Darklight Conflict (PlayStation, Sega Saturn)/Commented-Out Strings
This is a sub-page of Darklight Conflict (PlayStation, Sega Saturn).
Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: A certainly boastful developer message in DOCKTEST.MDL. |
SCRIPTS.WAD contains all of the game's scripts. Most of them contain commented-out strings as well as developer annotations.
Missions |
Contents
- 1 VIEWER.PSX
- 2 UNIVERSE.UDL
- 2.1 sector 1
- 2.2 sector 2
- 2.3 sector 3
- 2.4 sector 4
- 2.5 sector 5
- 2.6 sector 6
- 2.7 sector 7
- 2.8 sector 8
- 2.9 sector 9
- 2.10 sector 11
- 2.11 sector 13
- 2.12 sector 14
- 2.13 sector 15
- 2.14 sector 16
- 2.15 sector 17
- 2.16 sector 18
- 2.17 sector 19
- 2.18 sector 20
- 2.19 sector 22
- 2.20 sector 23
- 2.21 sector 24
- 2.22 sector 25
- 2.23 sector 26
- 2.24 sector 27
- 2.25 sector 28
- 2.26 sector 29
- 2.27 sector 30
- 2.28 sector 31
- 2.29 sector 32
- 2.30 sector 33
- 2.31 sector 34
- 2.32 sector 36
- 2.33 sector 37
- 2.34 hyperspace
- 3 PSX.ODL
- 4 TITLE.MDL
- 5 DEMO.MDL
- 6 M70.MDL
- 7 M72.MDL
- 8 M73.MDL
- 9 M74.MDL
- 10 ARCADE.MDL
- 11 ARCADE05.MDL
- 12 DOCKTEST.MDL
- 13 VIEWER.TXT
VIEWER.PSX
#----------------------------------------------------------------------------------- # COMMENTS #----------------------------------------------------------------------------------- # All file names MUST be in upper case. #-----------------------------------------------------------------------------------
#tim "TEX_FLAG.TIM" #FLAGS
UNIVERSE.UDL
sector 1
sun 1
#intensity 10 #hue white
sun 2
#intensity 12 #hue red
sector 2
sun 1
#intensity 23 #hue white #rgb 8096 4196 0
sun 2
#intensity 10 #hue green
sector 3
sun 1
#intensity 40 #hue white
sun 2
#intensity 10 #hue red
sector 4
sun 1
#intensity 30 #hue cyan
sun 2
#intensity 20 #hue white
sector 5
sun 1
#intensity 25 #hue white
sun 2
#intensity 25 #hue magenta
sector 6
sun 1
#intensity 35 #hue white
sun 2
#intensity 16 #hue cyan
sector 7
sun 1
#intensity 10 #hue red
sun 2
#intensity 30 #hue white
sector 8
sun 1
#intensity 10 #hue cyan
sector 9
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Sectors from 9 onwards are the new sectors
sector 11
sun 1
#intensity 25 #hue yellow
sector 13
sun 1
#intensity 40 #hue red
sun 2
#intensity 5 #hue red
sector 14
sun 1
#intensity 40 #hue cyan
sun 2
#intensity 5 #hue red
sector 15
sun 1
#intensity 20 #hue red
sun 2
#intensity 40 #hue blue
sector 16
sun 1
#intensity 8 #hue white
sector 17
sun 1
#intensity 25 #hue yellow
sun 2
#intensity 25 #hue green
sector 18
# portal 2 # position 2500 -2500 21000 # heading 0 0 -1 # up 0 1 0
sector 19
sun 1
#intensity 30 #hue blue
sector 20
sun 2
#intensity 5 #hue blue
sector 22
sun 1
#intensity 40 #hue cyan
sun 2
#intensity 5 #hue red
sector 23
sun 1
#intensity 35 #hue green
sun 2
#intensity 14 #hue blue
sector 24
# portal 3 # position 4500 700 4600 # heading 0 10 -1 # up 0 0 10
sector 25
sun 2
#intensity 5 #hue white
sector 26
sun 1
#intensity 40 #hue cyan
sector 27
sun 1
#intensity 15 #hue yellow
sector 28
sun 1
#intensity 35 #hue magenta
sun 2
#intensity 5 #hue white
sector 29
sun 1
#intensity 40 #hue cyan
sector 30
sun 2
#intensity 40 #hue white
sector 31
sun 1
#intensity 5 #hue yellow
sun 2
#intensity 40 #hue yellow
sector 32
# portal 3 # position 7500 6250 2000 # heading 60 0 -1 # up 0 1 40
sector 33
# Sectors from 33 onwards are the sectors with four portals
sun 1
#intensity 40 #hue magenta
sun 2
#intensity 40 #hue blue
sector 34
sun 1
#intensity 40 #hue white
sector 36
sun 1
#intensity 30 #hue yellow
sun 2
#intensity 10 #hue green
sector 37
sun 1
#intensity 32 #hue white
sun 2
#intensity 12 #hue green
hyperspace
#============================================================================ # 1..5 short no bolts # 6..10 +ve and -ve bolts # 11..13 -ve bolts # 14..15 +ve bolts
# filename "images\hyper\hyp01.pcx" # filename "images\hyper\hyp02.pcx" # filename "images\hyper\hyp03.pcx" # filename "images\hyper\hyp04.pcx" # filename "images\hyper\hyp05.pcx" # filename "images\hyper\hyp06.pcx" # filename "images\hyper\hyp07.pcx" # filename "images\hyper\hyp08.pcx" # filename "images\hyper\hyp09.pcx" # filename "images\hyper\hyp10.pcx" # filename "images\hyper\hyp11.pcx" # filename "images\hyper\hyp12.pcx" # filename "images\hyper\hyp13.pcx" # filename "images\hyper\hyp14.pcx" # filename "images\hyper\hyp15.pcx"
PSX.ODL
#========================================================================== # PSX.ODL Playstion Darklight Object Description Language File #========================================================================== # #objects # #========================================================================== # cycleclut x y num_clrs speed # &(RECT){769,432,11,(int)(ONE*0.25)}); #========================================================================== #PC checked
drone with gun
# armed with "laser cannon"
ovtank
#"gun" barrel # non-critical # armed with "laser cannon" #"gun" barrel # non-critical # armed with "laser cannon"
piratetruck (unused)
#-------------------------------------------------------------------------- #unique PSX #type "piratetruck" # zdefs 3 # tmdfile "M\PIR_TRCK.MOD" # group "pirates" # viewer # #title "Pirate Truck" # distance 300 # section 0 # #engine # # position 0 0 -120 # # scale 0.0475 0.0475 0.02125 # # tmdid 42 # dynamics # mass 10000 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 100 # angular thrust 0.8 # components # normal "body" # strength 2000 # structure # "body" #end type #-------------------------------------------------------------------------- #unique PSX #type "piratetruck2" # zdefs 3 # tmdfile "M\TRUCK2.MOD" # group "pirates" # viewer # #title "Pirate Truck2" # distance 300 # section 0 # #engine # # position 0 0 -120 # # scale 0.0475 0.0475 0.02125 # # tmdid 42 # dynamics # mass 10000 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 100 # angular thrust 0.8 # components # normal "body" # strength 2000 # normal "container" # strength 2000 # structure # "body" # "container" #end type #-------------------------------------------------------------------------- #type "piratetruck3" # zdefs 3 # tmdfile "M\TRUCK3.MOD" # group "pirates" # viewer # #title "Pirate Truck3" # distance 300 # section 0 # #engine # # position 0 0 -120 # # scale 0.0475 0.0475 0.02125 # # tmdid 42 # dynamics # mass 10000 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 100 # angular thrust 0.8 # components # normal "body" # strength 2000 # normal "container" # strength 2000 # structure # "body" # "container" #end type
replite1/satlite2 (unused)
#-------------------------------------------------------------------------- ##PSX unique #type "replite1" # zdefs 3 # cycleclut 961 74 15 0.25 # tmdfile "M\REP_LITE.MOD" # group "reptons" # viewer # #title "repalite 1" # distance 40 # section 0 # dynamics # mass 1000 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 50 # angular thrust 0 # components # normal "body" strength 50 # structure # "body" #end type #-------------------------------------------------------------------------- #PSX unique #type "satlite2" # zdefs 3 # cycleclut 960 75 6 0.15 # tmdfile "M\SAT02.TMD" # group "reptons" # viewer # #title "satalite 2" # distance 40 # section 0 # dynamics # mass 1000 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 50 # angular thrust 0 # components # normal "body" strength 250 # structure # "body" #end type
satlite3 (unused)
#-------------------------------------------------------------------------- #PSX unique object #type "satlite3" # zdefs 3 # tmdfile "M\SAT03.TMD" # group "ovons" # viewer # #title "satalite 3" # distance 40 # section 0 # dynamics # mass 600 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 100 # angular thrust 0.8 # components # normal "body" strength 250 # structure # "body" #end type
generator (unused)
#-------------------------------------------------------------------------- #type "generator" # zdefs 3 # tmdfile "O\OVN_GENY.TMD" # group "ovons" # viewer # #title "Fence Generator" # distance 40 # section 0 # dynamics # mass 600 # linear drag 70 # yaw drag 100 # pitch drag 100 # bank drag 100 # vertical stability 0 # linear thrust 100 # angular thrust 0.8 # components # normal "body" # strength 250 # structure # "body" #end type
WEAPONS
# tmdfile "FUCK.TMD"
TITLE.MDL
#set waypoint to 250 0 -60 relative to "title" #wait until distance between "target" and waypoint < 100
DEMO.MDL
# create hero "repbomb" # create hero "repftr02"
M70.MDL
#message "FIGHTER WAVE FROM PORTAL"
#message "GUNSHIP WAVE"
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "1111"
#message "FIGHTER WAVE FROM PORTAL"
#message "GUNSHIP WAVE"
#speech 17
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "22222"
#message "BATTLE SUITS"
#message "FIGHTER WAVE FROM PORTAL"
#speech 16
#message "GUNSHIP WAVE"
#speech 17
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "33333"
#message "BATTLE SUITS"
#message "FIGHTER WAVE FROM PORTAL"
#speech 16
#message "GUNSHIP WAVE"
#speech 17
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "44444"
#message "BATTLE SUITS"
#message "FIGHTER WAVE FROM PORTAL"
#speech 16
#message "GUNSHIP WAVE"
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
M72.MDL
in sector 4
#create hero master gunpost "reppod02"
#wave 1
# WAVE 2
# WAVE 3
# WAVE 4
# WAVE 5
# WAVE 6
# WAVE 7
# WAVE 8
# WAVE 9
#wave 10
M73.MDL
#WAVE 1
#WAVE 2
#WAVE 3
#wave 4
#wave 5
#wave 6
#wave 7
#WAVE 8
#WAVE 9
#WAVE 10
M74.MDL
#WAVE 1
#WAVE 2
#WAVE 3
#WAVE 4
#WAVE 5
#WAVE 6
#WAVE 7
#WAVE 8
#WAVE 9
ARCADE.MDL
# create "fourmum" # label "mothership" # position 0 0 5000 # heading 1 0 0 up 0 1 0
create hero "repftr02"
# heading 1 0 0 up 0 1 0
ARCADE05.MDL
#message "Good launch pilot!"
DOCKTEST.MDL
# message "Stick this BIG message up your slac rectal cavity, and suck my GIGANTIC cock."
#terminate if number of "ovons" in sector 1 > 2
in sector 1
#position 0 -600 0 relative to portal 1.1
# create "ovftr01"
# position 0 -600 0 relative to portal 1.1
# position random 10000 9000 relative to portal 1.1
# task wait until flag "shuttle" is true
# then attack "hero"
# task hunt
#autorun "autotest" forever #10 times
procedure "spawn"
#wait until distance between "hero" and "spawn" < 400
#launch down from "hangar 1" of "spawn"
#task go to 0 -200 0 relative to "spawn"
# then attack "hero"
# #procedure "autotest" # #wait until number of "ovons" in sector 1 = 0 # #in sector 1 # create "ovftr01" # #position random 90 100 relative to "hero" # position 0 500 0 relative to "hero" # pointing at "hero" # #pointing at random 200000 400000 relative to "hero" # task cloak then decloak # #end procedure # #autorun "autotest" forever #
VIEWER.TXT
#type"neutral ovftr01"
#type"repton ovftr01"
#type"ovescape"
#type"ovgsdel"
#type"ovontank"
#type"ovhen"
#type"farm control"
#type"ovon hyper missile"
#type"ovpod"
#type"ovbigpod"
#type"ovondish"
#type"ovnpost"
#type"ovtransport"
#type"ovndump"
#type"ovyard"
#type"ovbase"
#type"rescape"
#type"reppulse"
#type"repsuply"
#type"repcrane"
#type"bomb trainer"
#type"repbase"
#type"reptran"
#type"container"
#type"repshut"
#type"drone with gun"
#type"drone with engine"
#type"piratetruck"
#type"supply"
#type"shuttle"
#type"satlite2"
#type"satlite3"
#type"fence"
#type"generator"
#type"mushroom"
#type"nano mine"
#type"mine"