652 lines
23 KiB
Plaintext
652 lines
23 KiB
Plaintext
Patch File for DeHackEd v3.0
|
|
Doom version = 19
|
|
Patch format = 6
|
|
|
|
# SPDX-License-Identifier: BSD-3-Clause
|
|
|
|
# The following changes turn on full brightness for a few firing frames,
|
|
# since these they show gun flashes and it looks weird if they aren't full
|
|
# brightness. Doom itself has this problem too but it's more noticeable with
|
|
# the Freedoom sprites.
|
|
|
|
# Zombie
|
|
Frame 185
|
|
Sprite subnumber = 32773
|
|
|
|
# Minigun zombie
|
|
Frame 419
|
|
Sprite subnumber = 32773
|
|
|
|
# Assault tripod
|
|
Frame 685
|
|
Sprite subnumber = 32773
|
|
|
|
Frame 687
|
|
Sprite subnumber = 32773
|
|
|
|
Frame 689
|
|
Sprite subnumber = 32773
|
|
|
|
# This is a magic comment recognized by Chocolate Doom, so that the
|
|
# BEX [STRINGS] section below will be parsed:
|
|
#
|
|
# *allow-extended-strings*
|
|
|
|
[PARS]
|
|
#ifndef FREEDM
|
|
# 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 1 30 # 00:30 - Voros for v0.12 - 2017/03
|
|
par 1 2 120 # 02:00 - Voros for v0.12 - 2017/03
|
|
par 1 3 150 # 02:30 - Voros for v0.12 - 2017/03
|
|
par 1 4 180 # 03:00 - Voros for v0.12 - 2017/03
|
|
par 1 5 420 # 07:00 - Voros for v0.12 - 2017/03
|
|
par 1 6 390 # 06:30 - Voros for v0.12 - 2017/03
|
|
par 1 7 690 # 11:30 - Voros for v0.12 - 2017/03
|
|
par 1 8 60 # 01:00 - Voros for v0.12 - 2017/03
|
|
par 1 9 30 # 01:30 - Voros for v0.12 - 2017/03
|
|
par 2 1 120 # 02:00 - Voros for v0.12 - 2017/03
|
|
par 2 2 150 # 02:30 - Voros for v0.12 - 2017/03
|
|
par 2 3 180 # 03:00 - Voros for v0.12 - 2017/03
|
|
par 2 4 270 # 04:30 - Voros for v0.12 - 2017/03
|
|
par 2 5 300 # 05:00 - Voros for v0.12 - 2017/03
|
|
par 2 6 150 # 02:30 - Voros for v0.12 - 2017/03
|
|
par 2 7 120 # 02:00 - Voros for v0.12 - 2017/03
|
|
par 2 8 120 # 02:00 - Voros for v0.12 - 2017/03
|
|
par 2 9 360 # 06:00 - Voros for v0.12 - 2017/03
|
|
par 3 1 30 # 00:30 - Voros for v0.12 - 2017/03
|
|
par 3 2 120 # 02:00 - Voros for v0.12 - 2017/03
|
|
par 3 3 240 # 04:00 - Voros for v0.12 - 2017/03
|
|
par 3 4 270 # 04:30 - Voros for v0.12 - 2017/03
|
|
par 3 5 0 # 00:00
|
|
par 3 6 180 # 03:00 - Voros for v0.12 - 2017/03
|
|
par 3 7 300 # 05:00 - Voros for v0.12 - 2017/03
|
|
par 3 8 60 # 01:00 - Voros for v0.12 - 2017/03
|
|
par 3 9 570 # 09:30 - Voros for v0.12 - 2017/03
|
|
par 1 30 # 00:30 - Voros for v0.11 - 2017/02
|
|
par 2 90 # 01:30 - Voros for v0.11 - 2017/02
|
|
par 3 120 # 02:00 - Voros for v0.11 - 2017/02
|
|
par 4 120 # 02:00 - Voros for v0.11 - 2017/02
|
|
par 5 150 # 02:30 - Voros for v0.11 - 2017/02
|
|
par 6 90 # 01:30 - Voros for v0.11 - 2017/02
|
|
par 7 150 # 02:30 - Voros for v0.11 - 2017/02
|
|
par 8 330 # 05:30 - Voros for v0.11 - 2017/02
|
|
par 9 150 # 02:30 - Voros for v0.11 - 2017/02
|
|
par 10 120 # 02:00 - Voros for v0.11 - 2017/02
|
|
par 11 420 # 07:00 - Voros for v0.11 - 2017/02
|
|
par 12 630 # 10:30 - Voros for v0.11 - 2017/02
|
|
par 13 180 # 03:00 - Voros for v0.11 - 2017/02
|
|
par 14 150 # 02:30 - Voros for v0.11 - 2017/02
|
|
par 15 510 # 08:30 - Voros for v0.11 - 2017/02
|
|
par 16 120 # 02:00 - Voros for v0.11 - 2017/02
|
|
par 17 120 # 02:00 - Voros for v0.11 - 2017/02
|
|
par 18 180 # 03:00 - Voros for v0.11 - 2017/02
|
|
par 19 210 # 03:30 - Voros for v0.11 - 2017/02
|
|
par 20 420 # 07:00 - Voros for v0.11 - 2017/02
|
|
par 21 330 # 05:30 - Voros for v0.11 - 2017/02
|
|
par 22 420 # 07:00 - Voros for v0.11 - 2017/02
|
|
par 23 240 # 04:00 - Voros for v0.11 - 2017/02
|
|
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
|
|
par 25 600 # 10:00 - Voros for v0.11 - 2017/02
|
|
par 26 270 # 04:30 - Voros for v0.11 - 2017/02
|
|
par 27 690 # 11:30 - Voros for v0.11 - 2017/02
|
|
par 28 450 # 07:30 - Voros for v0.11 - 2017/02
|
|
par 29 300 # 05:00 - Voros for v0.11 - 2017/02
|
|
par 30 60 # 01:00 - Voros for v0.11 - 2017/02
|
|
par 31 60 # 01:00 - Voros for v0.11 - 2017/02
|
|
par 32 210 # 03:30 - Voros for v0.11 - 2017/02
|
|
#else
|
|
# 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
|
|
#endif
|
|
|
|
[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.
|
|
#ifdef FREEDM
|
|
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============================================================================
|
|
#else
|
|
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============================================================================
|
|
#endif
|
|
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 = You are untouchable!
|
|
GOTBERSERK = Punch 'em to death!
|
|
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 = You found a 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!
|
|
TAG_FIST = fist
|
|
TAG_BFG9000 = SKAG 1337
|
|
TAG_CHAINGUN = minigun
|
|
TAG_CHAINSAW = angle grinder
|
|
TAG_ROCKETLAUNCHER = missile launcher
|
|
TAG_PLASMARIFLE = polaric energy cannon
|
|
TAG_SHOTGUN = pump-action shotgun
|
|
TAG_SUPERSHOTGUN = 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!
|
|
HUSTR_E1M1 = E1M1: Outer Prison
|
|
HUSTR_E1M2 = E1M2: Communications Center
|
|
HUSTR_E1M3 = E1M3: Waste Disposal
|
|
HUSTR_E1M4 = E1M4: Supply Depot
|
|
HUSTR_E1M5 = E1M5: Main Control
|
|
HUSTR_E1M6 = E1M6: Training Facility
|
|
HUSTR_E1M7 = E1M7: Transportation Bay
|
|
HUSTR_E1M8 = E1M8: Outpost Quarry
|
|
HUSTR_E1M9 = E1M9: Armory
|
|
HUSTR_E2M1 = E2M1: Surreality
|
|
HUSTR_E2M2 = E2M2: Shifter
|
|
HUSTR_E2M3 = E2M3: Reclaimed Facilities
|
|
HUSTR_E2M4 = E2M4: Unnamed
|
|
HUSTR_E2M5 = E2M5: Unnamed
|
|
HUSTR_E2M6 = E2M6: Unnamed
|
|
HUSTR_E2M7 = E2M7: Control Complex
|
|
HUSTR_E2M8 = E2M8: Containment Cell
|
|
HUSTR_E2M9 = E2M9: Fortress 31
|
|
HUSTR_E3M1 = E3M1: Land of the Lost
|
|
HUSTR_E3M2 = E3M2: Derelict Temple
|
|
HUSTR_E3M3 = E3M3: Sacrificial Bastion
|
|
HUSTR_E3M4 = E3M4: Oblation Temple
|
|
HUSTR_E3M5 = E3M5: Infernal hallways
|
|
HUSTR_E3M6 = E3M6: Igneous Intrusion
|
|
HUSTR_E3M7 = E3M7: No Regrets
|
|
HUSTR_E3M8 = E3M8: Ancient Lair
|
|
HUSTR_E3M9 = E3M9: Acquainted With Grief
|
|
HUSTR_E4M1 = E4M1: Maintenance Area
|
|
HUSTR_E4M2 = E4M2: Research Complex
|
|
HUSTR_E4M3 = E4M3: Central Computing
|
|
HUSTR_E4M4 = E4M4: Hydroponic Facility
|
|
HUSTR_E4M5 = E4M5: Engineering Station
|
|
HUSTR_E4M6 = E4M6: Command Center
|
|
HUSTR_E4M7 = E4M7: Waste Treatment
|
|
HUSTR_E4M8 = E4M8: Launch Bay
|
|
HUSTR_E4M9 = E4M9: Operations
|
|
CC_ZOMBIE = zombie
|
|
CC_SHOTGUN = shotgun zombie
|
|
CC_HEAVY = minigun zombie
|
|
CC_IMP = serpentipede
|
|
CC_DEMON = flesh worm
|
|
CC_LOST = hatchling
|
|
CC_CACO = trilobite
|
|
CC_HELL = pain bringer
|
|
CC_BARON = pain lord
|
|
CC_ARACH = technospider
|
|
CC_PAIN = matribite
|
|
CC_REVEN = dark soldier
|
|
CC_MANCU = combat slug
|
|
CC_ARCH = necromancer
|
|
CC_SPIDER = large technospider
|
|
CC_CYBER = assault tripod
|
|
CC_HERO = savior of humanity
|
|
#ifdef FREEDM
|
|
HUSTR_1 = DM01: Tech Test
|
|
HUSTR_2 = DM02: Natural Station
|
|
HUSTR_3 = DM03: Issues of Claveria
|
|
HUSTR_4 = DM04: Steel
|
|
HUSTR_5 = DM05: Dense Fields
|
|
HUSTR_6 = DM06: Temple of Ammon
|
|
HUSTR_7 = DM07: Main Stronghold
|
|
HUSTR_8 = DM08: Artifact Base
|
|
HUSTR_9 = DM09: Industrial Outland
|
|
HUSTR_10 = DM10: Detached Grounds
|
|
HUSTR_11 = DM11: Isolated Facility
|
|
HUSTR_12 = DM12: Up 'n Down Canyon
|
|
HUSTR_13 = DM13: Unholy Blood
|
|
HUSTR_14 = DM14: Technical Assault
|
|
HUSTR_15 = DM15: Shallow Complex
|
|
HUSTR_16 = DM16: Barren Alleys
|
|
HUSTR_17 = DM17: Underwoods
|
|
HUSTR_18 = DM18: Deserted Courtyard
|
|
HUSTR_19 = DM19: Tech Isle
|
|
HUSTR_20 = DM20: Warehouse
|
|
HUSTR_21 = DM21: Refinary
|
|
HUSTR_22 = DM22: Fourplay
|
|
HUSTR_23 = DM23: Confrontation
|
|
HUSTR_24 = DM24: Flooded Base
|
|
HUSTR_25 = DM25: Mansion Yard
|
|
HUSTR_26 = DM26: Acidic Crypt
|
|
HUSTR_27 = DM27: The Exile
|
|
HUSTR_28 = DM28: Weapons Factory
|
|
HUSTR_29 = DM29: Unusual Territory
|
|
HUSTR_30 = DM30: Last Man Standing
|
|
HUSTR_31 = DM31: Desolated Fort
|
|
HUSTR_32 = DM32: Chocolate
|
|
#else
|
|
HUSTR_1 = MAP01: Hydroelectric Plant
|
|
HUSTR_2 = MAP02: Filtration Tunnels
|
|
HUSTR_3 = MAP03: Crude Processing Center
|
|
HUSTR_4 = MAP04: Containment Bay
|
|
HUSTR_5 = MAP05: Sludge Burrow
|
|
HUSTR_6 = MAP06: Gamma Labs
|
|
HUSTR_7 = MAP07: Outer Storage Warehouse
|
|
HUSTR_8 = MAP08: Astronomy Complex
|
|
HUSTR_9 = MAP09: Datacenter
|
|
HUSTR_10 = MAP10: Deadly Outlands
|
|
HUSTR_11 = MAP11: Infinite Plain
|
|
HUSTR_12 = MAP12: Railroads
|
|
HUSTR_13 = MAP13: Station Earth
|
|
HUSTR_14 = MAP14: Nuclear Zone
|
|
HUSTR_15 = MAP15: Hostile Takeover
|
|
HUSTR_16 = MAP16: Urban Jungle
|
|
HUSTR_17 = MAP17: City Capitol
|
|
HUSTR_18 = MAP18: Aquatics Lab
|
|
HUSTR_19 = MAP19: Sewage Control
|
|
HUSTR_20 = MAP20: Blood Ember Fortress
|
|
HUSTR_21 = MAP21: Under Realm
|
|
HUSTR_22 = MAP22: Remanasu
|
|
HUSTR_23 = MAP23: Underground Facility
|
|
HUSTR_24 = MAP24: Tertiary Loading Bay
|
|
HUSTR_25 = MAP25: Red Works
|
|
HUSTR_26 = MAP26: Dark Depths
|
|
HUSTR_27 = MAP27: Warped Elementality
|
|
HUSTR_28 = MAP28: Grim Redoubt
|
|
HUSTR_29 = MAP29: Last Stand
|
|
HUSTR_30 = MAP30: Jaws of Defeat
|
|
HUSTR_31 = MAP31: Be Quiet
|
|
HUSTR_32 = MAP32: Not Sure
|
|
#endif
|
|
# Final Doom level strings, left blank
|
|
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)
|
|
# End-of-episode texts, now with a consistent story. Feel free to edit them.
|
|
E1TEXT = You've made it out of the outpost.\n\
|
|
But you're still stuck on this rock.\n\
|
|
AGM sure has been busy with their\n\
|
|
"experiments," with those monsters\n\
|
|
infesting that dreadful place. You are\n\
|
|
an experiment as well, so who cares?\n\
|
|
There weren't any ships inside the\n\
|
|
outpost. The only section that might\n\
|
|
have one is the Military Labs. The\n\
|
|
very place you got your strength\n\
|
|
from. Damned AGM scientists.\n\n\
|
|
This nightmare is too much. You\n\
|
|
step through the massive doors of\n\
|
|
the Military Labs.\n\n\
|
|
There could be a way to escape in there.
|
|
E2TEXT = The massive brutes collapse onto\n\
|
|
the ground. They fall apart bit by bit.\n\
|
|
Unfortunately, there was no ship\n\
|
|
here either. The Labs have bizarre\n\
|
|
technology though. Like this one.\n\n\
|
|
A huge teleporter machine, set for...\n\
|
|
A place called Horizon?\n\n\
|
|
You never heard of such a thing before.\n\
|
|
Maybe it's another AGM facility.\n\
|
|
Meaning there could be a ship on\n\
|
|
the other side. Sounds like a good\n\
|
|
plan. Or at least, as good as it gets.\n\n\
|
|
Next stop, Horizon.
|
|
E3TEXT = The abomination explodes into\n\
|
|
oblivion. That's that. Horizon is a\n\
|
|
whole new world, not a facility.\n\
|
|
Even worse than the outpost you\n\
|
|
rotted away for years in. Meaning\n\
|
|
you're still trapped.\n\n\
|
|
An AGM teleporter is here somehow.\n\
|
|
They must have been here, then.\n\
|
|
The teleporter is set for a facility\n\
|
|
called "Double Impact," which is a\n\
|
|
ridiculous name. Who cares? All\n\
|
|
you need is a working ship.\n\n\
|
|
You drop all your weapons on\n\
|
|
the ground and step on the platform,\n\
|
|
reintegrating on Double Impact.
|
|
E4TEXT = After yet another army of monsters\n\
|
|
you manage to find a functioning ship.\n\
|
|
Looks like freedom is yours.\n\n\
|
|
You practically melt into the soft\n\
|
|
pilot's seat, a luxurious welcome\n\
|
|
as you leave this wretched rock.\n\n\
|
|
The ship rumbles as she wakes up;\n\
|
|
you think of Earth as she lifts off.\n\
|
|
Hopefully, AGM won't find you there:\n\
|
|
they've got the outbreak to deal\n\
|
|
with, so that'll give you some time.\n\n\
|
|
Destination: Earth!
|
|
#ifdef FREEDM
|
|
# 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/
|
|
#else
|
|
# After MAP06, before MAP07:
|
|
C1TEXT = You've found your way to the\n\
|
|
complex's outer storage warehouse.\n\
|
|
Not even Earth was safe from the\n\
|
|
monsters. This AGM space terminal\n\
|
|
is a lost cause. Best to get out.\n\n\
|
|
You press the panel to call the lift.\n\
|
|
It slowly lowers, then speeds up.\n\
|
|
Growls come along with it.\n\
|
|
Looks like you're not alone here.\n\n\
|
|
Planted your feet.\n\n\
|
|
Checked your weapons.\n\n\
|
|
Time to go up.
|
|
# After MAP11, before MAP12:
|
|
C2TEXT = The facility is gone, no doubt there.\n\
|
|
You didn't find anyone alive.\n\
|
|
But you don't want to keep fighting\n\
|
|
either. You are only human.\n\
|
|
There's a teleporter here, set for\n\
|
|
a city unknown to you. City means\n\
|
|
people, right?\n\n\
|
|
The bolts holding the platform\n\
|
|
fly off over the ledge. The place\n\
|
|
is falling apart. You quickly step on\n\
|
|
the platform and reappear at the city.\n\
|
|
It's been destroyed to the ground.\n\n\
|
|
You can't go back either.
|
|
# After MAP20, before MAP21:
|
|
C3TEXT = There is no AGM here. No humans.\n\
|
|
Just monsters and monsters.\n\
|
|
And you.\n\
|
|
This could be the beginning of\n\
|
|
your freedom.\n\
|
|
The finale of this endless fighting\n\
|
|
against the monsters.\n\
|
|
No man has ever survived in this\n\
|
|
wasteland.\n\n\
|
|
Other than you, that is.\n\
|
|
Maybe AGM saw this place.\n\
|
|
But never got through here.\n\
|
|
Either way, it doesn't matter.\n\n\
|
|
You're stuck here once again.
|
|
# After MAP30 (endgame text):
|
|
C4TEXT = The evil thing becomes unstable.\n\n\
|
|
Its final roars echo throughout the\n\
|
|
room until it crumples into scrap metal.\n\
|
|
A portal opens up, and in it, you see a\n\
|
|
small town. You jump in quickly.\n\
|
|
AGM learned its lesson this time.\n\n\
|
|
Hopefully.\n\n\
|
|
No one will know who saved them.\n\n\
|
|
No one will know what happened here.\n\n\
|
|
No one will ever find you again.
|
|
# Before MAP31 (secret level #1):
|
|
C5TEXT = You step onto the machine and\n\
|
|
after a strange flash you find\n\
|
|
yourself in a rusty cage.\n\n\
|
|
What happened? Where is this?\n\n\
|
|
Before you can wonder further\n\
|
|
you notice that you are surrounded\n\
|
|
by monsters. It was a trap.\n\n\
|
|
You silently bring out\n\
|
|
your gun, ready to kill.
|
|
# Before MAP32 (secret level #2):
|
|
C6TEXT = The world dissipitates around\n\
|
|
you. You got out of that trap. Only\n\
|
|
to find yourself inside another.\n\
|
|
As the glow of the teleporter\n\
|
|
subsides, it looks like you may\n\
|
|
have made a wrong turn.\n\n\
|
|
Again.\n\n\
|
|
The world comes back to you.\n\
|
|
The monsters you fought before\n\
|
|
raise their weapons,\n\n\
|
|
aiming for your head.
|
|
#endif
|
|
BGFLATE1 = AQF051
|
|
BGFLATE2 = AQF054
|
|
BGFLATE3 = FLAT5_2
|
|
BGFLATE4 = AQF075
|
|
BGFLAT06 = AQF016
|
|
BGFLAT11 = AQF001
|
|
BGFLAT20 = FLAT5_6
|
|
BGFLAT30 = SLIME13
|
|
BGFLAT15 = AQF004
|
|
BGFLAT31 = AQF021
|
|
# 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 hatchling.
|
|
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!
|
|
|
|
#ifdef PHASE1
|
|
# Redefine the no-clipping cheats, so that IDCLIP may be used in Phase 1.
|
|
# IDSPISPOPD is swapped into the slot normally for Phase 2, in case of
|
|
# engines that would otherwise try to apply the cheat twice.
|
|
|
|
Cheat 0
|
|
No Clipping 1 = idclip
|
|
No Clipping 2 = idspispopd
|
|
#endif
|