gzdoom-last-svn/wadsrc/static/language.enu

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/* U.S. English. (Sorry, it's not English English.) */
[enu default]
D_DEVSTR = "Useless mode ON.\n";
D_CDROM = "CD-ROM Version: zdoom.ini from c:\\zdoomdat\n";
PRESSKEY = "press a key.";
PRESSYN = "press y or n.";
QUITMSG = "are you sure you want to\nquit this great game?";
Update to ZDoom r1757: - Added player MugShotMaxHealth property. Negative values use the player's max health as the mug shot max health, zero uses 100 as the mug shot max health, and positive values used directly as the mug shot max health. - Added buddha cheat. - Added TELEFRAG_DAMAGE constant, and changed the two places that still used 1000 as the threshold for god mode damage to use it instead. (Players with MF2_INVULNERABLE set already used 1000000 as their threshold.) - Added MF6_NOTELEFRAG flag. - Fixed: M_QuitResponse() tried to play a sound even when none was specified in the gameinfo. - Added Yes/No selections for Y/N messages so that you can answer them entirely with a joystick. - Fixed: Starting the menu at the title screen with a key other than Escape left the top level menu out of the menu stack. - Changed the save menu so that cancelling input of a new save name only deactivates that control and does not completely close the menus. - Fixed "any key" messages to override input to menus hidden beneath them and to work with joysticks. - Removed the input parameter from M_StartMessage and the corresponding messageNeedsInput global, because it was redundant. Any messages that want a Y/N response also supply a callback, and messages that don't care which key you press don't supply a callback. - Changed MKEY_Back so that it cancels out of text entry fields before backing to the previous menu, which it already did for the keyboard. - Changed the menu responder so that key downs always produce results, regardless of whether or not an equivalent key is already down. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
TXT_YES = "Yes";
TXT_NO = "No";
// Quit Doom 1 messages
QUITMSG1 = "please don't leave, there's more\ndemons to toast!";
QUITMSG2 = "let's beat it -- this is turning\ninto a bloodbath!";
QUITMSG3 = "i wouldn't leave if i were you.\ndos is much worse.";
QUITMSG4 = "you're trying to say you like dos\nbetter than me, right?";
QUITMSG5 = "don't leave yet -- there's a\ndemon around that corner!";
QUITMSG6 = "ya know, next time you come in here\ni'm gonna toast ya.";
QUITMSG7 = "go ahead and leave. see if i care.";
// Quit Doom II messages
QUITMSG8 = "you want to quit?\nthen, thou hast lost an eighth!";
QUITMSG9 = "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!";
QUITMSG10 = "get outta here and go back\nto your boring programs.";
QUITMSG11 = "if i were your boss, i'd \n deathmatch ya in a minute!";
QUITMSG12 = "look, bud. you leave now\nand you forfeit your body count!";
QUITMSG13 = "just leave. when you come\nback, i'll be waiting with a bat.";
QUITMSG14 = "you're lucky i don't smack\nyou for thinking about leaving.";
// Quit Strife messages
QUITMSG15 = "where are you going?!\nwhat about the rebellion?";
QUITMSG16 = "carnage interruptus...\nwhat a tease!";
QUITMSG17 = "but you're the hope\n-- my only chance!!";
QUITMSG18 = "nobody walks out on blackbird.";
QUITMSG19 = "i thought you were different...";
QUITMSG20 = "fine! just kill and run!";
QUITMSG21 = "you can quit...\nbut you can't hide...";
QUITMSG22 = "whaaa, what's the matter?\nmommy says dinnertime?";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
// Quit Chex messages
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
QUITMSG23 = "Don't quit now, there are still\nflemoids on the loose!";
QUITMSG24 = "Don't give up -- the flemoids will\nget the upper hand!";
QUITMSG25 = "Don't leave now.\nWe need your help!";
QUITMSG26 = "I hope you're just taking a\nbreak for Chex(R) party mix.";
QUITMSG27 = "Don't quit now!\nWe need your help!";
QUITMSG28 = "Don't abandon the\nIntergalactic Federation of Cereals!";
QUITMSG29 = "The real Chex(R) Warrior\nwouldn't give up so fast!";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
LOADNET = "you can't do load while in a net game!\n\npress a key.";
QLOADNET = "you can't quickload during a netgame!\n\npress a key.";
QSAVESPOT = "you haven't picked a quicksave slot yet!\n\npress a key.";
SAVEDEAD = "you can't save if you aren't playing!\n\npress a key.";
QSPROMPT = "quicksave over your game named\n\n'%s'?\n\npress y or n.";
QLPROMPT = "do you want to quickload the game named\n\n'%s'?\n\npress y or n.";
NEWGAME = "you can't start a new game\nwhile in a network game.\n\npress a key.";
NIGHTMARE = "are you sure? this skill level\nisn't even remotely fair.\n\npress y or n.";
SWSTRING = "this is the shareware version of doom.\n\nyou need to order the entire trilogy.\n\npress a key.";
MSGOFF = "Messages OFF";
MSGON = "Messages ON";
NETEND = "you can't end a netgame!\n\npress a key.";
ENDGAME = "are you sure you want to end the game?\n\npress y or n.";
DOSY = "(press y to quit)";
EMPTYSTRING = "empty slot";
GOTARMOR = "Picked up the armor.";
GOTMEGA = "Picked up the MegaArmor!";
GOTHTHBONUS = "Picked up a health bonus.";
GOTARMBONUS = "Picked up an armor bonus.";
GOTSTIM = "Picked up a stimpack.";
GOTMEDINEED = "Picked up a medikit that you REALLY need!";
GOTMEDIKIT = "Picked up a medikit.";
GOTSUPER = "Supercharge!";
GOTBLUECARD = "Picked up a blue keycard.";
GOTYELWCARD = "Picked up a yellow keycard.";
GOTREDCARD = "Picked up a red keycard.";
GOTBLUESKUL = "Picked up a blue skull key.";
GOTYELWSKUL = "Picked up a yellow skull key.";
GOTREDSKUL = "Picked up a red skull key.";
GOTINVUL = "Invulnerability!";
GOTBERSERK = "Berserk!";
GOTINVIS = "Partial Invisibility";
GOTSUIT = "Radiation Shielding Suit";
GOTMAP = "Computer Area Map";
GOTVISOR = "Light Amplification Visor";
GOTMSPHERE = "MegaSphere!";
GOTCLIP = "Picked up a clip.";
GOTCLIPBOX = "Picked up a box of bullets.";
GOTROCKET = "Picked up a rocket.";
GOTROCKBOX = "Picked up a box of rockets.";
GOTCELL = "Picked up an energy cell.";
GOTCELLBOX = "Picked up an energy cell pack.";
GOTSHELLS = "Picked up 4 shotgun shells.";
GOTSHELLBOX = "Picked up a box of shotgun shells.";
GOTBACKPACK = "Picked up a backpack full of ammo!";
GOTBFG9000 = "You got the BFG9000! Oh, yes.";
GOTCHAINGUN = "You got the chaingun!";
GOTCHAINSAW = "A chainsaw! Find some meat!";
GOTLAUNCHER = "You got the rocket launcher!";
GOTPLASMA = "You got the plasma gun!";
GOTSHOTGUN = "You got the shotgun!";
GOTSHOTGUN2 = "You got the super shotgun!";
PD_BLUEO = "You need a blue key to activate this object";
PD_REDO = "You need a red key to activate this object";
PD_YELLOWO = "You need a yellow key to activate this object";
PD_BLUEK = "You need a blue key to open this door";
PD_REDK = "You need a red key to open this door";
PD_YELLOWK = "You need a yellow key to open this door";
PD_BLUECO = "You need a blue card to activate this object";
PD_REDCO = "You need a red card to activate this object";
PD_YELLOWCO = "You need a yellow card to activate this object";
PD_BLUESO = "You need a blue skull to activate this object";
PD_REDSO = "You need a red skull to activate this object";
PD_YELLOWSO = "You need a yellow skull to activate this object";
GGSAVED = "game saved.";
HUSTR_MSGU = "[Message unsent]";
PICKUP_PISTOL_DROPPED = "Picked up a pistol.";
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
BETA_BONUS1 = "You pick up a demonic dagger.";
BETA_BONUS2 = "You pick up a skullchest.";
BETA_BONUS3 = "You pick up an evil sceptre.";
BETA_BONUS4 = "You pick up an unholy bible.";
// Level names
HUSTR_E1M1 = "E1M1: Hangar";
HUSTR_E1M2 = "E1M2: Nuclear Plant";
HUSTR_E1M3 = "E1M3: Toxin Refinery";
HUSTR_E1M4 = "E1M4: Command Control";
HUSTR_E1M5 = "E1M5: Phobos Lab";
HUSTR_E1M6 = "E1M6: Central Processing";
HUSTR_E1M7 = "E1M7: Computer Station";
HUSTR_E1M8 = "E1M8: Phobos Anomaly";
HUSTR_E1M9 = "E1M9: Military Base";
HUSTR_E2M1 = "E2M1: Deimos Anomaly";
HUSTR_E2M2 = "E2M2: Containment Area";
HUSTR_E2M3 = "E2M3: Refinery";
HUSTR_E2M4 = "E2M4: Deimos Lab";
HUSTR_E2M5 = "E2M5: Command Center";
HUSTR_E2M6 = "E2M6: Halls of the Damned";
HUSTR_E2M7 = "E2M7: Spawning Vats";
HUSTR_E2M8 = "E2M8: Tower of Babel";
HUSTR_E2M9 = "E2M9: Fortress of Mystery";
HUSTR_E3M1 = "E3M1: Hell Keep";
HUSTR_E3M2 = "E3M2: Slough of Despair";
HUSTR_E3M3 = "E3M3: Pandemonium";
HUSTR_E3M4 = "E3M4: House of Pain";
HUSTR_E3M5 = "E3M5: Unholy Cathedral";
HUSTR_E3M6 = "E3M6: Mt. Erebus";
HUSTR_E3M7 = "E3M7: Limbo";
HUSTR_E3M8 = "E3M8: Dis";
HUSTR_E3M9 = "E3M9: Warrens";
HUSTR_E4M1 = "E4M1: Hell Beneath";
HUSTR_E4M2 = "E4M2: Perfect Hatred";
HUSTR_E4M3 = "E4M3: Sever The Wicked";
HUSTR_E4M4 = "E4M4: Unruly Evil";
HUSTR_E4M5 = "E4M5: They Will Repent";
HUSTR_E4M6 = "E4M6: Against Thee Wickedly";
HUSTR_E4M7 = "E4M7: And Hell Followed";
HUSTR_E4M8 = "E4M8: Unto The Cruel";
HUSTR_E4M9 = "E4M9: Fear";
HUSTR_1 = "level 1: entryway";
HUSTR_2 = "level 2: underhalls";
HUSTR_3 = "level 3: the gantlet";
HUSTR_4 = "level 4: the focus";
HUSTR_5 = "level 5: the waste tunnels";
HUSTR_6 = "level 6: the crusher";
HUSTR_7 = "level 7: dead simple";
HUSTR_8 = "level 8: tricks and traps";
HUSTR_9 = "level 9: the pit";
HUSTR_10 = "level 10: refueling base";
HUSTR_11 = "level 11: 'o' of destruction!";
HUSTR_12 = "level 12: the factory";
HUSTR_13 = "level 13: downtown";
HUSTR_14 = "level 14: the inmost dens";
HUSTR_15 = "level 15: industrial zone";
HUSTR_16 = "level 16: suburbs";
HUSTR_17 = "level 17: tenements";
HUSTR_18 = "level 18: the courtyard";
HUSTR_19 = "level 19: the citadel";
HUSTR_20 = "level 20: gotcha!";
HUSTR_21 = "level 21: nirvana";
HUSTR_22 = "level 22: the catacombs";
HUSTR_23 = "level 23: barrels o' fun";
HUSTR_24 = "level 24: the chasm";
HUSTR_25 = "level 25: bloodfalls";
HUSTR_26 = "level 26: the abandoned mines";
HUSTR_27 = "level 27: monster condo";
HUSTR_28 = "level 28: the spirit world";
HUSTR_29 = "level 29: the living end";
HUSTR_30 = "level 30: icon of sin";
HUSTR_31 = "level 31: wolfenstein";
HUSTR_32 = "level 32: grosse";
PHUSTR_1 = "level 1: congo";
PHUSTR_2 = "level 2: well of souls";
PHUSTR_3 = "level 3: aztec";
PHUSTR_4 = "level 4: caged";
PHUSTR_5 = "level 5: ghost town";
PHUSTR_6 = "level 6: baron's lair";
PHUSTR_7 = "level 7: caughtyard";
PHUSTR_8 = "level 8: realm";
PHUSTR_9 = "level 9: abattoire";
PHUSTR_10 = "level 10: onslaught";
PHUSTR_11 = "level 11: hunted";
PHUSTR_12 = "level 12: speed";
PHUSTR_13 = "level 13: the crypt";
PHUSTR_14 = "level 14: genesis";
PHUSTR_15 = "level 15: the twilight";
PHUSTR_16 = "level 16: the omen";
PHUSTR_17 = "level 17: compound";
PHUSTR_18 = "level 18: neurosphere";
PHUSTR_19 = "level 19: nme";
PHUSTR_20 = "level 20: the death domain";
PHUSTR_21 = "level 21: slayer";
PHUSTR_22 = "level 22: impossible mission";
PHUSTR_23 = "level 23: tombstone";
PHUSTR_24 = "level 24: the final frontier";
PHUSTR_25 = "level 25: the temple of darkness";
PHUSTR_26 = "level 26: bunker";
PHUSTR_27 = "level 27: anti-christ";
PHUSTR_28 = "level 28: the sewers";
PHUSTR_29 = "level 29: odyssey of noises";
PHUSTR_30 = "level 30: the gateway of hell";
PHUSTR_31 = "level 31: cyberden";
PHUSTR_32 = "level 32: go 2 it";
THUSTR_1 = "level 1: system control";
THUSTR_2 = "level 2: human bbq";
THUSTR_3 = "level 3: power control";
THUSTR_4 = "level 4: wormhole";
THUSTR_5 = "level 5: hanger";
THUSTR_6 = "level 6: open season";
THUSTR_7 = "level 7: prison";
THUSTR_8 = "level 8: metal";
THUSTR_9 = "level 9: stronghold";
THUSTR_10 = "level 10: redemption";
THUSTR_11 = "level 11: storage facility";
THUSTR_12 = "level 12: crater";
THUSTR_13 = "level 13: nukage processing";
THUSTR_14 = "level 14: steel works";
THUSTR_15 = "level 15: dead zone";
THUSTR_16 = "level 16: deepest reaches";
THUSTR_17 = "level 17: processing area";
THUSTR_18 = "level 18: mill";
THUSTR_19 = "level 19: shipping/respawning";
THUSTR_20 = "level 20: central processing";
THUSTR_21 = "level 21: administration center";
THUSTR_22 = "level 22: habitat";
THUSTR_23 = "level 23: lunar mining project";
THUSTR_24 = "level 24: quarry";
THUSTR_25 = "level 25: baron's den";
THUSTR_26 = "level 26: ballistyx";
THUSTR_27 = "level 27: mount pain";
THUSTR_28 = "level 28: heck";
THUSTR_29 = "level 29: river styx";
THUSTR_30 = "level 30: last call";
THUSTR_31 = "level 31: pharaoh";
THUSTR_32 = "level 32: caribbean";
HUSTR_TALKTOSELF1 = "You mumble to yourself";
HUSTR_TALKTOSELF2 = "Who's there?";
HUSTR_TALKTOSELF3 = "You scare yourself";
HUSTR_TALKTOSELF4 = "You start to rave";
HUSTR_TALKTOSELF5 = "You've lost it...";
HUSTR_MESSAGESENT = "[Message Sent]";
AMSTR_FOLLOWON = "Follow Mode ON";
AMSTR_FOLLOWOFF = "Follow Mode OFF";
AMSTR_GRIDON = "Grid ON";
AMSTR_GRIDOFF = "Grid OFF";
AMSTR_MARKEDSPOT = "Marked Spot";
AMSTR_MARKSCLEARED = "All Marks Cleared";
STSTR_MUS = "Music Change";
STSTR_NOMUS = "IMPOSSIBLE SELECTION";
STSTR_DQDON = "Degreelessness Mode ON";
STSTR_DQDOFF = "Degreelessness Mode OFF";
STSTR_KFAADDED = "Very Happy Ammo Added";
STSTR_FAADDED = "Ammo (no keys) Added";
STSTR_NCON = "No Clipping Mode ON";
STSTR_NCOFF = "No Clipping Mode OFF";
STSTR_BEHOLD = "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp";
STSTR_BEHOLDX = "Power-up Toggled";
STSTR_CHOPPERS = "... doesn't suck - GM";
STSTR_CLEV = "Changing Level...\n";
Update to ZDoom r1757: - Added player MugShotMaxHealth property. Negative values use the player's max health as the mug shot max health, zero uses 100 as the mug shot max health, and positive values used directly as the mug shot max health. - Added buddha cheat. - Added TELEFRAG_DAMAGE constant, and changed the two places that still used 1000 as the threshold for god mode damage to use it instead. (Players with MF2_INVULNERABLE set already used 1000000 as their threshold.) - Added MF6_NOTELEFRAG flag. - Fixed: M_QuitResponse() tried to play a sound even when none was specified in the gameinfo. - Added Yes/No selections for Y/N messages so that you can answer them entirely with a joystick. - Fixed: Starting the menu at the title screen with a key other than Escape left the top level menu out of the menu stack. - Changed the save menu so that cancelling input of a new save name only deactivates that control and does not completely close the menus. - Fixed "any key" messages to override input to menus hidden beneath them and to work with joysticks. - Removed the input parameter from M_StartMessage and the corresponding messageNeedsInput global, because it was redundant. Any messages that want a Y/N response also supply a callback, and messages that don't care which key you press don't supply a callback. - Changed MKEY_Back so that it cancels out of text entry fields before backing to the previous menu, which it already did for the keyboard. - Changed the menu responder so that key downs always produce results, regardless of whether or not an equivalent key is already down. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
TXT_BUDDHAON = "Buddha mode ON";
TXT_BUDDHAOFF = "Buddha mode OFF";
E1TEXT =
"Once you beat the big badasses and\n"
"clean out the moon base you're supposed\n"
"to win, aren't you? Aren't you? Where's\n"
"your fat reward and ticket home? What\n"
"the hell is this? It's not supposed to\n"
"end this way!\n"
"\n"
"It stinks like rotten meat, but looks\n"
"like the lost Deimos base. Looks like\n"
"you're stuck on The Shores of Hell.\n"
"The only way out is through.\n"
"\n"
"To continue the DOOM experience, play\n"
"The Shores of Hell and its amazing\n"
"sequel, Inferno!\n";
E2TEXT =
"You've done it! The hideous cyber-\n"
"demon lord that ruled the lost Deimos\n"
"moon base has been slain and you\n"
"are triumphant! But ... where are\n"
"you? You clamber to the edge of the\n"
"moon and look down to see the awful\n"
"truth.\n"
"\n"
"Deimos floats above Hell itself!\n"
"You've never heard of anyone escaping\n"
"from Hell, but you'll make the bastards\n"
"sorry they ever heard of you! Quickly,\n"
"you rappel down to the surface of\n"
"Hell.\n"
"\n"
"Now, it's on to the final chapter of\n"
"DOOM! -- Inferno.";
E3TEXT =
"The loathsome spiderdemon that\n"
"masterminded the invasion of the moon\n"
"bases and caused so much death has had\n"
"its ass kicked for all time.\n"
"\n"
"A hidden doorway opens and you enter.\n"
"You've proven too tough for Hell to\n"
"contain, and now Hell at last plays\n"
"fair -- for you emerge from the door\n"
"to see the green fields of Earth!\n"
"Home at last.\n"
"\n"
"You wonder what's been happening on\n"
"Earth while you were battling evil\n"
"unleashed. It's good that no Hell-\n"
"spawn could have come through that\n"
"door with you ...";
E4TEXT =
"the spider mastermind must have sent forth\n"
"its legions of hellspawn before your\n"
"final confrontation with that terrible\n"
"beast from hell. but you stepped forward\n"
"and brought forth eternal damnation and\n"
"suffering upon the horde as a true hero\n"
"would in the face of something so evil.\n"
"\n"
"besides, someone was gonna pay for what\n"
"happened to daisy, your pet rabbit.\n"
"\n"
"but now, you see spread before you more\n"
"potential pain and gibbitude as a nation\n"
"of demons run amok among our cities.\n"
"\n"
"next stop, hell on earth!";
C1TEXT =
"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n"
"STARPORT. BUT SOMETHING IS WRONG. THE\n"
"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n"
"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n"
"IS BEING SUBVERTED BY THEIR PRESENCE.\n"
"\n"
"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n"
"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n"
"YOU CAN PENETRATE INTO THE HAUNTED HEART\n"
"OF THE STARBASE AND FIND THE CONTROLLING\n"
"SWITCH WHICH HOLDS EARTH'S POPULATION\n"
"HOSTAGE.";
C2TEXT =
"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n"
"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"
"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"
"HUMAN LEFT ON THE FACE OF THE PLANET.\n"
"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"
"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"
"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"
"THAT YOU HAVE SAVED YOUR SPECIES.\n"
"\n"
"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"
"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"
"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"
"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"
"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"
"YOUR OWN HOME CITY, NOT FAR FROM THE\n"
"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"
"UP AND RETURN TO THE FRAY.";
C3TEXT =
"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"
"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"
"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"
"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"
"TEETH AND PLUNGE THROUGH IT.\n"
"\n"
"THERE MUST BE A WAY TO CLOSE IT ON THE\n"
"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"
"GOT TO GO THROUGH HELL TO GET TO IT?";
C4TEXT =
"THE HORRENDOUS VISAGE OF THE BIGGEST\n"
"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"
"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"
"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"
"UP AND DIES, ITS THRASHING LIMBS\n"
"DEVASTATING UNTOLD MILES OF HELL'S\n"
"SURFACE.\n"
"\n"
"YOU'VE DONE IT. THE INVASION IS OVER.\n"
"EARTH IS SAVED. HELL IS A WRECK. YOU\n"
"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"
"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"
"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"
"HOME. REBUILDING EARTH OUGHT TO BE A\n"
"LOT MORE FUN THAN RUINING IT WAS.\n";
C5TEXT =
"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"
"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"
"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"
"WHO THE INMATES OF THIS CORNER OF HELL\n"
"WILL BE.";
C6TEXT =
"CONGRATULATIONS, YOU'VE FOUND THE\n"
"SUPER SECRET LEVEL! YOU'D BETTER\n"
"BLAZE THROUGH THIS ONE!\n";
P1TEXT =
"You gloat over the steaming carcass of the\n"
"Guardian. With its death, you've wrested\n"
"the Accelerator from the stinking claws\n"
"of Hell. You relax and glance around the\n"
"room. Damn! There was supposed to be at\n"
"least one working prototype, but you can't\n"
"see it. The demons must have taken it.\n"
"\n"
"You must find the prototype, or all your\n"
"struggles will have been wasted. Keep\n"
"moving, keep fighting, keep killing.\n"
"Oh yes, keep living, too.";
P2TEXT =
"Even the deadly Arch-Vile labyrinth could\n"
"not stop you, and you've gotten to the\n"
"prototype Accelerator which is soon\n"
"efficiently and permanently deactivated.\n"
"\n"
"You're good at that kind of thing.";
P3TEXT =
"You've bashed and battered your way into\n"
"the heart of the devil-hive. Time for a\n"
"Search-and-Destroy mission, aimed at the\n"
"Gatekeeper, whose foul offspring is\n"
"cascading to Earth. Yeah, he's bad. But\n"
"you know who's worse!\n"
"\n"
"Grinning evilly, you check your gear, and\n"
"get ready to give the bastard a little Hell\n"
"of your own making!";
P4TEXT =
"The Gatekeeper's evil face is splattered\n"
"all over the place. As its tattered corpse\n"
"collapses, an inverted Gate forms and\n"
"sucks down the shards of the last\n"
"prototype Accelerator, not to mention the\n"
"few remaining demons. You're done. Hell\n"
"has gone back to pounding bad dead folks \n"
"instead of good live ones. Remember to\n"
"tell your grandkids to put a rocket\n"
"launcher in your coffin. If you go to Hell\n"
"when you die, you'll need it for some\n"
"final cleaning-up ...";
P5TEXT =
"You've found the second-hardest level we\n"
"got. Hope you have a saved game a level or\n"
"two previous. If not, be prepared to die\n"
"aplenty. For master marines only.";
P6TEXT =
"Betcha wondered just what WAS the hardest\n"
"level we had ready for ya? Now you know.\n"
"No one gets out alive.";
T1TEXT =
"You've fought your way out of the infested\n"
"experimental labs. It seems that UAC has\n"
"once again gulped it down. With their\n"
"high turnover, it must be hard for poor\n"
"old UAC to buy corporate health insurance\n"
"nowadays..\n"
"\n"
"Ahead lies the military complex, now\n"
"swarming with diseased horrors hot to get\n"
"their teeth into you. With luck, the\n"
"complex still has some warlike ordnance\n"
"laying around.";
T2TEXT =
"You hear the grinding of heavy machinery\n"
"ahead. You sure hope they're not stamping\n"
"out new hellspawn, but you're ready to\n"
"ream out a whole herd if you have to.\n"
"They might be planning a blood feast, but\n"
"you feel about as mean as two thousand\n"
"maniacs packed into one mad killer.\n"
"\n"
"You don't plan to go down easy.";
T3TEXT =
"The vista opening ahead looks real damn\n"
"familiar. Smells familiar, too -- like\n"
"fried excrement. You didn't like this\n"
"place before, and you sure as hell ain't\n"
"planning to like it now. The more you\n"
"brood on it, the madder you get.\n"
"Hefting your gun, an evil grin trickles\n"
"onto your face. Time to take some names.";
T4TEXT =
"Suddenly, all is silent, from one horizon\n"
"to the other. The agonizing echo of Hell\n"
"fades away, the nightmare sky turns to\n"
"blue, the heaps of monster corpses start \n"
"to evaporate along with the evil stench \n"
"that filled the air. Jeeze, maybe you've\n"
"done it. Have you really won?\n"
"\n"
"Something rumbles in the distance.\n"
"A blue light begins to glow inside the\n"
"ruined skull of the demon-spitter.";
T5TEXT =
"What now? Looks totally different. Kind\n"
"of like King Tut's condo. Well,\n"
"whatever's here can't be any worse\n"
"than usual. Can it? Or maybe it's best\n"
"to let sleeping gods lie..";
T6TEXT =
"Time for a vacation. You've burst the\n"
"bowels of hell and by golly you're ready\n"
"for a break. You mutter to yourself,\n"
"Maybe someone else can kick Hell's ass\n"
"next time around. Ahead lies a quiet town,\n"
"with peaceful flowing water, quaint\n"
"buildings, and presumably no Hellspawn.\n"
"\n"
"As you step off the transport, you hear\n"
"the stomp of a cyberdemon's iron shoe.";
// Cast list (must appear in this order)
CC_ZOMBIE = "ZOMBIEMAN";
CC_SHOTGUN = "SHOTGUN GUY";
CC_HEAVY = "HEAVY WEAPON DUDE";
CC_IMP = "IMP";
CC_DEMON = "DEMON";
CC_LOST = "LOST SOUL";
CC_CACO = "CACODEMON";
CC_HELL = "HELL KNIGHT";
CC_BARON = "BARON OF HELL";
CC_ARACH = "ARACHNOTRON";
CC_PAIN = "PAIN ELEMENTAL";
CC_REVEN = "REVENANT";
CC_MANCU = "MANCUBUS";
CC_ARCH = "ARCH-VILE";
CC_SPIDER = "THE SPIDER MASTERMIND";
CC_CYBER = "THE CYBERDEMON";
CC_HERO = "OUR HERO";
// New strings from BOOM
PD_BLUEC = "You need a blue card to open this door";
PD_REDC = "You need a red card to open this door";
PD_YELLOWC = "You need a yellow card to open this door";
PD_BLUES = "You need a blue skull to open this door";
PD_REDS = "You need a red skull to open this door";
PD_YELLOWS = "You need a yellow skull to open this door";
PD_ANY = "Any key will open this door";
PD_ANYOBJ = "Any key will activate this object";
PD_ALL3 = "You need all three keys to open this door";
PD_ALL3O = "You need all three keys to activate this object";
PD_ALL6 = "You need all six keys to open this door";
PD_ALL6O = "You need all six keys to activate this object";
PD_ALLKEYS = "You need all the keys";
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
// MBF (BOOM?) narration backgrounds
bgflatE1 = "FLOOR4_8";
bgflatE2 = "SFLR6_1";
bgflatE3 = "MFLR8_4";
bgflatE4 = "MFLR8_3";
bgflat06 = "SLIME16";
bgflat11 = "RROCK14";
bgflat20 = "RROCK07";
bgflat30 = "RROCK17";
bgflat15 = "RROCK13";
bgflat31 = "RROCK19";
bgcastcall = "BOSSBACK";
// Gameflow messages
TXT_FRAGLIMIT = "Fraglimit hit.";
TXT_TIMELIMIT = "Timelimit hit.";
// Spree messages
SPREEKILLSELF = "%o was looking good until %g killed %hself!";
SPREEOVER = "%o's killing spree was ended by %k";
SPREE5 = "%k is on a killing spree!";
SPREE10 = "%k is on a rampage!";
SPREE15 = "%k is dominating!";
SPREE20 = "%k is unstoppable!";
SPREE25 = "%k is Godlike!";
// Mulitkill messages
MULTI2 = "Double kill!";
MULTI3 = "Multi kill!";
MULTI4 = "Ultra kill!";
MULTI5 = "Monster kill!";
// Obituary strings
// First the self-kills, then the other-kills
OB_SUICIDE = "%o suicides.";
OB_FALLING = "%o fell too far.";
OB_CRUSH = "%o was squished.";
OB_EXIT = "%o tried to leave.";
OB_WATER = "%o can't swim.";
OB_SLIME = "%o mutated.";
OB_LAVA = "%o melted.";
OB_BARREL = "%o went boom.";
OB_SPLASH = "%o stood in the wrong spot.";
OB_R_SPLASH = "%o should have stood back.";
OB_ROCKET = "%o should have stood back.";
OB_KILLEDSELF = "%o killed %hself.";
OB_STEALTHBABY = "%o thought %g saw an arachnotron.";
OB_STEALTHVILE = "%o thought %g saw an archvile.";
OB_STEALTHBARON = "%o thought %g saw a Baron of Hell.";
OB_STEALTHCACO = "%o thought %g saw a cacodemon.";
OB_STEALTHCHAINGUY = "%o thought %g saw a chaingunner.";
OB_STEALTHDEMON = "%o thought %g saw a demon.";
OB_STEALTHKNIGHT = "%o thought %g saw a Hell Knight.";
OB_STEALTHIMP = "%o thought %g saw an imp.";
OB_STEALTHFATSO = "%o thought %g saw a mancubus.";
OB_STEALTHUNDEAD = "%o thought %g saw a revenant.";
OB_STEALTHSHOTGUY = "%o thought %g saw a sergeant.";
OB_STEALTHZOMBIE = "%o thought %g saw a zombieman.";
OB_UNDEADHIT = "%o was punched by a revenant.";
OB_IMPHIT = "%o was slashed by an imp.";
OB_CACOHIT = "%o got too close to a cacodemon.";
OB_DEMONHIT = "%o was bit by a demon.";
OB_SPECTREHIT = "%o was eaten by a spectre.";
OB_BARONHIT = "%o was ripped open by a Baron of Hell.";
OB_KNIGHTHIT = "%o was gutted by a Hell Knight.";
OB_ZOMBIE = "%o was killed by a zombieman.";
OB_SHOTGUY = "%o was shot by a sergeant.";
OB_VILE = "%o was incinerated by an archvile.";
OB_UNDEAD = "%o couldn't evade a revenant's fireball.";
OB_FATSO = "%o was squashed by a mancubus.";
OB_CHAINGUY = "%o was perforated by a chaingunner.";
OB_SKULL = "%o was spooked by a lost soul.";
OB_IMP = "%o was burned by an imp.";
OB_CACO = "%o was smitten by a cacodemon.";
OB_BARON = "%o was bruised by a Baron of Hell.";
OB_KNIGHT = "%o was splayed by a Hell Knight.";
OB_SPIDER = "%o stood in awe of the spider demon.";
OB_BABY = "%o let an arachnotron get %h.";
OB_CYBORG = "%o was splattered by a cyberdemon.";
OB_WOLFSS = "%o met a Nazi.";
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
OB_DOG = "%o was mauled by a dog.";
OB_CHICKEN = "%o was pecked to death.";
OB_BEAST = "%o was charred by a weredragon.";
OB_CLINK = "%o was slashed by a sabreclaw.";
OB_DSPARIL1 = "%o was scalded by D'Sparil's serpent.";
OB_DSPARIL1HIT = "%o was chewed up by D'Sparil's serpent.";
OB_DSPARIL2 = "%o was no match for D'Sparil.";
OB_DSPARIL2HIT = "%o was smacked down by D'Sparil.";
OB_HERETICIMP = "%o was scarred by a gargoyle.";
OB_HERETICIMPHIT = "%o was hacked by a gargoyle.";
OB_IRONLICH = "%o was devastated by an ironlich.";
OB_IRONLICHHIT = "%o got up-close and personal with an ironlich.";
OB_BONEKNIGHT = "%o was axed by an undead warrior.";
OB_BONEKNIGHTHIT = "%o was slain by an undead warrior.";
OB_MUMMY = "%o was smashed by a golem.";
OB_MUMMYLEADER = "%o was shrieked to death by a nitrogolem.";
OB_SNAKE = "%o was rattled by an ophidian.";
OB_WIZARD = "%o was cursed by a wizard.";
OB_WIZARDHIT = "%o was palpated by a wizard.";
OB_FIREDEMON = "%o tasted an Afrit's fire.";
OB_DEMON1 = "%o was scalded by a Serpent.";
OB_DEMON2 = "%o was poisoned by a Serpent.";
OB_ETTIN = "%o was mashed by an Ettin.";
OB_CENTAUR = "%o was cut up by a Centaur.";
OB_SLAUGHTAURHIT = "%o was cut up by a Slaughtaur.";
OB_SLAUGHTAUR = "%o was struck down by a Slaughtaur's fireball.";
OB_BISHOP = "%o succumbed to a Bishop's dark power.";
OB_ICEGUY = "%o was frozen solid by a Wendigo.";
OB_SERPENTHIT = "%o was mauled by a Stalker.";
OB_SERPENT = "%o was melted by a Stalker.";
OB_WRAITH = "%o was charred by a Reiver.";
OB_WRAITHHIT = "%o had %p life stolen by a Reiver.";
OB_DRAGON = "%o was incinerated by the Death Wyvern.";
OB_KORAX = "%o was swept from the board by Korax.";
OB_FBOSS = "%o was slain by Zedek.";
OB_MBOSS = "%o couldn't absorb Menelkir's Mana.";
OB_CBOSS = "%o was baptized by Traductus.";
OB_HERESIARCH = "%o had %p bones rolled by the Heresiarch.";
OB_ACOLYTE = "%o was zealously shot down by an Acolyte.";
OB_MACIL = "%o should have never rebelled against Macil.";
OB_REBEL = "%o was gunned down by a Rebel.";
OB_BEGGAR = "%o was beaten to death by the poor.";
OB_PEASANT = "%o should have never picked a fight with a civilian.";
OB_ALIENSPECTE = "%o was struck down by the Spectre.";
OB_ENTITY = "%o felt the wrath of The One God.";
OB_LOREMASTER = "%o couldn't escape from the Lore Master's grasp.";
OB_PROGRAMMER = "%o was deleted by the Programmer.";
OB_STFBISHOP = "%o was blown away by the Bishop.";
OB_SENTINEL = "%o was shot down by a Sentinel.";
OB_CRUSADER = "%o was swept away by a Crusader.";
OB_INQUISITOR = "%o was sentenced by an Inquisitor.";
OB_STALKER = "%o was bugged by a Stalker.";
OB_TURRET = "%o triggered the automatic defenses.";
OB_TEMPLARHIT = "%o was clawed by a Templar.";
OB_TEMPLAR = "%o was vaporized by a Templar.";
OB_REAVERHIT = "%o was sliced open by a Reaver.";
OB_REAVER = "%o was shot down by a Reaver.";
OB_MPFIST = "%o chewed on %k's fist.";
OB_MPCHAINSAW = "%o was mowed over by %k's chainsaw.";
OB_MPPISTOL = "%o was tickled by %k's pea shooter.";
OB_MPSHOTGUN = "%o chewed on %k's boomstick.";
OB_MPSSHOTGUN = "%o was splattered by %k's super shotgun.";
OB_MPCHAINGUN = "%o was mowed down by %k's chaingun.";
OB_MPROCKET = "%o rode %k's rocket.";
OB_MPR_SPLASH = "%o almost dodged %k's rocket.";
OB_MPPLASMARIFLE = "%o was melted by %k's plasma gun.";
OB_MPBFG_BOOM = "%o was splintered by %k's BFG.";
OB_MPBFG_SPLASH = "%o couldn't hide from %k's BFG.";
OB_MPTELEFRAG = "%o was telefragged by %k.";
OB_RAILGUN = "%o was railed by %k.";
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
OB_MPBFG_MBF = "%o was burned by %k's BFG.";
// Same as OB_MPTELEFRAG, but shown when a monster telefrags you
OB_MONTELEFRAG = "%o was telefragged.";
OB_DEFAULT = "%o died.";
OB_FRIENDLY1 = "%k mows down a teammate.";
OB_FRIENDLY2 = "%k checks %p glasses.";
OB_FRIENDLY3 = "%k gets a frag for the other team.";
OB_FRIENDLY4 = "%k loses another friend.";
SAVEGAMENAME = "zdoomsv";
STARTUP1 = "";
STARTUP2 = "";
STARTUP3 = "";
STARTUP4 = "";
STARTUP5 = "";
// Heretic strings
HE1TEXT =
"with the destruction of the iron\n"
"liches and their minions, the last\n"
"of the undead are cleared from this\n"
"plane of existence.\n\n"
"those creatures had to come from\n"
"somewhere, though, and you have the\n"
"sneaky suspicion that the fiery\n"
"portal of hell's maw opens onto\n"
"their home dimension.\n\n"
"to make sure that more undead\n"
"(or even worse things) don't come\n"
"through, you'll have to seal hell's\n"
"maw from the other side. of course\n"
"this means you may get stuck in a\n"
"very unfriendly world, but no one\n"
"ever said being a Heretic was easy!";
HE2TEXT =
"the mighty maulotaurs have proved\n"
"to be no match for you, and as\n"
"their steaming corpses slide to the\n"
"ground you feel a sense of grim\n"
"satisfaction that they have been\n"
"destroyed.\n\n"
"the gateways which they guarded\n"
"have opened, revealing what you\n"
"hope is the way home. but as you\n"
"step through, mocking laughter\n"
"rings in your ears.\n\n"
"was some other force controlling\n"
"the maulotaurs? could there be even\n"
"more horrific beings through this\n"
"gate? the sweep of a crystal dome\n"
"overhead where the sky should be is\n"
"certainly not a good sign....";
HE3TEXT =
"the death of d'sparil has loosed\n"
"the magical bonds holding his\n"
"creatures on this plane, their\n"
"dying screams overwhelming his own\n"
"cries of agony.\n\n"
"your oath of vengeance fulfilled,\n"
"you enter the portal to your own\n"
"world, mere moments before the dome\n"
"shatters into a million pieces.\n\n"
"but if d'sparil's power is broken\n"
"forever, why don't you feel safe?\n"
"was it that last shout just before\n"
"his death, the one that sounded\n"
"like a curse? or a summoning? you\n"
"can't really be sure, but it might\n"
"just have been a scream.\n\n"
"then again, what about the other\n"
"serpent riders?";
HE4TEXT =
"you thought you would return to your\n"
"own world after d'sparil died, but\n"
"his final act banished you to his\n"
"own plane. here you entered the\n"
"shattered remnants of lands\n"
"conquered by d'sparil. you defeated\n"
"the last guardians of these lands,\n"
"but now you stand before the gates\n"
"to d'sparil's stronghold. until this\n"
"moment you had no doubts about your\n"
"ability to face anything you might\n"
"encounter, but beyond this portal\n"
"lies the very heart of the evil\n"
"which invaded your world. d'sparil\n"
"might be dead, but the pit where he\n"
"was spawned remains. now you must\n"
"enter that pit in the hopes of\n"
"finding a way out. and somewhere,\n"
"in the darkest corner of d'sparil's\n"
"demesne, his personal bodyguards\n"
"await your arrival ...";
HE5TEXT =
"as the final maulotaur bellows his\n"
"death-agony, you realize that you\n"
"have never come so close to your own\n"
"destruction. not even the fight with\n"
"d'sparil and his disciples had been\n"
"this desperate. grimly you stare at\n"
"the gates which open before you,\n"
"wondering if they lead home, or if\n"
"they open onto some undreamed-of\n"
"horror. you find yourself wondering\n"
"if you have the strength to go on,\n"
"if nothing but death and pain await\n"
"you. but what else can you do, if\n"
"the will to fight is gone? can you\n"
"force yourself to continue in the\n"
"face of such despair? do you have\n"
"the courage? you find, in the end,\n"
"that it is not within you to\n"
"surrender without a fight. eyes\n"
"wide, you go to meet your fate.";
// EPISODE 1 - THE CITY OF THE DAMNED
HHUSTR_E1M1 = "THE DOCKS";
HHUSTR_E1M2 = "THE DUNGEONS";
HHUSTR_E1M3 = "THE GATEHOUSE";
HHUSTR_E1M4 = "THE GUARD TOWER";
HHUSTR_E1M5 = "THE CITADEL";
HHUSTR_E1M6 = "THE CATHEDRAL";
HHUSTR_E1M7 = "THE CRYPTS";
HHUSTR_E1M8 = "HELL'S MAW";
HHUSTR_E1M9 = "THE GRAVEYARD";
// EPISODE 2 - HELL'S MAW
HHUSTR_E2M1 = "THE CRATER";
HHUSTR_E2M2 = "THE LAVA PITS";
HHUSTR_E2M3 = "THE RIVER OF FIRE";
HHUSTR_E2M4 = "THE ICE GROTTO";
HHUSTR_E2M5 = "THE CATACOMBS";
HHUSTR_E2M6 = "THE LABYRINTH";
HHUSTR_E2M7 = "THE GREAT HALL";
HHUSTR_E2M8 = "THE PORTALS OF CHAOS";
HHUSTR_E2M9 = "THE GLACIER";
// EPISODE 3 - THE DOME OF D'SPARIL
HHUSTR_E3M1 = "THE STOREHOUSE";
HHUSTR_E3M2 = "THE CESSPOOL";
HHUSTR_E3M3 = "THE CONFLUENCE";
HHUSTR_E3M4 = "THE AZURE FORTRESS";
HHUSTR_E3M5 = "THE OPHIDIAN LAIR";
HHUSTR_E3M6 = "THE HALLS OF FEAR";
HHUSTR_E3M7 = "THE CHASM";
HHUSTR_E3M8 = "D'SPARIL'S KEEP";
HHUSTR_E3M9 = "THE AQUIFER";
// EPISODE 4: THE OSSUARY
HHUSTR_E4M1 = "CATAFALQUE";
HHUSTR_E4M2 = "BLOCKHOUSE";
HHUSTR_E4M3 = "AMBULATORY";
HHUSTR_E4M4 = "SEPULCHER";
HHUSTR_E4M5 = "GREAT STAIR";
HHUSTR_E4M6 = "HALLS OF THE APOSTATE";
HHUSTR_E4M7 = "RAMPARTS OF PERDITION";
HHUSTR_E4M8 = "SHATTERED BRIDGE";
HHUSTR_E4M9 = "MAUSOLEUM";
// EPISODE 5: THE STAGNANT DEMESNE
HHUSTR_E5M1 = "OCHRE CLIFFS";
HHUSTR_E5M2 = "RAPIDS";
HHUSTR_E5M3 = "QUAY";
HHUSTR_E5M4 = "COURTYARD";
HHUSTR_E5M5 = "HYDRATYR";
HHUSTR_E5M6 = "COLONNADE";
HHUSTR_E5M7 = "FOETID MANSE";
HHUSTR_E5M8 = "FIELD OF JUDGEMENT";
HHUSTR_E5M9 = "SKEIN OF D'SPARIL";
// Keys
TXT_GOTBLUEKEY = "BLUE KEY";
TXT_GOTYELLOWKEY = "YELLOW KEY";
TXT_GOTGREENKEY = "GREEN KEY";
// Artifacts
TXT_ARTIHEALTH = "QUARTZ FLASK";
TXT_ARTIFLY = "WINGS OF WRATH";
TXT_ARTIINVULNERABILITY = "RING OF INVINCIBILITY";
TXT_ARTITOMEOFPOWER = "TOME OF POWER";
TXT_ARTIINVISIBILITY = "SHADOWSPHERE";
TXT_ARTIEGG = "MORPH OVUM";
TXT_ARTISUPERHEALTH = "MYSTIC URN";
TXT_ARTITORCH = "TORCH";
TXT_ARTIFIREBOMB = "TIME BOMB OF THE ANCIENTS";
TXT_ARTITELEPORT = "CHAOS DEVICE";
// Items
TXT_ITEMHEALTH = "CRYSTAL VIAL";
TXT_ITEMBAGOFHOLDING = "BAG OF HOLDING";
TXT_ITEMSHIELD1 = "SILVER SHIELD";
TXT_ITEMSHIELD2 = "ENCHANTED SHIELD";
TXT_ITEMSUPERMAP = "MAP SCROLL";
// Ammo
TXT_AMMOGOLDWAND1 = "WAND CRYSTAL";
TXT_AMMOGOLDWAND2 = "CRYSTAL GEODE";
TXT_AMMOMACE1 = "MACE SPHERES";
TXT_AMMOMACE2 = "PILE OF MACE SPHERES";
TXT_AMMOCROSSBOW1 = "ETHEREAL ARROWS";
TXT_AMMOCROSSBOW2 = "QUIVER OF ETHEREAL ARROWS";
TXT_AMMOBLASTER1 = "CLAW ORB";
TXT_AMMOBLASTER2 = "ENERGY ORB";
TXT_AMMOSKULLROD1 = "LESSER RUNES";
TXT_AMMOSKULLROD2 = "GREATER RUNES";
TXT_AMMOPHOENIXROD1 = "FLAME ORB";
TXT_AMMOPHOENIXROD2 = "INFERNO ORB";
// Weapons
TXT_WPNMACE = "FIREMACE";
TXT_WPNCROSSBOW = "ETHEREAL CROSSBOW";
TXT_WPNBLASTER = "DRAGON CLAW";
TXT_WPNSKULLROD = "HELLSTAFF";
TXT_WPNPHOENIXROD = "PHOENIX ROD";
TXT_WPNGAUNTLETS = "GAUNTLETS OF THE NECROMANCER";
TXT_NEEDBLUEKEY = "YOU NEED A BLUE KEY TO OPEN THIS DOOR";
TXT_NEEDGREENKEY = "YOU NEED A GREEN KEY TO OPEN THIS DOOR";
TXT_NEEDYELLOWKEY = "YOU NEED A YELLOW KEY TO OPEN THIS DOOR";
TXT_CHEATPOWERON = "POWER ON";
TXT_CHEATPOWEROFF = "POWER OFF";
TXT_CHEATHEALTH = "FULL HEALTH";
TXT_CHEATKEYS = "ALL KEYS";
TXT_CHEATSOUNDON = "SOUND DEBUG ON";
TXT_CHEATSOUNDOFF = "SOUND DEBUG OFF";
TXT_CHEATIDDQD = "TRYING TO CHEAT, EH? NOW YOU DIE!";
TXT_CHEATIDKFA = "CHEATER - YOU DON'T DESERVE WEAPONS";
TXT_CHEATTICKERON = "TICKER ON";
TXT_CHEATTICKEROFF = "TICKER OFF";
TXT_CHEATARTIFACTS3 = "YOU GOT IT";
TXT_MIDASTOUCH = "YOU GOT THE MIDAS TOUCH, BABY";
TXT_GOTSTUFF = "You got the stuff!";
TXT_FREEZEON = "Freeze mode on";
TXT_FREEZEOFF = "Freeze mode off";
TXT_STRANGE = "You feel strange...";
TXT_STRANGER = "You feel even stranger.";
TXT_NOTSTRANGE = "You feel like yourself again.";
TXT_LEADBOOTSON = "LEAD BOOTS ON";
TXT_LEADBOOTSOFF = "LEAD BOOTS OFF";
TXT_LIGHTER = "You feel lighter";
TXT_GRAVITY = "Gravity weighs you down";
RAVENQUITMSG = "ARE YOU SURE YOU WANT TO QUIT?";
// Hexen strings
// Mana
TXT_MANA_1 = "BLUE MANA";
TXT_MANA_2 = "GREEN MANA";
TXT_MANA_BOTH = "COMBINED MANA";
// Keys
TXT_KEY_STEEL = "STEEL KEY";
TXT_KEY_CAVE = "CAVE KEY";
TXT_KEY_AXE = "AXE KEY";
TXT_KEY_FIRE = "FIRE KEY";
TXT_KEY_EMERALD = "EMERALD KEY";
TXT_KEY_DUNGEON = "DUNGEON KEY";
TXT_KEY_SILVER = "SILVER KEY";
TXT_KEY_RUSTED = "RUSTED KEY";
TXT_KEY_HORN = "HORN KEY";
TXT_KEY_SWAMP = "SWAMP KEY";
TXT_KEY_CASTLE = "CASTLE KEY";
TXT_NEED_KEY_STEEL = "You need the STEEL KEY";
TXT_NEED_KEY_CAVE = "You need the CAVE KEY";
TXT_NEED_KEY_AXE = "You need the AXE KEY";
TXT_NEED_KEY_FIRE = "You need the FIRE KEY";
TXT_NEED_KEY_EMERALD = "You need the EMERALD KEY";
TXT_NEED_KEY_DUNGEON = "You need the DUNGEON KEY";
TXT_NEED_KEY_SILVER = "You need the SILVER KEY";
TXT_NEED_KEY_RUSTED = "You need the RUSTED KEY";
TXT_NEED_KEY_HORN = "You need the HORN KEY";
TXT_NEED_KEY_SWAMP = "You need the SWAMP KEY";
TXT_NEED_KEY_CASTLE = "You need the CASTLE KEY";
// Artifacts
TXT_ARTIINVULNERABILITY2 = "ICON OF THE DEFENDER";
TXT_ARTISUMMON = "DARK SERVANT";
TXT_ARTIEGG2 = "PORKALATOR";
TXT_ARTIPOISONBAG = "FLECHETTE";
TXT_ARTITELEPORTOTHER = "BANISHMENT DEVICE";
TXT_ARTISPEED = "BOOTS OF SPEED";
TXT_ARTIBOOSTMANA = "KRATER OF MIGHT";
TXT_ARTIBOOSTARMOR = "DRAGONSKIN BRACERS";
TXT_ARTIBLASTRADIUS = "DISC OF REPULSION";
TXT_ARTIHEALINGRADIUS = "MYSTIC AMBIT INCANT";
// Puzzle artifacts
TXT_ARTIPUZZSKULL = "YORICK'S SKULL";
TXT_ARTIPUZZGEMBIG = "HEART OF D'SPARIL";
TXT_ARTIPUZZGEMRED = "RUBY PLANET";
TXT_ARTIPUZZGEMGREEN1 = "EMERALD PLANET";
TXT_ARTIPUZZGEMGREEN2 = "EMERALD PLANET";
TXT_ARTIPUZZGEMBLUE1 = "SAPPHIRE PLANET";
TXT_ARTIPUZZGEMBLUE2 = "SAPPHIRE PLANET";
TXT_ARTIPUZZBOOK1 = "DAEMON CODEX";
TXT_ARTIPUZZBOOK2 = "LIBER OSCURA";
TXT_ARTIPUZZSKULL2 = "FLAME MASK";
TXT_ARTIPUZZFWEAPON = "GLAIVE SEAL";
TXT_ARTIPUZZCWEAPON = "HOLY RELIC";
TXT_ARTIPUZZMWEAPON = "SIGIL OF THE MAGUS";
TXT_ARTIPUZZGEAR = "CLOCK GEAR";
TXT_USEPUZZLEFAILED = "YOU CANNOT USE THIS HERE";
// Items
TXT_ARMOR1 = "MESH ARMOR";
TXT_ARMOR2 = "FALCON SHIELD";
TXT_ARMOR3 = "PLATINUM HELMET";
TXT_ARMOR4 = "AMULET OF WARDING";
// Weapons
TXT_WEAPON_F2 = "TIMON'S AXE";
TXT_WEAPON_F3 = "HAMMER OF RETRIBUTION";
TXT_WEAPON_F4 = "QUIETUS ASSEMBLED";
TXT_WEAPON_C2 = "SERPENT STAFF";
TXT_WEAPON_C3 = "FIRESTORM";
TXT_WEAPON_C4 = "WRAITHVERGE ASSEMBLED";
TXT_WEAPON_M2 = "FROST SHARDS";
TXT_WEAPON_M3 = "ARC OF DEATH";
TXT_WEAPON_M4 = "BLOODSCOURGE ASSEMBLED";
TXT_WEAPONPIECE = "A weapon piece! This is your lucky day!";
TXT_QUIETUS_PIECE = "SEGMENT OF QUIETUS";
TXT_WRAITHVERGE_PIECE = "SEGMENT OF WRAITHVERGE";
TXT_BLOODSCOURGE_PIECE = "SEGMENT OF BLOODSCOURGE";
// Strife locks
TXT_NEEDKEY = "You don't have the key";
TXT_NEED_PASSCARD = "You need a passcard";
TXT_NEED_PASSCARD_DOOR = "You need a pass card key to open this door";
TXT_NEED_IDCARD = "You need an ID card";
TXT_NEED_PRISONKEY = "You don't have the key to the prison";
TXT_NEED_HANDPRINT = "Hand print not on file";
TXT_NEED_GOLDKEY = "You need the Gold Key";
TXT_NEED_IDBADGE = "You need an ID Badge";
TXT_NEED_IDBADGE_DOOR = "You need an ID Badge to open this door";
TXT_NEED_SILVERKEY = "You need the Silver Key";
TXT_NEED_BRASSKEY = "You need the Brass Key";
TXT_NEED_REDCRYSTAL = "You need the Red Crystal";
TXT_NEED_BLUECRYSTAL = "You need the Blue Crystal";
// Strife Quest messages
TXT_QUEST_14 = "You've Blown Up the Crystal";
TXT_QUEST_16 = "You've Blown Up the Gates";
TXT_QUEST_27 = "You've Blown Up the Computer";
TXT_KILLED_BISHOP = "You Killed The Bishop!";
TXT_KILLED_ORACLE = "You've Killed The Oracle!";
TXT_KILLED_MACIL = "You Killed Macil!";
TXT_KILLED_LOREMASTER = "You've Killed the Loremaster!";
// Strife pickup messages
TXT_METALARMOR = "You picked up the Metal Armor.";
TXT_LEATHERARMOR = "You picked up the Leather Armor.";
TXT_MEDPATCH = "You picked up the Med patch.";
TXT_MEDICALKIT = "You picked up the Medical kit.";
TXT_SURGERYKIT = "You picked up the Surgery Kit.";
- fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer. Update to ZDoom r2113: * Added full stops to more Strife messages. * Change StrifePlayer's RunHealth to 15. * Fixed: DORWS04 should not make a sound when it switches off. * Fixed copy-paste fail for DoorCloseSmallWood. * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it. * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map. * Fixed: Two Strife pickup messages were off by one character each. * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) * Fixed: Don't color the teleporter beacon's rebels in single player. * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers. * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this: o Using puzzle items on actors has been restored to its original range of 64. o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way. o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player. * Corrected several Strife switches that had the wrong sounds. * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
TXT_STRIFEMAP = "You picked up the map.";
TXT_BELDINSRING = "You picked up the ring.";
TXT_OFFERINGCHALICE = "You picked up the Offering Chalice.";
TXT_EAR = "You picked up the ear.";
TXT_BROKENCOUPLING = "You picked up the broken power coupling.";
TXT_SHADOWARMOR = "You picked up the Shadow armor.";
TXT_ENVSUIT = "You picked up the Environmental Suit.";
TXT_GUARDUNIFORM = "You picked up the Guard Uniform.";
TXT_OFFICERSUNIFORM = "You picked up the Officer's Uniform.";
TXT_FTHROWERPARTS = "You picked up the flame thrower parts.";
TXT_REPORT = "You picked up the report.";
TXT_INFO = "You picked up the info.";
TXT_TARGETER = "You picked up the Targeter.";
- fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer. Update to ZDoom r2113: * Added full stops to more Strife messages. * Change StrifePlayer's RunHealth to 15. * Fixed: DORWS04 should not make a sound when it switches off. * Fixed copy-paste fail for DoorCloseSmallWood. * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it. * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map. * Fixed: Two Strife pickup messages were off by one character each. * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) * Fixed: Don't color the teleporter beacon's rebels in single player. * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers. * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this: o Using puzzle items on actors has been restored to its original range of 64. o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way. o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player. * Corrected several Strife switches that had the wrong sounds. * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
TXT_COMMUNICATOR = "You picked up the Communicator.";
TXT_COIN = "You picked up the coin.";
TXT_XGOLD = "You picked up %d gold.";
TXT_BEACON = "You picked up the Teleporter Beacon.";
TXT_DEGNINORE = "You picked up the Degnin Ore.";
TXT_SCANNER = "You picked up the scanner.";
TXT_NEEDMAP = "The scanner won't work without a map!\n";
TXT_PRISONPASS = "You picked up the Prison pass.";
- fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer. Update to ZDoom r2113: * Added full stops to more Strife messages. * Change StrifePlayer's RunHealth to 15. * Fixed: DORWS04 should not make a sound when it switches off. * Fixed copy-paste fail for DoorCloseSmallWood. * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it. * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map. * Fixed: Two Strife pickup messages were off by one character each. * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) * Fixed: Don't color the teleporter beacon's rebels in single player. * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers. * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this: o Using puzzle items on actors has been restored to its original range of 64. o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way. o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player. * Corrected several Strife switches that had the wrong sounds. * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
TXT_STRIFECROSSBOW = "You picked up the crossbow.";
TXT_ASSAULTGUN = "You picked up the assault gun.";
TXT_MMLAUNCHER = "You picked up the mini missile launcher.";
TXT_FLAMER = "You picked up the flame thrower.";
TXT_MAULER = "You picked up the mauler.";
TXT_GLAUNCHER = "You picked up the Grenade launcher.";
TXT_SIGIL = "You picked up the SIGIL.";
TXT_BASEKEY = "You picked up the Base Key.";
TXT_GOVSKEY = "You picked up the Govs Key.";
TXT_PASSCARD = "You picked up the Passcard.";
TXT_IDBADGE = "You picked up the ID Badge.";
TXT_PRISONKEY = "You picked up the Prison Key.";
TXT_SEVEREDHAND = "You picked up the Severed Hand.";
TXT_POWER1KEY = "You picked up the Power1 Key.";
TXT_POWER2KEY = "You picked up the Power2 Key.";
TXT_POWER3KEY = "You picked up the Power3 Key.";
TXT_GOLDKEY = "You picked up the Gold Key.";
TXT_IDCARD = "You picked up the ID Card.";
TXT_SILVERKEY = "You picked up the Silver Key.";
TXT_ORACLEKEY = "You picked up the Oracle Key.";
TXT_MILITARYID = "You picked up the Military ID.";
TXT_ORDERKEY = "You picked up the Order Key.";
TXT_WAREHOUSEKEY = "You picked up the Warehouse Key.";
TXT_BRASSKEY = "You picked up the Brass Key.";
TXT_REDCRYSTAL = "You picked up the Red Crystal Key.";
TXT_BLUECRYSTAL = "You picked up the Blue Crystal Key.";
TXT_CHAPELKEY = "You picked up the Chapel Key.";
TXT_CATACOMBKEY = "You picked up the Catacomb Key.";
TXT_SECURITYKEY = "You picked up the Security Key.";
TXT_COREKEY = "You picked up the Core Key.";
TXT_MAULERKEY = "You picked up the Mauler Key.";
TXT_FACTORYKEY = "You picked up the Factory Key.";
TXT_MINEKEY = "You picked up the Mine Key.";
TXT_NEWKEY5 = "You picked up the New Key5.";
TXT_ORACLEPASS = "You picked up the Oracle Pass.";
TXT_HEGRENADES = "You picked up the HE-Grenade Rounds.";
- fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer. Update to ZDoom r2113: * Added full stops to more Strife messages. * Change StrifePlayer's RunHealth to 15. * Fixed: DORWS04 should not make a sound when it switches off. * Fixed copy-paste fail for DoorCloseSmallWood. * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it. * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map. * Fixed: Two Strife pickup messages were off by one character each. * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) * Fixed: Don't color the teleporter beacon's rebels in single player. * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers. * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this: o Using puzzle items on actors has been restored to its original range of 64. o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way. o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player. * Corrected several Strife switches that had the wrong sounds. * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
TXT_PHGRENADES = "You picked up the Phosphorus-Grenade Rounds.";
TXT_CLIPOFBULLETS = "You picked up the clip of bullets.";
TXT_BOXOFBULLETS = "You picked up the box of bullets.";
TXT_MINIMISSILES = "You picked up the mini missiles.";
TXT_CRATEOFMISSILES = "You picked up the crate of missiles.";
TXT_ENERGYPOD = "You picked up the energy pod.";
TXT_ENERGYPACK = "You picked up the energy pack.";
TXT_POISONBOLTS = "You picked up the poison bolts.";
TXT_ELECTRICBOLTS = "You picked up the electric bolts.";
- fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer. Update to ZDoom r2113: * Added full stops to more Strife messages. * Change StrifePlayer's RunHealth to 15. * Fixed: DORWS04 should not make a sound when it switches off. * Fixed copy-paste fail for DoorCloseSmallWood. * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it. * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map. * Fixed: Two Strife pickup messages were off by one character each. * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) * Fixed: Don't color the teleporter beacon's rebels in single player. * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers. * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this: o Using puzzle items on actors has been restored to its original range of 64. o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way. o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player. * Corrected several Strife switches that had the wrong sounds. * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
TXT_AMMOSATCHEL = "You picked up the ammo satchel.";
// Random dialogs
TXT_RANDOM_PEASANT_01 = "Please don't hurt me.";
TXT_RANDOM_PEASANT_02 = "If you're looking to hurt me, I'm not really worth the effort.";
TXT_RANDOM_PEASANT_03 = "I don't know anything.";
TXT_RANDOM_PEASANT_04 = "Go away or I'll call the guards!";
TXT_RANDOM_PEASANT_05 = "I wish sometimes that all these rebels would just learn their place and stop this nonsense.";
TXT_RANDOM_PEASANT_06 = "Just leave me alone, OK?";
TXT_RANDOM_PEASANT_07 = "I'm not sure, but sometimes I think that I know some of the acolytes.";
TXT_RANDOM_PEASANT_08 = "The order's got everything around here pretty well locked up tight.";
TXT_RANDOM_PEASANT_09 = "There's no way that this is just a security force.";
TXT_RANDOM_PEASANT_10 = "I've heard that the order is really nervous about the front's actions around here.";
TXT_RANDOM_REBEL_01 = "There's no way the order will stand against us.";
TXT_RANDOM_REBEL_02 = "We're almost ready to strike. Macil's plans are falling in place.";
TXT_RANDOM_REBEL_03 = "We're all behind you, don't worry.";
TXT_RANDOM_REBEL_04 = "Don't get too close to any of those big robots. They'll melt you down for scrap!";
TXT_RANDOM_REBEL_05 = "The day of our glory will soon come, and those who oppose us will be crushed!";
TXT_RANDOM_REBEL_06 = "Don't get too comfortable. We've still got our work cut out for us.";
TXT_RANDOM_REBEL_07 = "Macil says that you're the new hope. Bear that in mind.";
TXT_RANDOM_REBEL_08 = "Once we've taken these charlatans down, we'll be able to rebuild this world as it should be.";
TXT_RANDOM_REBEL_09 = "Remember that you aren't fighting just for yourself, but for everyone here and outside.";
TXT_RANDOM_REBEL_10 = "As long as one of us still stands, we will win.";
TXT_RANDOM_AGUARD_01 = "Move along, peasant.";
TXT_RANDOM_AGUARD_02 = "Follow the true faith, only then will you begin to understand.";
TXT_RANDOM_AGUARD_03 = "Only through death can one be truly reborn.";
TXT_RANDOM_AGUARD_04 = "I'm not interested in your useless drivel.";
TXT_RANDOM_AGUARD_05 = "If I had wanted to talk to you I would have told you so.";
TXT_RANDOM_AGUARD_06 = "Go and annoy someone else!";
TXT_RANDOM_AGUARD_07 = "Keep moving!";
TXT_RANDOM_AGUARD_08 = "If the alarm goes off, just stay out of our way!";
TXT_RANDOM_AGUARD_09 = "The order will cleanse the world and usher it into the new era.";
TXT_RANDOM_AGUARD_10 = "Problem? No, I thought not.";
TXT_RANDOM_BEGGAR_01 = "Alms for the poor?";
TXT_RANDOM_BEGGAR_02 = "What are you looking at, surfacer?";
TXT_RANDOM_BEGGAR_03 = "You wouldn't have any extra food, would you?";
TXT_RANDOM_BEGGAR_04 = "You surface people will never understand us.";
TXT_RANDOM_BEGGAR_05 = "Ha, the guards can't find us. Those idiots don't even know we exist.";
TXT_RANDOM_BEGGAR_06 = "One day everyone but those who serve the order will be forced to join us.";
TXT_RANDOM_BEGGAR_07 = "Stare now, but you know that this will be your own face one day.";
TXT_RANDOM_BEGGAR_08 = "There's nothing more annoying than a surfacer with an attitude!";
TXT_RANDOM_BEGGAR_09 = "The order will make short work of your pathetic front.";
TXT_RANDOM_BEGGAR_10 = "Watch yourself, surfacer. We know our enemies!";
TXT_RANDOM_PGUARD_01 = "We are the hands of fate. To earn our wrath is to find oblivion!";
TXT_RANDOM_PGUARD_02 = "The order will cleanse the world of the weak and corrupt!";
TXT_RANDOM_PGUARD_03 = "Obey the will of the masters!";
TXT_RANDOM_PGUARD_04 = "Long life to the brothers of the order!";
TXT_RANDOM_PGUARD_05 = "Free will is an illusion that binds the weak minded.";
TXT_RANDOM_PGUARD_06 = "Power is the path to glory. To follow the order is to walk that path!";
TXT_RANDOM_PGUARD_07 = "Take your place among the righteous, join us!";
TXT_RANDOM_PGUARD_08 = "The order protects its own.";
TXT_RANDOM_PGUARD_09 = "Acolytes? They have yet to see the full glory of the order.";
TXT_RANDOM_PGUARD_10 = "If there is any honor inside that pathetic shell of a body, you'll enter into the arms of the order.";
TXT_RANDOMGOODBYE_1 = "Bye!";
TXT_RANDOMGOODBYE_2 = "Thanks, bye!";
TXT_RANDOMGOODBYE_3 = "See you later!";
// Menu
MNU_NEWGAME = "NEW GAME";
MNU_OPTIONS = "OPTIONS";
MNU_GAMEFILES = "GAME FILES";
MNU_INFO = "INFO";
MNU_QUITGAME = "QUIT GAME";
MNU_FIGHTER = "FIGHTER";
MNU_CLERIC = "CLERIC";
MNU_MAGE = "MAGE";
MNU_RANDOM = "RANDOM";
MNU_LOADGAME = "LOAD GAME";
MNU_SAVEGAME = "SAVE GAME";
MNU_COTD = "CITY OF THE DAMNED";
MNU_HELLSMAW = "HELL'S MAW";
MNU_DOME = "THE DOME OF D'SPARIL";
MNU_OSSUARY = "THE OSSUARY";
MNU_DEMESNE = "THE STAGNANT DEMESNE";
MNU_WETNURSE = "THOU NEEDETH A WET-NURSE";
MNU_YELLOWBELLIES = "YELLOWBELLIES-R-US";
MNU_BRINGEST = "BRINGEST THEM ONETH";
MNU_SMITE = "THOU ART A SMITE-MEISTER";
MNU_BLACKPLAGUE = "BLACK PLAGUE POSSESSES THEE";
MNU_NOPICTURE = "No Picture";
MNU_DIFFVERSION = "Different\nVersion";
MNU_NOFILES = "No files";
MNU_CHOOSECLASS = "CHOOSE CLASS:";
MNU_CHOOSESKILL = "CHOOSE SKILL LEVEL:";
MNU_SQUIRE = "SQUIRE";
MNU_KNIGHT = "KNIGHT";
MNU_WARRIOR = "WARRIOR";
MNU_BERSERKER = "BERSERKER";
MNU_TITAN = "TITAN";
MNU_ALTARBOY = "ALTAR BOY";
MNU_ACOLYTE = "ACOLYTE";
MNU_PRIEST = "PRIEST";
MNU_CARDINAL = "CARDINAL";
MNU_POPE = "POPE";
MNU_APPRENTICE = "APPRENTICE";
MNU_ENCHANTER = "ENCHANTER";
MNU_SORCERER = "SORCERER";
MNU_WARLOCK = "WARLOCK";
MNU_ARCHMAGE = "ARCHMAGE";
MNU_PLAYERSETUP = "PLAYER SETUP";
MNU_DELETESG = "Do you really want to delete the savegame\n";
MNU_ONLYREGISTERED = "ONLY AVAILABLE IN THE REGISTERED VERSION";
// Bloodbath announcer
BBA_BONED = "%k boned %o like a fish";
BBA_CASTRA = "%k castrated %o";
BBA_CREAMED = "%k creamed %o";
BBA_DECIMAT = "%k decimated %o";
BBA_DESTRO = "%k destroyed %o";
BBA_DICED = "%k diced %o";
BBA_DISEMBO = "%k disembowled %o";
BBA_FLATTE = "%k flattened %o";
BBA_JUSTICE = "%k gave %o Anal Justice";
BBA_MADNESS = "%k gave AnAl MaDnEsS to %o";
BBA_KILLED = "%k killed %o";
BBA_MINCMEAT = "%k made mincemeat out of %o";
BBA_MASSACR = "%k massacred %o";
BBA_MUTILA = "%k mutilated %o";
BBA_REAMED = "%k reamed %o";
BBA_RIPPED = "%k ripped %o a new orifice";
BBA_SLAUGHT = "%k slaughtered %o";
BBA_SMASHED = "%k smashed %o";
BBA_SODOMIZ = "%k sodomized %o";
BBA_SPLATT = "%k splattered %o";
BBA_SQUASH = "%k squashed %o";
BBA_THROTTL = "%k throttled %o";
BBA_WASTED = "%k wasted %o";
BBA_BODYBAG = "%k body bagged %o";
BBA_HELL = "%k sent %o to Hell";
BBA_TOAST = "%k toasted %o";
BBA_SNUFF = "%k snuffed %o";
BBA_HOSED = "%k hosed %o";
BBA_SPRAYED = "%k sprayed %o";
BBA_DOGMEAT = "%k made dog meat out of %o";
BBA_BEATEN = "%k beat %o like a cur";
BBA_EXCREMENT = "%o is excrement";
BBA_HAMBURGER = "%o is hamburger";
BBA_SCROTUM = "%o suffered scrotum separation";
BBA_POPULATION = "%o volunteered for population control";
BBA_SUICIDE = "%o has suicided";
BBA_DARWIN = "%o received the Darwin Award";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
// Chex Quest Strings
CHUSTR_E1M1 = "E1M1: Landing Zone";
CHUSTR_E1M2 = "E1M2: Storage Facility";
CHUSTR_E1M3 = "E1M3: Experimental Lab";
CHUSTR_E1M4 = "E1M4: Arboretum";
CHUSTR_E1M5 = "E1M5: Caverns of Bazoik";
CE1TEXT =
"Mission accomplished.\n"
"\n"
"Are you prepared for the next mission?\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"Press the escape key to continue...";
CE2TEXT = "You've done it!";
CE3TEXT = "Wonderful Job!";
CE4TEXT = "Fantastic";
CLOADNET = "you can't do load while in a net quest!\n\npress a key.";
CQSPROMPT = "quicksave over your quest named\n\n'%s'?\n\npress y or n.";
CQLOADNET = "you can't quickload during a netquest!\n\npress a key.";
CQLPROMPT = "do you want to quickload the quest named\n\n'%s'?\n\npress y or n.";
CNEWGAME = "you can't start a new quest\nwhile in a network quest.\n\npress a key.";
CNIGHTMARE = "Careful, this will be tough.\nDo you wish to continue?\n\npress y or n.";
CSWSTRING = "this is Chex(R) Quest. look for\n\nfuture levels at www.chexquest.com.\n\npress a key.";
CNETEND = "you can't end a netquest!\n\npress a key.";
CENDGAME = "are you sure you want to end the quest?\n\npress y or n.";
GOTCHEXARMOR = "Picked up the Chex(R) Armor.";
GOTSUPERCHEXARMOR = "Picked up the Super Chex(R) Armor!";
GOTWATER = "Picked up a glass of water.";
GOTREPELLENT = "Picked up slime repellent.";
GOTBREAKFAST = "Supercharge Breakfast!";
GOTCBLUEKEY = "Picked up a blue key.";
GOTCYELLOWKEY = "Picked up a yellow key.";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
GOTCREDKEY = "Picked up a red key.";
GOTFRUIT = "Picked up a bowl of fruit.";
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GOTVEGETABLESNEED = "Vegetables are REALLY good for you!";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
GOTVEGETABLES = "Picked up a bowl of vegetables.";
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GOTSLIMESUIT = "Found a Slime-Proof Suit";
GOTCHEXMAP = "Found a Computer Area Map";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
GOTZORCHRECHARGE = "Picked up a mini zorch recharge.";
GOTMINIZORCHPACK = "Picked up a mini zorch pack.";
GOTPROPULSORRECHARGE = "Picked up a zorch propulsor recharge.";
GOTPROPULSORPACK = "Picked up a zorch propulsor pack.";
GOTPHASINGZORCHERRECHARGE = "Picked up a phasing zorcher recharge";
GOTPHASINGZORCHERPACK = "Picked up a phasing zorcher pack.";
GOTLARGEZORCHERRECHARGE = "Picked up a large zorcher recharge.";
GOTLARGEZORCHERPACK = "Picked up a large zorcher pack.";
GOTZORCHPACK = "Picked up a Zorchpak!";
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GOTLAZDEVICE = "You got the LAZ Device! Woot!";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
GOTRAPIDZORCHER = "You got the Rapid Zorcher!";
GOTSUPERBOOTSPORK = "You got the Super Bootspork!";
GOTZORCHPROPULSOR = "You got the Zorch Propulsor!";
GOTPHASINGZORCHER = "You got the Phasing Zorcher!";
GOTLARGEZORCHER = "You got the Large Zorcher!";
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
GOTSUPERLARGEZORCHER = "You got the Mega Zorcher!";
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
GOTMINIZORCHER = "Picked up a Mini Zorcher.";
STSTR_CDQDON = "Invincible Mode ON";
STSTR_CDQDOFF = "Invincible Mode OFF";
STSTR_CFAADDED = "Zorch Added";
STSTR_CKFAADDED = "Super Zorch Added";
STSTR_CCHOPPERS = "... Eat Chex(R)!";
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
OB_COMMONUS = "%o was slimed by a flemoid.";
OB_BIPEDICUS = "%o was slimed by a bipedicus.";
OB_BIPEDICUS2 = "%o was slimed by an armored bipedicus.";
OB_CYCLOPTIS = "%o was slimed by a cycloptis.";
OB_FLEMBRANE = "%o was defeated by the Flembrane.";
OB_MPSPOON = "%o was spoon fed by %k.";
OB_MPBOOTSPORK = "%o was thouroughly mixed with %k's bootspork.";
OB_MPZORCH = "%o was zorched by %k.";
OB_MPMEGAZORCH = "%o was hit by %k's mega-zorcher.";
OB_MPRAPIDZORCH = "%o was rapid zorched by %k.";
OB_MPPROPULSOR = "%o was zorched by %k's propulsor.";
OB_MPP_SPLASH = "%o was hit by %k's propulsor.";
OB_MPPHASEZORCH = "%o was phase zorched by %k.";
OB_MPLAZ_BOOM = "%o fell prey to %k's LAZ device.";
OB_MPLAZ_SPLASH = "%o was lazzed by %k.";
Update to ZDoom r1418: - Fixed parsing for MustConfirm key in skill parser. - Converted internal MAPINFOs to new syntax. - Added a range parameter to SNDINFO's $limit. - Restored Dehacked music name replacement. - Added GUICapture mouse events for Win32. - Changed I_GetFromClipboard() to return an FString. - Added GTK+-based clipboard support for Linux. - Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we cannot rely on it to detect directories. - Added NicePath() function to perform shell-style ~ substitution on path names. - Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/. - Added -shotdir command line option to temporarily override the screenshot_dir cvar. - Fixed: G_SerializeLevel must use the TEXMAN_ReturnFirst flag for getting the sky textures so that it still works when the first texture in a TEXTURE1 lump is used as sky. - Restored the old drawseg/sprite distance check from 2.0.63. The code that replaced it did the check at the center of the area intersected by the sprite and the drawseg, whereas 2.0.63 only did the check at the location of the sprite on the map. - Commented out the CALL_ACTION(A_Look, actor) for targetless friendly monsters in A_DoChase(). They can still find new targets without this, and with it, they got stuck on the first frame of their see state. - Fixed: Keys bound in a custom key section would unbind the key in the main game section. - Fixed scrolling of the automap background on a rotated automap. - Changed singleplayer allowrespawn to act like a co-op game when you change levels while dead by immediately respawning you before the switch so that you get to keep all your inventory. - Fixed: G_InitLevelLocals() did not set flags2. - fixed: The compatibility parser applied the last map's settings to all maps in the compatibility list. - Added compatibility settings for a few more levels in some classic WADs. - Added spechit overflow workaround for Strain MAP07. This is highly map specific because the original behavior cannot be restored. - Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them. MD5 cannot be used well here because there's many different IWADs with slightly different levels. This is only done for Doom format levels to ensure that custom IWADs for ZDoom are not affected. - fixed: level.flags2 was not reset at level start. - Fixed: Morph powerups can change the actor picking up the item so AInventory::CallTryPickup must be able to return the new actor. - Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still attached to the player data after an item has been given. - Added a missing NULL pointer check to DBaseStatusBar::Blendview. - Added a compatibility lump because I think it's a shame that Void doesn't work properly on new ZDooms after all the collaboration I had with Cyb on that map. (Works with other maps, too.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@298 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-08 23:01:13 +00:00
// Music names for Doom. These are needed in the string table only so that they can
// be replaced by Dehacked.
// Note that these names are not prefixed with 'd_' because that's how Dehacked patches
// expect them.
MUSIC_E1M1 = "e1m1";
MUSIC_E1M2 = "e1m2";
MUSIC_E1M3 = "e1m3";
MUSIC_E1M4 = "e1m4";
MUSIC_E1M5 = "e1m5";
MUSIC_E1M6 = "e1m6";
MUSIC_E1M7 = "e1m7";
MUSIC_E1M8 = "e1m8";
MUSIC_E1M9 = "e1m9";
MUSIC_E2M1 = "e2m1";
MUSIC_E2M2 = "e2m2";
MUSIC_E2M3 = "e2m3";
MUSIC_E2M4 = "e2m4";
MUSIC_E2M5 = "e2m5";
MUSIC_E2M6 = "e2m6";
MUSIC_E2M7 = "e2m7";
MUSIC_E2M8 = "e2m8";
MUSIC_E2M9 = "e2m9";
MUSIC_E3M1 = "e3m1";
MUSIC_E3M2 = "e3m2";
MUSIC_E3M3 = "e3m3";
MUSIC_E3M4 = "e3m4";
MUSIC_E3M5 = "e3m5";
MUSIC_E3M6 = "e3m6";
MUSIC_E3M7 = "e3m7";
MUSIC_E3M8 = "e3m8";
MUSIC_E3M9 = "e3m9";
MUSIC_INTER = "inter";
MUSIC_INTRO = "intro";
MUSIC_BUNNY = "bunny";
MUSIC_VICTOR = "victor";
MUSIC_INTROA = "introa";
MUSIC_RUNNIN = "runnin";
MUSIC_STALKS = "stalks";
MUSIC_COUNTD = "countd";
MUSIC_BETWEE = "betwee";
MUSIC_DOOM = "doom";
MUSIC_THE_DA = "the_da";
MUSIC_SHAWN = "shawn";
MUSIC_DDTBLU = "ddtblu";
MUSIC_IN_CIT = "in_cit";
MUSIC_DEAD = "dead";
MUSIC_STLKS2 = "stlks2";
MUSIC_THEDA2 = "theda2";
MUSIC_DOOM2 = "doom2";
MUSIC_DDTBL2 = "ddtbl2";
MUSIC_RUNNI2 = "runni2";
MUSIC_DEAD2 = "dead2";
MUSIC_STLKS3 = "stlks3";
MUSIC_ROMERO = "romero";
MUSIC_SHAWN2 = "shawn2";
MUSIC_MESSAG = "messag";
MUSIC_COUNT2 = "count2";
MUSIC_DDTBL3 = "ddtbl3";
MUSIC_AMPIE = "ampie";
MUSIC_THEDA3 = "theda3";
MUSIC_ADRIAN = "adrian";
MUSIC_MESSG2 = "messg2";
MUSIC_ROMER2 = "romer2";
MUSIC_TENSE = "tense";
MUSIC_SHAWN3 = "shawn3";
MUSIC_OPENIN = "openin";
MUSIC_EVIL = "evil";
MUSIC_ULTIMA = "ultima";
MUSIC_READ_M = "read_m";
MUSIC_DM2TTL = "dm2ttl";
MUSIC_DM2INT = "dm2int";