Commit graph

32 commits

Author SHA1 Message Date
Mike Swanson
4701d8f351 Blacken all Python files
Using the black code reformatter, pass it over all our Python files.
This allows for a consistent style across the code base.

Exception: lumps/dmxgus/stats.py, for readability.
2019-09-04 19:36:23 -07:00
Mike Swanson
8e9ce31b70 dehacked: run through simplecpp, cheat replacements for Phase 1 only
Deduplicates effort from copying between multiple patch files, and we
now have unique outputs for each of our IWADs.

Having just "No Clipping 1 = idclip" proved to be troublesome with at
least prboom-plus, the engine running its cheat detecting twice and
becoming unable to activate no-clipping mode.  Worked around it by
also defining "No Clipping 2 = idspispopd", restoring that cheat's
functionality in most source ports and keeping both variants unique.
Chocolate Doom will only use the "idclip" version.
2019-09-01 17:39:58 -07:00
Mike Swanson
f814d7a43b Remove Doom 3: BFG Edition support
Might have been a nice idea to be able to run under absolutely any
Doom engine, this has caused problems with PrBoom-Plus for
compatibility, with that engine detecting our game as a BFG Edition
IWAD and applying certain workarounds that don’t actually make sense
in this case.

It is a rather niche use case to run under BFG Edition, and proper
PrBoom-Plus compatibility is much preferred.
2019-08-31 23:19:14 -07:00
MatthewTheGlutton
e8ac3e5078
Update skill definition text. 2019-08-21 00:04:58 -07:00
Mike Swanson
beebbed1f2 Complete Doom 3 BFG Support, and avoid crashing PrBoom-Plus
DOOM2.WAD contains a MAP33, which is being represented here as only
the dummy map, and also M_EPI1 and M_EPI2 lumps for the “Hell on Earth”
and “No Rest for the Living” texts, both of which are now replicated
here as well (using “Phase 2” and “The Missing Levels” as names instead).

No, we still don’t plan on having a real MAP33, the inclusion here is
only to avoid engine crashes.

Fixes: #533
Ref: #529
2018-05-30 14:50:56 -07:00
Mike Swanson
227ec720e6 Support running in Doom 3: BFG Edition
There are a few lumps added to the Doom IWADs required by the BFG Edition
of the game that would cause it to crash abnormally if the IWADs were
replaced by Freedoom.  We add these news graphics lumps to the game here.

BFG Edition also changes m_gdhigh to "Fullscreen:" and m_scrnsz to
"Gamepad:", neither change of which will ever be reflected in Freedoom,
but it won't crash in this engine anymore.

Closes: #529
2018-05-10 19:31:17 -07:00
Nick Zatkovich
4186211e3f config.py: fix kerning table
duplicate entries in the kerning table caused non-deterministic 
text graphics to be generated
2017-07-31 00:29:06 -07:00
Mike Swanson
0b3edc9548 Merge branch 'titlepic' of gh:Voros2/freedoom 2017-03-14 16:05:10 -07:00
Ayub Ahmed
758c53fb54 text/config.py: make t_phase images white 2017-03-11 21:05:25 +06:00
Ayub Ahmed
7c00def304 config.py: add t_phase images to generate 2017-03-11 10:57:50 +06:00
Mike Swanson
8835afef5f Copyright date bump and apply SPDX tags.
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...).
2017-02-15 16:41:53 -08:00
Mike Swanson
7356fe4dfa Use Voltcom9's suggestions for chapter titles in Phase 1
Also more consistently refer to the Phase 1 segments as chapters.
It's just another small bit of distancing from Doom.
2014-10-12 20:15:56 -07:00
Simon Howard
7a1b49e965 textgen: Generate CREDIT screen.
This is one of the screens of text shown between demos in the demo
loop. Generate this from the contents of a static text file. I
originally wanted to generate this programatically from the CREDITS
file but there are too many contributors to fit them all on the page.
2014-09-07 05:25:12 +00:00
Simon Howard
18be2c988c graphics: Generate the HELP screen programatically.
The original Doom HELP screen showed the default key bindings for the
game's controls. This is not so useful nowadays: at worst it's
outright misleading because the player might not be using the
defaults, but it's also redundant because most modern source ports
allow the key bindings to be changed via the menus, which doubles as a
convenient list of the current key bindings.

Z0k suggested an alternative HELP screen that shows the items and
powerups available in the game. More discussion can be seen in this
thread: http://www.doomworld.com/vb/freedoom/69458-help/
2014-07-27 03:28:14 +00:00
Brett Harrell
c1af20bcb7 Add lower case font characters.
This extends the new font to include lower case as well as upper
case characters. Add a couple of kerning rules for the lower case
characters so that they render nicely, too.
2014-07-12 22:44:33 +00:00
Simon Howard
7f281321c9 graphics: Generate HELP screens programatically.
Decompose the help screen into three parts: the background, the
text and the title. Generate all except the main text programatically:
the background as a color transformed version of the INTERPIC graphic
and the title using the textgen tool.
2014-06-30 00:10:54 +00:00
Simon Howard
c06cb4478c textgen: Add kerning rules for new font.
These rules provide special cases that adjust the spacing between
certain pairs of characters so that they fit together better.
2014-06-29 22:54:02 +00:00
Brett Harrell
1ef30acfaa graphics: Add new Freedoom font.
This replaces the old Freedoom font with a new chunky one named "Denex".
I (fraggle) have split the font out into separate images for use with
the textgen script, but have included the original source .pcx image
here.

Currently the font only includes uppercase characters and does not
include smaller lowercase ones, so I've hacked the textgen script to
convert all strings to uppercase before rendering. There are also no
font kerning rules for the time being.
2014-06-22 23:50:21 +00:00
Simon Howard
35c61c9318 textgen: Adjust M_MULTI graphic height, alignment.
M_MULTI is used in some multiplayer ports (Zandronum, others?) for
the main menu "Multiplayer" option. Make this taller to match the
other main menu graphics and align appropriately in buildcfg.

This conflicts with the height of the graphic as found in other ports
like SMMU/Eternity/PrBoom, but I've checked, and in those ports it's
either unused or short enough that it still works okay.
2014-02-22 03:07:03 +00:00
Simon Howard
57daf24437 graphics: Change WIMINUS graphic to be red.
This was configured to be white, but it just looks weird next to
the red numbers. Change to red for consistency.
2014-02-05 04:07:30 +00:00
Simon Howard
bc5ade0f33 textgen: Fix config file path.
My earlier commit added the wrong config file paths for the dehacked
lumps, which broke the build.
2014-01-11 23:22:05 +00:00
Simon Howard
ec9dcdd073 dehacked: Add dehacked file for FreeDM.
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
2014-01-10 03:23:33 +00:00
Simon Howard
b1589b05d9 graphics: Build level name graphics for FreeDM.
First stab at fixing #11. Generate DMWILV* lumps containing FreeDM
level names, and include these in the IWAD as the CWILV* lumps
as appropriate.
2014-01-08 04:36:35 +00:00
RjY
2aaad3eea8 Merge branch 'double_impact'
Conflicts:
	graphics/text/config.py
	lumps/fraggle/freedoom.bex
2013-12-18 12:20:45 +00:00
Simon Howard
2b49e3eabc textgen: Strip map number from level name graphics.
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.
2013-12-14 20:14:20 -05:00
Simon Howard
1891b5e40b textgen: Set level names from DEHACKED lump.
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.
2013-12-14 16:34:01 -05:00
RjY
85a2eb44e2 text/dehacked: Double Impact map names, E4 episode title 2013-12-10 15:46:00 +00:00
Simon Howard
b37baf5abb graphics: Add kerning for text generator.
Adjust character positions so that some pairs of characters can fit
more closely together.
2013-12-01 23:20:15 -05:00
Simon Howard
0948019b1a graphics: Make textgen script work with Python 3.
Also add copyright notices to Python files.
2013-12-01 21:23:11 -05:00
Simon Howard
2a02344977 graphics: Add missing font characters.
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.
2013-12-01 00:07:28 -05:00
Simon Howard
1cb5232846 graphics: Add overrides for source port text lumps.
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.
2013-11-30 22:28:22 -05:00
Simon Howard
9855d868ea graphics: Generate text graphics programatically.
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.
2013-11-30 20:55:57 -05:00