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Darklight Conflict (PlayStation, Sega Saturn)/Commented-Out Strings

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This is a sub-page of Darklight Conflict (PlayStation, Sega Saturn).

And you were just a scroll away from being fired too...
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.


SourceIcon.png
Missions

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"