CaptainW kindly contributed a new logo for FreeDM in this thread:
http://www.doomworld.com/vb/freedoom/66962-freedm-needs-a-logo/
This uses the new logo for the title screen, menu header (M_DOOM) and
the large banner texture used in the FreeDM levels.
This fixes#12.
On the dummy.wad level used as a stand-in for levels that don't
exist yet, show a computer sign on the wall that gives a brief
useful message encouraging people to contribute to the project.
Having an arrow on the exit sign makes some levels confusing, as the
arrow can sometimes be pointing in the wrong direction or be
otherwise misleading. There is some discussion on Doomworld:
http://www.doomworld.com/vb/post/1303596
As the arrow version still looks quite nice, keep it around as a
second exit sign texture (EXITSGN2); include both the red and the
green versions.
commit ddb0c98a44 (a long, long time ago) changed the
wall62_2 patch to a new version that was supposedly better. But
really it is much worse: the colors just look washed out and ugly.
Restore the original version of this patch from before the change.
I made these textures in the early days of the project and I'm pretty
sure the symbols came from an animation on a website I found. The
symbols are pretty generic alchemical symbols but it still bothers
me on the rare occasion that I see the textures used in a level.
Recreate them using some public domain imagery in their place.
Add FALL3 texture definition needed for TNT compatibility, and add
extra texture definitions so that all the patches required for TNT
compatibility are included in the PNAMES list (and IWAD). Add
symlinks for TNT sky patches that just point to sky patches that we
already have. Fixes#43.
These resources were:
- unused by any map,
- in the wrong palette,
- and broken on Chocolate Doom (FreeDM)
It's easiest to remove them.
This reverts commit 7021f0037e.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Full consistency for Doom II levels, Final Doom compatibility but
some visual inconsistencies for Final Doom PWADs (eg, Plutonia 2).
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Many placeholders, all patches should be proper size and with proper
texture1 and combined.txt should load all tnt.wad PWADs flawlessly.
All material scavenged, cropped, scaled, butchered, copy and pasted
from attic and current repo.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Remove FLAT5_2 and FLOOR7_2 from patches, as the name-clash with flats
causes problems in some engines.
Neither patch is used in any of the current set of maps, nor referenced
in textures/combined.txt, so this should not cause any other problems.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Makes switches more consistent, they now intially appear to be in the
"off" position rather than the "on" position.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Included is a new set of textures for gstfont1-3 (wall58_[123].gif);
Compare the blood from the mouth in the old set. This is reflected
(fixed) for secure 432 of map 25.
Also included are new patches wall52_2 and wall54_2 (cement5 and cement6
respectively). The lower orange and black striping now matches the
other "cement" textures. Check the start of map 10.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
They weren't vanilla-compatible, so Plutonia 2 was not compatible with
Chocolate Doom. They are now modified to the standard Plutonia sizes.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>