This commit is contained in:
Nicole O'Connor 2024-02-03 13:26:11 -08:00
commit 6c105ade84
107 changed files with 772 additions and 0 deletions

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.gitignore vendored Normal file
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.vscode/settings.json
.vscode/gzdoom.log
## doom builder spam
maps/*.wad.backup*
maps/*.wad.*.autosave*
# this is just a local settings file but uses absolute paths
maps/*.dbs

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.vscode/tasks.json vendored Normal file
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{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "Launch GZDoom",
"type": "shell",
"command": "${config:pth_gzdoom} +logfile \"${workspaceFolder}/.vscode/gzdoom.log\" -iwad ${config:pth_chex3} -file ${workspaceFolder} ${input:gzdoom_args}",
"problemMatcher": []
}
],
"inputs": [
{
"id": "gzdoom_args",
"description": "Additional arguments to pass to GZDoom",
"type": "promptString",
"default": ""
}
]
}

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ANIMDEFS.txt Normal file
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TEXTURE FFDBBLU0
PIC FFDBBLU1 TICS 20
PIC TNT1A0 TICS 20
TEXTURE FFDFBLU0
PIC FFDFBLU1 TICS 20
PIC TNT1A0 TICS 20
TEXTURE FFDBYLW0
PIC FFDBYLW1 TICS 20
PIC TNT1A0 TICS 20
TEXTURE FFDFYLW0
PIC FFDFYLW1 TICS 20
PIC TNT1A0 TICS 20
TEXTURE FFDBRED0
PIC FFDBRED1 TICS 20
PIC TNT1A0 TICS 20
TEXTURE FFDFRED0
PIC FFDFRED1 TICS 20
PIC TNT1A0 TICS 20

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DECORATE.txt Normal file
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Actor InvGranolaBar : HealthPickup 11901 {
//$Category "Powerups"
//$Title "Granola Bar"
+COUNTITEM
Tag "$TAG_GRANOLABAR"
Inventory.PickupMessage "$TXT_GRANOLABAR"
Health 25
HealthPickup.AutoUse 2
Inventory.Icon GRNOINV
Inventory.AltHUDIcon GRNOAINV
States {
Spawn:
GRNO A -1
Stop
}
}

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GAMEINFO.txt Normal file
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IWAD = "chex3.wad"

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LANGUAGE Normal file
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// howdy y'all
[enu default]
// // inventory
// item names
TAG_GRANOLABAR = "Granola Bar";
TAG_POWERMODULATOR = "Power Modulator";
TAG_BLASTBOOTS = "Blast Boots";
// pickup messages
TXT_GRANOLABAR = "Picked up a granola bar.";
TXT_POWERMODULATOR = "Picked up the prototype Power Modulator!";
TXT_BLASTBOOTS = "Picked up some Blast Boots!";
// // level data
// map strings
HUSTR_XE1M1 = "Bazoik Cistern";
HUSTR_XE1M2 = "Warrius Plaza";
HUSTR_XE1M3 = "Snailshell Ravine";
HUSTR_XE1M4 = "Nightmare Sequence";
HUSTR_XE1M5 = "Bazoik Starport";
HUSTR_XE1M6 = "Last Descent";
HUSTR_XE1M7 = "Lypi"; // "Λύπη", or "sorrow"; romanized for piclump generator compatibility
HUSTR_XE1M8 = "Infusion Chamber"; // secret level
// exposition strings
EXPO_XE1_OPEN =
"Over forty years have passed since the Flemoid Wars. In that time, small scouting parties of Flemoids\n"
"have appeared on occasion, to attempt to take a foothold into our dimension. The IFOC established a\n"
"network of military units, known as Zorch Squadrons, to patrol areas sensitive to Flemoid invasion, and\n"
"to respond to Flemoid threats as they appear. At first, these squadrons were trained as an elite fighting\n"
"force, but over time, Zorch Squadrons became little more than beat cops with unique uniforms."
"\n\n"
"You are a Corporal in the Zorch Squadrons on Bazoik. You have been dispatched to an underground cistern\n"
"in the city of Warrius, named after the Chex(R) Warrior of legend from the Flemoid Wars. According to intel,\n"
"the infestation is said to be 'heavier than usual', but you were only issued your standard zorcher. Still,\n"
"the ominous green ooze at the entrance of the cistern is setting you on edge...";

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LICENSE.TXT Normal file
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All ZScript files by Nicole O'Connor, licensed under the Apache License version
2 (available at zscript/LICENSE.txt, or at [apache-license]).
[apache-license]: https://www.apache.org/licenses/LICENSE-2.0

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MAPINFO Normal file
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gameinfo {
AddQuitMessages = "What happened?\nRun out of granola bars?",
"Zorch Squadron soldiers\nnever run from a fight!"
PlayerClasses = "ChexPlayerHGA"
}
defaultmap {
Author = "Nicole O'Connor"
}
episode XE1M1 {
name = "Zorch Squadron"
}
cluster 11 {
EnterText = lookup, EXPO_XE1_OPEN
Music = D_E1M1
Flat = ENDFLAT2
}
map XE1M1 lookup HUSTR_XE1M1 {
Cluster = 11
Music = D_E1M5
Next = XE1M2
InterMusic = D_HGAINT
}
map XE1M2 lookup HUSTR_XE1M2 {
Cluster = 11
Music = D_E3M1
InterMusic = D_HGAINT
Next = XE1M3
Sky1 = "CJSKY3A"
}
map XE1M3 lookup HUSTR_XE1M3 {
Cluster = 11
InterMusic = D_HGAINT
Sky1 = "CJSKY3A"
}
DoomEdNums {
2001 = LargeZorcherHGA
2002 = RapidZorcherHGA
11902 = InvPowerModulator
11903 = InvBlastBoots
}

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[XE1M1]
$s16;1: Did someone leave their beeper in the warehouse again?
$s160;2: There's ants running around the air vent in Scarlett's office again. She needs to quit stashing snacks there.
$s87;3: Are you sure that was a dead end? Sure looks like a shortcut...
$s96;4: After the Flemoid invasion, IFOC regulations require PPE to be present at all mining sites.
$s94;5: ...some people choose to bring non-standard PPE to work.
$s80;6: Mining is hard work, and requires a strong, healthy breakfast.
[XE1M2]
$s4;1: Where does BLU Warehousing get all their dang cereal bars?
$s155;2: Hello, Dr. Crookes! Your tracking number is: 119Z201014PLAS155

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SNDINFO Normal file
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BEEPUTER sfx/BEEPUTER
$ambient 1 BEEPUTER point random 1.8 3.3 0.4
HUMPUTER sfx/HUMPUTER
$ambient 2 HUMPUTER point continuous 0.4
ROCKFALL sfx/ROCKFALL
FFLDOFF sfx/FFLDOFF

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TEXTURES.txt Normal file
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// Texture definitions generated by SLADE3
// on Wed Jan 17 19:08:52 2024
Texture "GRNOA0", 64, 45
{
Patch "GRNOA0", 0, 0
}
Texture "FFLD2BLU", 128, 128
{
Patch "FFLD2BLU", 0, 0
}
Texture "FFLD2RED", 128, 128
{
Patch "FFLD2RED", 0, 0
}
Texture "FFLD2YLW", 128, 128
{
Patch "FFLD2YLW", 0, 0
}
Texture "FFLDBLU", 128, 128
{
Patch "FFLDBLU", 0, 0
}
Texture "FFLDRED", 128, 128
{
Patch "FFLDRED", 0, 0
}
Texture "FFLDYLW", 128, 128
{
Patch "FFLDYLW", 0, 0
}
Texture "FFDBBLU0", 128, 128
{
Patch "FFDBBLU0", 0, 0
}
Texture "FFDBBLU1", 128, 128
{
Patch "FFDBBLU1", 0, 0
}
Texture "FFDFBLU0", 128, 128
{
Patch "FFDFBLU0", 0, 0
}
Texture "FFDFBLU1", 128, 128
{
Patch "FFDFBLU1", 0, 0
}
Texture "FFDBRED0", 128, 128
{
Patch "FFDBRED0", 0, 0
}
Texture "FFDBRED1", 128, 128
{
Patch "FFDBRED1", 0, 0
}
Texture "FFDBYLW0", 128, 128
{
Patch "FFDBYLW0", 0, 0
}
Texture "FFDBYLW1", 128, 128
{
Patch "FFDBYLW1", 0, 0
}
Texture "FFDFRED0", 128, 128
{
Patch "FFDFRED0", 0, 0
}
Texture "FFDFRED1", 128, 128
{
Patch "FFDFRED1", 0, 0
}
Texture "FFDFYLW0", 128, 128
{
Patch "FFDFYLW0", 0, 0
}
Texture "FFDFYLW1", 128, 128
{
Patch "FFDFYLW1", 0, 0
}
Texture "FFLDFLEM", 128, 128
{
Patch "FFLDFLEM", 0, 0
}
// End of texture definitions

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