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- 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. SVN r1185 (trunk)
This commit is contained in:
parent
4d56889483
commit
6a3b4a6c4d
13 changed files with 1099 additions and 53 deletions
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@ -1,3 +1,13 @@
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August 26, 2008 (Changes by Graf Zahl)
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- Blood default color is set in the gameinfo now so that Chex Quest
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can default to green instead of red.
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- Fixed: The version of CheckNumForFullName that checks for a specific
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WAD did not work.
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- Moved MAPINFO names into gameinfo structure.
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- Added Chex Quest support. Credits go to fraggle for creating a
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Dehacked patch that does most of the work. The rest includes a new
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MAPINFO and removal of the drop items from the monsters being used.
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August 23, 2008
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- Added Win64 support to the crash report generator. (Pity that Win32
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cannot be as informative.)
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@ -2096,17 +2096,19 @@ static int DoInclude (int dummy)
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return GetLine();
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}
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void DoDehPatch (const char *patchfile, bool autoloading)
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void DoDehPatch (const char *patchfile, bool autoloading, int lump)
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{
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char file[256];
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int cont;
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int filelen = 0; // Be quiet, gcc
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int lump;
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PatchFile = NULL;
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PatchName = NULL;
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lump = Wads.CheckNumForName ("DEHACKED");
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if (lump < 0)
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{
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lump = Wads.CheckNumForName ("DEHACKED");
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}
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if (lump >= 0 && autoloading)
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{
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@ -57,7 +57,7 @@ public:
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};
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void DoDehPatch (const char *patchfile, bool autoloading);
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void DoDehPatch (const char *patchfile, bool autoloading, int lumpnum=-1);
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void FinishDehPatch ();
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#endif //__D_DEHACK_H__
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@ -147,6 +147,9 @@ extern gameinfo_t HexenDKGameInfo;
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extern gameinfo_t StrifeGameInfo;
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extern gameinfo_t StrifeTeaserGameInfo;
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extern gameinfo_t StrifeTeaser2GameInfo;
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extern gameinfo_t ChexGameInfo;
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extern gameinfo_t PlutoniaGameInfo;
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extern gameinfo_t TNTGameInfo;
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extern int testingmode;
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extern bool setmodeneeded;
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@ -227,6 +230,7 @@ const IWADInfo IWADInfos[NUM_IWAD_TYPES] =
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{ "Strife: Teaser (Old Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
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{ "Strife: Teaser (New Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
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{ "Freedoom", "Freedoom", MAKERGB(50,84,67), MAKERGB(198,220,209) },
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{ "Chex(R) Quest", "Chex", MAKERGB(255,255,0), MAKERGB(0,192,0) },
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};
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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@ -251,6 +255,7 @@ static const char *IWADNames[] =
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"strife1.wad",
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"strife0.wad",
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"freedoom.wad", // Freedoom.wad is distributed as Doom2.wad, but this allows to have both in the same directory.
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"chex.wad",
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#ifdef unix
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"DOOM2.WAD", // Also look for all-uppercase names
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"PLUTONIA.WAD",
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@ -264,6 +269,7 @@ static const char *IWADNames[] =
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"STRIFE1.WAD",
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"STRIFE0.WAD",
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"FREEDOOM.WAD",
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"CHEX.WAD",
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#endif
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NULL
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};
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@ -1324,8 +1330,8 @@ static void SetIWAD (const char *iwadpath, EIWADType type)
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const gameinfo_t *Info;
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GameMission_t Mission;
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} Datas[NUM_IWAD_TYPES] = {
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{ commercial, &CommercialGameInfo, pack_tnt }, // Doom2TNT
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{ commercial, &CommercialGameInfo, pack_plut }, // Doom2Plutonia
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{ commercial, &TNTGameInfo, pack_tnt }, // Doom2TNT
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{ commercial, &PlutoniaGameInfo, pack_plut }, // Doom2Plutonia
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{ commercial, &HexenGameInfo, doom2 }, // Hexen
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{ commercial, &HexenDKGameInfo, doom2 }, // HexenDK
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{ commercial, &CommercialGameInfo, doom2 }, // Doom2
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@ -1339,6 +1345,7 @@ static void SetIWAD (const char *iwadpath, EIWADType type)
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{ commercial, &StrifeTeaserGameInfo, doom2 }, // StrifeTeaser
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{ commercial, &StrifeTeaser2GameInfo, doom2 }, // StrifeTeaser2
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{ commercial, &CommercialGameInfo, doom2 }, // FreeDoom
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{ registered, &ChexGameInfo, doom }, // Chex Quest
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};
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D_AddFile (iwadpath);
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@ -1382,10 +1389,13 @@ static EIWADType ScanIWAD (const char *iwad)
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"MAP33",
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"INVCURS",
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{ 'F','R','E','E','D','O','O','M' },
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"W94_1",
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{ 'P','O','S','S','H','0','M','0' },
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"E2M1","E2M2","E2M3","E2M4","E2M5","E2M6","E2M7","E2M8","E2M9",
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"E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9",
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"DPHOOF","BFGGA0","HEADA1","CYBRA1",
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{ 'S','P','I','D','A','1','D','1' },
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};
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#define NUM_CHECKLUMPS (sizeof(checklumps)/8)
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enum
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@ -1402,6 +1412,8 @@ static EIWADType ScanIWAD (const char *iwad)
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Check_map33,
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Check_invcurs,
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Check_FreeDoom,
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Check_W94_1,
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Check_POSSH0M0,
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Check_e2m1
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};
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int lumpsfound[NUM_CHECKLUMPS];
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@ -1512,7 +1524,14 @@ static EIWADType ScanIWAD (const char *iwad)
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{
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if (lumpsfound[Check_e4m1])
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{
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return IWAD_UltimateDoom;
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if (lumpsfound[Check_W94_1] && lumpsfound[Check_POSSH0M0])
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{
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return IWAD_ChexQuest;
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}
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else
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{
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return IWAD_UltimateDoom;
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}
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}
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else
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{
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@ -2438,6 +2457,24 @@ void D_DoomMain (void)
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DecalLibrary.Clear ();
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DecalLibrary.ReadAllDecals ();
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// Patch the game for Chex quest differences
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if (gameinfo.flags & GI_CHEX_QUEST)
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{
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// remove the drop items from the zombie and shotgunguy
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// (this could be done with a DECORATE lump but would need
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// as much code to load it.)
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PClass *info;
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info = (PClass*)PClass::FindClass("Zombieman");
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if (info) info->Meta.SetMetaInt (ACMETA_DropItems, 0);
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info = (PClass*)PClass::FindClass("ShotgunGuy");
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if (info) info->Meta.SetMetaInt (ACMETA_DropItems, 0);
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int lump = Wads.CheckNumForFullName("chex.deh", 0);
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if (lump >= 0) DoDehPatch(NULL, true, lump);
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}
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// [RH] Try adding .deh and .bex files on the command line.
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// If there are none, try adding any in the config file.
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@ -71,6 +71,7 @@ enum EIWADType
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IWAD_StrifeTeaser,
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IWAD_StrifeTeaser2,
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IWAD_FreeDoom,
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IWAD_ChexQuest,
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NUM_IWAD_TYPES
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};
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#include "r_draw.h"
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#include "a_sharedglobal.h"
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#include "r_translate.h"
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#include "gi.h"
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FDecalLib DecalLibrary;
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@ -515,8 +516,15 @@ void FDecalLib::ParseDecal (FScanner &sc)
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case DECAL_SHADE:
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sc.MustGetString ();
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if (!sc.Compare("BloodDefault"))
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{
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newdecal.ShadeColor = V_GetColor (NULL, sc.String);
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}
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else
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{
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newdecal.ShadeColor = gameinfo.defaultbloodcolor;
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}
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newdecal.RenderStyle = STYLE_Shaded;
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newdecal.ShadeColor = V_GetColor (NULL, sc.String);
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newdecal.ShadeColor |=
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ColorMatcher.Pick (RPART(newdecal.ShadeColor),
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GPART(newdecal.ShadeColor), BPART(newdecal.ShadeColor)) << 24;
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@ -605,41 +605,12 @@ void G_ParseMapInfo ()
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atterm (G_UnloadMapInfo);
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// Parse the default MAPINFO for the current game.
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switch (gameinfo.gametype)
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for(int i=0; i<2; i++)
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{
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case GAME_Doom:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/doomcommon.txt"));
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switch (gamemission)
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if (gameinfo.mapinfo[i] != NULL)
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{
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case doom:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/doom1.txt"));
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break;
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case pack_plut:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/plutonia.txt"));
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break;
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case pack_tnt:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/tnt.txt"));
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break;
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default:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/doom2.txt"));
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break;
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G_DoParseMapInfo(Wads.GetNumForFullName(gameinfo.mapinfo[i]));
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}
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break;
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case GAME_Heretic:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/heretic.txt"));
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break;
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case GAME_Hexen:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/hexen.txt"));
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break;
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case GAME_Strife:
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G_DoParseMapInfo (Wads.GetNumForFullName ("mapinfo/strife.txt"));
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break;
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default:
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break;
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}
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// Parse any extra MAPINFOs.
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116
src/gi.cpp
116
src/gi.cpp
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#include "info.h"
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#include "gi.h"
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#include "m_fixed.h"
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#include "v_palette.h"
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gameinfo_t gameinfo;
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"F_SKY",
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24*FRACUNIT,
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"xlat/heretic.txt", // not really correct but this was used before.
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{ "mapinfo/hexen.txt", NULL },
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MAKERGB(100,0,0),
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};
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gameinfo_t HexenDKGameInfo =
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"F_SKY",
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24*FRACUNIT,
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"xlat/heretic.txt", // not really correct but this was used before.
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{ "mapinfo/hexen.txt", NULL },
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MAKERGB(100,0,0),
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};
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gameinfo_t HereticGameInfo =
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@ -154,6 +159,8 @@ gameinfo_t HereticGameInfo =
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"F_SKY1",
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24*FRACUNIT,
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"xlat/heretic.txt",
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{ "mapinfo/heretic.txt", NULL },
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MAKERGB(100,0,0),
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};
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gameinfo_t HereticSWGameInfo =
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@ -183,6 +190,8 @@ gameinfo_t HereticSWGameInfo =
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"F_SKY1",
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24*FRACUNIT,
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"xlat/heretic.txt",
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{ "mapinfo/heretic.txt", NULL },
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MAKERGB(100,0,0),
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};
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gameinfo_t SharewareGameInfo =
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@ -212,6 +221,8 @@ gameinfo_t SharewareGameInfo =
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/doom1.txt" },
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MAKERGB(100,0,0),
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};
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gameinfo_t RegisteredGameInfo =
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@ -241,6 +252,39 @@ gameinfo_t RegisteredGameInfo =
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/doom1.txt" },
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MAKERGB(100,0,0),
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};
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gameinfo_t ChexGameInfo =
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{
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GI_CHEX_QUEST,
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"TITLEPIC",
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"CREDIT",
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"HELP2",
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"D_INTRO",
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5,
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0,
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200/35,
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"misc/chat2",
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"D_VICTOR",
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"FLOOR4_8",
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"HELP2",
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"VICTORY2",
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"ENDPIC",
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{ { "HELP1", "HELP2" } },
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"menu/quit1",
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2,
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"FLOOR7_2",
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&DoomBorder,
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0,
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GAME_Doom,
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100,
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/chex.txt" },
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MAKERGB(95,175,87),
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};
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gameinfo_t RetailGameInfo =
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@ -270,6 +314,8 @@ gameinfo_t RetailGameInfo =
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/doom1.txt" },
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MAKERGB(100,0,0),
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};
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gameinfo_t CommercialGameInfo =
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@ -299,6 +345,70 @@ gameinfo_t CommercialGameInfo =
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/doom2.txt" },
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MAKERGB(100,0,0),
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};
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gameinfo_t PlutoniaGameInfo =
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{
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GI_MAPxx | GI_MENUHACK_COMMERCIAL,
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"TITLEPIC",
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"CREDIT",
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"CREDIT",
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"D_DM2TTL",
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11,
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0,
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200/35,
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"misc/chat",
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"D_READ_M",
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"SLIME16",
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"CREDIT",
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"CREDIT",
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"CREDIT",
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{ { "HELP", "CREDIT" } },
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"menu/quit2",
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3,
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"GRNROCK",
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&DoomBorder,
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0,
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GAME_Doom,
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100,
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/plutonia.txt" },
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MAKERGB(100,0,0),
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};
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|
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gameinfo_t TNTGameInfo =
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{
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GI_MAPxx | GI_MENUHACK_COMMERCIAL,
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"TITLEPIC",
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"CREDIT",
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"CREDIT",
|
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"D_DM2TTL",
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11,
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0,
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200/35,
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"misc/chat",
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"D_READ_M",
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"SLIME16",
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"CREDIT",
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"CREDIT",
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"CREDIT",
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{ { "HELP", "CREDIT" } },
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"menu/quit2",
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3,
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"GRNROCK",
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&DoomBorder,
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0,
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GAME_Doom,
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100,
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"F_SKY1",
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24*FRACUNIT,
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"xlat/doom.txt",
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{ "mapinfo/doomcommon.txt", "mapinfo/tnt.txt" },
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MAKERGB(100,0,0),
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};
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|
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gameinfo_t StrifeGameInfo =
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|
@ -328,6 +438,8 @@ gameinfo_t StrifeGameInfo =
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"F_SKY001",
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16*FRACUNIT,
|
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"xlat/strife.txt",
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{ "mapinfo/strife.txt", NULL },
|
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MAKERGB(100,0,0),
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};
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|
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gameinfo_t StrifeTeaserGameInfo =
|
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|
@ -357,6 +469,8 @@ gameinfo_t StrifeTeaserGameInfo =
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"F_SKY001",
|
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16*FRACUNIT,
|
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"xlat/strife.txt",
|
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{ "mapinfo/strife.txt", NULL },
|
||||
MAKERGB(100,0,0),
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};
|
||||
|
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gameinfo_t StrifeTeaser2GameInfo =
|
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|
@ -386,4 +500,6 @@ gameinfo_t StrifeTeaser2GameInfo =
|
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"F_SKY001",
|
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16*FRACUNIT,
|
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"xlat/strife.txt",
|
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{ "mapinfo/strife.txt", NULL },
|
||||
MAKERGB(100,0,0),
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};
|
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|
|
3
src/gi.h
3
src/gi.h
|
@ -47,6 +47,7 @@
|
|||
#define GI_MENUHACK_COMMERCIAL 0x00000060
|
||||
#define GI_ALWAYSFALLINGDAMAGE 0x00000080
|
||||
#define GI_TEASER2 0x00000100 // Alternate version of the Strife Teaser
|
||||
#define GI_CHEX_QUEST 0x00000200
|
||||
|
||||
#ifndef EGAMETYPE
|
||||
#define EGAMETYPE
|
||||
|
@ -114,6 +115,8 @@ typedef struct
|
|||
char SkyFlatName[9];
|
||||
fixed_t StepHeight;
|
||||
const char *translator;
|
||||
const char *mapinfo[2];
|
||||
DWORD defaultbloodcolor;
|
||||
} gameinfo_t;
|
||||
|
||||
extern gameinfo_t gameinfo;
|
||||
|
|
|
@ -953,12 +953,12 @@ int FWadCollection::CheckNumForFullName (const char *name, int wadnum)
|
|||
return CheckNumForFullName (name);
|
||||
}
|
||||
|
||||
i = FirstLumpIndex[MakeKey (name) % NumLumps];
|
||||
i = FirstLumpIndex_FullName[MakeKey (name) % NumLumps];
|
||||
|
||||
while (i != NULL_INDEX &&
|
||||
while (i != NULL_INDEX &&
|
||||
(stricmp(name, LumpInfo[i].fullname) || LumpInfo[i].wadnum != wadnum))
|
||||
{
|
||||
i = NextLumpIndex[i];
|
||||
i = NextLumpIndex_FullName[i];
|
||||
}
|
||||
|
||||
return i != NULL_INDEX ? i : -1;
|
||||
|
|
811
wadsrc/static/chex.deh
Normal file
811
wadsrc/static/chex.deh
Normal file
|
@ -0,0 +1,811 @@
|
|||
Patch File for DeHackEd v3.0
|
||||
|
||||
#
|
||||
# This is a dehacked patch for emulating the chex.exe executable that
|
||||
# comes with Chex Quest. It is generated from automatic scripts used
|
||||
# to compare chex.exe with Final Doom's doom2.exe. The purpose of
|
||||
# this patch is to allow Chex Quest to be played accurately with
|
||||
# source ports; it will not work with Vanilla Doom and DOS dehacked,
|
||||
# as some of the string and cheat replacements are longer than is
|
||||
# possible with dehacked.
|
||||
#
|
||||
# Because of the limitations of dehacked, it is not possible to
|
||||
# completely emulate chex.exe merely with a dehacked patch. Although
|
||||
# this patch takes care of the majority of the changes necessary, the
|
||||
# following changes are also necessary to accurately emulate chex.deh:
|
||||
#
|
||||
# * Monsters should not drop ammo
|
||||
# * The game should end after the fifth level, instead of the eighth.
|
||||
# * The episode selection screen should not be displayed.
|
||||
# * The level warp cheat should always warp to episode 1.
|
||||
# * The automap should show the level name for the episode 1 level,
|
||||
# eg. the displayed level name for E2M3 is the level name for
|
||||
# E1M3.
|
||||
#
|
||||
# Simon Howard (fraggle)
|
||||
#--
|
||||
#
|
||||
# These are magic commands to Chocolate Doom to enable longer strings
|
||||
# and cheats than Vanilla dehacked allows:
|
||||
#
|
||||
# *allow-long-strings* *allow-long-cheats*
|
||||
#
|
||||
|
||||
Doom version = 21
|
||||
Patch format = 6
|
||||
|
||||
Text 46 47
|
||||
are you sure you want to
|
||||
quit this great game?Don't give up now...do
|
||||
you still wish to quit?
|
||||
|
||||
Text 49 38
|
||||
please don't leave, there's more
|
||||
demons to toast!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 50 38
|
||||
let's beat it -- this is turning
|
||||
into a bloodbath!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 50 38
|
||||
i wouldn't leave if i were you.
|
||||
dos is much worse.please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 56 38
|
||||
you're trying to say you like dos
|
||||
better than me, right?please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 54 38
|
||||
don't leave yet -- there's a
|
||||
demon around that corner!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 55 38
|
||||
ya know, next time you come in here
|
||||
i'm gonna toast ya.please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 34 38
|
||||
go ahead and leave. see if i care.please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 46 47
|
||||
are you sure you want to
|
||||
quit this great game?Don't give up now...do
|
||||
you still wish to quit?
|
||||
|
||||
Text 49 38
|
||||
you want to quit?
|
||||
then, thou hast lost an eighth!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 72 38
|
||||
don't go now, there's a
|
||||
dimensional shambler waiting
|
||||
at the dos prompt!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 51 38
|
||||
get outta here and go back
|
||||
to your boring programs.please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 53 38
|
||||
if i were your boss, i'd
|
||||
deathmatch ya in a minute!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 57 38
|
||||
look, bud. you leave now
|
||||
and you forfeit your body count!please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 59 38
|
||||
just leave. when you come
|
||||
back, i'll be waiting with a bat.please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 58 38
|
||||
you're lucky i don't smack
|
||||
you for thinking about leaving.please don't leave, we
|
||||
need your help!
|
||||
|
||||
Text 72 70
|
||||
free memory available for DOOM to execute. Reconfigure your CONFIG.SYS
|
||||
free memory available for Chex(R) Quest. Reconfigure your CONFIG.SYS
|
||||
|
||||
|
||||
Text 73 70
|
||||
creating a custom boot menu item in your CONFIG.SYS for optimum DOOMing.
|
||||
creating a custom boot menu item in your CONFIG.SYS for optimum play.
|
||||
|
||||
|
||||
Text 53 62
|
||||
information on how to free up more memory for DOOM.
|
||||
|
||||
information on how to free up more memory for Chex(R) Quest.
|
||||
|
||||
|
||||
|
||||
Text 14 23
|
||||
DOOM aborted.
|
||||
Chex(R) Quest aborted.
|
||||
|
||||
|
||||
Text 440 104
|
||||
Once you beat the big badasses and
|
||||
clean out the moon base you're supposed
|
||||
to win, aren't you? Aren't you? Where's
|
||||
your fat reward and ticket home? What
|
||||
the hell is this? It's not supposed to
|
||||
end this way!
|
||||
|
||||
It stinks like rotten meat, but looks
|
||||
like the lost Deimos base. Looks like
|
||||
you're stuck on The Shores of Hell.
|
||||
The only way out is through.
|
||||
|
||||
To continue the DOOM experience, play
|
||||
The Shores of Hell and its amazing
|
||||
sequel, Inferno!
|
||||
Mission accomplished.
|
||||
|
||||
Are you prepared for the next mission?
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Press the escape key to continue...
|
||||
|
||||
|
||||
Text 466 15
|
||||
You've done it! The hideous cyber-
|
||||
demon lord that ruled the lost Deimos
|
||||
moon base has been slain and you
|
||||
are triumphant! But ... where are
|
||||
you? You clamber to the edge of the
|
||||
moon and look down to see the awful
|
||||
truth.
|
||||
|
||||
Deimos floats above Hell itself!
|
||||
You've never heard of anyone escaping
|
||||
from Hell, but you'll make the bastards
|
||||
sorry they ever heard of you! Quickly,
|
||||
you rappel down to the surface of
|
||||
Hell.
|
||||
|
||||
Now, it's on to the final chapter of
|
||||
DOOM! -- Inferno.You've done it!
|
||||
|
||||
Text 492 14
|
||||
The loathsome spiderdemon that
|
||||
masterminded the invasion of the moon
|
||||
bases and caused so much death has had
|
||||
its ass kicked for all time.
|
||||
|
||||
A hidden doorway opens and you enter.
|
||||
You've proven too tough for Hell to
|
||||
contain, and now Hell at last plays
|
||||
fair -- for you emerge from the door
|
||||
to see the green fields of Earth!
|
||||
Home at last.
|
||||
|
||||
You wonder what's been happening on
|
||||
Earth while you were battling evil
|
||||
unleashed. It's good that no Hell-
|
||||
spawn could have come through that
|
||||
door with you ...Wonderful Job!
|
||||
|
||||
Text 503 9
|
||||
the spider mastermind must have sent forth
|
||||
its legions of hellspawn before your
|
||||
final confrontation with that terrible
|
||||
beast from hell. but you stepped forward
|
||||
and brought forth eternal damnation and
|
||||
suffering upon the horde as a true hero
|
||||
would in the face of something so evil.
|
||||
|
||||
besides, someone was gonna pay for what
|
||||
happened to daisy, your pet rabbit.
|
||||
|
||||
but now, you see spread before you more
|
||||
potential pain and gibbitude as a nation
|
||||
of demons run amok among our cities.
|
||||
|
||||
next stop, hell on earth!Fantastic
|
||||
|
||||
Text 405 6
|
||||
YOU HAVE ENTERED DEEPLY INTO THE INFESTED
|
||||
STARPORT. BUT SOMETHING IS WRONG. THE
|
||||
MONSTERS HAVE BROUGHT THEIR OWN REALITY
|
||||
WITH THEM, AND THE STARPORT'S TECHNOLOGY
|
||||
IS BEING SUBVERTED BY THEIR PRESENCE.
|
||||
|
||||
AHEAD, YOU SEE AN OUTPOST OF HELL, A
|
||||
FORTIFIED ZONE. IF YOU CAN GET PAST IT,
|
||||
YOU CAN PENETRATE INTO THE HAUNTED HEART
|
||||
OF THE STARBASE AND FIND THE CONTROLLING
|
||||
SWITCH WHICH HOLDS EARTH'S POPULATION
|
||||
HOSTAGE.Great!
|
||||
|
||||
Text 617 10
|
||||
YOU HAVE WON! YOUR VICTORY HAS ENABLED
|
||||
HUMANKIND TO EVACUATE EARTH AND ESCAPE
|
||||
THE NIGHTMARE. NOW YOU ARE THE ONLY
|
||||
HUMAN LEFT ON THE FACE OF THE PLANET.
|
||||
CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,
|
||||
AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.
|
||||
YOU SIT BACK AND WAIT FOR DEATH, CONTENT
|
||||
THAT YOU HAVE SAVED YOUR SPECIES.
|
||||
|
||||
BUT THEN, EARTH CONTROL BEAMS DOWN A
|
||||
MESSAGE FROM SPACE: "SENSORS HAVE LOCATED
|
||||
THE SOURCE OF THE ALIEN INVASION. IF YOU
|
||||
GO THERE, YOU MAY BE ABLE TO BLOCK THEIR
|
||||
ENTRY. THE ALIEN BASE IS IN THE HEART OF
|
||||
YOUR OWN HOME CITY, NOT FAR FROM THE
|
||||
STARPORT." SLOWLY AND PAINFULLY YOU GET
|
||||
UP AND RETURN TO THE FRAY.Way to go!
|
||||
|
||||
Text 312 20
|
||||
YOU ARE AT THE CORRUPT HEART OF THE CITY,
|
||||
SURROUNDED BY THE CORPSES OF YOUR ENEMIES.
|
||||
YOU SEE NO WAY TO DESTROY THE CREATURES'
|
||||
ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR
|
||||
TEETH AND PLUNGE THROUGH IT.
|
||||
|
||||
THERE MUST BE A WAY TO CLOSE IT ON THE
|
||||
OTHER SIDE. WHAT DO YOU CARE IF YOU'VE
|
||||
GOT TO GO THROUGH HELL TO GET TO IT?Thanks for the help!
|
||||
|
||||
Text 494 7
|
||||
THE HORRENDOUS VISAGE OF THE BIGGEST
|
||||
DEMON YOU'VE EVER SEEN CRUMBLES BEFORE
|
||||
YOU, AFTER YOU PUMP YOUR ROCKETS INTO
|
||||
HIS EXPOSED BRAIN. THE MONSTER SHRIVELS
|
||||
UP AND DIES, ITS THRASHING LIMBS
|
||||
DEVASTATING UNTOLD MILES OF HELL'S
|
||||
SURFACE.
|
||||
|
||||
YOU'VE DONE IT. THE INVASION IS OVER.
|
||||
EARTH IS SAVED. HELL IS A WRECK. YOU
|
||||
WONDER WHERE BAD FOLKS WILL GO WHEN THEY
|
||||
DIE, NOW. WIPING THE SWEAT FROM YOUR
|
||||
FOREHEAD YOU BEGIN THE LONG TREK BACK
|
||||
HOME. REBUILDING EARTH OUGHT TO BE A
|
||||
LOT MORE FUN THAN RUINING IT WAS.
|
||||
Great!
|
||||
|
||||
|
||||
Text 164 9
|
||||
CONGRATULATIONS, YOU'VE FOUND THE SECRET
|
||||
LEVEL! LOOKS LIKE IT'S BEEN BUILT BY
|
||||
HUMANS, RATHER THAN DEMONS. YOU WONDER
|
||||
WHO THE INMATES OF THIS CORNER OF HELL
|
||||
WILL BE.Fabulous!
|
||||
|
||||
Text 92 17
|
||||
CONGRATULATIONS, YOU'VE FOUND THE
|
||||
SUPER SECRET LEVEL! YOU'D BETTER
|
||||
BLAZE THROUGH THIS ONE!
|
||||
CONGRATULATIONS!
|
||||
|
||||
|
||||
Text 433 12
|
||||
You gloat over the steaming carcass of the
|
||||
Guardian. With its death, you've wrested
|
||||
the Accelerator from the stinking claws
|
||||
of Hell. You relax and glance around the
|
||||
room. Damn! There was supposed to be at
|
||||
least one working prototype, but you can't
|
||||
see it. The demons must have taken it.
|
||||
|
||||
You must find the prototype, or all your
|
||||
struggles will have been wasted. Keep
|
||||
moving, keep fighting, keep killing.
|
||||
Oh yes, keep living, too.Nicely done!
|
||||
|
||||
Text 193 9
|
||||
Even the deadly Arch-Vile labyrinth could
|
||||
not stop you, and you've gotten to the
|
||||
prototype Accelerator which is soon
|
||||
efficiently and permanently deactivated.
|
||||
|
||||
You're good at that kind of thing.Nice Job!
|
||||
|
||||
Text 328 10
|
||||
You've bashed and battered your way into
|
||||
the heart of the devil-hive. Time for a
|
||||
Search-and-Destroy mission, aimed at the
|
||||
Gatekeeper, whose foul offspring is
|
||||
cascading to Earth. Yeah, he's bad. But
|
||||
you know who's worse!
|
||||
|
||||
Grinning evilly, you check your gear, and
|
||||
get ready to give the bastard a little Hell
|
||||
of your own making!Well done!
|
||||
|
||||
Text 460 12
|
||||
The Gatekeeper's evil face is splattered
|
||||
all over the place. As its tattered corpse
|
||||
collapses, an inverted Gate forms and
|
||||
sucks down the shards of the last
|
||||
prototype Accelerator, not to mention the
|
||||
few remaining demons. You're done. Hell
|
||||
has gone back to pounding bad dead folks
|
||||
instead of good live ones. Remember to
|
||||
tell your grandkids to put a rocket
|
||||
launcher in your coffin. If you go to Hell
|
||||
when you die, you'll need it for some
|
||||
final cleaning-up ...Eat Chex(R)!
|
||||
|
||||
Text 159 14
|
||||
You've found the second-hardest level we
|
||||
got. Hope you have a saved game a level or
|
||||
two previous. If not, be prepared to die
|
||||
aplenty. For master marines only.Are you ready?
|
||||
|
||||
Text 106 15
|
||||
Betcha wondered just what WAS the hardest
|
||||
level we had ready for ya? Now you know.
|
||||
No one gets out alive.Were you ready?
|
||||
|
||||
Text 389 23
|
||||
You've fought your way out of the infested
|
||||
experimental labs. It seems that UAC has
|
||||
once again gulped it down. With their
|
||||
high turnover, it must be hard for poor
|
||||
old UAC to buy corporate health insurance
|
||||
nowadays..
|
||||
|
||||
Ahead lies the military complex, now
|
||||
swarming with diseased horrors hot to get
|
||||
their teeth into you. With luck, the
|
||||
complex still has some warlike ordnance
|
||||
laying around.There's more to come...
|
||||
|
||||
Text 310 22
|
||||
You hear the grinding of heavy machinery
|
||||
ahead. You sure hope they're not stamping
|
||||
out new hellspawn, but you're ready to
|
||||
ream out a whole herd if you have to.
|
||||
They might be planning a blood feast, but
|
||||
you feel about as mean as two thousand
|
||||
maniacs packed into one mad killer.
|
||||
|
||||
You don't plan to go down easy.Keep up the good work!
|
||||
|
||||
Text 309 11
|
||||
The vista opening ahead looks real damn
|
||||
familiar. Smells familiar, too -- like
|
||||
fried excrement. You didn't like this
|
||||
place before, and you sure as hell ain't
|
||||
planning to like it now. The more you
|
||||
brood on it, the madder you get.
|
||||
Hefting your gun, an evil grin trickles
|
||||
onto your face. Time to take some names.Get ready!.
|
||||
|
||||
Text 385 9
|
||||
Suddenly, all is silent, from one horizon
|
||||
to the other. The agonizing echo of Hell
|
||||
fades away, the nightmare sky turns to
|
||||
blue, the heaps of monster corpses start
|
||||
to evaporate along with the evil stench
|
||||
that filled the air. Jeeze, maybe you've
|
||||
done it. Have you really won?
|
||||
|
||||
Something rumbles in the distance.
|
||||
A blue light begins to glow inside the
|
||||
ruined skull of the demon-spitter.Be Proud.
|
||||
|
||||
Text 173 4
|
||||
What now? Looks totally different. Kind
|
||||
of like King Tut's condo. Well,
|
||||
whatever's here can't be any worse
|
||||
than usual. Can it? Or maybe it's best
|
||||
to let sleeping gods lie..Wow!
|
||||
|
||||
Text 353 6
|
||||
Time for a vacation. You've burst the
|
||||
bowels of hell and by golly you're ready
|
||||
for a break. You mutter to yourself,
|
||||
Maybe someone else can kick Hell's ass
|
||||
next time around. Ahead lies a quiet town,
|
||||
with peaceful flowing water, quaint
|
||||
buildings, and presumably no Hellspawn.
|
||||
|
||||
As you step off the transport, you hear
|
||||
the stomp of a cyberdemon's iron shoe.Great.
|
||||
|
||||
Text 9 18
|
||||
ZOMBIEMANFLEMOIDUS COMMONUS
|
||||
|
||||
Text 11 19
|
||||
SHOTGUN GUYFLEMOIDUS BIPEDICUS
|
||||
|
||||
Text 5 30
|
||||
DEMONFLEMOIDUS BIPEDICUS WITH ARMOR
|
||||
|
||||
Text 13 13
|
||||
BARON OF HELLTHE FLEMBRANE
|
||||
|
||||
Text 81 70
|
||||
The Ultimate DOOM Startup v%i.%i Chex(R) Quest Startup
|
||||
|
||||
Text 80 59
|
||||
DOOM 2: Plutonia Experiment v%i.%i Chex(R) Quest
|
||||
|
||||
Text 78 61
|
||||
DOOM 2: TNT - Evilution v%i.%i Chex(R) Quest
|
||||
|
||||
Text 80 65
|
||||
DOOM 2: Hell on Earth v%i.%i Chex(R) Quest
|
||||
|
||||
Text 55 55
|
||||
|
||||
You cannot -file with the shareware version. Register!
|
||||
You cannot -file with Chex(R) Quest version. Register!
|
||||
|
||||
Text 36 23
|
||||
|
||||
This is not the registered version.
|
||||
This is Chex(R) Quest.
|
||||
|
||||
Text 415 0
|
||||
===========================================================================
|
||||
ATTENTION: This version of DOOM has been modified. If you would like to
|
||||
get a copy of the original game, call 1-800-IDGAMES or see the readme file.
|
||||
You will not receive technical support for modified games.
|
||||
press enter to continue
|
||||
===========================================================================
|
||||
|
||||
|
||||
Text 281 0
|
||||
===========================================================================
|
||||
This version is NOT SHAREWARE, do not distribute!
|
||||
Please report software piracy to the SPA: 1-800-388-PIR8
|
||||
===========================================================================
|
||||
|
||||
|
||||
Text 265 0
|
||||
===========================================================================
|
||||
Do not distribute!
|
||||
Please report software piracy to the SPA: 1-800-388-PIR8
|
||||
===========================================================================
|
||||
|
||||
|
||||
Text 35 44
|
||||
R_Init: Init DOOM refresh daemon - R_Init: Init Chex(R) Quest refresh daemon -
|
||||
|
||||
Text 25 25
|
||||
c:\doomdata\doomsav%c.dsgc:\doomdata\chexsav%c.dsg
|
||||
|
||||
Text 13 13
|
||||
doomsav%c.dsgchexsav%c.dsg
|
||||
|
||||
Text 47 57
|
||||
Different DOOM versions cannot play a net game!Different Chex(R) Quest versions cannot play a net quest!
|
||||
|
||||
Text 25 25
|
||||
c:\doomdata\doomsav%d.dsgc:\doomdata\chexsav%d.dsg
|
||||
|
||||
Text 13 13
|
||||
doomsav%d.dsgchexsav%d.dsg
|
||||
|
||||
Text 25 25
|
||||
c:\doomdata\doomsav%d.dsgc:\doomdata\chexsav%d.dsg
|
||||
|
||||
Text 13 13
|
||||
doomsav%d.dsgchexsav%d.dsg
|
||||
|
||||
Text 52 53
|
||||
you can't do load while in a net game!
|
||||
|
||||
press a key.you can't do load while in a net quest!
|
||||
|
||||
press a key.
|
||||
|
||||
Text 52 53
|
||||
quicksave over your game named
|
||||
|
||||
'%s'?
|
||||
|
||||
press y or n.quicksave over your quest named
|
||||
|
||||
'%s'?
|
||||
|
||||
press y or n.
|
||||
|
||||
Text 51 52
|
||||
you can't quickload during a netgame!
|
||||
|
||||
press a key.you can't quickload during a netquest!
|
||||
|
||||
press a key.
|
||||
|
||||
Text 61 62
|
||||
do you want to quickload the game named
|
||||
|
||||
'%s'?
|
||||
|
||||
press y or n.do you want to quickload the quest named
|
||||
|
||||
'%s'?
|
||||
|
||||
press y or n.
|
||||
|
||||
Text 65 67
|
||||
you can't start a new game
|
||||
while in a network game.
|
||||
|
||||
press a key.you can't start a new quest
|
||||
while in a network quest.
|
||||
|
||||
press a key.
|
||||
|
||||
Text 71 68
|
||||
are you sure? this skill level
|
||||
isn't even remotely fair.
|
||||
|
||||
press y or n.Careful, this will be tough.
|
||||
Do you wish to continue?
|
||||
|
||||
press y or n.
|
||||
|
||||
Text 91 82
|
||||
this is the shareware version of doom.
|
||||
|
||||
you need to order the entire trilogy.
|
||||
|
||||
press a key.this is Chex(R) Quest. look for
|
||||
|
||||
future levels at www.chexquest.com.
|
||||
|
||||
press a key.
|
||||
|
||||
Text 38 39
|
||||
you can't end a netgame!
|
||||
|
||||
press a key.you can't end a netquest!
|
||||
|
||||
press a key.
|
||||
|
||||
Text 53 54
|
||||
are you sure you want to end the game?
|
||||
|
||||
press y or n.are you sure you want to end the quest?
|
||||
|
||||
press y or n.
|
||||
|
||||
Text 23 19
|
||||
I'm ready to kick butt!I'm ready to zorch!
|
||||
|
||||
Text 7 18
|
||||
I'm OK.I'm feeling great!
|
||||
|
||||
Text 25 28
|
||||
I'm not looking too good!I'm getting pretty gooed up!
|
||||
|
||||
Text 5 17
|
||||
Help!Somebody help me!
|
||||
|
||||
Text 9 30
|
||||
You suck!Go back to your own dimension!
|
||||
|
||||
Text 21 17
|
||||
Next time, scumbag...Stop that Flemoid
|
||||
|
||||
Text 10 17
|
||||
Come here!I think I'm lost!
|
||||
|
||||
Text 21 30
|
||||
I'll take care of it.I'll get you out of this gunk.
|
||||
|
||||
Text 10 10
|
||||
DOOM00.pcxCHEX00.pcx
|
||||
|
||||
Text 20 28
|
||||
Picked up the armor.Picked up the Chex(R) Armor.
|
||||
|
||||
Text 24 34
|
||||
Picked up the MegaArmor!Picked up the Super Chex(R) Armor!
|
||||
|
||||
Text 25 27
|
||||
Picked up a health bonus.Picked up a glass of water.
|
||||
|
||||
Text 25 26
|
||||
Picked up an armor bonus.Picked up slime repellent.
|
||||
|
||||
Text 12 22
|
||||
Supercharge!Supercharge Breakfast!
|
||||
|
||||
Text 25 21
|
||||
Picked up a blue keycard.Picked up a blue key.
|
||||
|
||||
Text 27 23
|
||||
Picked up a yellow keycard.Picked up a yellow key.
|
||||
|
||||
Text 24 20
|
||||
Picked up a red keycard.Picked up a red key.
|
||||
|
||||
Text 21 26
|
||||
Picked up a stimpack.Picked up a bowl of fruit.
|
||||
|
||||
Text 41 33
|
||||
Picked up a medikit that you REALLY need!Picked up some needed vegetables!
|
||||
|
||||
Text 20 31
|
||||
Picked up a medikit.Picked up a bowl of vegetables.
|
||||
|
||||
Text 24 15
|
||||
Radiation Shielding SuitSlimeproof Suit
|
||||
|
||||
Text 17 32
|
||||
Picked up a clip.Picked up a mini zorch recharge.
|
||||
|
||||
Text 27 28
|
||||
Picked up a box of bullets.Picked up a mini zorch pack.
|
||||
|
||||
Text 19 37
|
||||
Picked up a rocket.Picked up a zorch propulsor recharge.
|
||||
|
||||
Text 27 33
|
||||
Picked up a box of rockets.Picked up a zorch propulsor pack.
|
||||
|
||||
Text 25 37
|
||||
Picked up an energy cell.Picked up a phasing zorcher recharge.
|
||||
|
||||
Text 30 33
|
||||
Picked up an energy cell pack.Picked up a phasing zorcher pack.
|
||||
|
||||
Text 27 35
|
||||
Picked up 4 shotgun shells.Picked up a large zorcher recharge.
|
||||
|
||||
Text 34 31
|
||||
Picked up a box of shotgun shells.Picked up a large zorcher pack.
|
||||
|
||||
Text 34 21
|
||||
Picked up a backpack full of ammo!Picked up a Zorchpak!
|
||||
|
||||
Text 30 23
|
||||
You got the BFG9000! Oh, yes.You got the LAZ Device!
|
||||
|
||||
Text 21 26
|
||||
You got the chaingun!You got the Rapid Zorcher!
|
||||
|
||||
Text 28 28
|
||||
A chainsaw! Find some meat!You got the Super Bootspork!
|
||||
|
||||
Text 28 28
|
||||
You got the rocket launcher!You got the Zorch Propulsor!
|
||||
|
||||
Text 23 28
|
||||
You got the plasma gun!You got the Phasing Zorcher!
|
||||
|
||||
Text 20 26
|
||||
You got the shotgun!You got the Large Zorcher!
|
||||
|
||||
Text 26 32
|
||||
You got the super shotgun!You got the Super Large Zorcher!
|
||||
|
||||
Text 22 18
|
||||
Degreelessness Mode OnInvincible Mode On
|
||||
|
||||
Text 23 19
|
||||
Degreelessness Mode OffInvincible Mode Off
|
||||
|
||||
Text 20 11
|
||||
Ammo (no keys) AddedZorch Added
|
||||
|
||||
Text 21 17
|
||||
Very Happy Ammo AddedSuper Zorch Added
|
||||
|
||||
Text 21 16
|
||||
... doesn't suck - GM... Eat Chex(R)!
|
||||
|
||||
Text 23 19
|
||||
I'm ready to kick butt!I'm ready to zorch!
|
||||
|
||||
Text 7 18
|
||||
I'm OK.I'm feeling great!
|
||||
|
||||
Text 25 28
|
||||
I'm not looking too good!I'm getting pretty gooed up!
|
||||
|
||||
Text 5 17
|
||||
Help!Somebody help me!
|
||||
|
||||
Text 9 30
|
||||
You suck!Go back to your own dimension!
|
||||
|
||||
Text 21 17
|
||||
Next time, scumbag...Stop that Flemoid
|
||||
|
||||
Text 10 17
|
||||
Come here!I think I'm lost!
|
||||
|
||||
Text 21 30
|
||||
I'll take care of it.I'll get you out of this gunk.
|
||||
|
||||
Text 12 18
|
||||
E1M1: HangarE1M1: Landing Zone
|
||||
|
||||
Text 19 22
|
||||
E1M2: Nuclear PlantE1M2: Storage Facility
|
||||
|
||||
Text 20 22
|
||||
E1M3: Toxin RefineryE1M3: Experimental Lab
|
||||
|
||||
Text 21 15
|
||||
E1M4: Command ControlE1M4: Arboretum
|
||||
|
||||
Text 16 23
|
||||
E1M5: Phobos LabE1M5: Caverns of Bazoik
|
||||
|
||||
Text 22 18
|
||||
You mumble to yourselfI'm feeling great.
|
||||
|
||||
Text 12 17
|
||||
Who's there?I think I'm lost.
|
||||
|
||||
Text 18 8
|
||||
You scare yourselfOh No...
|
||||
|
||||
Text 17 17
|
||||
You start to raveGotta break free.
|
||||
|
||||
Text 17 6
|
||||
You've lost it...Hurry!
|
||||
|
||||
# Frame/Thing table changes:
|
||||
|
||||
Frame 537
|
||||
Duration = 3
|
||||
|
||||
Frame 538
|
||||
Duration = 3
|
||||
|
||||
Frame 539
|
||||
Duration = 0
|
||||
|
||||
Thing 2 (Zombieman)
|
||||
Close attack frame = 184
|
||||
Far attack frame = 0
|
||||
|
||||
Thing 3 (Shotgun guy)
|
||||
Close attack frame = 217
|
||||
Far attack frame = 0
|
||||
|
||||
Thing 16 (Boss)
|
||||
Width = 2883584
|
||||
Height = 6553600
|
||||
Speed = 0
|
||||
|
||||
Thing 19
|
||||
Height = 0
|
||||
|
||||
# Cheats:
|
||||
|
||||
Cheat 0
|
||||
Chainsaw = joelkoenigs
|
||||
God mode = davidbrus
|
||||
Ammo & Keys = scottholman
|
||||
Ammo = mikekoenigs
|
||||
No Clipping 1 = charlesjacobi
|
||||
No Clipping 2 = charlesjacobi
|
||||
Invincibility = andrewbenson
|
||||
Berserk = deanhyers
|
||||
Invisibility = marybregi
|
||||
Radiation Suit = allen
|
||||
Auto-map = digitalcafe
|
||||
Lite-amp Goggles = joshuastorms
|
||||
Level Warp = leesnyder
|
||||
Player Position = kimhyers
|
||||
Map cheat = sherrill
|
||||
|
|
@ -108,13 +108,13 @@ decalgroup BulletChip
|
|||
* Blood smears crawl down walls a bit like in Blood.
|
||||
*
|
||||
* These do not need generators; the engine will create them automatically
|
||||
* when something bleeds. In the future, the shade color will be ignored,
|
||||
* when something bleeds. If a blood color is set, the shade color will be ignored,
|
||||
* and the actor's blood color will be used instead.
|
||||
*/
|
||||
decal BloodSplat1
|
||||
{
|
||||
pic BSPLAT1
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -124,7 +124,7 @@ decal BloodSplat1
|
|||
decal BloodSplat2
|
||||
{
|
||||
pic BSPLAT2
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -134,7 +134,7 @@ decal BloodSplat2
|
|||
decal BloodSplat3
|
||||
{
|
||||
pic BSPLAT3
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -144,7 +144,7 @@ decal BloodSplat3
|
|||
decal BloodSplat4
|
||||
{
|
||||
pic BSPLAT4
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -154,7 +154,7 @@ decal BloodSplat4
|
|||
decal BloodSplat5
|
||||
{
|
||||
pic BSPLAT5
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -164,7 +164,7 @@ decal BloodSplat5
|
|||
decal BloodSplat6
|
||||
{
|
||||
pic BSPLAT6
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -174,7 +174,7 @@ decal BloodSplat6
|
|||
decal BloodSplat7
|
||||
{
|
||||
pic BSPLAT7
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
x-scale 0.75
|
||||
y-scale 0.75
|
||||
randomflipx
|
||||
|
@ -199,7 +199,7 @@ decal BloodSmear1
|
|||
pic BSMEAR1
|
||||
x-scale 0.625
|
||||
y-scale 0.625
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
randomflipx
|
||||
animator BloodSmearer
|
||||
}
|
||||
|
@ -209,7 +209,7 @@ decal BloodSmear2
|
|||
pic BSMEAR1
|
||||
x-scale 0.625
|
||||
y-scale 0.625
|
||||
shade "68 00 00"
|
||||
shade "BloodDefault"
|
||||
randomflipx
|
||||
animator BloodSmearer
|
||||
}
|
||||
|
|
87
wadsrc/static/mapinfo/chex.txt
Normal file
87
wadsrc/static/mapinfo/chex.txt
Normal file
|
@ -0,0 +1,87 @@
|
|||
// MAPINFO for Chex Quest
|
||||
|
||||
clearepisodes
|
||||
episode e1m1
|
||||
picname "M_EPI1"
|
||||
key k
|
||||
|
||||
// Registered/Retail Episode 1
|
||||
|
||||
map E1M1 lookup HUSTR_E1M1
|
||||
levelnum 1
|
||||
titlepatch WILV00
|
||||
next E1M2
|
||||
secretnext E1M9
|
||||
sky1 SKY1 0
|
||||
cluster 1
|
||||
par 30
|
||||
sucktime 1
|
||||
music D_E1M1
|
||||
|
||||
map E1M2 lookup HUSTR_E1M2
|
||||
levelnum 2
|
||||
titlepatch WILV01
|
||||
next E1M3
|
||||
secretnext E1M9
|
||||
sky1 SKY1 0
|
||||
cluster 1
|
||||
par 75
|
||||
sucktime 1
|
||||
music D_E1M2
|
||||
|
||||
map E1M3 lookup HUSTR_E1M3
|
||||
levelnum 3
|
||||
titlepatch WILV02
|
||||
next E1M4
|
||||
secretnext E1M9
|
||||
sky1 SKY1 0
|
||||
cluster 1
|
||||
par 120
|
||||
sucktime 1
|
||||
music D_E1M3
|
||||
|
||||
map E1M4 lookup HUSTR_E1M4
|
||||
levelnum 4
|
||||
titlepatch WILV03
|
||||
next E1M5
|
||||
secretnext E1M9
|
||||
sky1 SKY1 0
|
||||
cluster 1
|
||||
par 90
|
||||
sucktime 1
|
||||
music D_E1M4
|
||||
|
||||
map E1M5 lookup HUSTR_E1M5
|
||||
levelnum 5
|
||||
titlepatch WILV04
|
||||
next EndGame1
|
||||
secretnext E1M9
|
||||
sky1 SKY1 0
|
||||
cluster 1
|
||||
par 165
|
||||
sucktime 1
|
||||
music D_E1M5
|
||||
|
||||
|
||||
// Clusters (correspond with same-numbered episode)
|
||||
|
||||
clusterdef 1
|
||||
flat FLOOR4_8
|
||||
music D_VICTOR
|
||||
exittext lookup E1TEXT
|
||||
|
||||
clusterdef 2
|
||||
flat SFLR6_1
|
||||
music D_VICTOR
|
||||
exittext lookup E2TEXT
|
||||
|
||||
clusterdef 3
|
||||
flat MFLR8_4
|
||||
music D_VICTOR
|
||||
exittext lookup E3TEXT
|
||||
|
||||
clusterdef 4
|
||||
flat MFLR8_3
|
||||
music D_VICTOR
|
||||
exittext lookup E4TEXT
|
||||
|
Loading…
Reference in a new issue