mirror of
https://github.com/freedoom/freedoom.git
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Remove Boom special colormaps.
We’re not a Boom IWAD anymore, we can get rid of these.
This commit is contained in:
parent
80cbab8c84
commit
a0e65f7fed
3 changed files with 2 additions and 75 deletions
11
buildcfg.txt
11
buildcfg.txt
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@ -190,17 +190,6 @@ DEMO4 = demo4_p1
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#endif /* #ifdef DOOM2 */
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#endif /* #ifdef DOOM2 */
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; boom colormaps
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C_START
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BLOODMAP
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BLUEMAP
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LAVAMAP
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NUKEMAP
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FOGMAP
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MFADEMAP
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C_END
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; Textures:
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; Textures:
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#ifndef DOOM2
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#ifndef DOOM2
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@ -1,8 +1,6 @@
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PLAYPAL = ../playpal/playpal-base.lmp
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PLAYPAL = ../playpal/playpal-base.lmp
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COLORMAPS = colormap.lmp \
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COLORMAPS = colormap.lmp
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bloodmap.lmp bluemap.lmp lavamap.lmp nukemap.lmp \
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fogmap.lmp mfademap.lmp
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all: $(COLORMAPS)
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all: $(COLORMAPS)
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cp $(COLORMAPS) ../
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cp $(COLORMAPS) ../
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@ -10,42 +8,7 @@ all: $(COLORMAPS)
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colormap.lmp: $(PLAYPAL) colormap.py
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colormap.lmp: $(PLAYPAL) colormap.py
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./colormap.py $(PLAYPAL) > colormap.lmp
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./colormap.py $(PLAYPAL) > colormap.lmp
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# Blue colormap applies a full blue tint. The brightness here is
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# adjusted slightly because the default is too dark.
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bluemap.lmp: $(PLAYPAL) colormap.py
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./colormap.py --tint_color='#0000ff' --tint_pct=100 \
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--tint_bright=0.6 $(PLAYPAL) > bluemap.lmp
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# "Fog" effect maps that darken to a color other than black:
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fogmap.lmp: $(PLAYPAL) colormap.py
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./colormap.py --dark_color='#505050' $(PLAYPAL) > fogmap.lmp
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mfademap.lmp: $(PLAYPAL) colormap.py
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./colormap.py --dark_color='#2b230f' $(PLAYPAL) > mfademap.lmp
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# "Liquid" colormaps that apply a tint. With a liquid effect we also
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# usually want to use --dark_color as well, because we want to darken
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# to something like the liquid color instead of black.
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bloodmap.lmp: $(PLAYPAL) colormap.py
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./colormap.py --tint_color='#ff0000' --dark_color='#500000' \
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--tint_pct=100 $(PLAYPAL) > bloodmap.lmp
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# TODO: The current lava effect is just very bright orange. Before the
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# change to programatically-generated lavamap we had a better effect.
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lavamap.lmp: $(PLAYPAL) colormap.py
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./colormap.py --tint_color='#ff6000' --tint_pct=80 \
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--tint_bright=0.8 --dark_color='#ff6000' \
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$(PLAYPAL) > lavamap.lmp
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nukemap.lmp: $(PLAYPAL) colormap.py
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./colormap.py --tint_color='#00ff00' --tint_pct=70 \
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--dark_color='#005000' $(PLAYPAL) > nukemap.lmp
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clean:
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clean:
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rm -f $(COLORMAPS)
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rm -f $(COLORMAPS) ../$(COLORMAPS)
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.PHONY: clean
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.PHONY: clean
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@ -2950,31 +2950,6 @@ PORAN 64 128
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PWHITE 64 128
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PWHITE 64 128
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* PWHITE 0 0
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* PWHITE 0 0
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; These are actually colormaps included in the Freedoom IWADs.
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; They don't need texture entries, but the colormap names are used
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; on property transfer lines, to apply a colormap to a sector or
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; region. This can cause source ports that aren't Boom compatible
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; to bomb out with invalid texture errors.
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; While technically Freedoom is only for Boom-compatible source
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; ports, it's nice to be at least able to load the level, and
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; having dummy texture entries for the colormaps doesn't seem to
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; do any harm (I checked several source ports to check colormaps
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; were still applied correctly).
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WATERMAP 128 128
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* WALL24_1 0 0
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BLOODMAP 128 128
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* WALL24_1 0 0
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BLUEMAP 128 128
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* WALL24_1 0 0
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LAVAMAP 128 128
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* WALL24_1 0 0
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NUKEMAP 128 128
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* WALL24_1 0 0
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FOGMAP 128 128
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* WALL24_1 0 0
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MFADEMAP 128 128
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* WALL24_1 0 0
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; Sign shown on the dummy.wad level to indicate that a level hasn't
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; Sign shown on the dummy.wad level to indicate that a level hasn't
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; been made for this slot yet.
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; been made for this slot yet.
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DLEVSIGN 128 128
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DLEVSIGN 128 128
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