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124d14715b
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e57fcd5767
@ -1,19 +1,19 @@
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brightmap sprite jmppa0
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brightmap sprite jmppa0
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{
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{
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map "sprites/bright_jmpr_1.png"
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map "sprites/jmpr_brightmap_1.png"
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disablefullbright
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disablefullbright
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}
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}
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brightmap sprite jmppb0
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brightmap sprite jmppb0
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{
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{
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map "sprites/bright_jmpr_2.png"
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map "sprites/jmpr_brightmap_2.png"
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disablefullbright
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disablefullbright
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}
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}
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brightmap sprite jmppc0
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brightmap sprite jmppc0
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{
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{
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map "sprites/bright_jmpr_3.png"
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map "sprites/jmpr_brightmap_3.png"
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disablefullbright
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disablefullbright
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}
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}
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65
README.md
@ -1,65 +0,0 @@
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# Kiri's Wiring Bypass Kit
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Have you ever been stuck in Hell because you accidentally blew up a
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switch to an important elevator?
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Couldn't leave the UAC HQ after giving your two weeks in the form of
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too much heavy ordnance, because you broke the elevator?
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Can't make it through that broken teleporter the sweet, sweet freedom
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of the end of the level?
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Well, have I got the solution for YOU!
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## Kiri's Discount Wiring Bypass Kit
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Temporarily restore power to broken electronics (or creepy hellish
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teleporter alien magic things) with this handy dandy kit.
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Just use this ~~stud finder~~ Wiring Fault Detection Unit to find the
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location of a broken ~~linedef~~ internal mechanism, and use the
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accompanying TURBO WIRE CUTTER 9000 brand wire strippers, along with a
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standard battery, some electrical tape, some wire, and flagrant
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disregard for personal safety, and you can make that broken teleporter
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into your very own ~~teleporter accident~~ functioning teleporter!
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(Batteries NOT included.)
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## How to use
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Loadout code: jmp
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Use the Wiring Bypass Kit item as an inventory item. Approach a broken
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switch, teleporter, or other mechanism, and aim the device at the area
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of the breakage. It may take a moment to find a repairable fault.
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The Wiring Fault Detection Unit has three LEDs indicating the
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detection status:
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- Red: There is a broken mechanism, that can be repaired.
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- Green: Everything is functioning as implemented.
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- Yellow: Not close enough to make a determination. Approach the
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mechanism.
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The LCD indicator can detect the exact nature of the faulty mechanism.
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See appendix D for a list of codes.
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Once a faulty mechanism has been located, you may attach a charged
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battery to the mechanism to temporarily restore some functionality to
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it.
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Note: Some mechanisms cannot be repaired through simple wiring bypass,
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such as doors or elevators, if the damage is on the mechanism itself,
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instead of a switch or other remote activator.
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TODO: Remove any language not corporate-aligned, such as "teleporter
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accident" and "mechanism".
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## Appendix D
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Appendix D is unavailable in the Kiri's Discount Wiring Bypass Kit
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manual. To obtain a copy of appendix D, please purchase a subscription
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to Kiri's Discount Wiring Bypass Kit: Professional Edition.
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29
TODO.md
Normal file
@ -0,0 +1,29 @@
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# TODO
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n Deployed sprites for every angle (wall)
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n - Showing charge level
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n Deployed sprites for every angle (ceiling)
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n - Showing charge level
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x flat sprite? Advantages: One direction, can probably be used on ceiling and wall.
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x - Showing charge level
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x Sparks
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x Debris when destroyed
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x Show remaining batteries as ammo
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x Switching to mag manager goes to batteries screen
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x Empty batteries disappear
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x Add (or make sure) loadout code in loadout editor
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x Help screen
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x Pickup sprites for every angle
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n - Spool of wire, a tool, and some electical tape
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x Set bulk
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x 1st-person sprites
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n Wire cutters and electrical tape
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- Pickup sound
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- Fault detection sound
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- ready animation
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@ -236,9 +236,9 @@ brightmaps : povsprite.aseprite
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--layer "brightmap_leds" \
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--layer "brightmap_leds" \
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--frame-range 0,2 --save-as brightmap_leds.png
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--frame-range 0,2 --save-as brightmap_leds.png
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composite brightmap_display.png brightmap_leds1.png -compose screen ../sprites/bright_jmpr_1.png
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composite brightmap_display.png brightmap_leds1.png -compose screen ../sprites/jmpr_brightmap_1.png
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composite brightmap_display.png brightmap_leds2.png -compose screen ../sprites/bright_jmpr_2.png
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composite brightmap_display.png brightmap_leds2.png -compose screen ../sprites/jmpr_brightmap_2.png
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composite brightmap_display.png brightmap_leds3.png -compose screen ../sprites/bright_jmpr_3.png
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composite brightmap_display.png brightmap_leds3.png -compose screen ../sprites/jmpr_brightmap_3.png
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rm brightmap_display.png
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rm brightmap_display.png
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rm brightmap_leds?.png
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rm brightmap_leds?.png
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Before Width: | Height: | Size: 373 B After Width: | Height: | Size: 373 B |
Before Width: | Height: | Size: 342 B After Width: | Height: | Size: 342 B |
Before Width: | Height: | Size: 365 B After Width: | Height: | Size: 365 B |
Before Width: | Height: | Size: 367 B After Width: | Height: | Size: 367 B |
Before Width: | Height: | Size: 357 B After Width: | Height: | Size: 357 B |
Before Width: | Height: | Size: 362 B After Width: | Height: | Size: 362 B |
Before Width: | Height: | Size: 369 B After Width: | Height: | Size: 369 B |
Before Width: | Height: | Size: 350 B After Width: | Height: | Size: 350 B |
Before Width: | Height: | Size: 374 B After Width: | Height: | Size: 374 B |
Before Width: | Height: | Size: 371 B After Width: | Height: | Size: 371 B |
Before Width: | Height: | Size: 367 B After Width: | Height: | Size: 367 B |
Before Width: | Height: | Size: 364 B After Width: | Height: | Size: 364 B |
Before Width: | Height: | Size: 364 B After Width: | Height: | Size: 364 B |
Before Width: | Height: | Size: 363 B After Width: | Height: | Size: 363 B |
Before Width: | Height: | Size: 366 B After Width: | Height: | Size: 366 B |
Before Width: | Height: | Size: 360 B After Width: | Height: | Size: 360 B |
Before Width: | Height: | Size: 369 B After Width: | Height: | Size: 369 B |
Before Width: | Height: | Size: 343 B After Width: | Height: | Size: 343 B |
Before Width: | Height: | Size: 363 B After Width: | Height: | Size: 363 B |
Before Width: | Height: | Size: 365 B After Width: | Height: | Size: 365 B |
Before Width: | Height: | Size: 357 B After Width: | Height: | Size: 357 B |
Before Width: | Height: | Size: 361 B After Width: | Height: | Size: 361 B |
Before Width: | Height: | Size: 367 B After Width: | Height: | Size: 367 B |
Before Width: | Height: | Size: 350 B After Width: | Height: | Size: 350 B |
Before Width: | Height: | Size: 370 B After Width: | Height: | Size: 370 B |
Before Width: | Height: | Size: 369 B After Width: | Height: | Size: 369 B |
Before Width: | Height: | Size: 366 B After Width: | Height: | Size: 366 B |
Before Width: | Height: | Size: 360 B After Width: | Height: | Size: 360 B |
Before Width: | Height: | Size: 360 B After Width: | Height: | Size: 360 B |
Before Width: | Height: | Size: 360 B After Width: | Height: | Size: 360 B |
Before Width: | Height: | Size: 363 B After Width: | Height: | Size: 363 B |
Before Width: | Height: | Size: 359 B After Width: | Height: | Size: 359 B |
Before Width: | Height: | Size: 684 B After Width: | Height: | Size: 684 B |
Before Width: | Height: | Size: 629 B After Width: | Height: | Size: 629 B |
Before Width: | Height: | Size: 656 B After Width: | Height: | Size: 656 B |
@ -425,13 +425,6 @@ class JumperCablesUsable : HDWeapon
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player.getpsprite(355).frame = frame_left;
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player.getpsprite(355).frame = frame_left;
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player.getpsprite(356).frame = frame_right;
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player.getpsprite(356).frame = frame_right;
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// Play a sound if we just discovered a broken line.
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if(invoker.lastIndicatorStatus != player.getpsprite(PSP_WEAPON).frame) {
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if(invoker.lastIndicatorStatus != 1 && player.getpsprite(PSP_WEAPON).frame == 1) {
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A_StartSound("herp/beep", CHAN_WEAPON);
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}
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}
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// Set indicator status fo the HUD.
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// Set indicator status fo the HUD.
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invoker.lastIndicatorStatus = player.getpsprite(PSP_WEAPON).frame;
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invoker.lastIndicatorStatus = player.getpsprite(PSP_WEAPON).frame;
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