Map changes since v0.11 have desynced these. I recorded demo2_p2
keyboard-only, so the gameplay is extra bad. On demo4_p1, I used
a mouse, so it is a little more skillful.
Causes conflicts with ZDoom mods that try to define their own HUDs,
at least three on IRC were reported as being basically totally broken
with Freedoom 0.11. While it was a good attempt at adding an
enhancement to Freedoom under ZDoom, we cannot afford to break mod
compatibility.
The tags are shorthand for the license of each file and avoid
copying the full license text into each one (and avoids having
to manually update the dates in each one...).
The .gitattributes file tries to enforce Unix newlines, for
Windows users, but somehow this still got forced through...
It messed up the display of `git status`
Redefine all of the new aquatex textures to be 128px tall.
This avoid tutti-frutti in vanilla Doom, where textures do not tile
property unless their heights are a multiple of 128.
Discussed in PR #292, this change was a bit pointless and driven by
too much eagerness to be different than Doom. These terms are
well-accepted in the FPS genre and changing them will only be
confusing.
This partially reverts 2016-08-29T14:15:32Z!ayubahmed2240@gmail.com
GitHub’s AsciiDoc parser barfs on the standard AsciiDoc syntax to
represent such characters with only ASCII… Well, everybody should
support UTF‐8 these days. Let’s just use these directly.
Revised Phase 2 screens and some monster name changes.
New/modified lines to the pickup messages, to make it feel unique.
Added better story screens for Phase 1.
Minor edits to Phase 2's story screens.
All levels in Phase 2 have been named:
-MAP06 (Voltcom9)
-MAP09 (Kristien "sajbear" Nilsen)
-MAP10 (Jewellds)
-MAP26 (DragonMorpheus)
-MAP27 (Voltcom9)
All levels, but C3M5, in Phase 1 have been named:
-C2M3 (Voltcom9)
-C3M4 (Voltcom9)
The DMX sound library used by Vanilla Doom has a bug where instruments
referencing other instruments as stand-ins can only reference
instruments listed earlier in the file. Actually, the instrument
references are just arbitrary cross-reference tags and the first
instrument to use that tag is used for all instruments with that tag.
This behavior can have some strange effects; more information can be
found on David Flater's page: <http://www.flaterco.com/kb/DOOM/DMXGUS/>
This has consequences for Freedoom's GENMIDI generation, particularly
as Chocolate Doom now emulates this behavior. To avoid assigning the
wrong instrument mappings, change the ordering of instruments in the
output file, so that "leader" instruments always appear earlier in the
file than instruments that reference them.
Some textures which appear in both doom.wad and doom2.wad are defined
differently in each. We were always using the same definition in both
Phase 1 and Phase 2, causing compatibility problems with some levels
which expected a particular version of the texture.
To resolve, add both versions of the conflicting textures, controlled by
a new DOOM1_VERSIONS #define that allows which the version to be
selected. Use the doom.wad versions for Freedoom: Phase 1, and the
doom2.wad versions for Freedoom: Phase 2. This resolves part of #194.
This eliminates another author-name directory. PLAYPAL and COLORMAP
generation are separate operations that are really only very vaguely
related to one another. Move these into separate, logically-named
directories.
As part of this we eliminate the symlinks for the PLAYPAL and various
colormap lump files, and instead copy these into the parent directory
for use by deutex. This brings further progress on #202.
- Remove the extraneous secret room accessible right from the start.
- Increase the floor height of sector holding the red fake key, so it
is better visible from the outside.
- Entirely remove the dull rectangular sector that once surrounded the
Doom logo.
- Change the texture of the wall leading to the backpack secret.
- Remove the teleport from the super-secret room (accessible from the
backpack secret) that lead to the northern-most sector behind the
bars, instead add a switch to the super-secret room to lower the three
bars on the left of that sector.
- The three bars on the right of that sector are now lowered when the
switch lowering the fake red key and unveiling the real red key is
activated.
- Move the invisible secret switch revealing the rocket launcher
secret to the switch at the northern end of the northern-most
corridor (it is still hard enough to discover, after all).
- The three eastern blue bars are now directly switchable (just as
their western counterparts), remove switches from the walls on
either sides.
- Turn the sector surrounding the yellow key back into damaging lava
(it is in a hell area after all), but leave it escapable.
- Also, turn the sector surrounding the rocket launcher back into
damaging nukage.
- Replace the two Barons guarding the red key by Cacodemons.
- Replace a stuck demon in the yellow key area by a Chaingunner.
- Change linedef on lift into yellow/red key area to type 88.
- Baptize the map "Waste Water Basin" in 'lumps/fraggle/freedoom.bex'.
TODO: Thing placement!
A fairly short unskilled demo played with keyboard-only. Although the
map doesn't actually fully work in vanilla, I got killed before
problems would actually arise by playing it back in vanilla.