the cutting room mirror

Commented-Out Strings

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

SCRIPTS.WAD contains all of the game's scripts. Most of them contain commented-out strings as well as developer annotations.

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"