├── src ├── assets │ ├── music │ │ └── .gitkeep │ ├── _global │ │ ├── COLORMAP.cmp │ │ ├── PLAYPAL.pal │ │ ├── SNDINFO.txt │ │ ├── LIGHTDEF.txt │ │ └── GLDEFS.txt │ ├── graphics │ │ ├── hud │ │ │ ├── STARMS.lmp │ │ │ ├── STBAR.lmp │ │ │ ├── STFB0.lmp │ │ │ ├── STFB1.lmp │ │ │ ├── STFB2.lmp │ │ │ ├── STFB3.lmp │ │ │ ├── STBARWID.lmp │ │ │ ├── STFBANY.lmp │ │ │ ├── STFDEAD0.lmp │ │ │ ├── STFEVL0.lmp │ │ │ ├── STFEVL1.lmp │ │ │ ├── STFEVL2.lmp │ │ │ ├── STFEVL3.lmp │ │ │ ├── STFEVL4.lmp │ │ │ ├── STFGOD0.lmp │ │ │ ├── STFKILL0.lmp │ │ │ ├── STFKILL1.lmp │ │ │ ├── STFKILL2.lmp │ │ │ ├── STFKILL3.lmp │ │ │ ├── STFKILL4.lmp │ │ │ ├── STFOUCH0.lmp │ │ │ ├── STFOUCH1.lmp │ │ │ ├── STFOUCH2.lmp │ │ │ ├── STFOUCH3.lmp │ │ │ ├── STFOUCH4.lmp │ │ │ ├── STFRAGE0.lmp │ │ │ ├── STFRAGE1.lmp │ │ │ ├── STFRAGE2.lmp │ │ │ ├── STFRAGE3.lmp │ │ │ ├── STFRAGE4.lmp │ │ │ ├── STFST00.lmp │ │ │ ├── STFST01.lmp │ │ │ ├── STFST02.lmp │ │ │ ├── STFST10.lmp │ │ │ ├── STFST11.lmp │ │ │ ├── STFST12.lmp │ │ │ ├── STFST20.lmp │ │ │ ├── STFST21.lmp │ │ │ ├── STFST22.lmp │ │ │ ├── STFST30.lmp │ │ │ ├── STFST31.lmp │ │ │ ├── STFST32.lmp │ │ │ ├── STFST40.lmp │ │ │ ├── STFST41.lmp │ │ │ ├── STFST42.lmp │ │ │ ├── STFTL00.lmp │ │ │ ├── STFTL10.lmp │ │ │ ├── STFTL20.lmp │ │ │ ├── STFTL30.lmp │ │ │ ├── STFTL40.lmp │ │ │ ├── STFTR00.lmp │ │ │ ├── STFTR10.lmp │ │ │ ├── STFTR20.lmp │ │ │ ├── STFTR30.lmp │ │ │ ├── STFTR40.lmp │ │ │ ├── STGNUM0.lmp │ │ │ ├── STGNUM1.lmp │ │ │ ├── STGNUM2.lmp │ │ │ ├── STGNUM3.lmp │ │ │ ├── STGNUM4.lmp │ │ │ ├── STGNUM5.lmp │ │ │ ├── STGNUM6.lmp │ │ │ ├── STGNUM7.lmp │ │ │ ├── STGNUM8.lmp │ │ │ ├── STGNUM9.lmp │ │ │ ├── STKEYS0.lmp │ │ │ ├── STKEYS1.lmp │ │ │ ├── STKEYS2.lmp │ │ │ ├── STKEYS3.lmp │ │ │ ├── STKEYS4.lmp │ │ │ ├── STKEYS5.lmp │ │ │ ├── STKEYS6.lmp │ │ │ ├── STKEYS7.lmp │ │ │ ├── STKEYS8.lmp │ │ │ ├── STTMINUS.lmp │ │ │ ├── STTNUM0.lmp │ │ │ ├── STTNUM1.lmp │ │ │ ├── STTNUM2.lmp │ │ │ ├── STTNUM3.lmp │ │ │ ├── STTNUM4.lmp │ │ │ ├── STTNUM5.lmp │ │ │ ├── STTNUM6.lmp │ │ │ ├── STTNUM7.lmp │ │ │ ├── STTNUM8.lmp │ │ │ ├── STTNUM9.lmp │ │ │ ├── STTPRCNT.lmp │ │ │ ├── STYSNUM0.lmp │ │ │ ├── STYSNUM1.lmp │ │ │ ├── STYSNUM2.lmp │ │ │ ├── STYSNUM3.lmp │ │ │ ├── STYSNUM4.lmp │ │ │ ├── STYSNUM5.lmp │ │ │ ├── STYSNUM6.lmp │ │ │ ├── STYSNUM7.lmp │ │ │ ├── STYSNUM8.lmp │ │ │ └── STYSNUM9.lmp │ │ └── menus │ │ │ ├── M_DOOM.lmp │ │ │ └── TITLEPIC.lmp │ ├── sounds │ │ ├── player │ │ │ ├── DSOOF.lmp │ │ │ ├── DSJUMP.lmp │ │ │ ├── DSNOWAY.lmp │ │ │ ├── DSFRE039.lmp │ │ │ ├── DSPDIEHI.lmp │ │ │ ├── DSPLDETH.lmp │ │ │ └── DSPLPAIN.lmp │ │ └── weapons │ │ │ ├── axe │ │ │ ├── DSSAWUP.lmp │ │ │ ├── DSFRE033.lmp │ │ │ └── DSFRE034.lmp │ │ │ ├── fists │ │ │ ├── DSFRE035.lmp │ │ │ ├── DSFRE036.lmp │ │ │ ├── DSFRE037.lmp │ │ │ └── DSFRE038.lmp │ │ │ ├── ichor │ │ │ ├── DSFRE009.lmp │ │ │ ├── DSFRE010.lmp │ │ │ ├── DSFRE011.lmp │ │ │ └── DSFRE016.lmp │ │ │ ├── nox │ │ │ ├── DSFRE024.lmp │ │ │ ├── DSFRE025.lmp │ │ │ ├── DSFRE026.lmp │ │ │ ├── DSFRE027.lmp │ │ │ ├── DSFRE028.lmp │ │ │ ├── DSFRE029.lmp │ │ │ ├── DSFRE030.lmp │ │ │ ├── DSFRE031.lmp │ │ │ └── DSFRE032.lmp │ │ │ ├── vile │ │ │ ├── DSFRE017.lmp │ │ │ ├── DSFRE018.lmp │ │ │ ├── DSFRE019.lmp │ │ │ ├── DSFRE020.lmp │ │ │ ├── DSFRE021.lmp │ │ │ ├── DSFRE022.lmp │ │ │ └── DSFRE023.lmp │ │ │ ├── hammer │ │ │ ├── DSFRE012.lmp │ │ │ ├── DSFRE013.lmp │ │ │ ├── DSFRE014.lmp │ │ │ └── DSFRE015.lmp │ │ │ ├── magnum │ │ │ └── DSFRE004.lmp │ │ │ ├── spiker │ │ │ ├── DSFRE000.lmp │ │ │ ├── DSFRE001.lmp │ │ │ ├── DSFRE002.lmp │ │ │ └── DSFRE003.lmp │ │ │ └── blunderbuss │ │ │ ├── DSFRE005.lmp │ │ │ ├── DSFRE006.lmp │ │ │ ├── DSFRE007.lmp │ │ │ └── DSFRE008.lmp │ └── sprites │ │ ├── items │ │ ├── ammo │ │ │ ├── AMMOA0.lmp │ │ │ ├── BROKA0.lmp │ │ │ ├── CELLA0.lmp │ │ │ ├── CELLB0.lmp │ │ │ ├── CELLC0.lmp │ │ │ ├── CELPA0.lmp │ │ │ ├── CELPB0.lmp │ │ │ ├── CELPC0.lmp │ │ │ ├── CLIPA0.lmp │ │ │ ├── ROCKA0.lmp │ │ │ ├── SBOXA0.lmp │ │ │ └── SHELA0.lmp │ │ ├── health │ │ │ ├── BON1A0.lmp │ │ │ ├── MEDIA0.lmp │ │ │ ├── PSTRA0.lmp │ │ │ └── STIMA0.lmp │ │ └── powerups │ │ │ ├── PMAPA0.lmp │ │ │ └── PMAPB0.lmp │ │ └── weapons │ │ ├── axe │ │ ├── CSAWA0.lmp │ │ ├── CSAWB0.lmp │ │ ├── CSAWC0.lmp │ │ ├── CSAWD0.lmp │ │ ├── SAWGA0.lmp │ │ ├── SAWGB0.lmp │ │ ├── SAWGC0.lmp │ │ ├── SAWGD0.lmp │ │ ├── SAWGE0.lmp │ │ ├── SAWGF0.lmp │ │ ├── SAWGG0.lmp │ │ └── SAWGH0.lmp │ │ ├── nox │ │ ├── LAUNA0.lmp │ │ ├── LAUNB0.lmp │ │ ├── LAUNC0.lmp │ │ ├── LAUND0.lmp │ │ ├── MISFA0.lmp │ │ ├── MISFB0.lmp │ │ ├── MISFC0.lmp │ │ ├── MISFD0.lmp │ │ ├── MISFE0.lmp │ │ ├── MISFF0.lmp │ │ ├── MISFG0.lmp │ │ ├── MISGA0.lmp │ │ ├── MISGB0.lmp │ │ ├── MISGC0.lmp │ │ ├── MISGD0.lmp │ │ ├── MISGE0.lmp │ │ ├── MISGF0.lmp │ │ ├── MISGG0.lmp │ │ ├── MISGH0.lmp │ │ ├── MISGI0.lmp │ │ ├── MISGJ0.lmp │ │ ├── MISGK0.lmp │ │ ├── MISGL0.lmp │ │ ├── MISGM0.lmp │ │ ├── MISGN0.lmp │ │ ├── MISGO0.lmp │ │ ├── MISGP0.lmp │ │ ├── MISGQ0.lmp │ │ ├── MISGR0.lmp │ │ ├── MISGS0.lmp │ │ ├── SP01A1.lmp │ │ ├── SP01A5.lmp │ │ ├── SP01B0.lmp │ │ ├── SP01C0.lmp │ │ ├── SP01D0.lmp │ │ ├── SP01E0.lmp │ │ ├── SP01F0.lmp │ │ ├── SP01G0.lmp │ │ ├── SP01H0.lmp │ │ ├── SP01I0.lmp │ │ ├── SP01J0.lmp │ │ ├── SP01K0.lmp │ │ ├── SP01L0.lmp │ │ ├── SP01M0.lmp │ │ ├── SP06A0.lmp │ │ ├── SP06B0.lmp │ │ ├── SP06C0.lmp │ │ ├── SP06D0.lmp │ │ ├── SP06E0.lmp │ │ ├── SP07A0.lmp │ │ ├── SP07B0.lmp │ │ ├── SP07C0.lmp │ │ ├── SP07D0.lmp │ │ ├── SP07E0.lmp │ │ ├── SP07F0.lmp │ │ ├── SP07G0.lmp │ │ ├── SP07H0.lmp │ │ ├── SP07I0.lmp │ │ ├── SP07J0.lmp │ │ ├── SP07K0.lmp │ │ ├── SP07L0.lmp │ │ ├── SP07M0.lmp │ │ ├── SP07N0.lmp │ │ ├── SP07O0.lmp │ │ ├── SP07P0.lmp │ │ ├── SP07Q0.lmp │ │ ├── SP07R0.lmp │ │ ├── SP07S0.lmp │ │ ├── SP07T0.lmp │ │ ├── SP07U0.lmp │ │ ├── SP07V0.lmp │ │ ├── SP07W0.lmp │ │ ├── SP01A2A8.lmp │ │ ├── SP01A3A7.lmp │ │ └── SP01A4A6.lmp │ │ ├── eagle │ │ ├── PISFA0.lmp │ │ ├── PISFB0.lmp │ │ ├── PISFC0.lmp │ │ ├── PISGA0.lmp │ │ ├── PISGB0.lmp │ │ ├── PISGC0.lmp │ │ ├── PISGD0.lmp │ │ ├── PISGE0.lmp │ │ └── PISGF0.lmp │ │ ├── fists │ │ ├── PUNGA0.lmp │ │ ├── PUNGB0.lmp │ │ ├── PUNGC0.lmp │ │ ├── PUNGD0.lmp │ │ └── PUNGE0.lmp │ │ ├── hammer │ │ ├── SGN2A0.lmp │ │ ├── SGN2B0.lmp │ │ ├── SGN2C0.lmp │ │ ├── SGN2D0.lmp │ │ ├── SHT2A0.lmp │ │ ├── SHT2B0.lmp │ │ ├── SHT2C0.lmp │ │ ├── SHT2D0.lmp │ │ ├── SHT2E0.lmp │ │ ├── SHT2F0.lmp │ │ ├── SHT2G0.lmp │ │ ├── SHT2H0.lmp │ │ ├── SHT2I0.lmp │ │ ├── SHT2J0.lmp │ │ ├── SHT2K0.lmp │ │ └── SHT2L0.lmp │ │ ├── ichor │ │ ├── PLASA0.lmp │ │ ├── PLASB0.lmp │ │ ├── PLASC0.lmp │ │ ├── PLASD0.lmp │ │ ├── PLSFA0.lmp │ │ ├── PLSFB0.lmp │ │ ├── PLSFC0.lmp │ │ ├── PLSGA0.lmp │ │ ├── PLSGB0.lmp │ │ ├── PLSGC0.lmp │ │ ├── PLSGD0.lmp │ │ ├── PLSGE0.lmp │ │ ├── PLSGF0.lmp │ │ ├── PLSGG0.lmp │ │ ├── PLSGH0.lmp │ │ ├── PLSGI0.lmp │ │ ├── PLSGJ0.lmp │ │ ├── PLSGK0.lmp │ │ ├── SP04A1.lmp │ │ ├── SP04A5.lmp │ │ ├── SP04B1.lmp │ │ ├── SP04B5.lmp │ │ ├── SP04C0.lmp │ │ ├── SP04D0.lmp │ │ ├── SP04E0.lmp │ │ ├── SP04F0.lmp │ │ ├── SP04G0.lmp │ │ ├── SP04H0.lmp │ │ ├── SP04I0.lmp │ │ ├── SP04J0.lmp │ │ ├── SP04K0.lmp │ │ ├── SP04L0.lmp │ │ ├── SP04M0.lmp │ │ ├── SP04A2A8.lmp │ │ ├── SP04A3A7.lmp │ │ ├── SP04A4A6.lmp │ │ ├── SP04B2B8.lmp │ │ ├── SP04B3B7.lmp │ │ └── SP04B4B6.lmp │ │ ├── spiker │ │ ├── CHGFA0.lmp │ │ ├── CHGFB0.lmp │ │ ├── CHGGA0.lmp │ │ ├── CHGGB0.lmp │ │ ├── CHGGC0.lmp │ │ ├── CHGGD0.lmp │ │ ├── MGUNA0.lmp │ │ ├── MGUNB0.lmp │ │ ├── MGUNC0.lmp │ │ ├── MGUND0.lmp │ │ ├── SP00A1.lmp │ │ ├── SP00A5.lmp │ │ ├── SP00B0.lmp │ │ ├── SP00C0.lmp │ │ ├── SP00D0.lmp │ │ ├── SP00E0.lmp │ │ ├── SP00F0.lmp │ │ ├── SP00G0.lmp │ │ ├── SP00H0.lmp │ │ ├── SP00I0.lmp │ │ ├── SP00J0.lmp │ │ ├── SP00K0.lmp │ │ ├── SP00L0.lmp │ │ ├── SP00M0.lmp │ │ ├── SP00N0.lmp │ │ ├── SP00O0.lmp │ │ ├── SP00A2A8.lmp │ │ ├── SP00A3A7.lmp │ │ └── SP00A4A6.lmp │ │ ├── vile │ │ ├── BFGFA0.lmp │ │ ├── BFGFB0.lmp │ │ ├── BFGFC0.lmp │ │ ├── BFGFD0.lmp │ │ ├── BFGFE0.lmp │ │ ├── BFGFF0.lmp │ │ ├── BFGFG0.lmp │ │ ├── BFGFH0.lmp │ │ ├── BFGFI0.lmp │ │ ├── BFGFJ0.lmp │ │ ├── BFGFK0.lmp │ │ ├── BFGFL0.lmp │ │ ├── BFGFM0.lmp │ │ ├── BFGFN0.lmp │ │ ├── BFGFO0.lmp │ │ ├── BFGFP0.lmp │ │ ├── BFGFQ0.lmp │ │ ├── BFGGA0.lmp │ │ ├── BFGGB0.lmp │ │ ├── BFGGC0.lmp │ │ ├── BFGGD0.lmp │ │ ├── BFGGE0.lmp │ │ ├── BFGGF0.lmp │ │ ├── BFGGG0.lmp │ │ ├── BFGGH0.lmp │ │ ├── BFGGI0.lmp │ │ ├── BFGGJ0.lmp │ │ ├── BFGGK0.lmp │ │ ├── BFGGL0.lmp │ │ ├── BFGGM0.lmp │ │ ├── BFGGN0.lmp │ │ ├── BFUGA0.lmp │ │ ├── BFUGB0.lmp │ │ ├── BFUGC0.lmp │ │ ├── BFUGD0.lmp │ │ ├── SP05A1.lmp │ │ ├── SP05A2A8.lmp │ │ ├── SP05A3A7.lmp │ │ ├── SP05A4A6.lmp │ │ ├── SP05A5.lmp │ │ ├── SP05B1.lmp │ │ ├── SP05B2B8.lmp │ │ ├── SP05B3B7.lmp │ │ ├── SP05B4B6.lmp │ │ ├── SP05B5.lmp │ │ ├── SP05C0.lmp │ │ ├── SP05D0.lmp │ │ ├── SP05E0.lmp │ │ ├── SP05F0.lmp │ │ ├── SP05G0.lmp │ │ ├── SP05H0.lmp │ │ ├── SP05I0.lmp │ │ ├── SP05J0.lmp │ │ ├── SP05K0.lmp │ │ ├── SP05L0.lmp │ │ └── SP05M0.lmp │ │ └── blunderbuss │ │ ├── SHOTA0.lmp │ │ ├── SHOTB0.lmp │ │ ├── SHOTC0.lmp │ │ ├── SHOTD0.lmp │ │ ├── SHTFA0.lmp │ │ ├── SHTFB0.lmp │ │ ├── SHTFC0.lmp │ │ ├── SHTFD0.lmp │ │ ├── SHTFE0.lmp │ │ ├── SHTFF0.lmp │ │ ├── SHTGA0.lmp │ │ ├── SHTGB0.lmp │ │ ├── SHTGC0.lmp │ │ ├── SHTGD0.lmp │ │ ├── SHTGE0.lmp │ │ ├── SHTGF0.lmp │ │ ├── SHTGG0.lmp │ │ ├── SHTGH0.lmp │ │ ├── SP02A0.lmp │ │ ├── SP02B0.lmp │ │ ├── SP02C0.lmp │ │ ├── SP02D0.lmp │ │ ├── SP03A0.lmp │ │ ├── SP03B0.lmp │ │ ├── SP03C0.lmp │ │ ├── SP03D0.lmp │ │ ├── SP03E0.lmp │ │ └── SP03F0.lmp ├── decohack │ ├── main │ │ ├── info │ │ │ ├── misc.dh │ │ │ ├── ammo.dh │ │ │ └── strings.dh │ │ ├── actors │ │ │ ├── items │ │ │ │ ├── health.dh │ │ │ │ ├── powerups.dh │ │ │ │ ├── ammo.dh │ │ │ │ └── weapons.dh │ │ │ ├── player.dh │ │ │ └── weapons │ │ │ │ ├── axe.dh │ │ │ │ ├── fists.dh │ │ │ │ ├── eagle.dh │ │ │ │ ├── blunderbuss.dh │ │ │ │ ├── spiker.dh │ │ │ │ ├── hammer.dh │ │ │ │ ├── ichor.dh │ │ │ │ ├── vile.dh │ │ │ │ └── nox.dh │ │ └── defines.dh │ ├── ext-deathmatch │ │ ├── actors │ │ │ └── items │ │ │ │ └── weapons.dh │ │ └── defines.dh │ ├── main.dh │ └── ext-deathmatch.dh └── wadinfo.txt ├── .gitattributes ├── scripts ├── merge-extension.txt ├── merge-release.txt ├── doommake-init.script └── merge-assets.txt ├── doommake.project.properties ├── .gitignore ├── README.md └── doommake.script /src/assets/music/.gitkeep: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /src/assets/_global/COLORMAP.cmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/XaserAcheron/vesper/HEAD/src/assets/_global/COLORMAP.cmp -------------------------------------------------------------------------------- /src/assets/_global/PLAYPAL.pal: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/XaserAcheron/vesper/HEAD/src/assets/_global/PLAYPAL.pal 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https://raw.githubusercontent.com/XaserAcheron/vesper/HEAD/src/assets/sounds/weapons/blunderbuss/DSFRE008.lmp -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Common Doom Project Binaries 2 | *.lmp binary 3 | *.dmx binary 4 | *.wad binary 5 | *.mid binary 6 | *.pk3 binary 7 | 8 | # Common Doom Project Text 9 | *.deh text 10 | *.bex text 11 | *.zsc text 12 | *.zscript text 13 | *.acs text 14 | *.dh text 15 | -------------------------------------------------------------------------------- /src/decohack/main/info/misc.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - misc-a-lisc 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | misc 8 | { 9 | initialBullets 30 10 | } 11 | -------------------------------------------------------------------------------- /scripts/merge-extension.txt: -------------------------------------------------------------------------------- 1 | # =========================================================================== 2 | # WadMerge Script for Extensions 3 | # =========================================================================== 4 | 5 | create out 6 | datemarker out __VER__ 7 | mergefile out $0/$2 8 | mergefile out $0/$3 9 | 10 | finish out $0/$1 11 | end 12 | -------------------------------------------------------------------------------- /scripts/merge-release.txt: -------------------------------------------------------------------------------- 1 | # =========================================================================== 2 | # WadMerge Script for Release 3 | # =========================================================================== 4 | 5 | create out 6 | datemarker out __VER__ 7 | mergefile out src/wadinfo.txt 8 | mergefile out $0/$2 9 | mergefile out $0/$3 10 | mergewad out $0/$4 11 | 12 | finish out $0/$1 13 | end 14 | -------------------------------------------------------------------------------- /src/decohack/main/actors/items/health.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - go to health 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | thing MTF_HEALTH_BONUS "PILLS HERE" 8 | { 9 | states 10 | { 11 | spawn: 12 | BON1 A 1 13 | loop 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /src/decohack/main/actors/items/powerups.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - power it right the hell up 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | thing MTF_COMPUTERMAP "Holomap" 8 | { 9 | states 10 | { 11 | spawn: 12 | PMAP AB 1 Bright 13 | loop 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /doommake.project.properties: -------------------------------------------------------------------------------- 1 | ############################################################################## 2 | ## vesper - doommake project properties file 3 | ## (c) xaser acheron 2021 4 | ## MIT License 5 | ############################################################################## 6 | 7 | ## Project Name 8 | ## This is the name of the output WAD/TXT/ZIP/PK3. 9 | ## Leave blank for default. 10 | doommake.project.name=xa-vesper 11 | 12 | -------------------------------------------------------------------------------- /src/assets/_global/SNDINFO.txt: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - gzdoom sndinfo tweaks 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | // shut off the chainsaw idle sound, 'cause it's an axe now. :P 8 | weapons/sawidle "" 9 | 10 | // limitless potential! 11 | $limit dehextra/sound010 0 // ichor rifle firing sound 12 | $limit dehextra/sound023 0 // vile driver firing sound 13 | -------------------------------------------------------------------------------- /src/decohack/main/actors/items/ammo.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - ammo for guns shooting 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | thing MTF_AMMO_CELLS "Ichor Vial" 8 | { 9 | states 10 | { 11 | spawn: 12 | CELL ABC 4 13 | loop 14 | } 15 | } 16 | 17 | thing MTF_AMMO_CELLS_BOX "Ichor Tank" 18 | { 19 | states 20 | { 21 | spawn: 22 | CELP ABC 4 23 | loop 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /src/decohack/main/info/ammo.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - AMMO FOR GUNS SHOOTING 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | ammo AM_CLIP "Spikes" 8 | { 9 | max 120 10 | pickup 6 11 | } 12 | 13 | ammo AM_SHELL "Ion Cartridges" 14 | { 15 | max 30 16 | pickup 3 17 | } 18 | 19 | ammo AM_MISL "Nox Grenades" 20 | { 21 | max 20 22 | pickup 1 23 | } 24 | 25 | ammo AM_CELL "Ichor" 26 | { 27 | max 150 28 | pickup 15 29 | } 30 | -------------------------------------------------------------------------------- /src/decohack/main/actors/player.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - player 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | thing VesperPlayer "Vesper" 8 | { 9 | states 10 | { 11 | painalt: 12 | PLAY G 4 A_PlaySound(DSPLPAI2) 13 | goto spawn 14 | painchoice: 15 | PLAY G 0 A_RandomJump(painalt, 128) 16 | goto S_PLAY_PAIN2 17 | } 18 | } 19 | 20 | // modify this in place since player states are temperamental 21 | state S_PLAY_PAIN 22 | { 23 | goto thing VesperPlayer painchoice 24 | } 25 | -------------------------------------------------------------------------------- /scripts/doommake-init.script: -------------------------------------------------------------------------------- 1 | /**************************************************************************** 2 | * DoomMake Project Init Script 3 | ****************************************************************************/ 4 | 5 | /** 6 | * Performs project initialization. 7 | * Usually used for downloading dependencies or other setup. 8 | * 9 | * If you don't intend for this method to do the same thing every full make, 10 | * employ some kind of "one-time-only" mechanism here. 11 | */ 12 | function doInit(args) { 13 | 14 | // --------------------------------------------------- 15 | // If this project needs initial setup, do it here. 16 | // --------------------------------------------------- 17 | 18 | } 19 | -------------------------------------------------------------------------------- /scripts/merge-assets.txt: -------------------------------------------------------------------------------- 1 | # =========================================================================== 2 | # WadMerge Script for Assets 3 | # =========================================================================== 4 | # 5 | # Argument 0: The build directory. 6 | # Argument 1: The output WAD. 7 | # 8 | 9 | create out 10 | 11 | # Globals 12 | mergedir out src/assets/_global nomarkers 13 | 14 | # Graphics 15 | mergedir out src/assets/graphics nomarkers 16 | 17 | # Sprites 18 | marker out ss_start 19 | mergedir out src/assets/sprites nomarkers 20 | marker out ss_end 21 | 22 | # Sounds 23 | mergedir out src/assets/sounds nomarkers 24 | 25 | # Music 26 | mergedir out src/assets/music nomarkers 27 | 28 | finish out $0/$1 29 | end 30 | -------------------------------------------------------------------------------- /src/decohack/ext-deathmatch/actors/items/weapons.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - ext-deathmatch - WEPON PIKUP 3 | * (c) xaser acheron 2022 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | thing AxePickup 8 | { 9 | state spawn thing AxePickup glow 10 | } 11 | 12 | thing BlunderbussPickup 13 | { 14 | state spawn thing BlunderbussPickup glow 15 | } 16 | 17 | thing HammerPickup 18 | { 19 | state spawn thing HammerPickup glow 20 | } 21 | 22 | thing SpikerPickup 23 | { 24 | state spawn thing SpikerPickup glow 25 | } 26 | 27 | thing NoxPickup 28 | { 29 | state spawn thing NoxPickup glow 30 | } 31 | 32 | thing IchorPickup 33 | { 34 | state spawn thing IchorPickup glow 35 | } 36 | 37 | thing VilePickup 38 | { 39 | state spawn thing VilePickup glow 40 | } 41 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ############################### 2 | ####### IDEs / Editors ######## 3 | ############################### 4 | 5 | # Emacs/vim 6 | *~ 7 | *.swp 8 | 9 | # Eclipse 10 | .settings 11 | .classpath 12 | .project 13 | 14 | # VSCode (includes Eclipse, above, plus:) 15 | .vscode 16 | 17 | # IntelliJ Idea 18 | /.idea 19 | *.ipr 20 | *.iml 21 | *.iws 22 | 23 | # Other 24 | .stash 25 | .shelf 26 | 27 | 28 | ############################### 29 | ########## Utilities ########## 30 | ############################### 31 | 32 | # DoomMake 33 | doommake.properties 34 | 35 | # Generate-able by DoomMake 36 | /build 37 | /dist 38 | /gen 39 | 40 | # Doom Builder and Others 41 | *.dbs 42 | *.o 43 | *.bak 44 | *.backup* 45 | 46 | 47 | ############################### 48 | ########## Platforms ########## 49 | ############################### 50 | 51 | # Windows 52 | Desktop.ini 53 | thumbs.db 54 | 55 | # OSX/MacOS 56 | *.DS_Store 57 | -------------------------------------------------------------------------------- /src/decohack/ext-deathmatch/defines.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - ext-deathmatch - defines 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | // ============== 8 | // deathmatch balance overrides 9 | // ============== 10 | 11 | #define EXT_DEATHMATCH 12 | 13 | #define AXE_DAMAGE_BASE 250 14 | #define AXE_DAMAGE_DICE 1 15 | #define AXE_DAMAGE_ZERK 1.0 16 | 17 | #define BLUNDERBUSS_SHOT_1_ANGLE 0.0 18 | #define BLUNDERBUSS_SHOT_2_ANGLE 3.0 19 | #define BLUNDERBUSS_SHOT_3_ANGLE 6.0 20 | #define BLUNDERBUSS_SHOT_1_VELOCITY 30 21 | #define BLUNDERBUSS_SHOT_2_VELOCITY 30 22 | #define BLUNDERBUSS_SHOT_3_VELOCITY 30 23 | 24 | #define SPIKE_VELOCITY 32 25 | 26 | #define NOX_GAS_CLOUD_RADIUS 128 27 | 28 | #define ICHOR_VELOCITY 16 29 | #define ICHOR_DAMAGE 8 30 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/axe.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - acks! 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | state protect S_SAW // prevent idle sound 8 | 9 | weapon Axe "Axe" 10 | { 11 | clear states 12 | states 13 | { 14 | ready: 15 | SAWG A 1 A_WeaponReady 16 | wait 17 | deselect: 18 | SAWG A 0 A_Lower 19 | SAWG A 1 A_Lower 20 | loop 21 | select: 22 | SAWG A 0 A_Raise 23 | SAWG A 1 A_Raise 24 | loop 25 | fire: 26 | SAWG BC 1 27 | TNT1 A 4 28 | hold: 29 | SAWG D 2 A_WeaponSound(DSAXESWG) 30 | SAWG E 2 31 | SAWG F 2 A_WeaponMeleeAttack(AXE_DAMAGE_BASE, AXE_DAMAGE_DICE, AXE_DAMAGE_ZERK, DSAXEHIT, AXE_RANGE) 32 | SAWG GH 2 33 | TNT1 A 12 34 | SAWG C 2 A_ReFireTo(hold) 35 | SAWG B 2 36 | goto ready 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /src/decohack/main.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - main - root 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | #include "classpath:decohack/mbf21.dh" 8 | #include "classpath:decohack/constants/friendly_things.dh" 9 | 10 | #include "main/defines.dh" 11 | 12 | #include "main/info/ammo.dh" 13 | #include "main/info/strings.dh" 14 | #include "main/info/misc.dh" 15 | 16 | #include "main/actors/player.dh" 17 | #include "main/actors/weapons/fists.dh" 18 | #include "main/actors/weapons/axe.dh" 19 | #include "main/actors/weapons/eagle.dh" 20 | #include "main/actors/weapons/blunderbuss.dh" 21 | #include "main/actors/weapons/hammer.dh" 22 | #include "main/actors/weapons/spiker.dh" 23 | #include "main/actors/weapons/nox.dh" 24 | #include "main/actors/weapons/ichor.dh" 25 | #include "main/actors/weapons/vile.dh" 26 | 27 | #include "main/actors/items/ammo.dh" 28 | #include "main/actors/items/health.dh" 29 | #include "main/actors/items/powerups.dh" 30 | #include "main/actors/items/weapons.dh" 31 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/fists.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - punchy fistpunch 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Fists "Fists" 8 | { 9 | clear states 10 | states 11 | { 12 | ready: 13 | PUNG A 1 A_WeaponReady 14 | wait 15 | deselect: 16 | PUNG A 0 A_Lower 17 | PUNG A 1 A_Lower 18 | loop 19 | select: 20 | PUNG A 0 A_Raise 21 | PUNG A 1 A_Raise 22 | loop 23 | leftjab: 24 | PUNG B 2 A_WeaponSound(DSFSTSW2) 25 | PUNG C 6 A_WeaponMeleeAttack(FIST_LEFT_JAB_DAMAGE_BASE, FIST_LEFT_JAB_DAMAGE_DICE, FIST_LEFT_JAB_DAMAGE_ZERK, DSFSTHT2, FIST_LEFT_JAB_RANGE) 26 | PUNG B 2 27 | PUNG A 5 28 | PUNG A 0 A_ReFire 29 | goto ready 30 | fire: 31 | PUNG D 2 A_WeaponSound(DSFSTSW1) 32 | PUNG E 4 A_WeaponMeleeAttack(FIST_RIGHT_JAB_DAMAGE_BASE, FIST_RIGHT_JAB_DAMAGE_DICE, FIST_RIGHT_JAB_DAMAGE_ZERK, DSFSTHT1, FIST_RIGHT_JAB_RANGE) 33 | PUNG D 2 34 | PUNG A 3 35 | PUNG A 0 A_ReFireTo(leftjab) 36 | goto ready 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/eagle.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - vintage eagle 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Eagle "Vintage Eagle" 8 | { 9 | ammotype AM_CLIP 10 | clear states 11 | states 12 | { 13 | ready: 14 | PISG A 1 A_WeaponReady 15 | wait 16 | select: 17 | PISG A 0 A_Raise 18 | PISG A 1 A_Raise 19 | loop 20 | deselect: 21 | PISG A 0 A_Lower 22 | PISG A 1 A_Lower 23 | loop 24 | slowfire: 25 | PISG A 1 Offset(1, 34) 26 | PISG A 1 Offset(1, 33) 27 | PISG A 4 28 | PISG A 1 A_Refire 29 | goto ready 30 | fire: 31 | PISG A 0 A_ConsumeAmmo 32 | PISG A 0 A_WeaponSound(DSMAGNUM, 0) 33 | PISG B 1 A_WeaponBulletAttack(MAGNUM_SPREAD, 0, 1, MAGNUM_DAMAGE) 34 | PISG A 1 A_GunFlash 35 | PISG A 1 Offset(1, 36) 36 | PISG C 1 Offset(1, 44) 37 | PISG C 1 Offset(1, 48) 38 | PISG D 1 Offset(1, 50) 39 | PISG D 1 Offset(1, 51) 40 | PISG E 1 Offset(1, 51) 41 | PISG E 1 Offset(1, 50) 42 | PISG F 1 Offset(1, 48) 43 | PISG F 1 Offset(1, 44) 44 | PISG A 1 Offset(1, 40) 45 | PISG A 1 Offset(1, 36) 46 | PISG A 0 A_RefireTo(weapon Eagle slowfire) 47 | goto ready 48 | flash: 49 | PISF A 2 Bright A_Light1 50 | PISF B 2 Bright A_Light0 51 | PISF C 2 Bright 52 | stop 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /src/decohack/ext-deathmatch.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - ext-deathmatch - root 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | #include "classpath:decohack/mbf21.dh" 8 | #include "classpath:decohack/constants/friendly_things.dh" 9 | 10 | // ============== 11 | // defines -- load the extension defines early since 12 | // some things in main will branch via #ifdef a bit 13 | // ============== 14 | 15 | #include "main/defines.dh" 16 | #include "ext-deathmatch/defines.dh" 17 | 18 | // ============== 19 | // base stuff 20 | // ============== 21 | 22 | #include "main/info/ammo.dh" 23 | #include "main/info/strings.dh" 24 | #include "main/info/misc.dh" 25 | 26 | #include "main/actors/player.dh" 27 | #include "main/actors/weapons/fists.dh" 28 | #include "main/actors/weapons/axe.dh" 29 | #include "main/actors/weapons/eagle.dh" 30 | #include "main/actors/weapons/blunderbuss.dh" 31 | #include "main/actors/weapons/hammer.dh" 32 | #include "main/actors/weapons/spiker.dh" 33 | #include "main/actors/weapons/nox.dh" 34 | #include "main/actors/weapons/ichor.dh" 35 | #include "main/actors/weapons/vile.dh" 36 | 37 | #include "main/actors/items/ammo.dh" 38 | #include "main/actors/items/health.dh" 39 | #include "main/actors/items/powerups.dh" 40 | #include "main/actors/items/weapons.dh" 41 | 42 | // ============== 43 | // extension overrides 44 | // ============== 45 | 46 | #include "ext-deathmatch/actors/items/weapons.dh" 47 | -------------------------------------------------------------------------------- /src/decohack/main/info/strings.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - stringalings 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | strings 8 | { 9 | STR_GOTCHAINSAW "An axe! Chop some heads!" 10 | STR_GOTSHOTGUN "You got the blunderbuss!" 11 | STR_GOTSHOTGUN2 "You got the foe hammer!" 12 | STR_GOTCHAINGUN "You got the heavy spiker!" 13 | STR_GOTLAUNCHER "You got the nox launcher!" 14 | STR_GOTPLASMA "You got the ichor rifle!" 15 | STR_GOTBFG9000 "You got the vile driver! Wicked sick!" 16 | 17 | STR_GOTCLIP "Picked up a spike magazine." 18 | STR_GOTCLIPBOX "Picked up a box of spikes." 19 | STR_GOTROCKET "Picked up a nox grenade." 20 | STR_GOTROCKBOX "Picked up a crate of nox grenades." 21 | STR_GOTCELL "Picked up an ichor vial." 22 | STR_GOTCELLBOX "Picked up an ichor tank." 23 | STR_GOTSHELLS "Picked up an ion cartridge." 24 | STR_GOTSHELLBOX "Picked up an ion battery pack." 25 | 26 | STR_GOTSTIM "Picked up a first aid kit." 27 | STR_GOTMEDIKIT "Picked up a trauma kit." 28 | STR_GOTMEDINEED "Picked up a trauma kit that you REALLY need!" 29 | STR_GOTHTHBONUS "Picked up a bottle of painkillers." 30 | // STR_GOTARMBONUS "Picked up an armor bonus." 31 | // STR_GOTARMOR "Picked up the armor." 32 | // STR_GOTMEGA "Picked up the MegaArmor!" 33 | 34 | // STR_GOTSUPER "Supercharge!" 35 | // STR_GOTINVUL "Invulnerability!" 36 | STR_GOTBERSERK "Hyper-Steroids!" 37 | // STR_GOTINVIS "Partial Invisibility" 38 | // STR_GOTSUIT "Radiation Shielding Suit" 39 | STR_GOTMAP "Holomap!" 40 | // STR_GOTVISOR "Light Amplification Visor" 41 | // STR_GOTMSPHERE "MegaSphere!" 42 | } 43 | -------------------------------------------------------------------------------- /src/decohack/main/actors/items/weapons.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - WEPON PIKUP 3 | * (c) xaser acheron 2022 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | // ============== 8 | // define some extra states for weapon pickups for use in extensions 9 | // ============== 10 | 11 | thing AxePickup "Axe Pickup" 12 | { 13 | states 14 | { 15 | fullbright: 16 | CSAW A -1 Bright 17 | stop 18 | glow: 19 | CSAW BCDC 4 Bright 20 | loop 21 | } 22 | } 23 | 24 | thing BlunderbussPickup "Blunderbuss Pickup" 25 | { 26 | states 27 | { 28 | fullbright: 29 | SHOT A -1 Bright 30 | stop 31 | glow: 32 | SHOT BCDC 4 Bright 33 | loop 34 | } 35 | } 36 | 37 | thing HammerPickup "Foe Hammer Pickup" 38 | { 39 | states 40 | { 41 | fullbright: 42 | SGN2 A -1 Bright 43 | stop 44 | glow: 45 | SGN2 BCDC 4 Bright 46 | loop 47 | } 48 | } 49 | 50 | thing SpikerPickup "Heavy Spiker Pickup" 51 | { 52 | states 53 | { 54 | fullbright: 55 | MGUN A -1 Bright 56 | stop 57 | glow: 58 | MGUN BCDC 4 Bright 59 | loop 60 | } 61 | } 62 | 63 | thing NoxPickup "Nox Launcher Pickup" 64 | { 65 | states 66 | { 67 | fullbright: 68 | LAUN A -1 Bright 69 | stop 70 | glow: 71 | LAUN BCDC 4 Bright 72 | loop 73 | } 74 | } 75 | 76 | thing IchorPickup "Ichor Rifle Pickup" 77 | { 78 | states 79 | { 80 | fullbright: 81 | PLAS A -1 Bright 82 | stop 83 | glow: 84 | PLAS BCDC 4 Bright 85 | loop 86 | } 87 | } 88 | 89 | thing VilePickup "Vile Driver Pickup" 90 | { 91 | states 92 | { 93 | fullbright: 94 | BFUG A -1 Bright 95 | stop 96 | glow: 97 | BFUG BCDC 4 Bright 98 | loop 99 | } 100 | } 101 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/blunderbuss.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - blunderbuss 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Blunderbuss "Blunderbuss" 8 | { 9 | ammotype AM_SHELL 10 | clear states 11 | states 12 | { 13 | ready: 14 | SHTG A 1 A_WeaponReady 15 | wait 16 | deselect: 17 | SHTG A 0 A_Lower 18 | SHTG A 1 A_Lower 19 | loop 20 | select: 21 | SHTG A 0 A_Raise 22 | SHTG A 1 A_Raise 23 | loop 24 | fire: 25 | SHTF A 0 Bright A_WeaponProjectile(BlunderbussShot3, -BLUNDERBUSS_SHOT_3_ANGLE) 26 | SHTF A 0 Bright A_WeaponProjectile(BlunderbussShot2, -BLUNDERBUSS_SHOT_2_ANGLE) 27 | SHTF A 0 Bright A_WeaponProjectile(BlunderbussShot1, BLUNDERBUSS_SHOT_1_ANGLE) 28 | SHTF A 0 Bright A_WeaponProjectile(BlunderbussShot2, BLUNDERBUSS_SHOT_2_ANGLE) 29 | SHTF A 0 Bright A_WeaponProjectile(BlunderbussShot3, BLUNDERBUSS_SHOT_3_ANGLE) 30 | SHTF A 0 Bright A_ConsumeAmmo 31 | SHTF A 0 Bright A_WeaponSound(DSBUSFIR) 32 | SHTF A 1 Bright A_GunFlash 33 | SHTF B 1 Bright Offset(1, 36) 34 | SHTF C 1 Bright Offset(1, 40) 35 | SHTF D 2 Offset(1, 42) 36 | SHTF E 2 Offset(1, 40) 37 | SHTF F 1 Offset(1, 36) 38 | SHTG A 1 A_CheckReload 39 | SHTG BC 2 40 | SHTG D 3 41 | SHTG F 2 A_WeaponSound(DSBUSCOK) 42 | SHTG G 2 43 | SHTG H 6 44 | SHTG G 2 45 | SHTG F 1 46 | SHTG DCB 2 47 | SHTG A 0 A_ReFire 48 | goto ready 49 | flash: 50 | TNT1 A 3 A_Light1 51 | TNT1 A 2 A_Light2 52 | goto lightdone 53 | } 54 | } 55 | 56 | thing BlunderbussShot1 "Blunderbuss Shot 1" 57 | { 58 | Damage BLUNDERBUSS_SHOT_1_DAMAGE 59 | Speed BLUNDERBUSS_SHOT_1_VELOCITY 60 | Radius 11 61 | Height 8 62 | 63 | +NOBLOCKMAP 64 | +NOGRAVITY 65 | +DROPOFF 66 | +MISSILE 67 | 68 | SeeSound DSBUSPRJ 69 | DeathSound DSBUSHIT // das bu'shit! 70 | 71 | states 72 | { 73 | spawn: 74 | BBAL AB 2 Bright 75 | loop 76 | death: 77 | BBXP AB 2 Bright 78 | BBXP CDE 3 Bright 79 | BBXP F 4 Bright 80 | TNT1 A 10 81 | stop 82 | } 83 | } 84 | 85 | thing BlunderbussShot2 : thing BlunderbussShot1 "Blunderbuss Shot 2" 86 | { 87 | Damage BLUNDERBUSS_SHOT_2_DAMAGE 88 | Speed BLUNDERBUSS_SHOT_2_VELOCITY 89 | 90 | states 91 | { 92 | spawn: 93 | BBAL CD 2 Bright 94 | loop 95 | } 96 | } 97 | 98 | thing BlunderbussShot3 : thing BlunderbussShot2 "Blunderbuss Shot 3" 99 | { 100 | Damage BLUNDERBUSS_SHOT_3_DAMAGE 101 | Speed BLUNDERBUSS_SHOT_3_VELOCITY 102 | 103 | SeeSound "" 104 | } 105 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/spiker.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - heavy spiker 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Spiker "Heavy Spiker" 8 | { 9 | ammotype AM_CLIP 10 | ammopershot 3 11 | clear states 12 | states 13 | { 14 | ready: 15 | CHGG A 1 A_WeaponReady 16 | wait 17 | select: 18 | CHGG A 0 A_Raise 19 | CHGG A 1 A_Raise 20 | loop 21 | deselect: 22 | CHGG A 0 A_Lower 23 | CHGG A 1 A_Lower 24 | loop 25 | 26 | /* flash states */ 27 | 28 | flash1: 29 | CHGF A 2 Bright A_Light1 30 | goto lightdone 31 | flash2: 32 | CHGF B 2 Bright A_Light2 33 | goto lightdone 34 | 35 | /* fire states */ 36 | 37 | fire: 38 | CHGG A 1 Offset(-1, 36) 39 | CHGG A 1 Offset(-1, 38) 40 | CHGG A 1 Offset(-1, 40) 41 | fire1: 42 | CHGG A 0 A_WeaponProjectile(SpikeShotLeft, 0.0, 0.0, 0.0, -2.0) 43 | CHGG A 0 A_ConsumeAmmo(1) 44 | CHGG A 0 A_GunFlashTo(weapon Spiker flash1, 0) 45 | CHGG A 1 Offset(-1, 44) A_WeaponSound(DSSPIKE1, 0) 46 | CHGG B 1 Offset(-1, 42) 47 | CHGG C 1 Offset(-1, 41) 48 | CHGG D 1 Offset(-1, 40) 49 | CHGG A 1 Offset(-1, 39) 50 | fire2: 51 | CHGG A 0 A_WeaponProjectile(SpikeShotLeft , 0.0, 0.0, -4.0, -2.0) 52 | CHGG A 0 A_WeaponProjectile(SpikeShotRight, 0.0, 0.0, 4.0, -2.0) 53 | CHGG A 0 A_ConsumeAmmo(2) 54 | CHGG A 0 A_GunFlashTo(weapon Spiker flash2, 0) 55 | CHGG A 1 Offset(-1, 44) A_WeaponSound(DSSPIKE2, 0) 56 | CHGG B 1 Offset(-1, 42) 57 | CHGG C 1 Offset(-1, 41) 58 | CHGG D 1 Offset(-1, 40) 59 | CHGG A 1 Offset(-1, 39) 60 | fireend: 61 | CHGG A 1 Offset(-1, 38) A_ReFireTo(weapon Spiker fire1, 0) 62 | CHGG A 1 Offset(-1, 36) 63 | goto ready 64 | } 65 | } 66 | 67 | thing SpikeShotLeft "Spike Shot (Left)" 68 | { 69 | Damage SPIKE_DAMAGE 70 | Speed SPIKE_VELOCITY 71 | Radius 11 72 | Height 8 73 | 74 | +NOBLOCKMAP 75 | +NOGRAVITY 76 | +DROPOFF 77 | +MISSILE 78 | 79 | SeeSound DSSPKFIR 80 | DeathSound DSSPKHIT 81 | 82 | states 83 | { 84 | spawn: 85 | SPIK A 1 Bright A_Spawn(SpikeTrail, 0) 86 | wait 87 | death: 88 | SPIK B 3 A_AddFlags(TRANSLUCENT, 0) 89 | SPIK CDEFG 3 90 | stop 91 | } 92 | } 93 | 94 | thing SpikeShotRight : thing SpikeShotLeft "Spike Shot (right)" 95 | { 96 | SeeSound "" 97 | } 98 | 99 | thing SpikeTrail "Spike Trail" 100 | { 101 | Radius 4 102 | Height 8 103 | 104 | +NOGRAVITY 105 | +NOBLOCKMAP 106 | +TRANSLUCENT 107 | 108 | states 109 | { 110 | spawn: 111 | TNT1 A 1 Bright 112 | SPIK HIJKLMNO 1 Bright 113 | stop 114 | } 115 | } 116 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # [Vesper] 2 | 3 | by Xaser Acheron (C) 2021 4 | 5 | ## What The Is This 6 | 7 | Vesper is a [MBF21](https://github.com/kraflab/mbf21) weapon mod, serving as a big feature 8 | showcase of all the cool new things DEHACKED can do. This repo contains the source code 9 | used to build the project via [DoomTools](https://github.com/MTrop/DoomTools). 10 | 11 | Of particular note is the DECOHack source, used to generate the DEHACKED patch -- check out 12 | the [src/decohack](https://github.com/XaserAcheron/vesper/tree/master/src/decohack) folder 13 | for a working example on how to use DECOHack to build cool new MBF21 things. 14 | 15 | Vesper is a [Doomforge](https://hellforgestudios.com/doomforge) release, so big thanks to 16 | Bridgeburner and the folks at [Hellforge Studios](https://hellforgestudios.com) 17 | for hosting n' support n' all that good stuff. 18 | 19 | See [wadinfo.txt](https://github.com/XaserAcheron/vesper/blob/master/src/wadinfo.txt) for 20 | more details on the mod itself, supported ports, etc. If you're here, hopefully you're 21 | geeky enough to know what all that jargon means. ;) 22 | 23 | 24 | ## Building the Project 25 | 26 | This project is build using the [DoomTools](https://github.com/MTrop/DoomTools) toolchain. 27 | Install it and make sure it's added to your PATH before proceeding, else you won't get far. 28 | 29 | For initial setup, clone this project to a new folder and type: 30 | 31 | doommake init 32 | 33 | 34 | To clean the build folder, type: 35 | 36 | doommake clean 37 | 38 | 39 | To both initialize and build this project: 40 | 41 | doommake 42 | 43 | 44 | To build the DeHackEd patch from DECOHack source: 45 | 46 | doommake patch 47 | 48 | 49 | To build the assets WAD: 50 | 51 | doommake assets 52 | 53 | 54 | To run this project (after setting the correct properties): 55 | 56 | doommake run 57 | 58 | 59 | To build all components: 60 | 61 | doommake all 62 | 63 | 64 | To build the full release and distributable: 65 | 66 | doommake release 67 | 68 | 69 | Check the `/build` and `/dist` folders next to the project root 70 | for the actual wad itself (xa-vesper.wad or something similar). 71 | 72 | 73 | ## "Binaries" 74 | 75 | The latest official release of the WAD itself (the "binary" built from this source) 76 | can be found in one of these places: 77 | 78 | - [Project Homepage](https://hellforgestudios.com/doomforge/vesper) at [Doomforge](https://hellforgestudios.com/doomforge) 79 | - [Doomworld Thread](https://www.doomworld.com/forum/topic/123800) 80 | 81 | This will be put on /idgames eventually, probably, but not just yet. 82 | 83 | If you just wanna play the mod and forget all this building-from-source 84 | nonsense, go there and grab a copy of the wad itself, and have fun! 85 | 86 | 87 | ## License 88 | 89 | Code is MIT License. Resources are Whatever(tm). 90 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/hammer.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - foe hammer 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Hammer "Foe Hammer" 8 | { 9 | ammotype AM_SHELL 10 | ammopershot 3 11 | clear states 12 | states 13 | { 14 | ready: 15 | SHT2 A 1 A_WeaponReady 16 | wait 17 | deselect: 18 | SHT2 A 0 A_Lower 19 | SHT2 A 1 A_Lower 20 | loop 21 | select: 22 | SHT2 A 0 A_Raise 23 | SHT2 A 1 A_Raise 24 | loop 25 | fire: 26 | SHT2 B 0 Bright A_WeaponBulletAttack(HAMMER_BULLET_HSPREAD, HAMMER_BULLET_VSPREAD, HAMMER_BULLET_COUNT, HAMMER_BULLET_DAMAGE) 27 | SHT2 B 0 Bright A_WeaponProjectile(HammerWave , -30.0, 0.0,-8.0, -4.0) 28 | SHT2 B 0 Bright A_WeaponProjectile(HammerWaveInvis, -22.5, 0.0,-6.0, -4.0) 29 | SHT2 B 0 Bright A_WeaponProjectile(HammerWave , -15.0, 0.0,-4.0, -4.0) 30 | SHT2 B 0 Bright A_WeaponProjectile(HammerWaveInvis, -7.5, 0.0,-2.0, -4.0) 31 | SHT2 B 0 Bright A_WeaponProjectile(HammerWave , 0.0, 0.0, 0.0, -4.0) 32 | SHT2 B 0 Bright A_WeaponProjectile(HammerWaveInvis, 7.5, 0.0, 2.0, -4.0) 33 | SHT2 B 0 Bright A_WeaponProjectile(HammerWave , 15.0, 0.0, 4.0, -4.0) 34 | SHT2 B 0 Bright A_WeaponProjectile(HammerWaveInvis, 22.5, 0.0, 6.0, -4.0) 35 | SHT2 B 0 Bright A_WeaponProjectile(HammerWave , 30.0, 0.0, 8.0, -4.0) 36 | SHT2 B 0 Bright A_ConsumeAmmo 37 | SHT2 B 0 Bright A_WeaponSound(DSHAMFIR) 38 | SHT2 B 1 Bright A_GunFlash 39 | SHT2 CD 2 Bright 40 | SHT2 E 4 41 | SHT2 FGH 3 42 | SHT2 A 5 A_CheckReload 43 | SHT2 IJ 2 44 | SHT2 K 2 45 | SHT2 K 2 Offset(-8, 40) 46 | SHT2 L 2 A_WeaponSound(DSHAMIN) 47 | SHT2 L 2 Offset(-16, 48) 48 | SHT2 L 4 Offset(-18, 52) 49 | SHT2 L 2 Offset(-16, 48) A_WeaponSound(DSHAMOUT) 50 | SHT2 K 2 Offset(-8, 40) 51 | SHT2 J 2 Offset( -1, 32) 52 | SHT2 IA 2 53 | SHT2 A 0 A_ReFire 54 | goto ready 55 | flash: 56 | TNT1 A 3 A_Light1 57 | TNT1 A 2 A_Light2 58 | TNT1 A 2 A_Light1 59 | goto lightdone 60 | } 61 | } 62 | 63 | thing HammerWave "Hammer Wave" 64 | { 65 | Damage HAMMER_WAVE_DAMAGE 66 | Speed HAMMER_WAVE_VELOCITY 67 | Radius 11 68 | Height 8 69 | 70 | +NOBLOCKMAP 71 | +NOGRAVITY 72 | +DROPOFF 73 | +MISSILE 74 | +TRANSLUCENT 75 | +RIP 76 | 77 | states 78 | { 79 | spawn: 80 | TNT1 AAAAAAAAAA 1 Bright A_SpawnObject(HammerWaveTrail) 81 | stop 82 | death: 83 | TNT1 A 1 84 | stop 85 | } 86 | } 87 | 88 | thing HammerWaveInvis : thing HammerWave "Hammer Wave (Invisible)" 89 | { 90 | states 91 | { 92 | spawn: 93 | TNT1 AAAAAAAAAA 1 Bright 94 | stop 95 | } 96 | } 97 | 98 | thing HammerWaveTrail "Hammer Wave Trail" 99 | { 100 | Radius 4 101 | Height 8 102 | 103 | +NOBLOCKMAP 104 | +NOGRAVITY 105 | +TRANSLUCENT 106 | 107 | states 108 | { 109 | spawn: 110 | WAVE ABCDEF 2 Bright 111 | stop 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/ichor.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - ichor rifle 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Ichor "Ichor Rifle" 8 | { 9 | ammotype AM_CELL 10 | ammopershot 3 11 | clear states 12 | states 13 | { 14 | ready: 15 | PLSG AAAAAAAAABBBCCCDDDEEE 1 A_WeaponReady 16 | loop 17 | select: 18 | PLSG A 0 A_Raise 19 | PLSG A 1 A_Raise 20 | loop 21 | deselect: 22 | PLSG A 0 A_Lower 23 | PLSG A 1 A_Lower 24 | loop 25 | 26 | /* flash states */ 27 | 28 | flash1: 29 | PLSF A 2 Bright A_Light1 30 | flashdone: 31 | PLSF C 2 Bright A_Light1 32 | goto lightdone 33 | 34 | flash2: 35 | PLSF B 2 Bright A_Light2 36 | goto flashdone 37 | 38 | /* fire states */ 39 | 40 | fire: 41 | PLSG A 0 A_WeaponProjectile(IchorShot, 0.0, 0.0, 0.0, -2.0) 42 | PLSG A 0 A_ConsumeAmmo(1) 43 | PLSG A 0 A_GunFlashTo(flash1) 44 | PLSG A 1 Offset(1, 36) A_WeaponSound(DSICHFIR) 45 | PLSG A 1 Offset(3, 40) 46 | PLSG A 1 Offset(2, 38) 47 | 48 | PLSG A 0 A_WeaponProjectile(IchorShot, 0.0, 0.0, 0.0, -2.0) 49 | PLSG A 0 A_ConsumeAmmo(1) 50 | PLSG A 0 A_GunFlashTo(flash2) 51 | PLSG A 1 Offset(1, 36) A_WeaponSound(DSICHFIR) 52 | PLSG A 1 Offset(-1, 40) 53 | PLSG A 1 Offset(-1, 38) 54 | 55 | PLSG A 0 A_WeaponProjectile(IchorShot, 0.0, 0.0, 0.0, -2.0) 56 | PLSG A 0 A_ConsumeAmmo(1) 57 | PLSG A 0 A_GunFlashTo(flash1) 58 | PLSG A 1 Offset(1, 36) A_WeaponSound(DSICHFIR) 59 | PLSG A 1 Offset(1, 40) 60 | PLSG A 1 Offset(1, 38) 61 | 62 | PLSG C 2 Offset(1, 36) 63 | PLSG DE 2 64 | 65 | // big deathmatch balance tweak: "reload" after every burst 66 | #ifdef EXT_DEATHMATCH 67 | goto reload 68 | #endif 69 | 70 | refire: 71 | PLSG A 0 A_Refire 72 | reload: 73 | PLSG F 2 A_WeaponSound(DSICHREL) 74 | PLSG G 2 75 | PLSG HIJK 3 76 | PLSG A 2 Offset(1, 35) 77 | #ifdef EXT_DEATHMATCH 78 | goto ready 79 | #endif 80 | PLSG A 2 Offset(1, 33) 81 | PLSG A 2 Offset(1, 32) 82 | goto ready 83 | } 84 | } 85 | 86 | thing IchorShot "Ichor Bolt" 87 | { 88 | Damage ICHOR_DAMAGE 89 | Speed ICHOR_VELOCITY 90 | Radius 11 91 | Height 8 92 | 93 | +NOBLOCKMAP 94 | +NOGRAVITY 95 | +DROPOFF 96 | +MISSILE 97 | +TRANSLUCENT 98 | 99 | SeeSound DSICHPRJ 100 | DeathSound DSICHHIT 101 | 102 | states 103 | { 104 | spawn: 105 | ICHR AAAA 1 Bright A_SpawnObject(IchorTrail) 106 | ICHR A 0 Bright A_FindTracer(ICHOR_SEEK_FOV) 107 | tryseek: 108 | ICHR A 0 Bright A_JumpIfTracerInSight(seek) 109 | goto spawn 110 | seek: 111 | ICHR A 0 Bright A_SpawnObject(IchorTrail) 112 | ICHR A 1 Bright A_SeekTracer(ICHOR_SEEK_THRESHOLD, ICHOR_SEEK_ANGLE) 113 | // in deathmatch, don't pick a new target if initial target dies 114 | #ifdef EXT_DEATHMATCH 115 | loop 116 | #else 117 | goto tryseek 118 | #endif 119 | death: 120 | ICHR H 4 Bright A_AddFlags(TRANSLUCENT, 0) 121 | ICHR IJKLM 4 Bright 122 | stop 123 | } 124 | } 125 | 126 | thing IchorTrail "Ichor Trail" 127 | { 128 | Radius 4 129 | Height 8 130 | 131 | +NOBLOCKMAP 132 | +NOGRAVITY 133 | +TRANSLUCENT 134 | 135 | states 136 | { 137 | spawn: 138 | TNT1 A 1 Bright 139 | ICHR CDEFG 1 Bright 140 | stop 141 | } 142 | } 143 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/vile.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - vile driver 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Vile "Vile Driver" 8 | { 9 | ammotype AM_CELL 10 | ammopershot 6 11 | 12 | -NOAUTOFIRE 13 | 14 | clear states 15 | states 16 | { 17 | ready: 18 | BFGG AAAAA 1 A_WeaponReady 19 | BFGG A 0 A_CheckAmmo(ready) 20 | willing: 21 | BFGF A 0 A_WeaponSound(DSVIDACT) 22 | able: 23 | BFGF A 1 A_WeaponReady 24 | loop 25 | select: 26 | BFGG A 0 A_Raise 27 | BFGG A 1 A_Raise 28 | loop 29 | deselect: 30 | BFGG A 0 A_Lower 31 | BFGG A 1 A_Lower 32 | loop 33 | dryfire: 34 | BFGG F 1 A_WeaponSound(DSVIDDRY) 35 | BFGG GHFGHFGH 1 36 | BFGG H 1 37 | BFGG H 0 A_RefireTo(dryfire, 1) 38 | BFGG F 1 A_WeaponSound(DSVIDDWN) 39 | BFGG GHFGH 1 40 | BFGG FGHFGHIJK 2 41 | BFGG LMN 3 42 | goto ready 43 | fire: 44 | BFGF B 3 Offset(1, 32) A_WeaponSound(DSVIDUP) 45 | BFGF CDEFGHFGH 2 46 | BFGF FGHFGHFGH 1 47 | BFGF I 0 Bright A_WeaponSound(DSVIDSTR) 48 | hold: 49 | BFGF I 0 Bright A_WeaponProjectile(VileShot1, -3.078,-1.000, 0.0, -2.0) 50 | BFGF I 0 Bright A_WeaponProjectile(VileShot2, 3.078,-1.000, 0.0, -2.0) 51 | BFGF I 0 Bright A_ConsumeAmmo(2) 52 | BFGF I 1 Bright Offset(1, 32) A_GunFlash() 53 | BFGF J 1 Bright Offset(3, 34) 54 | BFGF K 1 Bright Offset(2, 33) 55 | BFGF I 0 Bright A_WeaponProjectile(VileShot1, 0.000,-3.236, 0.0, -2.0) 56 | BFGF I 0 Bright A_WeaponProjectile(VileShot2, 2.618, 1.902, 0.0, -2.0) 57 | BFGF I 0 Bright A_ConsumeAmmo(2) 58 | BFGF I 1 Bright Offset( 1, 32) A_GunFlash() 59 | BFGF J 1 Bright Offset(-1, 34) 60 | BFGF K 1 Bright Offset(-1, 33) 61 | BFGF I 0 Bright A_WeaponProjectile(VileShot1, 0.000,-3.236, 0.0, -2.0) 62 | BFGF I 0 Bright A_WeaponProjectile(VileShot2, -2.618, 1.902, 0.0, -2.0) 63 | BFGF I 0 Bright A_ConsumeAmmo(2) 64 | BFGF I 1 Bright Offset(1, 32) A_GunFlash() 65 | BFGF J 1 Bright Offset(1, 34) 66 | BFGF K 1 Bright Offset(1, 33) 67 | BFGF K 0 Bright Offset(1, 32) A_WeaponSound(DSVIDSPN) 68 | BFGF K 0 Bright A_CheckAmmo(dryfire) 69 | BFGF K 0 Bright A_RefireTo(hold, 1) 70 | spindown: 71 | BFGF F 1 A_WeaponSound(DSVIDDWN) 72 | BFGF GHFGH 1 73 | BFGF FGHFGHLMN 2 74 | BFGF OP 3 75 | BFGF QQQ 1 A_WeaponReady 76 | goto able 77 | flash: 78 | TNT1 A 2 Bright A_Light1 79 | TNT1 A 1 Bright A_Light2 80 | goto lightdone 81 | } 82 | } 83 | 84 | thing VileShot1 "Vile Bolt" 85 | { 86 | Damage VILE_DAMAGE 87 | Speed VILE_VELOCITY 88 | Radius 11 89 | Height 8 90 | 91 | +NOBLOCKMAP 92 | +NOGRAVITY 93 | +DROPOFF 94 | +MISSILE 95 | +TRANSLUCENT 96 | 97 | SeeSound DSVIDFIR 98 | DeathSound DSVIDHIT 99 | 100 | states 101 | { 102 | seek: 103 | BILE A 0 Bright A_SpawnObject(VileTrail) 104 | BILE A 1 Bright A_SeekTracer(VILE_SEEK_THRESHOLD, VILE_SEEK_ANGLE) 105 | // in deathmatch, don't pick a new target if initial target dies 106 | #ifdef EXT_DEATHMATCH 107 | loop 108 | #endif 109 | tryseek: 110 | BILE A 0 Bright A_JumpIfTracerInSight(seek) 111 | spawn: 112 | BILE AAAAAAAA 1 Bright A_SpawnObject(VileTrail) 113 | BILE A 0 Bright A_FindTracer(VILE_SEEK_FOV) 114 | goto tryseek 115 | death: 116 | BILE H 4 Bright A_AddFlags(TRANSLUCENT, 0) 117 | BILE IJKLM 4 Bright 118 | stop 119 | } 120 | } 121 | 122 | thing VileShot2 : thing VileShot1 "Vile Bolt (Quiet)" 123 | { 124 | SeeSound "" 125 | } 126 | 127 | thing VileTrail "Vile Trail" 128 | { 129 | Radius 4 130 | Height 8 131 | 132 | +NOBLOCKMAP 133 | +NOGRAVITY 134 | +TRANSLUCENT 135 | 136 | states 137 | { 138 | spawn: 139 | TNT1 A 1 Bright 140 | BILE CDEFG 1 Bright 141 | stop 142 | } 143 | } 144 | -------------------------------------------------------------------------------- /src/decohack/main/defines.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - main defines 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | // ============== 8 | // weapon aliases 9 | // ============== 10 | 11 | alias weapon Fists WP_FIST 12 | alias weapon Axe WP_CHAINSAW 13 | alias weapon Eagle WP_PISTOL 14 | alias weapon Blunderbuss WP_SHOTGUN 15 | alias weapon Hammer WP_SUPERSHOTGUN 16 | alias weapon Spiker WP_CHAINGUN 17 | alias weapon Nox WP_MISSILE 18 | alias weapon Ichor WP_PLASMA 19 | alias weapon Vile WP_BFG 20 | 21 | // ============== 22 | // sprite aliases 23 | // ============== 24 | 25 | #define SPIK SP00 26 | 27 | #define BBAL SP02 28 | #define BBXP SP03 29 | 30 | #define WAVE SP03 31 | 32 | #define NOXG SP01 33 | #define NOXX SP06 34 | #define NGAS SP07 35 | 36 | #define ICHR SP04 37 | #define BILE SP05 38 | 39 | // ============== 40 | // thing aliases 41 | // ============== 42 | 43 | alias thing VesperPlayer MTF_PLAYER 44 | 45 | alias thing AxePickup MTF_CHAINSAW 46 | alias thing BlunderbussPickup MTF_SHOTGUN 47 | alias thing HammerPickup MTF_SUPERSHOTGUN 48 | alias thing SpikerPickup MTF_CHAINGUN 49 | alias thing NoxPickup MTF_ROCKETLAUNCHER 50 | alias thing IchorPickup MTF_PLASMARIFLE 51 | alias thing VilePickup MTF_BFG 52 | 53 | auto thing BlunderbussShot1 {} 54 | auto thing BlunderbussShot2 {} 55 | auto thing BlunderbussShot3 {} 56 | 57 | auto thing HammerWave {} 58 | auto thing HammerWaveInvis {} 59 | auto thing HammerWaveTrail {} 60 | 61 | auto thing SpikeShotLeft {} 62 | auto thing SpikeShotRight {} 63 | auto thing SpikeTrail {} 64 | 65 | auto thing NoxGrenade {} 66 | auto thing NoxTrail {} 67 | auto thing NoxExplosion1 {} 68 | auto thing NoxExplosion2 {} 69 | auto thing NoxExplosion3 {} 70 | auto thing NoxGasCloud {} 71 | 72 | auto thing IchorShot {} 73 | auto thing IchorTrail {} 74 | 75 | auto thing VileShot1 {} 76 | auto thing VileShot2 {} 77 | auto thing VileTrail {} 78 | 79 | // ============== 80 | // sound aliases 81 | // ============== 82 | 83 | #define DSPLPAI2 "fre039" 84 | 85 | #define DSFSTSW1 "fre035" 86 | #define DSFSTSW2 "fre036" 87 | #define DSFSTHT1 "fre037" 88 | #define DSFSTHT2 "fre038" 89 | 90 | #define DSAXESWG "fre033" 91 | #define DSAXEHIT "fre034" 92 | 93 | #define DSMAGNUM "fre004" 94 | 95 | #define DSBUSFIR "fre005" 96 | #define DSBUSPRJ "fre006" 97 | #define DSBUSCOK "fre007" 98 | #define DSBUSHIT "fre008" 99 | 100 | #define DSHAMFIR "fre012" 101 | #define DSHAMIN "fre013" 102 | #define DSHAMOUT "fre014" 103 | #define DSHAMZAP "fre015" 104 | 105 | #define DSSPIKE1 "fre000" 106 | #define DSSPIKE2 "fre001" 107 | #define DSSPKFIR "fre002" 108 | #define DSSPKHIT "fre003" 109 | 110 | #define DSNOXFIR "fre024" 111 | #define DSNOXOPN "fre025" 112 | #define DSNOXLOD "fre026" 113 | #define DSNOXCLS "fre027" 114 | #define DSNOXHIT "fre028" 115 | #define DSNOXPL1 "fre029" 116 | #define DSNOXPL2 "fre030" 117 | #define DSNOXPL3 "fre031" 118 | #define DSNOXGAS "fre032" 119 | 120 | #define DSICHFIR "fre009" 121 | #define DSICHPRJ "fre010" 122 | #define DSICHHIT "fre016" 123 | #define DSICHREL "fre011" 124 | 125 | #define DSVIDACT "fre017" 126 | #define DSVIDUP "fre018" 127 | #define DSVIDSTR "fre019" 128 | #define DSVIDSPN "fre020" 129 | #define DSVIDDRY "fre021" 130 | #define DSVIDDWN "fre022" 131 | #define DSVIDFIR "fre023" 132 | #define DSVIDHIT "fre016" 133 | 134 | // ============== 135 | // balance tweaks 136 | // ============== 137 | 138 | #define FIST_RIGHT_JAB_DAMAGE_BASE 2 139 | #define FIST_RIGHT_JAB_DAMAGE_DICE 10 140 | #define FIST_RIGHT_JAB_DAMAGE_ZERK 10.0 141 | #define FIST_RIGHT_JAB_RANGE 64.0 142 | 143 | #define FIST_LEFT_JAB_DAMAGE_BASE 3 144 | #define FIST_LEFT_JAB_DAMAGE_DICE 10 145 | #define FIST_LEFT_JAB_DAMAGE_ZERK 10.0 146 | #define FIST_LEFT_JAB_RANGE 64.0 147 | 148 | #define AXE_DAMAGE_BASE 10 149 | #define AXE_DAMAGE_DICE 10 150 | #define AXE_DAMAGE_ZERK 5.0 151 | #define AXE_RANGE 96.0 152 | 153 | #define MAGNUM_DAMAGE 15 154 | #define MAGNUM_SPREAD 0.0 155 | 156 | #define BLUNDERBUSS_SHOT_1_ANGLE 0.0 157 | #define BLUNDERBUSS_SHOT_2_ANGLE 5.0 158 | #define BLUNDERBUSS_SHOT_3_ANGLE 10.0 159 | #define BLUNDERBUSS_SHOT_1_DAMAGE 6 160 | #define BLUNDERBUSS_SHOT_2_DAMAGE 5 161 | #define BLUNDERBUSS_SHOT_3_DAMAGE 4 162 | #define BLUNDERBUSS_SHOT_1_VELOCITY 30 163 | #define BLUNDERBUSS_SHOT_2_VELOCITY 25 164 | #define BLUNDERBUSS_SHOT_3_VELOCITY 20 165 | 166 | #define HAMMER_BULLET_COUNT 30 167 | #define HAMMER_BULLET_DAMAGE 5 168 | #define HAMMER_BULLET_HSPREAD 30.0 169 | #define HAMMER_BULLET_VSPREAD 2.0 170 | #define HAMMER_WAVE_DAMAGE 1 171 | #define HAMMER_WAVE_VELOCITY 30 172 | 173 | #define SPIKE_VELOCITY 30 174 | #define SPIKE_DAMAGE 6 175 | 176 | #define NOX_GRENADE_VELOCITY 30 177 | #define NOX_GRENADE_IMPACT_DAMAGE 20 178 | #define NOX_GRENADE_SPLASH_DAMAGE 192 179 | #define NOX_GRENADE_SPLASH_RADIUS 192 180 | #define NOX_GAS_CLOUD_DAMAGE 32 181 | #define NOX_GAS_CLOUD_RADIUS 224 182 | 183 | #define ICHOR_VELOCITY 20 184 | #define ICHOR_DAMAGE 10 185 | #define ICHOR_SEEK_FOV 90.0 186 | #define ICHOR_SEEK_THRESHOLD 9.0 187 | #define ICHOR_SEEK_ANGLE 6.0 188 | 189 | #define VILE_VELOCITY 20 190 | #define VILE_DAMAGE 10 191 | #define VILE_SEEK_FOV 90.0 192 | #define VILE_SEEK_THRESHOLD 2.0 193 | #define VILE_SEEK_ANGLE 4.0 194 | -------------------------------------------------------------------------------- /src/decohack/main/actors/weapons/nox.dh: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - decohack - nox launcher 3 | * (c) xaser acheron 2021 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | weapon Nox "Nox Launcher" 8 | { 9 | ammotype AM_MISL 10 | ammopershot 1 11 | clear states 12 | states 13 | { 14 | ready: 15 | MISG A 1 A_WeaponReady 16 | wait 17 | select: 18 | MISG A 0 A_Raise 19 | MISG A 1 A_Raise 20 | loop 21 | deselect: 22 | MISG A 0 A_Lower 23 | MISG A 1 A_Lower 24 | loop 25 | fire: 26 | MISF A 2 Bright A_GunFlash() 27 | MISF B 0 Bright A_ConsumeAmmo(1) 28 | MISF B 0 Bright A_WeaponProjectile(NoxGrenade, 0.0, 0.0, 0.0, -2.0) 29 | MISF B 2 Bright A_WeaponSound(DSNOXFIR) 30 | MISF CDEFG 2 31 | MISG A 3 32 | MISG B 2 A_CheckReload 33 | MISG C 2 Offset(-24, 36) 34 | MISG C 2 Offset(-56, 32) 35 | MISG C 2 Offset(-64, 32) 36 | MISG C 2 Offset(-48, 36) 37 | MISG D 2 Offset(-16, 34) A_WeaponSound(DSNOXOPN) 38 | MISG E 2 Offset( 1, 32) 39 | MISG F 2 Offset(-8, 32) 40 | MISG F 2 Offset( 1, 34) 41 | MISG F 2 Offset( 4, 35) 42 | MISG F 2 Offset( 3, 34) 43 | MISG F 2 Offset( 2, 33) 44 | MISG F 2 Offset( 1, 32) 45 | MISG GH 1 46 | MISG IJ 2 47 | MISG K 3 48 | MISG L 3 A_WeaponSound(DSNOXLOD) 49 | MISG M 2 50 | MISG NO 3 51 | MISG P 2 52 | MISG QR 1 53 | MISG S 2 A_WeaponSound(DSNOXCLS) 54 | MISG D 2 55 | MISG C 2 Offset(-8, 36) 56 | MISG C 2 Offset(-16, 32) 57 | MISG B 2 Offset(1, 33) 58 | MISG A 2 A_Refire 59 | goto ready 60 | flash: 61 | TNT1 A 3 A_Light1 62 | TNT1 A 3 A_Light2 63 | TNT1 A 3 A_Light1 64 | goto lightdone 65 | } 66 | } 67 | 68 | thing NoxGrenade "Nox Grenade" 69 | { 70 | Damage NOX_GRENADE_IMPACT_DAMAGE 71 | Speed NOX_GRENADE_VELOCITY 72 | Radius 11 73 | Height 8 74 | 75 | +NOBLOCKMAP 76 | +NOGRAVITY 77 | +DROPOFF 78 | +MISSILE 79 | +FORCERADIUSDMG 80 | 81 | DeathSound DSNOXHIT 82 | 83 | states 84 | { 85 | spawn: 86 | NOXG A 0 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 1.500, 0.000) 87 | NOXG A 1 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0,-1.500, 0.000) 88 | NOXG A 0 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 1.299, 0.750) 89 | NOXG A 1 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0,-1.299,-0.750) 90 | NOXG A 0 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 0.750, 1.299) 91 | NOXG A 1 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 0.000,-1.500) 92 | NOXG A 0 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 0.000, 1.500) 93 | NOXG A 1 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0,-0.750,-1.299) 94 | NOXG A 0 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0,-0.750, 1.299) 95 | NOXG A 1 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 0.750,-1.299) 96 | NOXG A 0 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0,-1.299, 0.750) 97 | NOXG A 1 Bright A_SpawnObject(NoxTrail, 0.0, 0.0, 0.0, 0.0, 0.0, 1.299,-0.750) 98 | loop 99 | death: 100 | NOXG H 1 Bright A_RadiusDamage(NOX_GRENADE_SPLASH_DAMAGE, NOX_GRENADE_SPLASH_RADIUS) 101 | NOXG HI 1 Bright 102 | NOXG B 0 Bright A_AddFlags(MISSILE) 103 | NOXG B 0 Bright A_SpawnObject(NoxGasCloud) 104 | NOXG B 2 Bright A_RemoveFlags(MISSILE) 105 | NOXG C 0 Bright A_SpawnObject(NoxExplosion1, 30.0, 48.0, 0.0, 0.0) 106 | NOXG C 2 Bright A_SpawnObject(NoxExplosion2, 210.0, 48.0, 0.0, 0.0) 107 | NOXG D 2 Bright 108 | NOXG E 0 Bright A_SpawnObject(NoxExplosion2, 150.0, 48.0, 0.0, 0.0) 109 | NOXG E 2 Bright A_SpawnObject(NoxExplosion3, 230.0, 48.0, 0.0, 0.0) 110 | NOXG F 2 Bright 111 | NOXG G 0 Bright A_SpawnObject(NoxExplosion3, 90.0, 48.0, 0.0, 0.0) 112 | NOXG G 4 Bright A_SpawnObject(NoxExplosion1, 270.0, 48.0, 0.0, 0.0) 113 | TNT1 A 30 114 | stop 115 | } 116 | } 117 | 118 | thing NoxTrail "Nox Trail" 119 | { 120 | Radius 4 121 | Height 8 122 | 123 | +NOBLOCKMAP 124 | +NOGRAVITY 125 | +TRANSLUCENT 126 | 127 | states 128 | { 129 | spawn: 130 | SP01 JJKLM 1 Bright 131 | stop 132 | } 133 | } 134 | 135 | thing NoxExplosion1 "Nox Explosion 1" 136 | { 137 | Radius 4 138 | Height 8 139 | 140 | +NOBLOCKMAP 141 | +NOGRAVITY 142 | +TRANSLUCENT 143 | 144 | DeathSound DSNOXPL1 145 | 146 | states 147 | { 148 | spawn: 149 | NOXX A 1 Bright 150 | NOXX A 2 Bright A_Scream 151 | NOXX BC 2 Bright 152 | NOXX DE 3 Bright 153 | stop 154 | } 155 | } 156 | 157 | thing NoxExplosion2 : thing NoxExplosion1 "Nox Explosion 2" 158 | { 159 | DeathSound DSNOXPL2 160 | } 161 | 162 | thing NoxExplosion3 : thing NoxExplosion1 "Nox Explosion 3" 163 | { 164 | DeathSound DSNOXPL3 165 | } 166 | 167 | thing NoxGasCloud "Nox Gas Cloud" 168 | { 169 | Damage 0 170 | Speed 0 171 | Radius 11 172 | Height 8 173 | 174 | +NOBLOCKMAP 175 | +NOGRAVITY 176 | +DROPOFF 177 | +MISSILE 178 | +TRANSLUCENT 179 | +FORCERADIUSDMG 180 | +NOCLIP 181 | 182 | states 183 | { 184 | spawn: 185 | NGAS A 4 Bright 186 | NGAS B 4 Bright A_PlaySound(DSNOXGAS) 187 | NGAS C 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 188 | NGAS DE 4 Bright 189 | NGAS F 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 190 | NGAS GH 4 Bright 191 | NGAS I 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 192 | NGAS JK 4 Bright 193 | NGAS L 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 194 | NGAS MN 4 Bright 195 | NGAS O 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 196 | NGAS PQ 4 Bright 197 | NGAS R 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 198 | NGAS ST 4 Bright 199 | NGAS U 4 Bright A_RadiusDamage(NOX_GAS_CLOUD_DAMAGE, NOX_GAS_CLOUD_RADIUS) 200 | NGAS VW 4 Bright 201 | stop 202 | death: 203 | TNT1 A 2 204 | stop 205 | } 206 | } 207 | -------------------------------------------------------------------------------- /src/assets/_global/LIGHTDEF.txt: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - delphidoom lightdef 3 | * (c) xaser acheron 2022 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | // NOTE: this would ideally be identical to GLDEFS, but DelphiDoom 8 | // interprets the "size" parameter differently than GZDoom and the 9 | // colors are a bit different, so adjustments have been made. 10 | 11 | // ============== 12 | // blunderbuss 13 | // ============== 14 | 15 | pointlight XA_BLUNDERBUSS_SHOT_1 16 | { 17 | color 0.0 0.50 0.89 18 | size 56 19 | } 20 | 21 | pointlight XA_BLUNDERBUSS_SHOT_2 22 | { 23 | color 0.0 0.55 0.98 24 | size 60 25 | } 26 | 27 | pointlight XA_BLUNDERBUSS_IMPACT_1 28 | { 29 | color 0.0 0.5 0.89 30 | size 48 31 | } 32 | 33 | pointlight XA_BLUNDERBUSS_IMPACT_2 34 | { 35 | color 0.0 0.5 0.89 36 | size 56 37 | } 38 | 39 | pointlight XA_BLUNDERBUSS_IMPACT_3 40 | { 41 | color 0.0 0.33 0.59 42 | size 64 43 | } 44 | 45 | pointlight XA_BLUNDERBUSS_IMPACT_4 46 | { 47 | color 0.0 0.2 0.39 48 | size 72 49 | } 50 | 51 | // BlunderBussShot# common stuff: 52 | frame SP02A { light XA_BLUNDERBUSS_SHOT_1 } 53 | frame SP02B { light XA_BLUNDERBUSS_SHOT_2 } 54 | frame SP02C { light XA_BLUNDERBUSS_SHOT_1 } 55 | frame SP02D { light XA_BLUNDERBUSS_SHOT_2 } 56 | 57 | object Deh_Actor_150 // BlunderbussShot1 58 | { 59 | frame SP03A { light XA_BLUNDERBUSS_IMPACT_1 } 60 | frame SP03B { light XA_BLUNDERBUSS_IMPACT_2 } 61 | frame SP03C { light XA_BLUNDERBUSS_IMPACT_3 } 62 | frame SP03D { light XA_BLUNDERBUSS_IMPACT_4 } 63 | } 64 | 65 | object Deh_Actor_151 // BlunderbussShot2 66 | { 67 | frame SP03A { light XA_BLUNDERBUSS_IMPACT_1 } 68 | frame SP03B { light XA_BLUNDERBUSS_IMPACT_2 } 69 | frame SP03C { light XA_BLUNDERBUSS_IMPACT_3 } 70 | frame SP03D { light XA_BLUNDERBUSS_IMPACT_4 } 71 | } 72 | 73 | object Deh_Actor_152 // BlunderbussShot3 74 | { 75 | frame SP03A { light XA_BLUNDERBUSS_IMPACT_1 } 76 | frame SP03B { light XA_BLUNDERBUSS_IMPACT_2 } 77 | frame SP03C { light XA_BLUNDERBUSS_IMPACT_3 } 78 | frame SP03D { light XA_BLUNDERBUSS_IMPACT_4 } 79 | } 80 | 81 | // ============== 82 | // foe hammer 83 | // ============== 84 | 85 | pointlight XA_HAMMER_SHOT 86 | { 87 | color 0.56 0.82 1.0 88 | size 64 89 | } 90 | 91 | object Deh_Actor_153 // HammerWave 92 | { 93 | frame TNT1 { light XA_HAMMER_SHOT } 94 | } 95 | 96 | // ============== 97 | // heavy spiker 98 | // ============== 99 | 100 | flickerlight XA_SPIKE_SHOT 101 | { 102 | color 0.5 0.4 0.1 103 | size 32 104 | secondarySize 18 105 | chance 0.5 106 | } 107 | 108 | // SpikeShotLeft & SpikeShotRight 109 | frame SP00A { light XA_SPIKE_SHOT } 110 | 111 | // ============== 112 | // nox launcher 113 | // ============== 114 | 115 | pointlight XA_NOX_GRENADE 116 | { 117 | color 0.35 0.55 0.18 118 | size 64 119 | dontlightself 1 120 | } 121 | 122 | pointlight XA_NOX_EXPLODE_1 123 | { 124 | color 0.66 0.82 0.36 125 | size 128 126 | dontlightself 1 127 | } 128 | 129 | pointlight XA_NOX_EXPLODE_2 130 | { 131 | color 0.48 0.7 0.22 132 | size 64 133 | dontlightself 1 134 | } 135 | 136 | pointlight XA_NOX_EXPLODE_3 137 | { 138 | color 0.35 0.55 0.18 139 | size 80 140 | dontlightself 1 141 | } 142 | 143 | pointlight XA_NOX_EXPLODE_4 144 | { 145 | color 0.25 0.56 0.18 146 | size 96 147 | dontlightself 1 148 | } 149 | 150 | pointlight XA_NOX_EXPLODE_5 151 | { 152 | color 0.17 0.35 0.16 153 | size 112 154 | dontlightself 1 155 | } 156 | 157 | pointlight XA_NOX_EXPLODE_6 158 | { 159 | color 0.1 0.19 0.12 160 | size 128 161 | dontlightself 1 162 | } 163 | 164 | flickerlight XA_NOX_GAS_CLOUD_1 165 | { 166 | color 0.15 0.19 0.06 167 | size 128 168 | secondarysize 80 169 | chance 0.5 170 | dontlightself 1 171 | } 172 | 173 | flickerlight XA_NOX_GAS_CLOUD_2 174 | { 175 | color 0.15 0.19 0.06 176 | size 112 177 | secondarysize 72 178 | chance 0.5 179 | dontlightself 1 180 | } 181 | 182 | flickerlight XA_NOX_GAS_CLOUD_3 183 | { 184 | color 0.15 0.19 0.06 185 | size 96 186 | secondarysize 64 187 | chance 0.5 188 | dontlightself 1 189 | } 190 | 191 | flickerlight XA_NOX_GAS_CLOUD_4 192 | { 193 | color 0.15 0.19 0.06 194 | size 80 195 | secondarysize 56 196 | chance 0.5 197 | dontlightself 1 198 | } 199 | 200 | flickerlight XA_NOX_GAS_CLOUD_5 201 | { 202 | color 0.15 0.19 0.06 203 | size 64 204 | secondarysize 48 205 | chance 0.5 206 | dontlightself 1 207 | } 208 | 209 | flickerlight XA_NOX_GAS_CLOUD_6 210 | { 211 | color 0.15 0.19 0.06 212 | size 48 213 | secondarysize 40 214 | chance 0.5 215 | dontlightself 1 216 | } 217 | 218 | // NoxGrenade 219 | frame SP01A { light XA_NOX_GRENADE_3 } 220 | frame SP01H { light XA_NOX_EXPLODE_1 } 221 | frame SP01B { light XA_NOX_EXPLODE_2 } 222 | frame SP01C { light XA_NOX_EXPLODE_3 } 223 | frame SP01D { light XA_NOX_EXPLODE_4 } 224 | frame SP01E { light XA_NOX_EXPLODE_5 } 225 | frame SP01F { light XA_NOX_EXPLODE_6 } 226 | 227 | // NoxGasCloud 228 | frame SP07A { light XA_NOX_GAS_CLOUD_1 } 229 | frame SP07B { light XA_NOX_GAS_CLOUD_1 } 230 | frame SP07C { light XA_NOX_GAS_CLOUD_1 } 231 | frame SP07D { light XA_NOX_GAS_CLOUD_1 } 232 | frame SP07E { light XA_NOX_GAS_CLOUD_1 } 233 | frame SP07F { light XA_NOX_GAS_CLOUD_1 } 234 | frame SP07G { light XA_NOX_GAS_CLOUD_1 } 235 | frame SP07H { light XA_NOX_GAS_CLOUD_1 } 236 | frame SP07I { light XA_NOX_GAS_CLOUD_1 } 237 | frame SP07J { light XA_NOX_GAS_CLOUD_1 } 238 | frame SP07K { light XA_NOX_GAS_CLOUD_1 } 239 | frame SP07L { light XA_NOX_GAS_CLOUD_1 } 240 | frame SP07M { light XA_NOX_GAS_CLOUD_1 } 241 | frame SP07N { light XA_NOX_GAS_CLOUD_2 } 242 | frame SP07O { light XA_NOX_GAS_CLOUD_2 } 243 | frame SP07P { light XA_NOX_GAS_CLOUD_3 } 244 | frame SP07Q { light XA_NOX_GAS_CLOUD_3 } 245 | frame SP07R { light XA_NOX_GAS_CLOUD_4 } 246 | frame SP07S { light XA_NOX_GAS_CLOUD_4 } 247 | frame SP07T { light XA_NOX_GAS_CLOUD_5 } 248 | frame SP07U { light XA_NOX_GAS_CLOUD_5 } 249 | frame SP07V { light XA_NOX_GAS_CLOUD_6 } 250 | frame SP07W { light XA_NOX_GAS_CLOUD_6 } 251 | 252 | // ============== 253 | // ichor rifle 254 | // ============== 255 | 256 | pointlight XA_ICHOR_SHOT 257 | { 258 | color 1.0 0.0 0.0 259 | size 36 260 | } 261 | 262 | pointlight XA_ICHOR_IMPACT_1 263 | { 264 | color 1.0 0.0 0.0 265 | size 32 266 | } 267 | 268 | pointlight XA_ICHOR_IMPACT_2 269 | { 270 | color 0.66 0.0 0.0 271 | size 36 272 | } 273 | 274 | pointlight XA_ICHOR_IMPACT_3 275 | { 276 | color 0.5 0.0 0.0 277 | size 40 278 | } 279 | 280 | pointlight XA_ICHOR_IMPACT_4 281 | { 282 | color 0.3 0.0 0.0 283 | size 44 284 | } 285 | 286 | pointlight XA_ICHOR_IMPACT_5 287 | { 288 | color 0.2 0.0 0.0 289 | size 48 290 | } 291 | 292 | // IchorShot 293 | frame SP04A { light XA_ICHOR_SHOT } 294 | frame SP04H { light XA_ICHOR_IMPACT_1 } 295 | frame SP04I { light XA_ICHOR_IMPACT_2 } 296 | frame SP04J { light XA_ICHOR_IMPACT_3 } 297 | frame SP04K { light XA_ICHOR_IMPACT_4 } 298 | frame SP04L { light XA_ICHOR_IMPACT_5 } 299 | 300 | // ============== 301 | // vile driver 302 | // ============== 303 | 304 | pointlight XA_VILE_SHOT 305 | { 306 | color 0.48 0.7 0.22 307 | size 36 308 | dontlightself 1 309 | } 310 | 311 | pointlight XA_VILE_IMPACT_1 312 | { 313 | color 0.66 0.82 0.36 314 | size 32 315 | dontlightself 1 316 | } 317 | 318 | pointlight XA_VILE_IMPACT_2 319 | { 320 | color 0.48 0.7 0.22 321 | size 36 322 | dontlightself 1 323 | } 324 | 325 | pointlight XA_VILE_IMPACT_3 326 | { 327 | color 0.35 0.55 0.18 328 | size 40 329 | dontlightself 1 330 | } 331 | 332 | pointlight XA_VILE_IMPACT_4 333 | { 334 | color 0.25 0.56 0.18 335 | size 44 336 | dontlightself 1 337 | } 338 | 339 | pointlight XA_VILE_IMPACT_5 340 | { 341 | color 0.17 0.35 0.16 342 | size 48 343 | dontlightself 1 344 | } 345 | 346 | // VileShot1 & VileShot2 347 | frame SP05A { light XA_VILE_SHOT } 348 | frame SP05H { light XA_VILE_IMPACT_1 } 349 | frame SP05I { light XA_VILE_IMPACT_2 } 350 | frame SP05J { light XA_VILE_IMPACT_3 } 351 | frame SP05K { light XA_VILE_IMPACT_4 } 352 | frame SP05L { light XA_VILE_IMPACT_5 } 353 | 354 | // ============== 355 | // items n' stuff 356 | // ============== 357 | 358 | pulselight XA_PILLS_HERE 359 | { 360 | color 0.3 0.0 0.0 361 | size 16 362 | secondarySize 20 363 | interval 2.0 364 | attenuate 1 365 | dontlightself 1 366 | offset 0 10 0 367 | } 368 | 369 | // HealthBonus 370 | frame BON1A { light XA_PILLS_HERE } 371 | -------------------------------------------------------------------------------- /src/assets/_global/GLDEFS.txt: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - gzdoom gldefs 3 | * (c) xaser acheron 2022 4 | * MIT License 5 | ****************************************************************************/ 6 | 7 | // TODO: 8 | // either de-hardcode these Deh_Actor_### names, or switch away from 9 | // "auto thing" in decohack -- right now this is a rather brittle 10 | // setup. also sucks having to write SP## all the time too. :P 11 | 12 | // ============== 13 | // blunderbuss 14 | // ============== 15 | 16 | pointlight XA_BLUNDERBUSS_SHOT_1 17 | { 18 | color 0.0 0.25 0.89 19 | size 28 20 | } 21 | 22 | pointlight XA_BLUNDERBUSS_SHOT_2 23 | { 24 | color 0.0 0.275 0.98 25 | size 30 26 | } 27 | 28 | pointlight XA_BLUNDERBUSS_IMPACT_1 29 | { 30 | color 0.0 0.25 0.89 31 | size 24 32 | } 33 | 34 | pointlight XA_BLUNDERBUSS_IMPACT_2 35 | { 36 | color 0.0 0.25 0.89 37 | size 28 38 | } 39 | 40 | pointlight XA_BLUNDERBUSS_IMPACT_3 41 | { 42 | color 0.0 0.165 0.59 43 | size 32 44 | } 45 | 46 | pointlight XA_BLUNDERBUSS_IMPACT_4 47 | { 48 | color 0.0 0.1 0.39 49 | size 36 50 | } 51 | 52 | object Deh_Actor_150 // BlunderbussShot1 53 | { 54 | frame SP02A { light XA_BLUNDERBUSS_SHOT_1 } 55 | frame SP02B { light XA_BLUNDERBUSS_SHOT_2 } 56 | frame SP03A { light XA_BLUNDERBUSS_IMPACT_1 } 57 | frame SP03B { light XA_BLUNDERBUSS_IMPACT_2 } 58 | frame SP03C { light XA_BLUNDERBUSS_IMPACT_3 } 59 | frame SP03D { light XA_BLUNDERBUSS_IMPACT_4 } 60 | } 61 | 62 | object Deh_Actor_151 // BlunderbussShot2 63 | { 64 | frame SP02C { light XA_BLUNDERBUSS_SHOT_1 } 65 | frame SP02D { light XA_BLUNDERBUSS_SHOT_2 } 66 | frame SP03A { light XA_BLUNDERBUSS_IMPACT_1 } 67 | frame SP03B { light XA_BLUNDERBUSS_IMPACT_2 } 68 | frame SP03C { light XA_BLUNDERBUSS_IMPACT_3 } 69 | frame SP03D { light XA_BLUNDERBUSS_IMPACT_4 } 70 | } 71 | 72 | object Deh_Actor_152 // BlunderbussShot3 73 | { 74 | frame SP02C { light XA_BLUNDERBUSS_SHOT_1 } 75 | frame SP02D { light XA_BLUNDERBUSS_SHOT_2 } 76 | frame SP03A { light XA_BLUNDERBUSS_IMPACT_1 } 77 | frame SP03B { light XA_BLUNDERBUSS_IMPACT_2 } 78 | frame SP03C { light XA_BLUNDERBUSS_IMPACT_3 } 79 | frame SP03D { light XA_BLUNDERBUSS_IMPACT_4 } 80 | } 81 | 82 | // ============== 83 | // foe hammer 84 | // ============== 85 | 86 | pointlight XA_HAMMER_SHOT 87 | { 88 | color 0.56 0.82 1.0 89 | size 32 90 | } 91 | 92 | object Deh_Actor_153 // HammerWave 93 | { 94 | frame TNT1 { light XA_HAMMER_SHOT } 95 | } 96 | 97 | // ============== 98 | // heavy spiker 99 | // ============== 100 | 101 | flickerlight XA_SPIKE_SHOT 102 | { 103 | color 0.5 0.4 0.1 104 | size 16 105 | secondarySize 18 106 | chance 0.5 107 | } 108 | 109 | object Deh_Actor_156 // SpikeShotLeft 110 | { 111 | frame SP00A { light XA_SPIKE_SHOT } 112 | } 113 | 114 | object Deh_Actor_157 // SpikeShotRight 115 | { 116 | frame SP00A { light XA_SPIKE_SHOT } 117 | } 118 | 119 | // ============== 120 | // nox launcher 121 | // ============== 122 | 123 | pointlight XA_NOX_GRENADE 124 | { 125 | color 0.35 0.55 0.18 126 | size 32 127 | dontlightself 1 128 | } 129 | 130 | pointlight XA_NOX_EXPLODE_1 131 | { 132 | color 0.66 0.82 0.36 133 | size 64 134 | dontlightself 1 135 | } 136 | 137 | pointlight XA_NOX_EXPLODE_2 138 | { 139 | color 0.48 0.7 0.22 140 | size 32 141 | dontlightself 1 142 | } 143 | 144 | pointlight XA_NOX_EXPLODE_3 145 | { 146 | color 0.35 0.55 0.18 147 | size 40 148 | dontlightself 1 149 | } 150 | 151 | pointlight XA_NOX_EXPLODE_4 152 | { 153 | color 0.25 0.56 0.18 154 | size 48 155 | dontlightself 1 156 | } 157 | 158 | pointlight XA_NOX_EXPLODE_5 159 | { 160 | color 0.17 0.35 0.16 161 | size 56 162 | dontlightself 1 163 | } 164 | 165 | pointlight XA_NOX_EXPLODE_6 166 | { 167 | color 0.1 0.19 0.12 168 | size 64 169 | dontlightself 1 170 | } 171 | 172 | flickerlight XA_NOX_GAS_CLOUD_1 173 | { 174 | color 0.15 0.19 0.06 175 | size 64 176 | secondarysize 80 177 | chance 0.5 178 | dontlightself 1 179 | } 180 | 181 | flickerlight XA_NOX_GAS_CLOUD_2 182 | { 183 | color 0.15 0.19 0.06 184 | size 56 185 | secondarysize 72 186 | chance 0.5 187 | dontlightself 1 188 | } 189 | 190 | flickerlight XA_NOX_GAS_CLOUD_3 191 | { 192 | color 0.15 0.19 0.06 193 | size 48 194 | secondarysize 64 195 | chance 0.5 196 | dontlightself 1 197 | } 198 | 199 | flickerlight XA_NOX_GAS_CLOUD_4 200 | { 201 | color 0.15 0.19 0.06 202 | size 40 203 | secondarysize 56 204 | chance 0.5 205 | dontlightself 1 206 | } 207 | 208 | flickerlight XA_NOX_GAS_CLOUD_5 209 | { 210 | color 0.15 0.19 0.06 211 | size 32 212 | secondarysize 48 213 | chance 0.5 214 | dontlightself 1 215 | } 216 | 217 | flickerlight XA_NOX_GAS_CLOUD_6 218 | { 219 | color 0.15 0.19 0.06 220 | size 24 221 | secondarysize 40 222 | chance 0.5 223 | dontlightself 1 224 | } 225 | 226 | object Deh_Actor_159 // NoxGrenade 227 | { 228 | frame SP01A { light XA_NOX_GRENADE_3 } 229 | frame SP01H { light XA_NOX_EXPLODE_1 } 230 | frame SP01B { light XA_NOX_EXPLODE_2 } 231 | frame SP01C { light XA_NOX_EXPLODE_3 } 232 | frame SP01D { light XA_NOX_EXPLODE_4 } 233 | frame SP01E { light XA_NOX_EXPLODE_5 } 234 | frame SP01F { light XA_NOX_EXPLODE_6 } 235 | } 236 | 237 | object Deh_Actor_164 // NoxGasCloud 238 | { 239 | frame SP07A { light XA_NOX_GAS_CLOUD_1 } 240 | frame SP07B { light XA_NOX_GAS_CLOUD_1 } 241 | frame SP07C { light XA_NOX_GAS_CLOUD_1 } 242 | frame SP07D { light XA_NOX_GAS_CLOUD_1 } 243 | frame SP07E { light XA_NOX_GAS_CLOUD_1 } 244 | frame SP07F { light XA_NOX_GAS_CLOUD_1 } 245 | frame SP07G { light XA_NOX_GAS_CLOUD_1 } 246 | frame SP07H { light XA_NOX_GAS_CLOUD_1 } 247 | frame SP07I { light XA_NOX_GAS_CLOUD_1 } 248 | frame SP07J { light XA_NOX_GAS_CLOUD_1 } 249 | frame SP07K { light XA_NOX_GAS_CLOUD_1 } 250 | frame SP07L { light XA_NOX_GAS_CLOUD_1 } 251 | frame SP07M { light XA_NOX_GAS_CLOUD_1 } 252 | frame SP07N { light XA_NOX_GAS_CLOUD_2 } 253 | frame SP07O { light XA_NOX_GAS_CLOUD_2 } 254 | frame SP07P { light XA_NOX_GAS_CLOUD_3 } 255 | frame SP07Q { light XA_NOX_GAS_CLOUD_3 } 256 | frame SP07R { light XA_NOX_GAS_CLOUD_4 } 257 | frame SP07S { light XA_NOX_GAS_CLOUD_4 } 258 | frame SP07T { light XA_NOX_GAS_CLOUD_5 } 259 | frame SP07U { light XA_NOX_GAS_CLOUD_5 } 260 | frame SP07V { light XA_NOX_GAS_CLOUD_6 } 261 | frame SP07W { light XA_NOX_GAS_CLOUD_6 } 262 | } 263 | 264 | // ============== 265 | // ichor rifle 266 | // ============== 267 | 268 | pointlight XA_ICHOR_SHOT 269 | { 270 | color 0.66 0.0 0.0 271 | size 18 272 | } 273 | 274 | pointlight XA_ICHOR_IMPACT_1 275 | { 276 | color 0.5 0.0 0.0 277 | size 16 278 | } 279 | 280 | pointlight XA_ICHOR_IMPACT_2 281 | { 282 | color 0.33 0.0 0.0 283 | size 18 284 | } 285 | 286 | pointlight XA_ICHOR_IMPACT_3 287 | { 288 | color 0.25 0.0 0.0 289 | size 20 290 | } 291 | 292 | pointlight XA_ICHOR_IMPACT_4 293 | { 294 | color 0.15 0.0 0.0 295 | size 22 296 | } 297 | 298 | pointlight XA_ICHOR_IMPACT_5 299 | { 300 | color 0.1 0.0 0.0 301 | size 24 302 | } 303 | 304 | object Deh_Actor_165 // IchorShot 305 | { 306 | frame SP04A { light XA_ICHOR_SHOT } 307 | frame SP04H { light XA_ICHOR_IMPACT_1 } 308 | frame SP04I { light XA_ICHOR_IMPACT_2 } 309 | frame SP04J { light XA_ICHOR_IMPACT_3 } 310 | frame SP04K { light XA_ICHOR_IMPACT_4 } 311 | frame SP04L { light XA_ICHOR_IMPACT_5 } 312 | } 313 | 314 | // ============== 315 | // vile driver 316 | // ============== 317 | 318 | pointlight XA_VILE_SHOT 319 | { 320 | color 0.48 0.7 0.22 321 | size 18 322 | dontlightself 1 323 | } 324 | 325 | pointlight XA_VILE_IMPACT_1 326 | { 327 | color 0.66 0.82 0.36 328 | size 16 329 | dontlightself 1 330 | } 331 | 332 | pointlight XA_VILE_IMPACT_2 333 | { 334 | color 0.48 0.7 0.22 335 | size 18 336 | dontlightself 1 337 | } 338 | 339 | pointlight XA_VILE_IMPACT_3 340 | { 341 | color 0.35 0.55 0.18 342 | size 20 343 | dontlightself 1 344 | } 345 | 346 | pointlight XA_VILE_IMPACT_4 347 | { 348 | color 0.25 0.56 0.18 349 | size 22 350 | dontlightself 1 351 | } 352 | 353 | pointlight XA_VILE_IMPACT_5 354 | { 355 | color 0.17 0.35 0.16 356 | size 24 357 | dontlightself 1 358 | } 359 | 360 | object Deh_Actor_167 // VileShot1 361 | { 362 | frame SP05A { light XA_VILE_SHOT } 363 | frame SP05H { light XA_VILE_IMPACT_1 } 364 | frame SP05I { light XA_VILE_IMPACT_2 } 365 | frame SP05J { light XA_VILE_IMPACT_3 } 366 | frame SP05K { light XA_VILE_IMPACT_4 } 367 | frame SP05L { light XA_VILE_IMPACT_5 } 368 | } 369 | 370 | object Deh_Actor_168 // VileShot2 371 | { 372 | frame SP05A { light XA_VILE_SHOT } 373 | frame SP05H { light XA_VILE_IMPACT_1 } 374 | frame SP05I { light XA_VILE_IMPACT_2 } 375 | frame SP05J { light XA_VILE_IMPACT_3 } 376 | frame SP05K { light XA_VILE_IMPACT_4 } 377 | frame SP05L { light XA_VILE_IMPACT_5 } 378 | } 379 | 380 | // ============== 381 | // items n' stuff 382 | // ============== 383 | 384 | pulselight XA_PILLS_HERE 385 | { 386 | color 0.3 0.0 0.0 387 | size 16 388 | secondarySize 20 389 | interval 2.0 390 | attenuate 1 391 | dontlightself 1 392 | offset 0 10 0 393 | } 394 | 395 | object HealthBonus 396 | { 397 | frame BON1A { light XA_PILLS_HERE } 398 | } 399 | -------------------------------------------------------------------------------- /src/wadinfo.txt: -------------------------------------------------------------------------------- 1 | =========================================================================== 2 | Advanced engine needed : MBF21-supporting port -- DSDA-Doom recommended! 3 | Primary purpose : Everything! 'Tis a gameplay mod. 4 | =========================================================================== 5 | Title : Vesper 6 | Filename : xa-vesper.wad 7 | Release date : 2022-05-31 8 | Version : 1.1.0 9 | Project Homepage : https://hellforgestudios.com/doomforge/vesper/ 10 | Git Repo : https://github.com/XaserAcheron/vesper 11 | Discussion Thread : https://www.doomworld.com/forum/topic/123800 12 | 13 | Author : Xaser Acheron 14 | Email Address : [beep boop i'm a shoop] 15 | Other Files By Author : https://doomwiki.org/wiki/Xaser 16 | Misc. Author Info : I AM A XASER 17 | 18 | Description : Stylish, high-tech weapon mod for MBF21 ports, 19 | serving as a new-DEHACKED feature showcase. 20 | Features a shiny new roster of weapons that 21 | will make you say "I can't believe it's not 22 | GZDoom!" 23 | 24 | Field Agent Vesper Montgomery was expecting an 25 | intelligence-gathering mission, not a full-on 26 | demonic outbreak. Nevertheless, with an arsenal 27 | of plasma shotguns, acid grenades, arcane blood 28 | sprayers, and indestructible eyeglasses on hand, 29 | why not kick some ass while in the neighborhood? 30 | 31 | Vesper is a Doomforge project, hosted by the 32 | fine folks at Hellforge Studios. Check out 33 | https://hellforgestudios.com/doomforge/ for 34 | more kickass Doom stuffs, and hop on our 35 | Discord to chat (and/or vent) about the mod! 36 | 37 | Additional Credits to : See Credits section below for a full breakdown 38 | 39 | =========================================================================== 40 | * What is included * 41 | 42 | New levels : None ('tis a gameplay mod) 43 | Sounds : Yes 44 | Music : Yes 45 | Graphics : Yes 46 | Dehacked/BEX Patch : Yes (the new MBF21 hotness!) 47 | Demos : Yes 48 | Other : Probably 49 | Other files required : None 50 | 51 | =========================================================================== 52 | * Play Information * 53 | 54 | Game : Doom, Doom 2, Final Doom, or your PWAD of choice 55 | Map # : All of them. 56 | Single Player : Yes 57 | Cooperative 2-4 Player : Yes 58 | Deathmatch 2-4 Player : Perhaps -- Balance may not be perfect just yet. 59 | Other game styles : Sure! 60 | Difficulty Settings : Very Important 61 | 62 | =========================================================================== 63 | * Construction * 64 | 65 | Base : Code from scratch. Resources by various folk. 66 | Build Time : Time is an imaginary construct. 67 | Editor(s) used : DoomTools, SLADE, VSCode, Paint Shop Pro 7, Git 68 | May Not Run With... : Non-MBF21-supporting ports. This project has been 69 | extensively tested with dsda-doom; any other port 70 | is currently at "swim at your own risk" stage; 71 | there will be more cross-port testing n' fixes 72 | before the super-final release of this project, 73 | but for now, when in doubt, stick with dsda-doom. 74 | 75 | =========================================================================== 76 | * Port Compatibility * 77 | 78 | Vesper uses MBF21 features, and requires a port that supports the standard. 79 | 80 | Officially Supported ports: 81 | - DSDA-Doom (recommended for Singleplayer) -- 0.22.5 or later 82 | - Odamex (recommended for Multiplayer) -- 10.1.0 or later 83 | - Woof -- 8.1.0 or later 84 | - DelphiDoom -- 2022-05-01 update or later 85 | 86 | Nearly-Supported ports: 87 | - Eternity -- devbuilds only, not yet supported in latest official release 88 | - GZDoom -- ditto 89 | 90 | Other ports and versions may work if they've received updates since the 91 | time of writing, so feel free to try it out on your favorite port, but 92 | that's a "swim at your own risk" thing. ;) 93 | 94 | =========================================================================== 95 | * Wad Compatibility * 96 | 97 | Vesper is designed to be compatible with the vast majority of classic Boom 98 | megawads, even those that use DEHACKED. As long as the wad doesn't make 99 | use of the extended DEHEXTRA state range (there will usually be some note 100 | in the text file saying as such), it will probably work. 101 | 102 | One known exception is STRAIN -- it uses a sprite renaming trick to work 103 | around a vanilla Doom bug, which unfortunately mucks up Vesper's sprites. 104 | 105 | Additionally, Vesper includes a custom palette that may conflict with wads 106 | that also modify the palette. BTSX and Ancient Aliens in particular will 107 | not work at the time of writing (though a support patch for these in the 108 | future isn't out of the question ;). 109 | 110 | When in doubt, give it a try! You may be surprised what works. 111 | 112 | =========================================================================== 113 | * Changelog * 114 | 115 | v1.3.0 116 | - [WORK IN PROGRESS] 117 | - New and improved Vintage Eagle sprites, by TypicalSF (sonik.o.fan) 118 | 119 | v1.2.0 120 | - Polished up Vile Driver sprites with some new pixelwork & soul-vent anim 121 | - Improved Vile Driver sounds a bit to better suit the new sprites 122 | - Fixed some missing statusbar graphics 123 | - Updated a few weapon pickup sprites for better readability 124 | - Deathmatch Extension changes: 125 | - Ichor Rifle now "reloads" after every burst, so it's much less spammy 126 | - Heavy Spiker projectile speed increased slightly 127 | - Weapon pickups are now fullbright and have colored glowy outlines 128 | - Axe now deals a flat 250 damage, one-shotting most fellow agents ;) 129 | 130 | v1.1.0 131 | - New Statusbar 132 | - Tweaked pain flash palette to be less blinding 133 | - Added dynamic light definitions for GZDoom and DelphiDoom 134 | - Deathmatch Extension added, which makes a few balance tweaks for DM play: 135 | - Buff Blunderbuss projectile speed for more consistent damage 136 | - Reduce Nox gas cloud radius 137 | - Reduce Ichor damage and projectile speed a bit 138 | - Ichor projectiles no longer re-acquire a target after losing the first 139 | - All weapon behavior is the same for the primary (singleplayer) wad. 140 | 141 | v1.0.0 142 | - Initial release. 143 | 144 | =========================================================================== 145 | * Credits * 146 | 147 | Xaser 148 | - code n' stuff 149 | - lots o' sprite & sound edits 150 | - it me 151 | 152 | rd 153 | - playtesting n' encouragement 154 | 155 | Bridgeburner 156 | - Doomforge hostin' 157 | 158 | Ralphis 159 | - Odamex dev & support 160 | - Multiplayer hype man 161 | 162 | Altazimuth 163 | - Eternity dev & support 164 | 165 | printz 166 | - Eternity dev & support 167 | 168 | TypicalSF (a.k.a. sonik.o.fan) 169 | - vintage eagle 170 | - blunderbuss 171 | - foehammer 172 | - nox launcher 173 | - blue gloves 174 | - ion cartridge & pack 175 | 176 | zrrion the insect 177 | - heavy spiker 178 | - ichor rifle (base parts) 179 | - spike clip 180 | 181 | Mike12 182 | - ichor rifle (main sprite) 183 | 184 | NoozeArts 185 | - vile driver 186 | 187 | Neoworm 188 | - axe 189 | 190 | LossForWords 191 | - spike box 192 | - first aid kit 193 | - trauma kit 194 | - PILLS HERE 195 | - hyper-steroids 196 | - holomap 197 | 198 | BouncyTEM 199 | - heavy spiker firing sounds 200 | 201 | ChopBlock224 202 | - blunderbuss muzzleflash 203 | - foehammer muzzleflash 204 | - vile driver pickup (base) 205 | 206 | MrEnchanter 207 | - foehammer pickup 208 | 209 | osjclatchford 210 | - nox launcher 211 | - ichor rifle (base parts) 212 | 213 | Amuscaria 214 | - ichor rifle (base parts) 215 | - ichor rifle projectile 216 | - vile driver projectile 217 | - nox projectile 218 | - nox ammo 219 | 220 | Blox 221 | - ichor rifle (base parts) 222 | 223 | jval 224 | - DelphiDoom lightdefs (base) 225 | 226 | Raven Software (Heretic) 227 | - blunderbuss projectile 228 | 229 | Banjo Software (Hacx) 230 | - ichor rifle (base parts) 231 | 232 | Lobotomy Software (Powerslave) 233 | - ichor rifle (base parts) 234 | 235 | Rogue Entertainment (Strife) 236 | - ichor rifle (base parts) 237 | 238 | People Can Fly (Painkiller) 239 | - spike impact sound 240 | - ichor rifle sounds 241 | - vile driver sounds 242 | 243 | Capcom (Devil May Cry 2) 244 | - vintage eagle firing sound 245 | 246 | =========================================================================== 247 | * Copyright / Permissions * 248 | 249 | The SOURCE CODE for this mod is under the MIT License (full text below). 250 | As such, authors MAY use code from this project as a base for modification 251 | or reuse. Credit is always appreciated as a courtesy, of course. 252 | 253 | For everything else, checkout the Credits section above. For "hey can I 254 | use this resource?" questions, the usual quasi-fair-use excuses apply. 255 | The Xaser-person will not gripe at you for yoinking misc. resources from 256 | this mod, but holds no responsibility if anyone else does. :P 257 | 258 | You MAY distribute this file, provided you include this text file, with no 259 | modifications. You may distribute this file in any electronic format (BBS, 260 | Diskette, CD, actually-modern methods like the friggin' internet, etc) as 261 | long as you include this file intact. 262 | 263 | =========================================================================== 264 | * MIT License (applies to SOURCE CODE only) * 265 | 266 | Copyright (c) 2021 Xaser Acheron 267 | 268 | Permission is hereby granted, free of charge, to any person obtaining a copy 269 | of this software and associated documentation files (the "Software"), to deal 270 | in the Software without restriction, including without limitation the rights 271 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 272 | copies of the Software, and to permit persons to whom the Software is 273 | furnished to do so, subject to the following conditions: 274 | 275 | The above copyright notice and this permission notice shall be included in all 276 | copies or substantial portions of the Software. 277 | 278 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 279 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 280 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 281 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 282 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 283 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 284 | SOFTWARE. 285 | 286 | =========================================================================== 287 | * Where to get the file that this text file describes * 288 | 289 | https://hellforgestudios.com/doomforge/vesper/ 290 | https://static.angryscience.net/pub/doom/mods/vesper/ 291 | HELL 292 | SUPER HELL 293 | heaven, maybe? idk i've never been 294 | -------------------------------------------------------------------------------- /doommake.script: -------------------------------------------------------------------------------- 1 | /***************************************************************************** 2 | * vesper - doommake build script 3 | * (mostly generated by doommake itself, so thanks to MTrop for all o' dis) 4 | * (c) matt tropiano & xaser acheron 2021 5 | * MIT License 6 | ****************************************************************************/ 7 | 8 | #include "scripts/doommake-lib.script" 9 | #include "scripts/doommake-init.script" 10 | 11 | /* ------------------------------------------------------------------------ */ 12 | 13 | /** 14 | * Cleans the build directory found in the properties. 15 | */ 16 | function doClean() { 17 | initBuild(); 18 | return cleandir(getBuildDirectory()); 19 | } 20 | 21 | 22 | /* ------------------------------------------------------------------------ */ 23 | 24 | #define SRC_DECOHACK_DIR "/decohack" 25 | #define SRC_DECOHACK_ROOT_MAIN "main" 26 | #define SRC_DECOHACK_ROOT_EXT_DEATHMATCH "ext-deathmatch" 27 | 28 | #define IN_DECOHACK_EXTENSION ".dh" 29 | #define OUT_DECOHACK_PREFIX "dehsrc-" 30 | #define OUT_DECOHACK_EXTENSION ".dh" 31 | #define OUT_DEHACKED_PREFIX "dehacked-" 32 | #define OUT_DEHACKED_EXTENSION ".deh" 33 | 34 | /** 35 | * Return the output patch file name. 36 | */ 37 | function getVesperPatchFile(rootName) { 38 | return OUT_DEHACKED_PREFIX + rootName + OUT_DEHACKED_EXTENSION; 39 | } 40 | 41 | /** 42 | * Return the output patch source file name. 43 | */ 44 | function getVesperPatchSourceOutputFile(rootName) { 45 | return OUT_DECOHACK_PREFIX + rootName + OUT_DECOHACK_EXTENSION; 46 | } 47 | 48 | /** 49 | * Return DECOHack root for the specified root name. 50 | */ 51 | function getVesperDECOHackRoot(rootName) { 52 | return rootName + IN_DECOHACK_EXTENSION; 53 | } 54 | 55 | /** 56 | * Calls DECOHack. 57 | * Creates patch from the specified root file. 58 | */ 59 | check function doPatch(budget, sourceDir, rootName) { 60 | outFile = getBuildDirectory() + "/" + getVesperPatchFile(rootName); 61 | outSourceFile = getBuildDirectory() + "/" + getVesperPatchSourceOutputFile(rootName); 62 | 63 | decohack( 64 | file(sourceDir + "/" + getVesperDECOHackRoot(rootName)), 65 | file(outFile), 66 | budget, 67 | file(outSourceFile) 68 | ); 69 | } 70 | 71 | /** 72 | * Creates DEH patches. Word. 73 | */ 74 | check function doPatches(budget) { 75 | initBuild(); 76 | 77 | sourceDir = getSourceDirectory() + SRC_DECOHACK_DIR; 78 | verifydirs(sourceDir); 79 | 80 | // [XA] TODO: make this work again :P 81 | if (checkFileExistenceAndBuildStatuses(outFile)) { 82 | hash = directoryHasChanged(sourceDir); 83 | if (hash === null) { 84 | println("[Skipped] DECOHack directory (" + sourceDir + ") up to date."); 85 | return; 86 | } 87 | } else { 88 | hash = directoryHasChanged(sourceDir); 89 | } 90 | 91 | println("Compiling patches..."); 92 | 93 | doPatch(budget, sourceDir, SRC_DECOHACK_ROOT_MAIN); 94 | doPatch(budget, sourceDir, SRC_DECOHACK_ROOT_EXT_DEATHMATCH); 95 | 96 | storeDirectoryChanged(sourceDir, hash); 97 | setBuilt("dehacked"); 98 | } 99 | 100 | /* ------------------------------------------------------------------------ */ 101 | 102 | #define SRC_DIR_ASSETS "src/assets" 103 | #define MERGESCRIPT_ASSETS "scripts/merge-assets.txt" 104 | 105 | /** 106 | * Cleans up the created asset WAD. 107 | */ 108 | check function cleanUpAssetWAD(wadpath) { 109 | wf = wadfile(wadpath); 110 | 111 | // Remove the sprite namespace if empty. 112 | sx = wadentryindex(wf, "SS_START"); 113 | sy = wadentryindex(wf, "SS_END"); 114 | if (sx !== null && (sy - sx === 1)) { 115 | wf->waddelete(wf->wadentryindex("SS_START")); 116 | wf->waddelete(wf->wadentryindex("SS_END")); 117 | } 118 | 119 | close(wf); 120 | } 121 | 122 | /** 123 | * Calls the merge script for merging maps. 124 | * Creates assets WAD. 125 | */ 126 | check function doAssets() { 127 | 128 | initBuild(); 129 | verifydirs(SRC_DIR_ASSETS + "/_global"); 130 | verifydirs(SRC_DIR_ASSETS + "/graphics"); 131 | verifydirs(SRC_DIR_ASSETS + "/music"); 132 | verifydirs(SRC_DIR_ASSETS + "/sounds"); 133 | verifydirs(SRC_DIR_ASSETS + "/sprites"); 134 | 135 | wadmerge(file(MERGESCRIPT_ASSETS), [ 136 | getBuildDirectory(), 137 | getAssetsWAD() 138 | ]); 139 | 140 | cleanUpAssetWAD(getBuildDirectory() + "/" + getAssetsWAD()); 141 | } 142 | 143 | 144 | /* ------------------------------------------------------------------------ */ 145 | 146 | #define PROP_RUN_EXE "doommake.run.exe" 147 | #define PROP_RUN_EXE_WORK "doommake.run.exe.workdir" 148 | #define PROP_RUN_SWITCH_IWAD "doommake.run.switch.iwad" 149 | #define DEFAULT_RUN_SWITCH_IWAD "-iwad" 150 | #define PROP_RUN_SWITCH_FILE "doommake.run.switch.file" 151 | #define DEFAULT_RUN_SWITCH_FILE "-file" 152 | #define PROP_RUN_SWITCH_DEH "doommake.run.switch.deh" 153 | #define DEFAULT_RUN_SWITCH_DEH "-deh" 154 | #define PROP_RUN_ARGS "doommake.run.args" 155 | 156 | /** 157 | * Calls a port to run this project. 158 | * portType: If specified, then this looks for the properties that end with ".porttype". 159 | * wadList: List of WAD files to add. 160 | * dehFile: DEH file to add. 161 | */ 162 | check function doRun(portType, wadList, dehFile) { 163 | 164 | portType = empty(portType) ? "" : "." + portType; 165 | 166 | exepath = prop(PROP_RUN_EXE + portType); 167 | exeworkdir = prop(PROP_RUN_EXE_WORK + portType) ?: fileparent(exepath); 168 | iwadSwitch = prop(PROP_RUN_SWITCH_IWAD + portType, DEFAULT_RUN_SWITCH_IWAD); 169 | fileSwitch = prop(PROP_RUN_SWITCH_FILE + portType, DEFAULT_RUN_SWITCH_FILE); 170 | dehSwitch = prop(PROP_RUN_SWITCH_DEH + portType, DEFAULT_RUN_SWITCH_DEH); 171 | miscArgs = prop(PROP_RUN_ARGS + portType); 172 | 173 | if (empty(exepath)) 174 | return error("NoEXE", "Executable not specified. Requires a property to be set: " + PROP_RUN_EXE + portType); 175 | 176 | if (!fileexists(exepath)) 177 | return error("NoEXE", "Executable could not be found: " + exepath); 178 | if (!fileexists(exeworkdir)) 179 | return error("NoEXE", "Working directory for executable not found: " + exeworkdir); 180 | 181 | if (empty(iwadSwitch)) 182 | return error("RunError", "IWAD switch not specified. Requires a property to be set: " + PROP_RUN_SWITCH_IWAD + portType); 183 | if (empty(fileSwitch)) 184 | return error("RunError", "FILE switch not specified. Requires a property to be set: " + PROP_RUN_SWITCH_FILE + portType); 185 | if (empty(dehSwitch)) 186 | return error("RunError", "DEH switch not specified. Requires a property to be set: " + PROP_RUN_SWITCH_DEH + portType); 187 | 188 | arguments = []; 189 | 190 | iwadPath = getIwad(); 191 | if (empty(iwadPath)) 192 | return error("NoIWAD", "An IWAD for this project was not set in properties: " + PROP_IWADPATH); 193 | 194 | arguments->listadd(iwadSwitch); 195 | arguments->listadd(iwadPath->filecanonpath()); 196 | 197 | if (!empty(wadList)) { 198 | arguments->listadd(fileSwitch); 199 | each (w : wadList) 200 | arguments->listadd(w->filecanonpath()); 201 | } 202 | 203 | if (!empty(dehFile)) { 204 | arguments->listadd(dehSwitch); 205 | arguments->listadd(dehFile->filecanonpath()); 206 | } 207 | 208 | if (!empty(miscArgs)) { 209 | each (a : strsplit(miscArgs, " ")) 210 | arguments->listadd(a); 211 | } 212 | 213 | return execresult(exec( 214 | exepath, arguments, envvars(), exeworkdir, stdout(), stderr(), stdin() 215 | )); 216 | } 217 | 218 | 219 | /* ------------------------------------------------------------------------ */ 220 | 221 | #define MERGESCRIPT_RELEASE "scripts/merge-release.txt" 222 | #define MERGESCRIPT_EXTENSION "scripts/merge-extension.txt" 223 | #define SRC_WADINFO "src/wadinfo.txt" 224 | 225 | /** 226 | * Initializes the build directory. 227 | */ 228 | function initDist() { 229 | return verifydirs(getDistDirectory()); 230 | } 231 | 232 | /** 233 | * Copies the WAD info to the build directory as its TXT file. 234 | * Throws error if unsuccessful. 235 | */ 236 | function copyProjectTXT(destfile) { 237 | srcfile = file(SRC_WADINFO); 238 | println("Copying " + srcfile + " to " + destfile + "..."); 239 | return copyfile(srcfile, destfile, true); 240 | } 241 | 242 | /** 243 | * Builds every component for the project release. 244 | */ 245 | check function doAll() { 246 | initBuild(); 247 | doPatches(false); 248 | doAssets(); 249 | } 250 | 251 | /** 252 | * Call wadmerge and build release wad 253 | */ 254 | function mergeRelease(mergescript, wadName, patchRoot) { 255 | wadmerge(file(mergescript), [ 256 | getBuildDirectory() 257 | ,wadName 258 | ,getVesperPatchFile(patchRoot) 259 | ,getVesperPatchSourceOutputFile(patchRoot) 260 | ,getAssetsWAD() 261 | ]); 262 | } 263 | 264 | /** 265 | * Return the project WAD file name. 266 | */ 267 | function getVesperExtensionWAD(patchRoot) { 268 | return getProjectName() + "-" + patchRoot + ".wad"; 269 | } 270 | 271 | /** 272 | * Merges all components into the project file and creates the distributable. 273 | */ 274 | check function doRelease() { 275 | mergeRelease(MERGESCRIPT_RELEASE, getProjectWad(), SRC_DECOHACK_ROOT_MAIN); 276 | mergeRelease(MERGESCRIPT_EXTENSION, getVesperExtensionWAD(SRC_DECOHACK_ROOT_EXT_DEATHMATCH), SRC_DECOHACK_ROOT_EXT_DEATHMATCH); 277 | 278 | // Assemble project archive. 279 | initDist(); 280 | copyProjectTXT(getBuildDirectory() + "/" + getProjectTXT()); 281 | copyProjectTXT(getDistDirectory() + "/" + getProjectTXT()); 282 | zipProject([ 283 | getBuildDirectory() + "/" + getProjectWAD(), 284 | getBuildDirectory() + "/" + getProjectTXT() 285 | ]); 286 | 287 | println("Done!"); 288 | } 289 | 290 | 291 | /**************************************************************************** 292 | * TARGET: init 293 | **************************************************************************** 294 | * Initializes this project. 295 | * doommake init 296 | ****************************************************************************/ 297 | check entry init(args) { 298 | doInit(args); 299 | } 300 | 301 | 302 | /**************************************************************************** 303 | * TARGET: clean 304 | **************************************************************************** 305 | * Cleans the build directory. 306 | * doommake clean 307 | ****************************************************************************/ 308 | check entry clean(args) { 309 | doClean(); 310 | } 311 | 312 | 313 | /***************************************************************************** 314 | * TARGET: patch 315 | ***************************************************************************** 316 | * Compiles the DeHackEd patches (and shows the budget). 317 | * doommake patch 318 | ****************************************************************************/ 319 | check entry patch(args) { 320 | doPatches(true); 321 | } 322 | 323 | /***************************************************************************** 324 | * TARGET: assets 325 | ***************************************************************************** 326 | * Merges the assets WAD. 327 | * doommake assets 328 | ****************************************************************************/ 329 | check entry assets(args) { 330 | doAssets(); 331 | } 332 | 333 | 334 | /***************************************************************************** 335 | * TARGET: run 336 | ***************************************************************************** 337 | * Runs this project. 338 | * doommake run 339 | ****************************************************************************/ 340 | check entry run(args) { 341 | 342 | wadList = [ 343 | getBuildDirectory() + "/" + getProjectWAD() 344 | ]; 345 | 346 | // Set DEH file here, if any. 347 | dehFile = null; 348 | 349 | return doRun(args[0], wadList, dehFile); 350 | } 351 | 352 | /**************************************************************************** 353 | * TARGET: all 354 | **************************************************************************** 355 | * Builds all parts of the project. 356 | * doommake all 357 | ****************************************************************************/ 358 | check entry all(args) { 359 | doAll(); 360 | } 361 | 362 | 363 | /**************************************************************************** 364 | * TARGET: release 365 | **************************************************************************** 366 | * Creates a release and distribution. 367 | * doommake release 368 | ****************************************************************************/ 369 | check entry release(args) { 370 | doRelease(); 371 | } 372 | 373 | 374 | /**************************************************************************** 375 | * TARGET: make 376 | **************************************************************************** 377 | * Default make target. 378 | * doommake 379 | ****************************************************************************/ 380 | check entry make(args) { 381 | doInit(); 382 | doAll(); 383 | doRelease(); 384 | } 385 | --------------------------------------------------------------------------------