||
PD_REDK = this door requires a red key.
|
||||
PD_YELLOWK = this door requires a yellow key.
|
||||
PD_BLUEC = this door requires the blue passcard.
|
||||
PD_REDC = this door requires the red passcard.
|
||||
PD_YELLOWC = this door requires the yellow passcard.
|
||||
PD_BLUES = this door requires the blue skeleton key.
|
||||
PD_REDS = this door requires the red skeleton key.
|
||||
PD_YELLOWS = this door requires the yellow skeleton key.
|
||||
PD_ANY = this door requires any key.
|
||||
PD_ALL3 = this door requires all three keys.
|
||||
PD_ALL6 = this door requires all six keys and passcards!
|
||||
HUSTR_E1M1 = E1M1
|
||||
HUSTR_E1M2 = E1M2
|
||||
HUSTR_E1M3 = E1M3
|
||||
HUSTR_E1M4 = E1M4
|
||||
HUSTR_E1M5 = E1M5
|
||||
HUSTR_E1M6 = E1M6
|
||||
HUSTR_E1M7 = E1M7
|
||||
HUSTR_E1M8 = E1M8
|
||||
HUSTR_E1M9 = E1M9
|
||||
HUSTR_E2M1 = E2M1
|
||||
HUSTR_E2M2 = E2M2
|
||||
HUSTR_E2M3 = E2M3
|
||||
HUSTR_E2M4 = E2M4
|
||||
HUSTR_E2M5 = E2M5
|
||||
HUSTR_E2M6 = E2M6
|
||||
HUSTR_E2M7 = E2M7
|
||||
HUSTR_E2M8 = E2M8
|
||||
HUSTR_E2M9 = E2M9
|
||||
HUSTR_E3M1 = E3M1
|
||||
HUSTR_E3M2 = E3M2
|
||||
HUSTR_E3M3 = E3M3
|
||||
HUSTR_E3M4 = E3M4
|
||||
HUSTR_E3M5 = E3M5
|
||||
HUSTR_E3M6 = E3M6
|
||||
HUSTR_E3M7 = E3M7
|
||||
HUSTR_E3M8 = E3M8
|
||||
HUSTR_E3M9 = E3M9
|
||||
HUSTR_E4M1 = E4M1
|
||||
HUSTR_E4M2 = E4M2
|
||||
HUSTR_E4M3 = E4M3
|
||||
HUSTR_E4M4 = E4M4
|
||||
HUSTR_E4M5 = E4M5
|
||||
HUSTR_E4M6 = E4M6
|
||||
HUSTR_E4M7 = E4M7
|
||||
HUSTR_E4M8 = E4M8
|
||||
HUSTR_E4M9 = E4M9
|
||||
CC_ZOMBIE = zombie
|
||||
CC_SHOTGUN = shotgun zombie
|
||||
CC_HEAVY = minigun zombie
|
||||
CC_IMP = serpent
|
||||
CC_DEMON = worm
|
||||
CC_LOST = deadflare
|
||||
CC_CACO = orb monster
|
||||
CC_HELL = pain bringer
|
||||
CC_BARON = pain lord
|
||||
CC_ARACH = small technospider
|
||||
CC_PAIN = deadflare ball
|
||||
CC_REVEN = dark soldier
|
||||
CC_MANCU = combat slug
|
||||
CC_ARCH = flame bringer
|
||||
CC_SPIDER = large technospider
|
||||
CC_CYBER = assault tripod
|
||||
CC_HERO = savior of humanity
|
||||
HUSTR_1 = DM01: Tech Test
|
||||
HUSTR_2 = DM02: Natural Station
|
||||
HUSTR_3 = DM03: Issues of Claveria
|
||||
HUSTR_4 = DM04: Metal
|
||||
HUSTR_5 = DM05: Protox Hideout
|
||||
HUSTR_6 = DM06: Tomb of Ledemir
|
||||
HUSTR_7 = DM07: Main Stronghold
|
||||
HUSTR_8 = DM08: Artifact Base
|
||||
HUSTR_9 = DM09: Forgotten Ruins
|
||||
HUSTR_10 = DM10: Substation 45
|
||||
HUSTR_11 = DM11: Gate for Hell
|
||||
HUSTR_12 = DM12: Up 'n Down Canyon
|
||||
HUSTR_13 = DM13: Sacred Dead
|
||||
HUSTR_14 = DM14: Hazard Store
|
||||
HUSTR_15 = DM15: AGM Ammo Depot
|
||||
HUSTR_16 = DM16: Single Barreled
|
||||
HUSTR_17 = DM17: Punk Tech
|
||||
HUSTR_18 = DM18: Energy Facility
|
||||
HUSTR_19 = DM19: Tech Isle
|
||||
HUSTR_20 = DM20: Warehouse
|
||||
HUSTR_21 = DM21: Water Recycling
|
||||
HUSTR_22 = DM22: Fourplay
|
||||
HUSTR_23 = DM23: Confrontation
|
||||
HUSTR_24 = DM24: Flooded Base
|
||||
HUSTR_25 = DM25: Mansion Yard
|
||||
HUSTR_26 = DM26: All Green
|
||||
HUSTR_27 = DM27: The Exile
|
||||
HUSTR_28 = DM28: Weapons Factory
|
||||
HUSTR_29 = DM29: Tag Deathmatch
|
||||
HUSTR_30 = DM30: Last Man Standing
|
||||
HUSTR_31 = DM31
|
||||
HUSTR_32 = DM32
|
||||
PHUSTR_1 = DM01
|
||||
PHUSTR_2 = DM02
|
||||
PHUSTR_3 = DM03
|
||||
PHUSTR_4 = DM04
|
||||
PHUSTR_5 = DM05
|
||||
PHUSTR_6 = DM06
|
||||
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
|
||||
#BGFLAT11
|
||||
#BGFLAT20
|
||||
#BGFLAT30
|
||||
#BGFLAT15
|
||||
#BGFLAT31
|
||||
#BGCASTCALL
|
||||
#STARTUP1
|
||||
#STARTUP2
|
||||
#STARTUP3
|
||||
#STARTUP4
|
||||
#STARTUP5
|
||||
#SAVEGAMENAME
|
||||
# Obituary texts, for ZDoom-based ports.
|
||||
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
|
||||
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
|
||||
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
|
||||
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
|
||||
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
|
||||
OB_STEALTHDEMON=%o thought %g saw a Worm.
|
||||
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
|
||||
OB_STEALTHIMP=%o thought %g saw an Serpent.
|
||||
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 Serpent.
|
||||
OB_CACOHIT=%o got too close to an Orb Monster.
|
||||
OB_DEMONHIT=%o was bitten by a 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 Flame Bringer.
|
||||
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 an Serpent.
|
||||
OB_CACO=%o was smitten by an Orb Monster.
|
||||
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 Small 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!
|
||||
|
|
@ -1,46 +0,0 @@
|
|||
|
||||
// MAPINFO lump for FreeDM. This doesn't do much, except strip out
|
||||
// most of the normal Doom II story for ZDoom-based ports.
|
||||
|
||||
// After finishing MAP30, loop back to MAP01 and start again.
|
||||
map MAP30 lookup "HUSTR_30"
|
||||
{
|
||||
next = "MAP01"
|
||||
titlepatch = "CWILV29"
|
||||
sky1 = "SKY3"
|
||||
cluster = 8
|
||||
allowmonstertelefrags
|
||||
music = "$MUSIC_OPENIN"
|
||||
}
|
||||
|
||||
// Show no intermissions text between levels.
|
||||
cluster 5
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 6
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 7
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 8
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 9
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
||||
cluster 10
|
||||
{
|
||||
exittext = ""
|
||||
}
|
||||
|
|
@ -1,481 +0,0 @@
|
|||
Patch File for DeHackEd v3.0
|
||||
Doom version = 19
|
||||
Patch format = 6
|
||||
|
||||
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are
|
||||
# met:
|
||||
#
|
||||
# * Redistributions of source code must retain the above copyright
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
# * Redistributions in binary form must reproduce the above copyright
|
||||
# notice, this list of conditions and the following disclaimer in the
|
||||
# documentation and/or other materials provided with the distribution.
|
||||
# * Neither the name of the freedoom project nor the names of its
|
||||
# contributors may be used to endorse or promote products derived from
|
||||
# this software without specific prior written permission.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
# This is a magic comment recognized by Chocolate Doom, so that the
|
||||
# BEX [STRINGS] section below will be parsed:
|
||||
#
|
||||
# *allow-extended-strings*
|
||||
|
||||
[PARS]
|
||||
# Par times. The BEX format requires these to be specified in number
|
||||
# of seconds, but for convenience we include the min:sec value in a
|
||||
# comment. Comment also indicates when the run was done - ideally
|
||||
# this should be re-done for every new release. Times are rounded
|
||||
# to nearest half-minute.
|
||||
par 1 60 # 01:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 2 240 # 04:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 3 390 # 06:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 4 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 5 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 6 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 7 210 # 03:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 8 570 # 09:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 9 690 # 11:30 - Catoptromancy OLD run for v0.7
|
||||
par 10 30 # 00:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 11 930 # 15:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 12 1650 # 27:30 - Catoptromancy OLD run for v0.7
|
||||
par 13 1740 # 29:00 - Catoptromancy OLD run for v0.7
|
||||
par 14 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 15 1200 # 20:00 - Catoptromancy OLD run for v0.7
|
||||
par 16 480 # 08:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 17 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 18 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 19 660 # 11:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 20 720 # 12:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 21 750 # 12:30 - Catoptromancy OLD run for v0.7
|
||||
par 22 1620 # 27:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 23 120 # 02:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
|
||||
par 25 1440 # 24:00 - Catoptromancy for v0.8 - 2013/12
|
||||
par 26 690 # 11:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 27 2910 # 48:30 - Catoptromancy OLD run for v0.7
|
||||
par 28 1350 # 22:30 - Catoptromancy OLD run for v0.7
|
||||
par 29 600 # 10:00 - Catoptromancy OLD run for v0.7
|
||||
par 30 510 # 08:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 31 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
|
||||
par 32 0 # 00:00 - Catoptromancy OLD run for v0.7
|
||||
|
||||
[STRINGS]
|
||||
# Text shown on startup in Boom-compatible ports. This is all in
|
||||
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
|
||||
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom 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============================================================================
|
||||
GOTARMOR = picked up a light armor vest.
|
||||
GOTMEGA = picked up a heavy armor vest.
|
||||
GOTHTHBONUS = got a 1% health bonus.
|
||||
GOTARMBONUS = got a 1% armor bonus.
|
||||
GOTSTIM = picked up a small health pack.
|
||||
GOTMEDINEED = found a large health pack, just in time!
|
||||
GOTMEDIKIT = picked up a large health pack.
|
||||
GOTSUPER = you got the overdrive sphere!
|
||||
GOTBLUECARD = picked up a blue passcard.
|
||||
GOTYELWCARD = picked up a yellow passcard.
|
||||
GOTREDCARD = picked up a red passcard.
|
||||
GOTBLUESKUL = picked up a blue skeleton key.
|
||||
GOTYELWSKUL = picked up a yellow skeleton key.
|
||||
GOTREDSKULL = picked up a red skeleton key.
|
||||
GOTINVUL = temporary invulnerability!
|
||||
GOTBERSERK = you got the steroid pack!
|
||||
GOTINVIS = you got the stealth sphere!
|
||||
GOTSUIT = picked up a hazard suit.
|
||||
GOTMAP = got the tactical survey map.
|
||||
GOTVISOR = got the night vision goggles.
|
||||
GOTMSPHERE = you got the ultra-overdrive sphere!
|
||||
GOTCLIP = picked up an ammo clip.
|
||||
GOTCLIPBOX = picked up a box of ammo.
|
||||
GOTROCKET = picked up a missile.
|
||||
GOTROCKBOX = picked up a crate of missiles.
|
||||
GOTCELL = picked up a small energy recharge.
|
||||
GOTCELLBOX = picked up a large energy recharge.
|
||||
GOTSHELLS = picked up some shotgun shells.
|
||||
GOTSHELLBOX = picked up a box of shotgun shells.
|
||||
GOTBACKPACK = second backpack!
|
||||
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
|
||||
GOTCHAINGUN = you got the minigun!
|
||||
GOTCHAINSAW = you got the angle grinder!
|
||||
GOTLAUNCHER = you got the missile launcher!
|
||||
GOTPLASMA = you got the polaric energy cannon!
|
||||
GOTSHOTGUN = you got the pump-action shotgun!
|
||||
GOTSHOTGUN2 = you got the double-barrelled shotgun!
|
||||
PD_BLUEO = this object requires a blue key.
|
||||
PD_REDO = this object requires a red key.
|
||||
PD_YELLOWO = this object requires a yellow key.
|
||||
PD_BLUEK = this door requires a blue key.
|
||||
PD_REDK = this door requires a red key.
|
||||
PD_YELLOWK = this door requires a yellow key.
|
||||
PD_BLUEC = this door requires the blue passcard.
|
||||
PD_REDC = this door requires the red passcard.
|
||||
PD_YELLOWC = this door requires the yellow passcard.
|
||||
PD_BLUES = this door requires the blue skeleton key.
|
||||
PD_REDS = this door requires the red skeleton key.
|
||||
PD_YELLOWS = this door requires the yellow skeleton key.
|
||||
PD_ANY = this door requires any key.
|
||||
PD_ALL3 = this door requires all three keys.
|
||||
PD_ALL6 = this door requires all six keys and passcards!
|
||||
HUSTR_E1M1 = C1M1: Starport
|
||||
HUSTR_E1M2 = C1M2: Communications Center
|
||||
HUSTR_E1M3 = C1M3: Waste Disposal
|
||||
HUSTR_E1M4 = C1M4: Supply Depot
|
||||
HUSTR_E1M5 = C1M5: Control Center
|
||||
HUSTR_E1M6 = C1M6: Training Center
|
||||
HUSTR_E1M7 = C1M7: Research Labs
|
||||
HUSTR_E1M8 = C1M8: Quarry
|
||||
HUSTR_E1M9 = C1M9: Armory
|
||||
HUSTR_E2M1 = C2M1: Ruins
|
||||
HUSTR_E2M2 = C2M2: Power Plant
|
||||
HUSTR_E2M3 = C2M3
|
||||
HUSTR_E2M4 = C2M4: Sample Holding Center
|
||||
HUSTR_E2M5 = C2M5: Fortress 31
|
||||
HUSTR_E2M6 = C2M6
|
||||
HUSTR_E2M7 = C2M7
|
||||
HUSTR_E2M8 = C2M8: Containment Center
|
||||
HUSTR_E2M9 = C2M9
|
||||
HUSTR_E3M1 = C3M1: Land of the Lost
|
||||
HUSTR_E3M2 = C3M2: Infernal Caverns
|
||||
HUSTR_E3M3 = C3M3
|
||||
HUSTR_E3M4 = C3M4
|
||||
HUSTR_E3M5 = C3M5
|
||||
HUSTR_E3M6 = C3M6: Igneous Intrusion
|
||||
HUSTR_E3M7 = C3M7
|
||||
HUSTR_E3M8 = C3M8: The Lair
|
||||
HUSTR_E3M9 = C3M9: Acquainted With Grief
|
||||
HUSTR_E4M1 = C4M1: Maintenance Area
|
||||
HUSTR_E4M2 = C4M2: Research Complex
|
||||
HUSTR_E4M3 = C4M3: Central Computing
|
||||
HUSTR_E4M4 = C4M4: Hydroponic Facility
|
||||
HUSTR_E4M5 = C4M5: Engineering Station
|
||||
HUSTR_E4M6 = C4M6: Command Center
|
||||
HUSTR_E4M7 = C4M7: Waste Treatment
|
||||
HUSTR_E4M8 = C4M8: Launch Bay
|
||||
HUSTR_E4M9 = C4M9: Operations
|
||||
CC_ZOMBIE = zombie
|
||||
CC_SHOTGUN = shotgun zombie
|
||||
CC_HEAVY = minigun zombie
|
||||
CC_IMP = serpent
|
||||
CC_DEMON = worm
|
||||
CC_LOST = deadflare
|
||||
CC_CACO = orb monster
|
||||
CC_HELL = pain bringer
|
||||
CC_BARON = pain lord
|
||||
CC_ARACH = small technospider
|
||||
CC_PAIN = deadflare ball
|
||||
CC_REVEN = dark soldier
|
||||
CC_MANCU = combat slug
|
||||
CC_ARCH = flame bringer
|
||||
CC_SPIDER = large technospider
|
||||
CC_CYBER = assault tripod
|
||||
CC_HERO = savior of humanity
|
||||
HUSTR_1 = MAP01: Hydroelectric Plant
|
||||
HUSTR_2 = MAP02: Filtration Tunnels
|
||||
HUSTR_3 = MAP03: Crude Processing Center
|
||||
HUSTR_4 = MAP04: Containment Bay
|
||||
HUSTR_5 = MAP05: Waste Water Basin
|
||||
HUSTR_6 = MAP06
|
||||
HUSTR_7 = MAP07: Outer Storage Warehouse
|
||||
HUSTR_8 = MAP08
|
||||
HUSTR_9 = MAP09: Mine HM09
|
||||
HUSTR_10 = MAP10
|
||||
HUSTR_11 = MAP11
|
||||
HUSTR_12 = MAP12
|
||||
HUSTR_13 = MAP13: Return to Earth
|
||||
HUSTR_14 = MAP14: The Acid Trip
|
||||
HUSTR_15 = MAP15: Hostile Takeover
|
||||
HUSTR_16 = MAP16: Urban Jungle
|
||||
HUSTR_17 = MAP17: The Capitol
|
||||
HUSTR_18 = MAP18: Abandoned Monastery
|
||||
HUSTR_19 = MAP19: Castle
|
||||
HUSTR_20 = MAP20: The Blood Ember Fortress
|
||||
HUSTR_21 = MAP21: The Under-Realm
|
||||
HUSTR_22 = MAP22
|
||||
HUSTR_23 = MAP23
|
||||
HUSTR_24 = MAP24: Tertiary Loading Bay
|
||||
HUSTR_25 = MAP25
|
||||
HUSTR_26 = MAP26
|
||||
HUSTR_27 = MAP27
|
||||
HUSTR_28 = MAP28: Grim Redoubt
|
||||
HUSTR_29 = MAP29
|
||||
HUSTR_30 = MAP30: Jaws of Defeat
|
||||
HUSTR_31 = MAP31: Safety in Numbers
|
||||
HUSTR_32 = MAP32: Summer Residence
|
||||
PHUSTR_1 = MAP01
|
||||
PHUSTR_2 = MAP02
|
||||
PHUSTR_3 = MAP03
|
||||
PHUSTR_4 = MAP04
|
||||
PHUSTR_5 = MAP05
|
||||
PHUSTR_6 = MAP06
|
||||
PHUSTR_7 = MAP07
|
||||
PHUSTR_8 = MAP08
|
||||
PHUSTR_9 = MAP09
|
||||
PHUSTR_10 = MAP10
|
||||
PHUSTR_11 = MAP11
|
||||
PHUSTR_12 = MAP12
|
||||
PHUSTR_13 = MAP13
|
||||
PHUSTR_14 = MAP14
|
||||
PHUSTR_15 = MAP15
|
||||
PHUSTR_16 = MAP16
|
||||
PHUSTR_17 = MAP17
|
||||
PHUSTR_18 = MAP18
|
||||
PHUSTR_19 = MAP19
|
||||
PHUSTR_20 = MAP20
|
||||
PHUSTR_21 = MAP21
|
||||
PHUSTR_22 = MAP22
|
||||
PHUSTR_23 = MAP23
|
||||
PHUSTR_24 = MAP24
|
||||
PHUSTR_25 = MAP25
|
||||
PHUSTR_26 = MAP26
|
||||
PHUSTR_27 = MAP27
|
||||
PHUSTR_28 = MAP28
|
||||
PHUSTR_29 = MAP29
|
||||
PHUSTR_30 = MAP30
|
||||
PHUSTR_31 = MAP31
|
||||
PHUSTR_32 = MAP32
|
||||
THUSTR_1 = MAP01
|
||||
THUSTR_2 = MAP02
|
||||
THUSTR_3 = MAP03
|
||||
THUSTR_4 = MAP04
|
||||
THUSTR_5 = MAP05
|
||||
THUSTR_6 = MAP06
|
||||
THUSTR_7 = MAP07
|
||||
THUSTR_8 = MAP08
|
||||
THUSTR_9 = MAP09
|
||||
THUSTR_10 = MAP10
|
||||
THUSTR_11 = MAP11
|
||||
THUSTR_12 = MAP12
|
||||
THUSTR_13 = MAP13
|
||||
THUSTR_14 = MAP14
|
||||
THUSTR_15 = MAP15
|
||||
THUSTR_16 = MAP16
|
||||
THUSTR_17 = MAP17
|
||||
THUSTR_18 = MAP18
|
||||
THUSTR_19 = MAP19
|
||||
THUSTR_20 = MAP20
|
||||
THUSTR_21 = MAP21
|
||||
THUSTR_22 = MAP22
|
||||
THUSTR_23 = MAP23
|
||||
THUSTR_24 = MAP24
|
||||
THUSTR_25 = MAP25
|
||||
THUSTR_26 = MAP26
|
||||
THUSTR_27 = MAP27
|
||||
THUSTR_28 = MAP28
|
||||
THUSTR_29 = MAP29
|
||||
THUSTR_30 = MAP30
|
||||
THUSTR_31 = MAP31
|
||||
THUSTR_32 = MAP32
|
||||
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
|
||||
# Temporary end-of-chapter texts. Please replace them.
|
||||
E1TEXT = You've completed chapter 1!!\n\n\
|
||||
But your work isn't done yet.\n\n\
|
||||
There are more monsters still to kill.\n\n\
|
||||
Play Chapter 2: Military Labs to\n\
|
||||
continue the madness.
|
||||
E2TEXT = You've defeated Chapter 2!\n\n\
|
||||
Hordes of monsters lie dead by your\n\
|
||||
hand. But there are still more waiting.\n\
|
||||
Your work is not yet done.\n\n\
|
||||
Onward to Chapter 3: Event Horizon\n\
|
||||
- if you dare!
|
||||
E3TEXT = Hundreds of monsters couldn't stop you.\n\
|
||||
So much for Chapter 3.\n\n\
|
||||
But there's a whole other game to play!\n\n\
|
||||
Play Freedoom: Phase 2 and continue the\n\
|
||||
carnage!\n\n\
|
||||
-or play Chapter 4: Double Impact!
|
||||
E4TEXT = Despite having an entire army against\n\
|
||||
you, you manage to reach the\n\
|
||||
spacecraft by the skin of your teeth.\n\n\
|
||||
"Can I go back to fixing things yet?"\n\
|
||||
You mutter to yourself and let out an\n\
|
||||
exasperated sigh.\n\n\
|
||||
You initiate navigation systems and\n\
|
||||
power-up thrusters, time to get the\n\
|
||||
hell outta dodge. Destination: anywhere\n\
|
||||
but this suck-hole. As you lift off to the\n\
|
||||
safety of outerspace, you wonder if you're\n\
|
||||
going to be paid overtime.
|
||||
# After MAP06, before MAP07:
|
||||
C1TEXT = You've found your way to the complex's\n\
|
||||
outer storage warehouse. A whole\n\
|
||||
squadron of soldiers were\n\
|
||||
dispatched here, but after 2 hours they\n\
|
||||
were never heard from again. What can have\n\
|
||||
happened to them? You feel a knot in\n\
|
||||
your stomach and try to put the question\n\
|
||||
out of your mind.\n\n\
|
||||
Guess you'll find out soon.
|
||||
# After MAP11, before MAP12:
|
||||
C2TEXT = You make your way to the outskirts of\n\
|
||||
the city. This was once the planet's\n\
|
||||
most important economic powerhouse,\n\
|
||||
and headquarters of the AGM conglomerate.\n\n\
|
||||
Now it's a wreck.\n\n\
|
||||
Every entrance has been heavily fortified,\n\
|
||||
but you find one small forgotten doorway,\n\
|
||||
it must be an industrial loading bay\n\
|
||||
of some kind. Guess this is your way in.
|
||||
# After MAP20, before MAP21:
|
||||
C3TEXT = You never thought you'd see a literal\n\
|
||||
river of blood. These bastards have a\n\
|
||||
lot to answer for. But it just makes you\n\
|
||||
more determined to make them pay for\n\
|
||||
what they've done.\n\n\
|
||||
Stepping through the portal you pause to\n\
|
||||
catch your breath, but there's no time\n\
|
||||
to waste.
|
||||
# After MAP30 (endgame text):
|
||||
C4TEXT = Explosions erupt from all around the\n\
|
||||
skull. You've done it. It's finally\n\
|
||||
over. These monsters won't bother you\n\
|
||||
any more.\n\n\
|
||||
The saying goes, live free or die.\n\
|
||||
Guess that doesn't always mean the\n\
|
||||
latter.
|
||||
# Before MAP31 (secret level #1):
|
||||
C5TEXT = You step onto the teleport and after a\n\
|
||||
strange flash you find yourself in an\n\
|
||||
old castle. What is this place? Before\n\
|
||||
you can wonder further, you hear\n\
|
||||
noises coming towards you.
|
||||
# Before MAP32 (secret level #2):
|
||||
C6TEXT = You place your hand on the strange\n\
|
||||
yellow column, and quickly remember\n\
|
||||
how your mother always warned you\n\
|
||||
to not touch things that don't belong\n\
|
||||
to you.\n\n\
|
||||
As the glow of the alien teleport\n\
|
||||
subsides, it looks like you may have\n\
|
||||
made a wrong turn.\n\n\
|
||||
Again.
|
||||
#P1TEXT
|
||||
#P2TEXT
|
||||
#P3TEXT
|
||||
#P4TEXT
|
||||
#P5TEXT
|
||||
#P6TEXT
|
||||
#T1TEXT
|
||||
#T2TEXT
|
||||
#T3TEXT
|
||||
#T4TEXT
|
||||
#T5TEXT
|
||||
#T6TEXT
|
||||
#BGFLATE1
|
||||
#BGFLATE2
|
||||
#BGFLATE3
|
||||
#BGFLATE4
|
||||
#BGFLAT06
|
||||
#BGFLAT11
|
||||
#BGFLAT20
|
||||
#BGFLAT30
|
||||
#BGFLAT15
|
||||
#BGFLAT31
|
||||
#BGCASTCALL
|
||||
#STARTUP1
|
||||
#STARTUP2
|
||||
#STARTUP3
|
||||
#STARTUP4
|
||||
#STARTUP5
|
||||
#SAVEGAMENAME
|
||||
# Obituary texts, for ZDoom-based ports.
|
||||
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
|
||||
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
|
||||
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
|
||||
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
|
||||
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
|
||||
OB_STEALTHDEMON=%o thought %g saw a Worm.
|
||||
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
|
||||
OB_STEALTHIMP=%o thought %g saw an Serpent.
|
||||
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 Serpent.
|
||||
OB_CACOHIT=%o got too close to an Orb Monster.
|
||||
OB_DEMONHIT=%o was bitten by a 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 Flame Bringer.
|
||||
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 an Serpent.
|
||||
OB_CACO=%o was smitten by an Orb Monster.
|
||||
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 Small 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!
|
||||
|
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/bigmural.gif
|
Before Width: | Height: | Size: 26 B After Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 26 B After Width: | Height: | Size: 26 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/bigwall.gif
|
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 11 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/dlevsign.gif
|
Before Width: | Height: | Size: 20 B After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 20 B After Width: | Height: | Size: 2.4 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/drfront.gif
|
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 11 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/drside1.gif
|
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 3.6 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/drside2.gif
|
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 4.5 KiB |
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 4.5 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/drtopfr.gif
|
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 7.7 KiB |
Before Width: | Height: | Size: 25 B After Width: | Height: | Size: 7.7 KiB |
|
@ -1 +0,0 @@
|
|||
fraggle/egypt/drtopsid.gif
|
Before Width: | Height: | Size: 26 B After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 26 B After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 4.5 KiB |
Before Width: | Height: | Size: 7.7 KiB |
Before Width: | Height: | Size: 2.8 KiB |
|
@ -1,13 +0,0 @@
|
|||
Egypt textures.
|
||||
|
||||
These are remakes of the textures that tnt.wad included these for its
|
||||
Egyptian-themed MAP31 secret level. The base is nb_nmare's rw23_3
|
||||
patch, recolored to a brighter shade of yellow - this can be seen in
|
||||
STWALL. This was then altered into a "plain" (no bricks) version for the
|
||||
murals.
|
||||
|
||||
The mural images come from "EGYPTIAN IDEAS OF THE FUTURE LIFE" by
|
||||
E.A. Wallis Budge, pubished 1908 and found on Project Gutenberg. Due
|
||||
to its age its copyright has expired; the original murals are ancient
|
||||
so no copyright on those, either. Two of the larger images from the
|
||||
book were cut up to make the various images found here.
|
Before Width: | Height: | Size: 23 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 7.9 KiB |
Before Width: | Height: | Size: 8.6 KiB |
Before Width: | Height: | Size: 4.7 KiB |
Before Width: | Height: | Size: 8.6 KiB |
Before Width: | Height: | Size: 3.4 KiB |