- setup Harmony localization.

This also includes Blzut3's DECORATE version of the Harmony actors and disables the Dehacked patch, which was necessary to define a working set of dynamic lights and fix a few minor errors with the original.
This commit is contained in:
Christoph Oelckers 2019-07-16 22:21:32 +02:00
parent 56d03c8223
commit 17ce621e1f
270 changed files with 3163 additions and 73 deletions

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@ -0,0 +1,78 @@
===========================================================================
Advanced engine needed : ZDoom
Primary purpose : No levels included
===========================================================================
Title : Harmony Mod Base
Filename : harmmod.pk3
Release date : December 11th, 2009
Author : Blzut3
Email Address : Blzut3@zoominternet.net
Description : Base file for use in creating mods for Harmony
1.1 or later.
When Harmony 1.0 was release I had trouble
running it on Linux. My solution was to
translate the DeHackEd patches into modern lumps,
which allowed me to play the game. I submitted
the lumps to t.v., but he didn't want them since
he hasn't learn to use the new formats yet.
In any case I feel that the lump can still be
useful for anyone who may want to create a mod
for Harmony (particularly more elaborate ones).
In addition I didn't my effort to go to waste.
There is one difference in my patch that I recall
is that the hand grenades do not have autoaim,
but this can easily be reverted.
As of Harmony 1.1, this also fixes a bug where the
icons on the fullscreen hud are not properly scaled.
Additional Credits to : Rabotik (aka t.v.)
===========================================================================
* What is included *
New levels : None
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : Decorate, etc
* Play Information *
Game : Harmony
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Not implemented
* Construction *
Base : Modified
Build Time : 2 Days
Editor(s) used : KWrite, 7-Zip, WHackEd
Known Bugs : None
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors

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@ -15,10 +15,9 @@ gameinfo
// Edited MAPINFO for localization:
// Literal map names have been replaced with labels.
// Titlepatches have been disabled to allow using the font.
map MAP01 lookup "TXT_HACXMAP01"
{
//titlepatch = CWILV00
titlepatch = CWILV00
next = MAP02
secretnext = MAP02
sky1 = SKY1, 0
@ -29,7 +28,7 @@ map MAP01 lookup "TXT_HACXMAP01"
map MAP02 lookup "TXT_HACXMAP02"
{
//titlepatch = CWILV01
titlepatch = CWILV01
next = MAP03
secretnext = MAP03
sky1 = SKY1, 0
@ -40,7 +39,7 @@ map MAP02 lookup "TXT_HACXMAP02"
map MAP03 lookup "TXT_HACXMAP03"
{
//titlepatch = CWILV02
titlepatch = CWILV02
next = MAP04
secretnext = MAP04
sky1 = SKY1, 0
@ -51,7 +50,7 @@ map MAP03 lookup "TXT_HACXMAP03"
map MAP04 lookup "TXT_HACXMAP04"
{
//titlepatch = CWILV03
titlepatch = CWILV03
next = MAP05
secretnext = MAP05
sky1 = SKY1, 0
@ -62,7 +61,7 @@ map MAP04 lookup "TXT_HACXMAP04"
map MAP05 lookup "TXT_HACXMAP05"
{
//titlepatch = CWILV04
titlepatch = CWILV04
next = MAP06
secretnext = MAP06
sky1 = SKY3, 0
@ -73,7 +72,7 @@ map MAP05 lookup "TXT_HACXMAP05"
map MAP06 lookup "TXT_HACXMAP06"
{
//titlepatch = CWILV05
titlepatch = CWILV05
next = MAP07
secretnext = MAP07
sky1 = SKY1, 0
@ -84,7 +83,7 @@ map MAP06 lookup "TXT_HACXMAP06"
map MAP07 lookup "TXT_HACXMAP07"
{
//titlepatch = CWILV06
titlepatch = CWILV06
next = MAP08
secretnext = MAP08
sky1 = SKY1, 0
@ -95,7 +94,7 @@ map MAP07 lookup "TXT_HACXMAP07"
map MAP08 lookup "TXT_HACXMAP08"
{
//titlepatch = CWILV07
titlepatch = CWILV07
next = MAP09
secretnext = MAP09
sky1 = SKY1, 0
@ -107,7 +106,7 @@ map MAP08 lookup "TXT_HACXMAP08"
map MAP09 lookup "TXT_HACXMAP09"
{
//titlepatch = CWILV08
titlepatch = CWILV08
next = MAP10
secretnext = MAP10
sky1 = SKY1, 0
@ -118,7 +117,7 @@ map MAP09 lookup "TXT_HACXMAP09"
map MAP10 lookup "TXT_HACXMAP10"
{
//titlepatch = CWILV09
titlepatch = CWILV09
next = MAP11
secretnext = MAP11
sky1 = SKY3, 0
@ -129,7 +128,7 @@ map MAP10 lookup "TXT_HACXMAP10"
map MAP11 lookup "TXT_HACXMAP11"
{
//titlepatch = CWILV10
titlepatch = CWILV10
next = MAP12
secretnext = MAP12
sky1 = SKY2, 0
@ -140,7 +139,7 @@ map MAP11 lookup "TXT_HACXMAP11"
map MAP12 lookup "TXT_HACXMAP12"
{
//titlepatch = CWILV11
titlepatch = CWILV11
next = MAP13
secretnext = MAP13
sky1 = SKY2, 0
@ -151,7 +150,7 @@ map MAP12 lookup "TXT_HACXMAP12"
map MAP13 lookup "TXT_HACXMAP13"
{
//titlepatch = CWILV12
titlepatch = CWILV12
next = MAP14
secretnext = MAP14
sky1 = SKY2, 0
@ -162,7 +161,7 @@ map MAP13 lookup "TXT_HACXMAP13"
map MAP14 lookup "TXT_HACXMAP14"
{
//titlepatch = CWILV13
titlepatch = CWILV13
next = MAP15
secretnext = MAP15
sky1 = SKY2, 0
@ -173,7 +172,7 @@ map MAP14 lookup "TXT_HACXMAP14"
map MAP15 lookup "TXT_HACXMAP15"
{
//titlepatch = CWILV14
titlepatch = CWILV14
next = MAP16
secretnext = MAP31
sky1 = SKY3, 0
@ -184,7 +183,7 @@ map MAP15 lookup "TXT_HACXMAP15"
map MAP16 lookup "TXT_HACXMAP16"
{
//titlepatch = CWILV15
titlepatch = CWILV15
next = MAP17
secretnext = MAP17
sky1 = SKY1, 0
@ -195,7 +194,7 @@ map MAP16 lookup "TXT_HACXMAP16"
map MAP17 lookup "TXT_HACXMAP17"
{
//titlepatch = CWILV16
titlepatch = CWILV16
next = MAP18
secretnext = MAP18
sky1 = SKY1, 0
@ -206,7 +205,7 @@ map MAP17 lookup "TXT_HACXMAP17"
map MAP18 lookup "TXT_HACXMAP18"
{
//titlepatch = CWILV17
titlepatch = CWILV17
next = MAP19
secretnext = MAP19
sky1 = SKY1, 0
@ -217,7 +216,7 @@ map MAP18 lookup "TXT_HACXMAP18"
map MAP19 lookup "TXT_HACXMAP19"
{
//titlepatch = CWILV18
titlepatch = CWILV18
next = MAP20
secretnext = MAP20
sky1 = SKY1, 0
@ -228,7 +227,7 @@ map MAP19 lookup "TXT_HACXMAP19"
map MAP20 lookup "TXT_HACXMAP20"
{
//titlepatch = CWILV19
titlepatch = CWILV19
next = EndGame1
secretnext = EndGame1
sky1 = SKY3, 0
@ -239,7 +238,7 @@ map MAP20 lookup "TXT_HACXMAP20"
map MAP31 lookup "TXT_HACXMAP31"
{
//titlepatch = CWILV30
titlepatch = CWILV30
next = MAP16
secretnext = MAP16
sky1 = SKY3, 0

View file

@ -0,0 +1,62 @@
graphic "AMMOICON", 113, 69
{
xscale 6
yscale 6
patch "AMMOA0", 0, 0
{
}
}
graphic "SBOXICON", 98, 62
{
xscale 5
yscale 5
patch "SBOXA0", 0, 0
{
}
}
graphic "ROCKICON", 31, 31
{
xscale 2
yscale 2
patch "ROCKA0", 0, 0
{
}
}
graphic "CELPICON", 72, 74
{
xscale 4
yscale 4
patch "CELPA0", 0, 0
{
}
}
graphic "MEDIA0", 109, 62
{
xscale 3
yscale 3
patch "MEDIA0", 0, 0
{
}
}
graphic "ARM1A0", 70, 70
{
xscale 3
yscale 3
patch "ARM1A0", 0, 0
{
}
}
graphic "ARM2A0", 81, 78
{
xscale 3
yscale 3
patch "ARM2A0", 0, 0
{
}
}

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@ -0,0 +1 @@
TimeBombWeapon ""

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@ -0,0 +1,396 @@
/***** Animators ***********************************************************/
fader GoAway
{
DecayStart 0.5
DecayTime 1.0
}
fader GoAway2
{
DecayStart 1.0
DecayTime 3.0
}
colorchanger ToBlack
{
FadeStart 0.5
FadeTime 1.0
}
stretcher BloodStretcher
{
StretchTime 35
GoalY 2.0
}
slider BloodSlider
{
SlideTime 35
DistY -5
}
combiner BloodSmearer
{
BloodStretcher
BloodSlider
}
/***** Bullet Chips *****/
decal BulletChip1
{
pic CHIP1
translucent 0.85
x-scale 0.5
y-scale 0.5
randomflipx
randomflipy
}
decal BulletChip2
{
pic CHIP2
translucent 0.85
x-scale 0.5
y-scale 0.5
randomflipx
randomflipy
}
decal BulletChip3
{
pic CHIP3
translucent 0.85
x-scale 0.5
y-scale 0.5
randomflipx
randomflipy
}
decal BulletChip4
{
}
decal BulletChip5
{
}
decalgroup BulletChip
{
BulletChip1 1
BulletChip2 1
BulletChip3 1
BulletChip4 0
BulletChip5 0
}
/***** Blood Decals ********************************************************/
/*
* Blood splats just stick to the walls.
* Blood smears crawl down walls a bit like in Blood.
*
* These do not need generators; the engine will create them automatically
* when something bleeds. If a blood color is set, the shade color will be ignored,
* and the actor's blood color will be used instead.
*/
decal BloodSplat1
{
}
decal BloodSplat2
{
}
decal BloodSplat3
{
}
decal BloodSplat4
{
}
decal BloodSplat5
{
}
decal BloodSplat6
{
}
decal BloodSplat7
{
}
// The smaller blood splats are more common than the big ones.
decalgroup BloodSplat
{
BloodSplat1 2
BloodSplat2 1
BloodSplat3 5
BloodSplat4 5
BloodSplat5 5
BloodSplat6 0
BloodSplat7 0
}
decal BloodSmear1
{
}
decal BloodSmear2
{
}
decalgroup BloodSmear
{
BloodSmear1 1
BloodSmear2 1
}
/***** Rocket Scorches *****************************************************/
decal Scorch
{
}
decal BigScorch
{
}
/***** Plasma Rifle Scorches ***********************************************/
decal PlasmaScorchLower1
{
}
decal PlasmaScorch1
{
pic PLSEA0
x-scale 0.3
y-scale 0.3
add 1.0
fullbright
animator GoAway
lowerdecal PlasmaScorchLower1
}
decal PlasmaScorchLower2
{
}
decal PlasmaScorch2
{
pic PLSEA0
x-scale 0.3
y-scale 0.3
add 1.0
fullbright
animator GoAway
lowerdecal PlasmaScorchLower2
}
decalgroup PlasmaScorchLower
{
PlasmaScorchLower1 1
PlasmaScorchLower2 1
}
decalgroup PlasmaScorch
{
PlasmaScorch1 1
PlasmaScorch2 1
}
/***** BFG Scorches ********************************************************/
decal BFGScorch1
{
}
decal BFGScorch2
{
}
decalgroup BFGScorch
{
BFGScorch1 1
BFGScorch2 1
}
decal BFGLightning1
{
}
decal BFGLightning2
{
}
decalgroup BFGLightning
{
BFGLightning1 1
BFGLightning2 1
}
/***** Rail Gun Scorches - contributed by Nigel Rowand *********************/
decal RailScorchLower1
{
pic CBALSCR1
shade "00 00 00"
x-scale 0.2
y-scale 0.2
randomflipx
randomflipy
}
decal RailScorchLower2
{
pic CBALSCR2
shade "00 00 00"
x-scale 0.2
y-scale 0.2
randomflipx
randomflipy
}
decalgroup RailScorchLower
{
RailScorchLower1 1
RailScorchLower2 1
}
decal RailScorch1
{
pic CBALSCR1
shade "00 00 56"
fullbright
x-scale 0.4
y-scale 0.4
animator GoAway
lowerdecal RailScorchLower
}
decal RailScorch2
{
pic CBALSCR2
shade "00 00 56"
fullbright
x-scale 0.4
y-scale 0.4
animator GoAway
lowerdecal RailScorchLower
}
decalgroup RailScorch
{
RailScorch1 1
RailScorch2 1
}
/***** Arachnotron Plasma Scorches *****************************************/
decal ArachScorch1
{
pic APBXA0
x-scale 0.3
y-scale 0.3
add 1.0
animator GoAway
lowerdecal PlasmaScorchLower1
}
decal ArachScorch2
{
pic APBXA0
x-scale 0.3
y-scale 0.3
add 1.0
animator GoAway
lowerdecal PlasmaScorchLower2
}
decalgroup ArachnotronScorch
{
ArachScorch1 1
ArachScorch2 1
}
/***** Baron of Hell/Hell Knight Scorches **********************************/
decal BaronScorch1
{
}
decal BaronScorch2
{
}
decalgroup BaronScorch
{
BaronScorch1 1
BaronScorch2 1
}
/***** Cacodemon Scorches **************************************************/
decal CacoScorch1
{
}
decal CacoScorch2
{
}
decalgroup CacoScorch
{
CacoScorch1 1
CacoScorch2 1
}
/***** Doom Imp Scorches ***************************************************/
decal DImpScorch1
{
}
decal DImpScorch2
{
}
decalgroup DoomImpScorch
{
DImpScorch1 1
DImpScorch2 1
}
/***** Revenant ************************************************************/
decal RevenantScorch
{
}
/***** Generators **********************************************************/
generator NeutronGun BulletChip
generator Compensator BulletChip
generator Minigun BulletChip
generator HarmonyGrenade PlasmaScorch
generator Neutron Scorch
generator TimeBomb BFGLightning
generator Beastling BulletChip
generator Follower BulletChip
generator Soldier BulletChip
generator WalkingPhage2 BulletChip
generator Echida BulletChip
generator PhageNeutron ArachnotronScorch
generator GrenadeExplosion CacoScorch
generator GuidedChaos RevenantScorch

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