Commit graph

233 commits

Author SHA1 Message Date
Erick Tenorio
018cac694d lumps: new demo1_p2, without a buggy desync
The 0.12.0 demo would desync randomly in vanilla when played back as
part of the normal demo loop (though not through -playdemo).
2019-10-21 21:31:28 -07:00
Mike Swanson
e70899122a lumps: FreeDM 0.12 demos 2019-10-09 17:28:00 -07:00
Mike Swanson
cb48f75d1c lumps: Phase 1+2 demos for 0.12 2019-10-09 16:17:32 -07:00
Mike Swanson
7bfc9d5b03 dehacked: restore FreeDM-specific story text
This was in the pre-merge version of the FreeDM dehacked patch, but
was lost in the merge.

FreeDM doesn’t need to display any long or drawn-out story text.
2019-09-30 18:12:00 -07:00
Mike Swanson
a4810d992a dehacked: fix typo in DM13’s name 2019-09-30 10:21:48 -07:00
Proluiz
046d1a6c21 Partial reowork for freedm, extra details on the following changelog.
Note: Namse already applied on the dehacked.txt

Changelog:

DM01 <Tech test>, Big Rework.
> Changed the apaerance of the main layout to differ from dwango.
> Interior was moved to the left of outside.
> Stone pillar with armor was removed.
> Changed the first interior room to looks like to be outside.
> Few weapons are now on a new location.

DM04 <Steel>, Minor Rework.
> Retextured the map to looks like more metal with green bricks.
> Added a new staircase to the east of map to help the flow of the map.

DM05 <Dense Fields>, New map.
- Original map was moved to slot 11
> An edited map that was donated to freedm but was forgot on the forum.

DM06 <Temple of Ammon>, Minor rework.
> Added a new area to the west of map.
> retextured the map to looks like an egypt structure.
> Removed the tomb. {Rip Ledemir :( }

DM07 <Main Stronghold>, Adjustment.
> Balanced out the items of the map.

DM08 <Artifact Base>, ???
> Map last edited by someone else.
> Random edits around.

DM09 <Industrial Outland>, Major Rework.
> Added several new corridor to help with the flow of map.
> Bfg and the teleport path to beserk was removed.
> Retextured the map to be more green.
> The east side of map was done anew.
> Removed lot of bad areas.

DM10 <Detached Grounds>, New map.
- Removed the old map for being to similar to the Greenwar 2.
> This map is a hellish look and similar to the DM08 but still different.

DM11 <Isolated Facility>, DM05 Major rework.
- Old map was Removed for baing plain.
> Improved the flow of map removing most of all the walls on map.
> Outside has a better theme.
> Added an extra side path on north of map.

DM12 <Up 'n Down Canyon>, ???
> Maybe a adjustment, not sure.

DM13 <Unholy Blood>, New map.
- Old map was Removed for being way too small.
> New duel map based on a old Catoptromancy map.

DM14 <Technical Assault>, New map.
- Old map was Removed for being plain.
> New map based on a edited version of my X Duel pack.

DM15 <Shallow Complex>, New map.
- Old map was Removed for being plain.
> New Aquatex map, but nothing so "great" yet.

Dm16 <Barren Alleys>, New map.
- Old map was removed for being bad.
> Duel sized, but still plays ok up to 4 players.
> Square styled arena with each side having it's unique layout apaerance.
> Map wont use offsets and much textures.

DM17 <Underwoods>, New map.
- Old map was removed for being bad.
> Duel sized map, but still plays ok up to 4 players.
> Sort of circle arena, the map under some umcommon trees whitout visible sky.
> It's dark arena and offer a bfg in a high ground.

DM18 <Deserted Courtyard>, New map.
- Old map was Removed for being plain.
> DM sized map..
> New map is a arena with lot of building around for cover.

Dm21 <Refinary>, Minor rework.
> Some thematic changes.
> Outside was simplified to save linedefs and visplanes.
> Removed a lower path to the nortest of map.

Dm24 <Flooded Base>, Medium Rework:
> Plasma was replaced by bfg and vice versa.
> Stealth sphere removed.
> Removed all unused tags from the map.
> Decreased the amount os linedefs used by the map, to avoid Segment overflow:
---> Removed the metal bars at flooded area close to polaric.
---> Simplified the room where red armor is.
---> Replaced the X pattern on ceiling where bfg is by something simpler.
---> Reworked the pillars at the middle of map where soulsphere is.
---> Reworked the staircase to green armor, reducing linedefs used in the area.
---> Removed any useless vertices of the map.
> increased the area close to plasma by 32p to North.
> Increased the outside area close to missile launcher to 64p south.
> Removed all boom actions.
> Softened all missing curves of the walls.
> Added extra lights to polaric area and the path between the outside and skag room.
> Removed a unreachable bonus armor.
> Removed all unused textures and offsets.
> Redone all textures offsets.

Dm26> Name change: Acidic Crypt
Dm29> Name change: Unusual Territory

DM31 <Desolated Fort>, New map.
- Old map was just REALLY BAD.
> New map based on my old X Duel pack.
> Good amount of space for Deathmatch.
> Using a limited amount of textures and flats this map focuses on layout at most.

DM32 <Chocolate>, New map.
- Old map was just REALLY BAD.
> This map is not great too but has a better layout.
> A small circle shaped map, good to duel.
2019-09-30 12:53:08 -03:00
Mike Swanson
3631cb028a lumps: new demo3_p1 for v0.12 2019-09-25 20:25:01 -07:00
Mike Swanson
b94ffbf299 lumps: document demos for what, who, and when
The information for who played in the FreeDM demos seems a bit lost,
but they should be replaced soon anyway.
2019-09-25 20:22:47 -07:00
Mike Swanson
55dc88bf5a playpal: make red more intense (again)
Two commits ago, I softened the effect the red palettes had to avoid
the last one being pure-red.  While I still think it should be a
little visible on the last one, it was maybe a bit too visible.  This
might be a balance between the two.
2019-09-19 15:21:27 -07:00
Mike Swanson
383854430b automatically generate a GIMP-compatible palette file
Either `make gimp-palette` or `make doom.gpl` will convert the playpal
lump into a file that can be imported into GIMP for paletted image
modes.
2019-09-19 15:17:52 -07:00
Mike Swanson
d9c68f376a playpal: slightly soften the red (pain) palettes
Instead of going full red on every entry in palette 9, let there still
be a tiny bit of visibility.
2019-09-18 20:58:44 -07:00
Mike Swanson
85549628fd textures: redefine A-BROWN4 so it doesn’t use BOSFA0
With WAD merging with certain Doom 2 mods (eg,
doom2/Ports/megawads/strg), using a sprite in this texture causes some
engines to crash on loading the game.  The mod makes up its new BOSF*
sprites but omits BOSFA0, which caused our game to crash when trying
to load Freedoom with Struggle.

This can break Plutonia mod compatibility a bit if they try to replace
this sprite too, but let’s hope that will not happen.
2019-09-08 00:39:55 -07:00
Mike Swanson
f778320662 textures: cleanup textures.cfg again, tabs keep sneaking in here 2019-09-08 00:07:47 -07:00
Mike Swanson
ffc974d3df textures: use "mkdir -p" when creating directories
would error out otherwise if the directories already existed (eg, a
non-clean build)
2019-09-07 23:56:44 -07:00
Mike Swanson
6eef9be73a use python3 only for building
Python 2 is very near end-of-life, and Python3-compatible changes to a
few scripts introduced compatibility problems with 2.7 again.  It went
unnoticed for me since my system symlinks "python" to "python3", but
it broke the build on systems where that symlink is still python2.  At
this point in time, I feel it is worth targetting modern Python and
forgetting about 2.7.
2019-09-06 14:43:50 -07:00
Steven Elliott
b2ca8cbfde Organize .gitignore
Organize .gitignore by moving all patterns into a top level sorted
.gitignore file. With this change both "git status" and
"git-ls-ignore-index" should return cleanly. The later checks if any
files in the index are ignored.
2019-09-05 07:09:47 -05:00
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
6b486b6332 rename python scripts to barenames where possible 2019-09-04 19:20:19 -07:00
Mike Swanson
eca25952ad make: use $(RM) for removing files
This is one of the built-in variables for Make and can increase
portability on different operating systems (eg, on Windows, the
built-in $(RM) may be defined as "del" instead of "rm -f").
2019-09-04 14:22:49 -07:00
Simon Howard
86a6d7300c Merge branch 'master' of github.com:freedoom/freedoom 2019-09-01 20:58:11 -04:00
Simon Howard
340faf1205 textures: Strip out now-unused #defines from cfg.
Now that we always include all textures in every IWAD, the configuration
is significantly simpler. The #defines we previously used to control
the conditional logic are now redundant.
2019-09-01 20:56:40 -04:00
Mike Swanson
53b4133b20 move source dehacked to dedicated subdirectory 2019-09-01 17:53:55 -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
2e7bde78db textures: include almost all textures in all IWADs
We have been operating since the beginning with the idea of only
including matching compatible textures for Phase 1 and 2 based on the
textures that appeared in Doom 1 and 2, including keeping some
exclusive to each game.

This is artifically limiting to map creators and there is no good
reason to keep it this way.  Fixes #588
2019-09-01 01:16:49 -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
Mike Swanson
d16dcb86f3 dehacked: use IDCLIP in Phase 1 for no-clipping mode
IDSPISPOPD is long and hard to remember.  Thanks to fraggle for the
suggestion.
2019-08-30 14:58:57 -07:00
Mike Swanson
4ccdc785d0 colormap: use a crispier grayscale algorithm
Instead of averaging the RGB values, use a formula that better
approximates how the human eye sees color.

Formula was taken from this page:
http://www.tannerhelland.com/3643/grayscale-image-algorithm-vb6/
2019-08-24 16:57:42 -07:00
Mike Swanson
6566845f05 patches: use a single patch for SKY4 instead of multiple
Some mods (eg, crusades.wad) try to use SKY4 to (re)define other
textures, which doesn’t work in vanilla Doom, and the normal E4 sky
ends up creating a medusa effect.

While it is sad to see our light source go, reducing the effectiveness
of Double Impact’s lighting effects built into some of the maps, we
should prefer mod compatibility with Ultimate Doom.

Resolves #589
2019-08-24 15:37:53 -07:00
Mike Swanson
8f4ab8401a dehacked: place commas inside quotation marks 2019-08-24 02:44:16 -07:00
Mike Swanson
85e00b3057 lumps: lowercase the not-proper-nouns of monsters and weapons
Except for SKAG which is an ancronym, the rest of these belong in
lowercase as they are not proper nouns.

Unlikely to actually have a visible impact in-game, but it is nice to
follow English convention in the source.
2019-08-23 22:30:07 -07:00
Mike Swanson
05d77c8958 Rename “Flame Bringer” to “Necromancer”
Resolves #578
2019-08-23 22:19:32 -07:00
Mike Swanson
cf3b8e7da3 lumps: swap Phase 1 DEMO1 and DEMO4, no more netgames in DEMO1
Vanilla Doom locks out the load game option while playing a netgame
demo, and we should not lock it out so soon after starting the game.

Resolves #579
2019-08-19 13:22:27 -07:00
MatthewTheGlutton
da318e3134 More intermission text adjustments (#572)
* More intermission text adjustments

I still hate that "...", but I'm starting to think the aggravation is not really that itself but the use of a direct quote for "you" the player for something they never actually said.

So looking at the E4 text again to see how it could be avoided, I noticed a bunch of other little weird things... the past tense on the first sentence clashing with the rest of the present tense; the "despite" doesn't really fit with the logical progression; and while I know exactly what "plump down" was intended to convey it seems a bit nonstandard. It's also missing punctuation at the end, in contrast with the other intermission texts.

Here's a somewhat significant rewrite to get around those issues.

I've also made smaller changes to C5 and C6 for similar reasons.

* Got rid of that column of "you"s.

* Spacing.
2019-07-09 05:30:51 -04:00
Colton G. Rushton
a6d59821c1 dehacked: Use three periods instead of a comma
Use three periods instead of a comma for the inner monologue, as this
helps make the text flow a bit better.
2019-07-08 11:54:32 -07:00
Mike Swanson
68b96b51c3 dehacked: close inner-monologue with comma instead of period
Thanks @MatthewTheGlutton for the suggestion
2019-06-28 14:12:38 -07:00
Colton G. Rushton
2e9e520916 dehacked: fix grammatical errors
Update the dehacked lump info to fix various punctuation,
capitalization, and grammar errors, as well as made the text flow a
little better throughout the game, making it seem more professional.
2019-06-27 11:36:50 -07:00
igdegoo
98ff01e26f capitalize strings (#563) 2019-05-24 22:01:09 -07:00
Simon Howard
bd2d59e14f
dehacked: Add tweak for minigun zombie.
The minigun zombie is also missing a full-brightness frame.
2018-09-13 23:48:34 -04:00
Simon Howard
98f9aaee63
dehacked: Turn on full brightness for a few frames
The firing frames for the zombie and assault tripod look weird if they're not 
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.

This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
2018-09-13 23:46:15 -04:00
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
Simon Howard
bf93839ed5 dmxgus: Improvements to similarity groups.
Split the piano and bass guitar groups into separate groups to give more
variation. Move several instruments around which don't fit, and move
several random percussion instruments into an enlargened "blank" group
since these percussion effects are not really similar to each other and
it's better to leave them out than play something that sounds wrong.
2018-05-05 22:41:14 -04:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
3ad60ff9c8 textures: add AQSUPP13
I cut this out from AQSUPP01
2017-12-14 03:56:35 +00:00
Kevin Caccamo
4bb84b07cc textures: add 8-row freetonia textures
These are 8-row versions of the Freedoom/Plutonia brick textures.
2017-12-14 03:56:35 +00:00
Kevin Caccamo
1ed5898ec7 textures: add some custom textures
flats: add FCGRATE1 and FCGRATE2
patches: add CEILVINE and CGRATE1
buildcfg: add new flats to build config
textures.cfg: add new textures to build config

FCGRATE1, FCGRATE2, and CGRATE1 are my own work.
t.v. gave permission to use CEILVINE in Freedoom:
https://www.doomworld.com/forum/topic/45052-tnt-support/?do=findComment&comment=765129
2017-12-14 03:56:35 +00:00
Kevin Caccamo
eddabd36df textures.cfg: fix AQTRIM05
AQTRIM05 was missing one row.
2017-12-13 23:10:57 +00:00
Mike Swanson
1b79661bd9 Merge branch 'patch-1' of gh:drbugbait/freedoom 2017-09-26 15:43:23 -07:00
drbugbait
21aa11ad3d Added ZDoom weapon tags
ZDoom weapon tags in hud options will now display the correct weapon names.
2017-09-16 16:51:21 -03:00
Kevin Caccamo
e905009e1e textures.cfg: Add/reorganize definitions
Add missing TNT texture definitions
Re-organize existing TNT/Plutonia definitions

Rename MC1 to P-DBRAN1
Rename MC20 to P-DBRAN4

Fix SLAD11
Add T-SLDRP3 (TNT SLADRIP3)
Add SW{1,2}TSTON (TNT SW{1,2}GSTON)
2017-09-15 23:32:06 -04:00
Simon Howard
54cab94257 textures: Don't include sprites in pnames list.
A useful vanilla-compatible trick is that it's possible to include
sprites as patches inside texture definitions. It turns out that
both Final Doom IWADs added textures which do this, and Freedoom
inherits this as a result. We shouldn't include these sprites in the
pnames.txt that gets generated for inclusion in wadinfo.txt, since
they're already defined in wadinfo.txt under [sprites] and won't
be found under patches/ anyway.

This should help as a step towards resolving #485.
2017-09-04 13:35:45 -04:00