diff --git a/BUILD-SYSTEM.adoc b/BUILD-SYSTEM.adoc index b7498f59..9ed85ec1 100644 --- a/BUILD-SYSTEM.adoc +++ b/BUILD-SYSTEM.adoc @@ -5,7 +5,7 @@ system. == Overview -Freedoom is built using 'deutex', which is a command-line tool for +Freedoom is built using `deutex`, which is a command-line tool for automated building of Doom WAD files. However, multiple different WAD files are built from the Freedoom material. Therefore, the Freedoom build system is more complicated than a “normal” deutex build would @@ -62,7 +62,7 @@ system: deutex is configured using a configuration file typically named +wadinfo.txt+. In the case of Freedoom, multiple different WADs are built from the common material, with slightly different settings for -each. Therefore, a 'master configuration file' named +buildcfg.txt+ +each. Therefore, a _master configuration file_ named +buildcfg.txt+ is used to generate configuration files for each individual WAD to build. @@ -80,7 +80,7 @@ based on the type of output target desired: The texture configuration file is used to generate the texture lumps. These are +texture1.lmp+ (texture directory), +pnames.lmp+ (list of patch names) and +texture2.lmp+ (Doom I only). They are generated -by the +build-textures+ script; deutex's internal texture builder +by the +build-textures+ script; deutex’s internal texture builder is deliberately not used for compatibility reasons. Similarly to the build configuration file, different textures are @@ -208,13 +208,13 @@ the authentic retro feel. Found in +lumps/dmxgus+, this script builds the +DMXGUS+ lump used for GUS MIDI playback. The GUS (Gravis UltraSound) card was a gaming sound -card popular in the '90s. As with the +GENMIDI+ lump, few people are +card popular in the ’90s. As with the +GENMIDI+ lump, few people are still using a real GUS card nowadays, but several source ports emulate them and require this file. == deutex -'deutex' is the tool used to generate the WAD files. It processes a +`deutex` is the tool used to generate the WAD files. It processes a file typically named +wadinfo.txt+, reading files from the following directories to generate the WAD: @@ -238,7 +238,7 @@ around. Some of them are listed here. * deutex does not allow the exact path to the +texture1.txt+ file to be specified in the configuration file; this used to be a problem - but the Freedoom's texture lumps are now built using a custom + but the Freedoom’s texture lumps are now built using a custom script. * deutex requires an existing IWAD file in order to build WAD files, diff --git a/COMPILING.adoc b/COMPILING.adoc index 57c4f452..5c85b6af 100644 --- a/COMPILING.adoc +++ b/COMPILING.adoc @@ -1,9 +1,9 @@ Compiling Freedoom ================== -This document is a general overview of Freedoom's dependencies +This document is a general overview of Freedoom’s dependencies required to build it. See `README` for a description of what Freedoom -'is', and `BUILD-SYSTEM` for the technical details on 'how' Freedoom +_is_, and `BUILD-SYSTEM` for the technical details on _how_ Freedoom is built. Required software @@ -11,26 +11,24 @@ Required software Building the Freedoom IWADs pretty much simply requires the following: - * 'make': While there is some attempt to keep our Makefiles + * _make_: While there is some attempt to keep our Makefiles portable, testing does not really happen on anything but https://www.gnu.org/software/make/[GNU Make] (patches to fix portability are most welcome!). On non-GNU systems, it might be - available in a package and binary named as 'gmake'. - * 'Python': Freedoom uses several Python programs in its tree to + available in a package and binary named as _gmake_. + * _Python_: Freedoom uses several Python programs in its tree to assist with building the IWADs. Both Python 2.7 and 3.x are fully supported. - * 'Pillow': A Python image manipulation module that provides the + * _Pillow_: A Python image manipulation module that provides the features we need for scaling and composing various graphics of the game. - * 'DeuTex' 5.0: Freedoom depends on features developed in this + * _DeuTex_ 5.0: Freedoom depends on features developed in this version of DeuTex and will not build on earlier versions. It is available at https://github.com/Doom-Utils/deutex in source and - Windows binary formats. As of July 2017, this version is very - recent and may not be widely available in Unix distribution - repositories yet. + Windows binary formats. All or most of this software should already be available in your -operating system's software repository, with the likely exception of +operating system’s software repository, with the likely exception of DeuTex, which is easy to build. Building Freedoom @@ -69,14 +67,14 @@ this document. Optional software ----------------- - * 'Git': Freedoom is developed using the Git version control system, + * _Git_: Freedoom is developed using the Git version control system, the latest developments can be tracked with it. - * 'AsciiDoc': The `*.adoc` files are all written in AsciiDoc markup, + * _AsciiDoc_: The `*.adoc` files are all written in AsciiDoc markup, and it can be used to generate HTML versions of all these documents. This is used as part of the `make dist` target, to generate the `README.html` file for inclusion with official Zip files. - * 'Zip': The `make dist` target uses Zip to create release archives + * _Zip_: The `make dist` target uses Zip to create release archives for FreeDM, Phase 1, and Phase 2. This can also provide an easy way to automate generating in-development versions for other people. diff --git a/README.adoc b/README.adoc index edf06d6d..15206480 100644 --- a/README.adoc +++ b/README.adoc @@ -48,7 +48,7 @@ https://zdoom.org/[GZDoom]. This engine offers good support for single-player, multi-player, and the majority of mods created for both _Doom_ and _Freedoom_. -On Windows, you should place _Freedoom_'s data files (those ending +On Windows, you should place _Freedoom_’s data files (those ending with +.wad+) alongside the engine (eg, +odamex.exe+). On Unix-like systems, these data files should go in either +/usr/share/games/doom+ or your home directory. If _Freedoom_ comes packaged as part of your @@ -72,10 +72,10 @@ of the following options should solve it: line, or adding it to an application shortcut. * Use the +DOOMWADPATH+ environment variable. Many engines support this variable to add directories and/or files to their search - path. The exact syntax matches your operating system's normal + path. The exact syntax matches your operating system’s normal +PATH+ environment variable. * Rename the game files. This may be a bit crude, but you can - rename the files to match those of _Doom_'s. This is often the + rename the files to match those of _Doom_’s. This is often the easiest quick-fix, although it is normally desirable to use one of the above methods if possible. @@ -147,7 +147,7 @@ The general rules go as follows: Levels for _Phase 1_ and _Phase 2_ must be compatible with any limit removing engine. This means that you may exceed the limits of the original _Doom_, but do not depend on any additional mapping features. -Levels should be in _Doom_'s original format, not in “Hexen”-format. +Levels should be in _Doom_’s original format, not in “Hexen”-format. It is a goal that future versions of _Freedoom_ will be entirely vanilla-compatible, not even allowing expanded limits. Keeping this @@ -169,7 +169,7 @@ It is sensible to also heed the following guidelines: * Try to make levels appropriately difficult for their position within the progression of the game. Also bear in mind that not all players may be as skilled a player as you. - * Do not use tricks that exploit _Doom_'s software renderer; some + * Do not use tricks that exploit _Doom_’s software renderer; some engines, especially those that use hardware accelerated rendering, may not render it properly. Examples of tricks to avoid include those used to simulate 3D bridges and “deep water” effects. @@ -193,7 +193,7 @@ It is sensible to also heed the following guidelines: Graphics should generally have the same color and size as the original _Doom_ graphics, as to remain compatible with mods. Otherwise, levels may end up looking like a nightmare in design. They may be -thematically different as long as it doesn't clash. +thematically different as long as it doesn’t clash. _Doom_ uses a fictional corporation abbreviated as “UAC:” this is trademarked by id Software and cannot be used in _Freedoom_. Instead, @@ -212,7 +212,7 @@ patches, but keep in mind: for Vim (perhaps other editors, too) to automatically re-format text. * Text is kept at 72 characters wide. In Vim, you can set the - editor to automatically insert line breaks as you're typing by + editor to automatically insert line breaks as you’re typing by performing `set textwidth=72`. Special exceptions to the width rule might be allowed when necessary (for example, inserting long URLs). @@ -252,7 +252,7 @@ You can also commit on a clone of the _Freedoom_ repository, although this is a technical task and it is okay to let other _Freedoom_ maintainers to do it instead: that is our normal mode of operation. However, pull requests are much appreciated and you may submit them in -any manner you wish, with GitHub's direct pull requests being the +any manner you wish, with GitHub’s direct pull requests being the simplest, but by far not the only means. Freedoom uses the commit message style commonly seen in distributed diff --git a/buildcfg.txt b/buildcfg.txt index 98f98566..f3d6ad05 100644 --- a/buildcfg.txt +++ b/buildcfg.txt @@ -2285,7 +2285,7 @@ BON2A0 6 19 BON2B0 6 19 BON2C0 6 19 BON2D0 6 19 -BPAKA0 8 26 +BPAKA0 11 26 BROKA0 27 20 CANDA0 8 15 CBRAA0 14 61 diff --git a/dist/freedoom b/dist/freedoom index 62e3c4d5..aa84c169 100755 --- a/dist/freedoom +++ b/dist/freedoom @@ -8,7 +8,7 @@ PORTS="doom odamex crispy-doom prboom-plus eternity gzdoom chocolate-doom" # Just a single argument starting the command is allowed, -p, in order # to explicitly set a port on the command line. -- is also supported -# so that -p can be instead sent directly to the port's argument list. +# so that -p can be instead sent directly to the port’s argument list. if [ $# -gt 0 ]; then if [ "$1" = "-p" ]; then @@ -54,7 +54,7 @@ for port in $PORTS; do done done -# If we've reached this far, no engine was successfully executed. +# If we’ve reached this far, no engine was successfully executed. # print message to stderr and exit with a status of 1. cat <&2 diff --git a/dist/freedoom.adoc b/dist/freedoom.adoc index 138abe46..580fc9b8 100644 --- a/dist/freedoom.adoc +++ b/dist/freedoom.adoc @@ -8,30 +8,30 @@ freedoom - Automatically launch Freedoom with an engine SYNOPSIS -------- -*freedoom* ['-p' 'PORT'|'--'] ['ARGS'] +*freedoom* [_-p_ _PORT_|_--_] [_ARGS_] DESCRIPTION ----------- Freedoom is a project to create a complete free-content game based on -the 'Doom' engine (often called “source ports” or simply “ports”), +the _Doom_ engine (often called “source ports” or simply “ports”), which itself is free software. In addition, it maintains -compatibility with 'Doom' itself and is capable of playing the wide +compatibility with _Doom_ itself and is capable of playing the wide variety of modifications (“mods”) that have been released by an active community since 1993. This command is a simple shell script to assist in running Freedoom, which is not a game engine itself nor part of any engine project, but playing Freedoom should remain simple. Only accepted as the first -argument, you may pass '-p PORT', which will run Freedoom using the -'PORT' specified. As an alternative, you may make a symbolic link +argument, you may pass _-p PORT_, which will run Freedoom using the +_PORT_ specified. As an alternative, you may make a symbolic link named +$HOME/.doomport+ to your preferred port. A port specified on the command line explicitly overrides +$HOME/.doomport+, whereas the existence of the symbolic link will override the detection of port based on a hard-coded list. -Additional arguments passed to the program, or after specifying '--' +Additional arguments passed to the program, or after specifying _--_ as the first option, will be passed to the engine being called. This -can allow you to use options such as '-file' to load mods or anything +can allow you to use options such as _-file_ to load mods or anything else available with the engine of choice. 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'm_ultra': 'Extreme Carnage', - 'm_nmare': 'INSANITY!', + 'm_ultra': 'Extreme Carnage.', + 'm_nmare': 'MAYHEM!', 'm_lgttl': 'LOAD GAME', 'm_sgttl': 'SAVE GAME', diff --git a/levels/c1m1.wad b/levels/c1m1.wad index b8e99970..f558cbcb 100644 Binary files a/levels/c1m1.wad and b/levels/c1m1.wad differ diff --git a/levels/c1m2.wad b/levels/c1m2.wad index 0eb893ba..26cb3ca3 100644 Binary files a/levels/c1m2.wad and b/levels/c1m2.wad differ diff --git a/levels/c1m3.wad b/levels/c1m3.wad index 6b0ff6ec..d9e0e689 100644 Binary files a/levels/c1m3.wad and b/levels/c1m3.wad differ diff --git a/levels/c1m4.wad b/levels/c1m4.wad index 2e468ca9..d30ffe52 100644 Binary files a/levels/c1m4.wad and b/levels/c1m4.wad differ diff --git a/levels/c1m5.wad b/levels/c1m5.wad index 9c780151..ae6fca14 100644 Binary files a/levels/c1m5.wad and b/levels/c1m5.wad differ diff --git a/levels/c1m6.wad b/levels/c1m6.wad index b3a6a431..4daecc04 100644 Binary files a/levels/c1m6.wad and b/levels/c1m6.wad differ diff --git a/levels/c1m7.wad b/levels/c1m7.wad index 3bed34a6..2050df93 100644 Binary files a/levels/c1m7.wad and b/levels/c1m7.wad differ diff --git a/levels/c1m9.wad b/levels/c1m9.wad index 94cdf456..c10bdb39 100644 Binary files a/levels/c1m9.wad and b/levels/c1m9.wad differ diff --git a/levels/dm31.wad b/levels/dm31.wad index c5d3a1ad..7b56ace4 100644 Binary files a/levels/dm31.wad and b/levels/dm31.wad differ diff --git a/levels/dm32.wad b/levels/dm32.wad index 067cc960..30ce44e8 100644 Binary files a/levels/dm32.wad and b/levels/dm32.wad differ diff --git a/levels/map01.wad b/levels/map01.wad index 9fd72bf7..c125b680 100644 Binary files a/levels/map01.wad and b/levels/map01.wad differ diff --git a/levels/map06.wad b/levels/map06.wad index 80903bca..a93c5ba5 100644 Binary files a/levels/map06.wad and b/levels/map06.wad differ diff --git a/levels/map08.wad b/levels/map08.wad index b65af21d..a61a25de 100644 Binary files a/levels/map08.wad and b/levels/map08.wad differ diff --git a/levels/map13.wad b/levels/map13.wad index c1db3600..b4300e04 100644 Binary files a/levels/map13.wad and b/levels/map13.wad differ diff --git a/levels/map14.wad b/levels/map14.wad index 8cd5d2e3..d65bcedf 100644 Binary files a/levels/map14.wad and b/levels/map14.wad differ diff --git a/levels/map18.wad b/levels/map18.wad index b2ea0362..1e9d1b6b 100644 Binary files a/levels/map18.wad and b/levels/map18.wad differ diff --git a/levels/map19.wad b/levels/map19.wad index 3a167ba4..b33101e3 100644 Binary files a/levels/map19.wad and b/levels/map19.wad differ diff --git a/levels/map24.wad b/levels/map24.wad index 6c44860b..a6771944 100644 Binary files a/levels/map24.wad and b/levels/map24.wad differ diff --git a/levels/map32.wad b/levels/map32.wad index 6febdff9..984c4f5e 100644 Binary files a/levels/map32.wad and b/levels/map32.wad differ diff --git a/lumps/README.DEMO b/lumps/README.DEMO new file mode 100644 index 00000000..06682e6f --- /dev/null +++ b/lumps/README.DEMO @@ -0,0 +1,9 @@ +For Phase 1 and 2, do not have a multiplayer demo in the DEMO1 slot. +Vanilla Doom (and some source ports) do not allow using the “load +game” option while in a network game, and network game demos count as +such. The other three demo slots are fair game, since they do not +near-immediately block out the load game functionality when starting +Freedoom. + +FreeDM is exempted since it is not intended to be a single-player +game. diff --git a/lumps/colormap/colormap.py b/lumps/colormap/colormap.py index f07d54c3..8a46a733 100755 --- a/lumps/colormap/colormap.py +++ b/lumps/colormap/colormap.py @@ -132,8 +132,9 @@ def invert_colors(colors): result = [] for color in colors: - average = (color[0] + color[1] + color[2]) // 3 - inverse = 255 - average + # Formula comes from ITU-R recommendation BT.709 + gray = round(color[0]*0.2126 + color[1]*0.7152 + color[2]*0.0722) + inverse = 255 - gray result.append((inverse, inverse, inverse)) diff --git a/lumps/dehacked.lmp b/lumps/dehacked.lmp index f0b0f85d..77417586 100644 --- a/lumps/dehacked.lmp +++ b/lumps/dehacked.lmp @@ -109,7 +109,7 @@ GOTARMBONUS = Got a 1% armor bonus. GOTSTIM = Picked up a small health pack. GOTMEDINEED = Found a large health pack, just in time! GOTMEDIKIT = Picked up a large health pack. -GOTSUPER = You got the Overdrive Sphere! +GOTSUPER = You got the overdrive sphere! GOTBLUECARD = Picked up a blue passcard. GOTYELWCARD = Picked up a yellow passcard. GOTREDCARD = Picked up a red passcard. @@ -118,11 +118,11 @@ GOTYELWSKUL = Picked up a yellow skeleton key. GOTREDSKULL = Picked up a red skeleton key. GOTINVUL = You are untouchable! GOTBERSERK = Punch 'em to death! -GOTINVIS = You got the Stealth Sphere! -GOTSUIT = Picked up a Hazard Suit. -GOTMAP = Got the Tactical Survey Map. -GOTVISOR = Got the Night Vision Goggles. -GOTMSPHERE = You got the Ultra-Overdrive Sphere! +GOTINVIS = You got the stealth sphere! +GOTSUIT = Picked up a hazard suit. +GOTMAP = Got the tactical survey map. +GOTVISOR = Got the night vision goggles. +GOTMSPHERE = You got the ultra-overdrive sphere! GOTCLIP = Picked up an ammo clip. GOTCLIPBOX = Picked up a box of ammo. GOTROCKET = Picked up a missile. @@ -139,14 +139,14 @@ GOTLAUNCHER = You got the missile launcher! GOTPLASMA = You got the polaric energy cannon! GOTSHOTGUN = You got the pump-action shotgun! GOTSHOTGUN2 = You got the double-barrelled shotgun! -TAG_FIST = Fist +TAG_FIST = fist TAG_BFG9000 = SKAG 1337 -TAG_CHAINGUN = Minigun -TAG_CHAINSAW = Angle Grinder -TAG_ROCKETLAUNCHER = Missile Launcher -TAG_PLASMARIFLE = Polaric Energy Cannon -TAG_SHOTGUN = Pump-Action Shotgun -TAG_SUPERSHOTGUN = Double-Barrelled Shotgun +TAG_CHAINGUN = minigun +TAG_CHAINSAW = angle grinder +TAG_ROCKETLAUNCHER = missile launcher +TAG_PLASMARIFLE = polaric energy cannon +TAG_SHOTGUN = pump-action shotgun +TAG_SUPERSHOTGUN = double-barrelled shotgun PD_BLUEO = This object requires a blue key. PD_REDO = This object requires a red key. PD_YELLOWO = This object requires a yellow key. @@ -198,23 +198,23 @@ HUSTR_E4M6 = C4M6: Command Center HUSTR_E4M7 = C4M7: Waste Treatment HUSTR_E4M8 = C4M8: Launch Bay HUSTR_E4M9 = C4M9: Operations -CC_ZOMBIE = Zombie -CC_SHOTGUN = Shotgun Zombie -CC_HEAVY = Minigun Zombie -CC_IMP = Serpentipede -CC_DEMON = Flesh Worm -CC_LOST = Deadflare -CC_CACO = Trilobite -CC_HELL = Pain Bringer -CC_BARON = Pain Lord -CC_ARACH = Technospider -CC_PAIN = Summoner -CC_REVEN = Dark Soldier -CC_MANCU = Combat Slug -CC_ARCH = Flame Bringer -CC_SPIDER = Large Technospider -CC_CYBER = Assault Tripod -CC_HERO = Savior of Humanity +CC_ZOMBIE = zombie +CC_SHOTGUN = shotgun zombie +CC_HEAVY = minigun zombie +CC_IMP = serpentipede +CC_DEMON = flesh worm +CC_LOST = deadflare +CC_CACO = trilobite +CC_HELL = pain bringer +CC_BARON = pain lord +CC_ARACH = technospider +CC_PAIN = summoner +CC_REVEN = dark soldier +CC_MANCU = combat slug +CC_ARCH = necromancer +CC_SPIDER = large technospider +CC_CYBER = assault tripod +CC_HERO = savior of humanity HUSTR_1 = MAP01: Hydroelectric Plant HUSTR_2 = MAP02: Filtration Tunnels HUSTR_3 = MAP03: Crude Processing Center @@ -355,7 +355,7 @@ NIGHTMARE = This is the highest skill level.\n\ E1TEXT = You've made it out of the outpost.\n\ But you're still stuck on this rock.\n\ AGM sure has been busy with their\n\ - "experiments", with those monsters\n\ + "experiments," with those monsters\n\ infesting that dreadful place. You are\n\ an experiment as well, so who cares?\n\ There weren't any ships inside the\n\ @@ -389,7 +389,7 @@ E3TEXT = The abomination explodes into\n\ An AGM teleporter is here somehow.\n\ They must have been here then.\n\ The teleporter is set for a facility\n\ - called "Double Impact", which is a\n\ + called "Double Impact," which is a\n\ ridiculous name. Who cares? All\n\ you need is a working ship.\n\n\ You drop all your weapons on\n\ @@ -512,40 +512,40 @@ BGFLAT31 = AQF021 #STARTUP5 #SAVEGAMENAME # Obituary texts, for ZDoom-based ports. -OB_STEALTHBABY=%o thought %g saw a Technospider. -OB_STEALTHVILE=%o thought %g saw a Flame Bringer. -OB_STEALTHBARON=%o thought %g saw a Pain Lord. -OB_STEALTHCACO=%o thought %g saw a Trilobite -OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie. -OB_STEALTHDEMON=%o thought %g saw a Flesh Worm. -OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer. -OB_STEALTHIMP=%o thought %g saw a Serpentipede. -OB_STEALTHFATSO=%o thought %g saw a Combat Slug. -OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier. -OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie. -OB_STEALTHZOMBIE=%o thought %g saw a Zombie. -OB_UNDEADHIT=%o was punched by a Dark Soldier. -OB_IMPHIT=%o was slashed by a Serpentipede. -OB_CACOHIT=%o got too close to a Trilobite. -OB_DEMONHIT=%o was bitten by a Flesh Worm. -OB_SPECTREHIT=%o was eaten by a Stealth Worm. -OB_BARONHIT=%o was torn open by a Pain Lord. -OB_KNIGHTHIT=%o was gutted by a Pain Bringer. -OB_ZOMBIE=%o was killed by a Zombie. -OB_SHOTGUY=%o was gunned down by a Shotgun Zombie. -OB_VILE=%o was incinerated by a Flame Bringer. -OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball. -OB_FATSO=%o was blasted by a Combat Slug. -OB_CHAINGUY=%o was perforated by a Minigun Zombie. -OB_SKULL=%o was slammed by a Deadflare. -OB_IMP=%o was burned by a Serpentipede. -OB_CACO=%o was smitten by a Trilobite. -OB_BARON=%o was bruised by a Pain Lord. -OB_KNIGHT=%o was splayed by a Pain Bringer. -OB_SPIDER=%o stood in awe of the Large Technospider. -OB_BABY=%o let a Technospider get %h. -OB_CYBORG=%o was splattered by an Assault Tripod. -OB_WOLFSS=%o met a Sailor. +OB_STEALTHBABY=%o thought %g saw a technospider. +OB_STEALTHVILE=%o thought %g saw a necromancer. +OB_STEALTHBARON=%o thought %g saw a pain lord. +OB_STEALTHCACO=%o thought %g saw a trilobite +OB_STEALTHCHAINGUY=%o thought %g saw a minigun zombie. +OB_STEALTHDEMON=%o thought %g saw a flesh worm. +OB_STEALTHKNIGHT=%o thought %g saw a pain bringer. +OB_STEALTHIMP=%o thought %g saw a serpentipede. +OB_STEALTHFATSO=%o thought %g saw a combat slug. +OB_STEALTHUNDEAD=%o thought %g saw a dark soldier. +OB_STEALTHSHOTGUY=%o thought %g saw a shotgun zombie. +OB_STEALTHZOMBIE=%o thought %g saw a zombie. +OB_UNDEADHIT=%o was punched by a dark soldier. +OB_IMPHIT=%o was slashed by a serpentipede. +OB_CACOHIT=%o got too close to a trilobite. +OB_DEMONHIT=%o was bitten by a flesh worm. +OB_SPECTREHIT=%o was eaten by a stealth worm. +OB_BARONHIT=%o was torn open by a pain lord. +OB_KNIGHTHIT=%o was gutted by a pain bringer. +OB_ZOMBIE=%o was killed by a zombie. +OB_SHOTGUY=%o was gunned down by a shotgun zombie. +OB_VILE=%o was incinerated by a necromancer. +OB_UNDEAD=%o couldn't evade the dark soldier's fireball. +OB_FATSO=%o was blasted by a combat slug. +OB_CHAINGUY=%o was perforated by a minigun zombie. +OB_SKULL=%o was slammed by a deadflare. +OB_IMP=%o was burned by a serpentipede. +OB_CACO=%o was smitten by a trilobite. +OB_BARON=%o was bruised by a pain lord. +OB_KNIGHT=%o was splayed by a pain bringer. +OB_SPIDER=%o stood in awe of the large technospider. +OB_BABY=%o let a technospider get %h. +OB_CYBORG=%o was splattered by an assault tripod. +OB_WOLFSS=%o met a sailor. OB_MPFIST=%k punched %o to death. OB_MPCHAINSAW=%o was shredded by %k's angle grinder. OB_MPPISTOL=%o was tickled by %k's handgun. diff --git a/lumps/demo1_p1.lmp b/lumps/demo1_p1.lmp index 04c973ba..ef09e418 100644 Binary files a/lumps/demo1_p1.lmp and b/lumps/demo1_p1.lmp differ diff --git a/lumps/demo4_p1.lmp b/lumps/demo4_p1.lmp index ef09e418..04c973ba 100644 Binary files a/lumps/demo4_p1.lmp and b/lumps/demo4_p1.lmp differ diff --git a/lumps/fdm_deh.lmp b/lumps/fdm_deh.lmp index 1c8c8e54..1d517487 100644 --- a/lumps/fdm_deh.lmp +++ b/lumps/fdm_deh.lmp @@ -149,7 +149,7 @@ CC_ARACH = technospider CC_PAIN = summoner CC_REVEN = dark soldier CC_MANCU = combat slug -CC_ARCH = flame bringer +CC_ARCH = necromancer CC_SPIDER = large technospider CC_CYBER = assault tripod CC_HERO = savior of humanity @@ -362,40 +362,40 @@ BGFLAT31 = AQF057 #STARTUP5 #SAVEGAMENAME # Obituary texts, for ZDoom-based ports. -OB_STEALTHBABY=%o thought %g saw a Technospider. -OB_STEALTHVILE=%o thought %g saw a Flame Bringer. -OB_STEALTHBARON=%o thought %g saw a Pain Lord. -OB_STEALTHCACO=%o thought %g saw a Trilobite. -OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie. -OB_STEALTHDEMON=%o thought %g saw a Flesh Worm. -OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer. -OB_STEALTHIMP=%o thought %g saw a Serpentipede. -OB_STEALTHFATSO=%o thought %g saw a Combat Slug. -OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier. -OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie. -OB_STEALTHZOMBIE=%o thought %g saw a Zombie. -OB_UNDEADHIT=%o was punched by a Dark Soldier. -OB_IMPHIT=%o was slashed by a Serpentipede. -OB_CACOHIT=%o got too close to a Trilobite. -OB_DEMONHIT=%o was bitten by a Flesh Worm. -OB_SPECTREHIT=%o was eaten by a Stealth Worm. -OB_BARONHIT=%o was torn open by a Pain Lord. -OB_KNIGHTHIT=%o was gutted by a Pain Bringer. -OB_ZOMBIE=%o was killed by a Zombie. -OB_SHOTGUY=%o was gunned down by a Shotgun Zombie. -OB_VILE=%o was incinerated by a Flame Bringer. -OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball. -OB_FATSO=%o was blasted by a Combat Slug. -OB_CHAINGUY=%o was perforated by a Minigun Zombie. -OB_SKULL=%o was slammed by a Deadflare. -OB_IMP=%o was burned by a Serpentipede. -OB_CACO=%o was smitten by a Trilobite. -OB_BARON=%o was bruised by a Pain Lord. -OB_KNIGHT=%o was splayed by a Pain Bringer. -OB_SPIDER=%o stood in awe of the Large Technospider. -OB_BABY=%o let a Technospider get %h. -OB_CYBORG=%o was splattered by an Assault Tripod. -OB_WOLFSS=%o met a Sailor. +OB_STEALTHBABY=%o thought %g saw a technospider. +OB_STEALTHVILE=%o thought %g saw a necromancer. +OB_STEALTHBARON=%o thought %g saw a pain lord. +OB_STEALTHCACO=%o thought %g saw a trilobite. +OB_STEALTHCHAINGUY=%o thought %g saw a minigun zombie. +OB_STEALTHDEMON=%o thought %g saw a flesh worm. +OB_STEALTHKNIGHT=%o thought %g saw a pain bringer. +OB_STEALTHIMP=%o thought %g saw a serpentipede. +OB_STEALTHFATSO=%o thought %g saw a combat slug. +OB_STEALTHUNDEAD=%o thought %g saw a dark soldier. +OB_STEALTHSHOTGUY=%o thought %g saw a shotgun zombie. +OB_STEALTHZOMBIE=%o thought %g saw a zombie. +OB_UNDEADHIT=%o was punched by a dark soldier. +OB_IMPHIT=%o was slashed by a serpentipede. +OB_CACOHIT=%o got too close to a trilobite. +OB_DEMONHIT=%o was bitten by a flesh worm. +OB_SPECTREHIT=%o was eaten by a stealth worm. +OB_BARONHIT=%o was torn open by a pain lord. +OB_KNIGHTHIT=%o was gutted by a pain bringer. +OB_ZOMBIE=%o was killed by a zombie. +OB_SHOTGUY=%o was gunned down by a shotgun zombie. +OB_VILE=%o was incinerated by a necromancer. +OB_UNDEAD=%o couldn't evade the dark soldier's fireball. +OB_FATSO=%o was blasted by a combat slug. +OB_CHAINGUY=%o was perforated by a minigun zombie. +OB_SKULL=%o was slammed by a deadflare. +OB_IMP=%o was burned by a serpentipede. +OB_CACO=%o was smitten by a trilobite. +OB_BARON=%o was bruised by a pain lord. +OB_KNIGHT=%o was splayed by a pain bringer. +OB_SPIDER=%o stood in awe of the large technospider. +OB_BABY=%o let a technospider get %h. +OB_CYBORG=%o was splattered by an assault tripod. +OB_WOLFSS=%o met a sailor. OB_MPFIST=%k punched %o to death. OB_MPCHAINSAW=%o was shredded by %k's angle grinder. OB_MPPISTOL=%o was tickled by %k's handgun. diff --git a/lumps/textures/textures.cfg b/lumps/textures/textures.cfg index e319d0e3..557a7a02 100644 --- a/lumps/textures/textures.cfg +++ b/lumps/textures/textures.cfg @@ -1845,11 +1845,8 @@ WFALL4 64 128 ; These textures are only in Ultimate Doom -SKY4 1024 128 -* SKY4A 0 0 -* SKY4A 256 0 -* SKY4B 512 0 -* SKY4A 768 0 +SKY4 256 128 +* SKY4 0 0 #endif diff --git a/manual/.gitignore b/manual/.gitignore new file mode 100644 index 00000000..70c68db1 --- /dev/null +++ b/manual/.gitignore @@ -0,0 +1 @@ +manual.pdf diff --git a/manual/Makefile b/manual/Makefile index beb0d010..765b4032 100644 --- a/manual/Makefile +++ b/manual/Makefile @@ -1,6 +1,7 @@ - all: freedoom-manual.pdf freedoom-manual.pdf: manual.adoc asciidoctor-pdf -a toc manual.adoc -o $@ +clean: + $(RM) freedoom-manual.pdf diff --git a/manual/images/monster-flame-bringer.png b/manual/images/monster-necromancer.png similarity index 100% rename from manual/images/monster-flame-bringer.png rename to manual/images/monster-necromancer.png diff --git a/manual/manual.adoc b/manual/manual.adoc index 978e8ee5..669600ca 100644 --- a/manual/manual.adoc +++ b/manual/manual.adoc @@ -92,9 +92,9 @@ effectively the same as _Will This Hurt?_, except that damage is halved. | 2 | **Will This Hurt?** | Easy skill level, a good choice if you're finding _Bring on the Pain_ too challenging. | 3 | **Bring on the Pain.** | The default skill level. -| 4 | **Extreme Carnage** | A more challenging skill level, suited more +| 4 | **Extreme Carnage.** | A more challenging skill level, suited more for experienced players and people in search of a challenge. -| 5 | **INSANITY!** | **Not Recommended**. This is equivalent to +| 5 | **MAYHEM!** | **Not Recommended**. This is equivalent to _Extreme Carnage_ except that monster attacks are up to twice as fast, and killed monsters come back to life after around 40 seconds. |========================== @@ -145,15 +145,15 @@ accessing common menu functions. | **Esc** | <> | Bring up the main menu. | **F1** | Help | Bring up the help screen that shows information about the in-game items. -| **F2** | <> | Bring up the _Save Game_ menu. -| **F3** | <> | Bring up the _Load Game_ menu. +| **F2** | <> | Bring up the _Save Game_ menu. +| **F3** | <> | Bring up the _Load Game_ menu. | **F4** | Volume | Bring up a menu to control volume levels. -| **F6** | <> | Save the game to your _quicksave_ slot, +| **F6** | <> | Save the game to your _quicksave_ slot, which saves time if you're repeatedly saving your progress while you play. | **F7** | End Game | End the current game and return to the title screen. | **F8** | Messages | Toggles between showing or hiding the on-screen messages shown when you collect an item. -| **F9** | <> | Load the game from your _quicksave_ slot. +| **F9** | <> | Load the game from your _quicksave_ slot. | **F10** | Quit Game | Quit the game and return to the operating system. | **F11** | Brightness | Toggle the on-screen brightness level. |========================== @@ -231,7 +231,7 @@ soon as possible. | **Fist** | 1 | If you have no ammunition, you can always fall back on punching the monsters with your bare hands. | | None | **Angle Grinder** | 1 | Designed for cutting through metal, the angle grinder -also works well as a melee weapon for cutting through flesh. | +also works well as a melee weapon for cutting through flesh. | image:../sprites/csawa0.png[Angle Grinder] | None | **Handgun** | 2 | Your starter weapon. A few shots will take down low-level @@ -278,8 +278,8 @@ you're exploring. image:../sprites/clipa0.png[Ammo Clip] | image:../sprites/ammoa0.png[Ammo Clip] | **Shells** | -image:../sprites/cella0.png[Small Energy Recharge] | -image:../sprites/celpa0.png[Large Energy Recharge] +image:../sprites/shela0.png[Shotgun Shells] | +image:../sprites/sboxa0.png[Box of Shotgun Shells] | **Missiles** | image:../sprites/rocka0.png[Missile] | image:../sprites/broka0.png[Crate of Missiles] @@ -431,10 +431,10 @@ image:images/monster-pain-lord.png[Pain Lord,100,100] Fast moving, tough, and fires heat-seeking missiles. Do not get into a boxing match with one of these guys. | image:images/monster-dark-soldier.png[Dark Soldier,100,100] -| **Flame Bringer** | +| **Necromancer** | If he's not setting you on fire, he's undoing all your hard work by bringing his friends back from the dead. | -image:images/monster-flame-bringer.png[Flame Bringer,100,100] +image:images/monster-necromancer.png[Necromancer,100,100] | **Combat Slug** | These genetically-engineered super-slugs have been fitted with long distance flame throwers, practically making them into living, slithering tanks. | @@ -544,8 +544,8 @@ suggestions: * Take cover! Monsters only attack when you're in their line of sight. You'll want to find walls, pillars and other forms of cover you can hide behind while your weapon reloads. This advice is particularly important when - facing certain monsters which can "lock on" to you (Minigun Zombie; Flame - Bringer); hiding from these is a crucial skill. + facing certain monsters which can "lock on" to you (Minigun Zombie; + Necromancer); hiding from these is a crucial skill. * Many of the levels are littered with exploding barrels. While these can pose a danger to you, they're equally dangerous to your opponents. 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