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TheKins committed Oct 23, 2019
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2 changes: 2 additions & 0 deletions .gitattributes
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# Auto detect text files and perform LF normalization
* text=auto
17 changes: 17 additions & 0 deletions .gitignore
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# loose files of no real point since we post releases elsewhere
*.lnk
*.pk3
*.bak
*.pk7
*.7z

# folders with big bulky things that shouldn't go on git like psd files
/artsrc/*
/txtsrc/*

# gzdoom builder detritus
*.dbs
*.backup*

# text files i use to write down everything i do. pointless to include when commit logs exist
diary.txt
35 changes: 35 additions & 0 deletions Makefile
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# Unix makefile for Unix-like operating systems like GNU/Linux.
# original by hjri
# rewrite by me, lolwellun the teapot
# Requires installation of GNU make (or equivilant) and 7z
NAME=fauxdm-dev
NAMEOPT=fauxdm-optional-dev
SRC=pk3/acs
OBJ=pk3/acs
.PHONY: help pk3 pk7 clean

help:
@echo "Available options:"
@echo " help - Prints this dialog and exits."
@echo " pk3 - Builds a pk3 archive of the target sources."
@echo " pk7 - Builds a pk7 archive of the target sources."
@echo " clean - Removes all archives."
@echo "How to use:"
@echo " Make sure that 7z is installed."
@echo " Type 'make -option-'."
@echo " Replace '-option-' with the option you want to use."

pk3:
@echo -n "Building ${NAME}.pk3 ......"
@cd fauxdm-dev && 7z a -tzip ../${NAME}.pk3 *
@echo "done"

pk7:
@echo -n "Building ${NAME}.pk7 ......"
@cd fauxdm-dev && 7z a ../${NAME}.pk7 *
@echo "done"

clean:
@echo -n "Removing archives....."
@rm -f ${NAME}.pk7 ${NAME}.pk3 ${NAMEOPT}.pk7 ${NAMEOPT}.pk3
@echo "done"
29 changes: 29 additions & 0 deletions _zip.bat
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@echo off
color F

set NAME=fauxdm_test_%date:~-4,4%%date:~-7,2%%date:~-10,2%
echo ZDoom Mod Builderer
echo Originally by Kyle873 for Laughing Chamber
echo based on 7-Zip, (c) 1999-2010 Igor Pavlov
echo.
echo This will zip up the "fauxdm-dev" folder for external use (testers, release etc.)
set /p TYPE="Would you like to build a PK3 or PK7? (default pk3): " % = %

cd fauxdm-dev

if (%TYPE%) == (pk7) (goto PK7) else (goto PK3)

:PK7
echo Building PK7
..\tools\7za a -t7z %NAME%.pk7 *.* *
move %NAME%.pk7 ../builds/%NAME%.pk7
goto Done

:PK3
echo Building PK3
..\tools\7za a -tzip %NAME%.pk3 *.* *
move %NAME%.pk3 ../builds/%NAME%.pk3
goto Done

:Done
pause >nul
3 changes: 3 additions & 0 deletions builds/readme.txt
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This is where builds created with _zip.bat go to run and frolick with the other PK3s when they get really sick or poop in the kitchen too much for your dad's liking.

I'm sorry you had to find out this way.
98 changes: 98 additions & 0 deletions fauxdm-dev/CREDITS.txt
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================================================================================

Deathmatch Simulator (aka: FauxDM)

Credits

================================================================================

Developed by:
The Kinsie

Babying Me Through Most Of The Heavy ZScript-Lifting:
Gutawer
Phantombeta
Jekyll Grim Payne
Zombie
Kodi
Comet

Graphics That Weren't "Borrowed" From Commercial Games:
Zrrion (Quake Ranger)
hidfan (Doom AI Rescale)
Mechadon (Big Box-o-Skies)
Seth Gorden (Skulltag Intermission Pics base)
Seth Gorden and Chris Schnefke (Chubbs skin)
LossForWords (Quake SSG)
Smooth Doom Team (Doom 64 SSG Frames)
Michael Niggel and Edmundo Bordeau (Skulltag Railgun)
Sonik.O.Fan (Shotgun and Machinegun sprites, Skulltag railgun remaster)
Amuscaria (Rocket and Grenade Launchers, Hell-Forged Texture pack)

Other Stuff From Other Mods:
JoeyTD (BFG9000 Attack)
MaxiClouds (Re-Blood TNT code)
Samsara Devs (Duke3D Gib code)
Skulltag Development Team (Any further Skulltag assets otherwise uncredited)

Testers:
BlorgX3

================================================================================

Music Credits:
"D64INTER"
Doom 64 Intermission
Original by Aubrey Hodges
MIDIfied by Jose Navarrete

"MGLODOOM"
Megalodoomia
Based off tracks by Bobby Prince and Toby Fox
by Xaser Acheron

"300TOLL"
Dethtoll.mid sped up x3
Original by Bobby Prince

"SWTAIKO"
Taiko Recall
by Lee Jackson

"STWIN"
Skulltag victory music
Original by Joose Zansai

"STLOSE"
TNT Evilution intermission music
Original by TeamTNT

"PBLOOD1"
Untitled track for Blood prototype
by Jay Wilson

================================================================================

Map Credits:
FDM01: "Carnyard Love"
Based on D2DM1 and D2DM2 of Skulltag
Originally by Carnevil and Matthew McGee
Glued together with little tweaks here and there by The Kins

D5M1: "Plead the Fifth"
Based on SS-MAP1 (aka Dwango5 Map01)
Originally by Rockt and Asmo (https://d5m1.com/)
Minor tweaks, fixes and bits of visual polish by The Kins

FDM02: "Forgotten Temple"
Based on ERIC-1.MAP from the January 1995 prototype of Shadow Warrior
Originally by Eric Reuter... presumably
Porting and turning into a DM map by The Kins

FDM03: "Shooting Gallery"
Based on Shooting Gallery from Metroid Prime 2 multiplayer
Originally by Retro Studios
Remade by The Kins

FDM04: "Don't Wake Daddy"
Made by The Kins
64 changes: 64 additions & 0 deletions fauxdm-dev/TEXTURES.txt
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// Texture definitions generated by SLADE3
// on Wed Oct 9 15:28:04 2019

Sprite "SSGRA0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand76.png", 54, 155
}

Sprite "SSGRB0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand76.png", 64, 127
}

Sprite "SSGRC0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand76.png", 83, 110
}

Sprite "SSGRD0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand76.png", 102, 110
}

Sprite "SSGRF0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand104.png", 101, 102
}

Sprite "SSGRE0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand104.png", 100, 101
}

Sprite "SSGRG0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand104.png", 74, 124
}

Sprite "SSGRH0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand104.png", 67, 132
}

Sprite "SSGRI0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand104.png", 53, 144
}

Sprite "SSGRJ0", 320, 200
{
Patch "sprites/weapons/supershotgun/SSGNG0.png", 174, 125
Patch "graphics/textures/hand104.png", 42, 152
}

// End of texture definitions
52 changes: 52 additions & 0 deletions fauxdm-dev/TODO.TXT
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================================================================================

The To-Do List

================================================================================

MONSTERS:
- Navigation is kind of fucked. They're never, _ever_ going to be trying to be
proper bots (they're idiot monsters that think they're people!) but it'd be
nice if they didn't just "run the rope" between walls as much.

GAMEPLAY JUNK:
- ACS should probably be de-fucked and ported to ZScript, but that stuff is
pretty scary, so it's ACS for now. _For now._
- Skill settings need implementing. Prob. once more stuff is added.

MAPS:
- FDM02 could use further tweaking.
- FDM04 needs more actors, improvements to the outside bit and an art pass.

================================================================================

The Will-Do In The Future List

================================================================================

MONSTERS:
- Add more monster types! And then add more! AND THEN MORE.
- Find a way to fake obituaries when killed, using player name and monster name.
Yes, this would be spammy. No, I don't care.
- Maybe some fake text chat every now and then?

WEAPONS:
- Preferably, they'd all exist.
- Make the Grenade Launcher's grenades more like the Quake GL's

MISC:
- Make the win/lose intermission pics script better handle non-320x240 resolutions.

================================================================================

The Can't-Do List

================================================================================

- Even though they basically aren't used by the mod, maps still require a Player
1 start to load. This rules out some Deathmatch map sets unless you manually
add a start position in an editor. Which isn't HARD, but it can be tedious.
- The LevelCompatibility script to make multiplayer weapon spawns appear mangles
spawn flags, causing script-triggering actors like SecActHitFloor to have
incorrect settings. As such, this is locked behind a CVar until engine-side
functionality emerges to fix this.
Binary file added fauxdm-dev/acs/fauxdm.o
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