Give a fourth channel blend percentage of zero so that the alpha channel
of the default fill colour (fully opaque black) is ignored. This fixes
the blue menu titles (skill, episode etc.) having black backgrounds.
The use of -colorize here blends 100% of the default fill colour (black)
into one or more channels of a greyscale image. Mixing in 100% black is
equivalent to nullifying the channel by setting it to zero, e.g. red
text is achieved by mixing 100% black into the green and blue channels.
It turns out, when passed more than one value (to affect all channels by
that percentage equally), -colorize looks for _four_ separate channel
values (RGB and alpha). If fewer are given, the missing ones inherit the
blend percentage of the first channel (red).
For red and white there is no effect, as the red channel is left alone.
But blue blends 100% of the red channel (thus, unwittingly, the alpha
channel) of fully opaque black into the image, making it fully opaque...
- factor out command line generation: a new function _make_command_line
returns most of the command line for a transparent image rendering.
- Callers render_transparent_text and render_text append the output
filename and extra imagemagick options to colour the background as
needed. This means imagemagick is only called once per generated
image, which makes the process considerably faster.
- This also works around a bug in the current version of imagemagick in
Debian sid, which caused single-character graphics (e.g. winum*) to be
generated with a black background.
DW: http://www.doomworld.com/vb/post/1221810
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
The level name shown in the automap should be in the form:
"ExMy: Level Name" but for the intermission screen graphics we just
want "Level Name". Strip the leading level name if it is present.
Use the DEHACKED lump as a source of truth for level names, and set
the textgen configuration accordingly. Make the current level names
in the DEHACKED lump upper case so that the current ExMy/MAPxy names
look correct.
Add font characters for '/' and '?', needed by some text strings.
Adjust the vertical height of the ':' character, and remove some
leftover menu graphics that are no longer needed.
Some source ports (PrBoom, Eternity Engine, etc.) come with their own
PWAD files that include custom text graphic lumps for extended menus.
Include some overrides in Freedoom for common ones, so that when
playing in these ports the menus have a consistent look and feel.
Remove the big text graphic images used for the menus and the
intermission screen. Instead, generate these graphics programatically
from a script. This allows them to be easily changed and extended
as desired.
Consensus that the "shareware" target was no longer necessary was
reached long ago[1]. It just needs to actually get done. Thus:
Makefile:
- remove shareware targets
buildcfg.txt, textures/combined.txt:
- remove #ifdef/#ifndef SHAREWARE sections (almost entirely #ifndef)
graphics/help2.gif:
- remove symlink, help2 screen was shareware-only
gitignore:
- remove shareware files no longer built
textures/shareware:
- remove directory
--
[1] http://www.doomworld.com/vb/freedoom/52758-removing-shareware/ .
In particular, Jon wrote:
>The original purpose of the shareware IWAD was to have a smaller set of
>resources to target 100% completion of. That was probably met a long
>time ago.
More recently chungy wrote in <http://www.doomworld.com/vb/post/957707>
>Removing the "demo"/"shareware" version of Freedoom has been discussed
>but it's never been done. Actually it's a bit easier to just leave it
>in than to remove it. (It'd be pretty easy to get rid of it anyway, but
>nothing is really gained from it)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Right now it's called "Ultimate Freedoom"; a more original name should
be given later down the line.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
These are recovered from an old backup of Freedoom dated 2002-08-5. I
found a use for them (specifically, PrBoom menu graphics), so here they
are again if anyone else finds them useful :-)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Moved from SourceForge; also levels/sargebaldy/hellkeep.txt had some
weird end of lines (various mix of CRLF, LFCR), that's fixed.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>