Commit graph

332 commits

Author SHA1 Message Date
mc776
dbabcb00e6
lumps: add GLDEFS. (#1482) 2025-02-09 19:26:24 -03:00
SuperDave938
eb1c657822
Update buildcfg.txt (#1485)
fix column offsets
2025-02-09 16:52:10 -03:00
Rei
901b2e68b3
Sprites: SKAG projectiles (#1477)
I made these better sprites for the SKAG projectile. The ball is made from scratch, and the impact is modified from the current one.

Co-authored-by: Xindage <xindage@gmail.com>
2025-02-05 19:44:37 -03:00
Guilherme M. Miranda
77e428fc4c
add carousel icons to iwads 2025-01-30 13:21:38 -03:00
Georgy Samoilov
b85aa004f0 Improve descriptions, rename fdmmpinf to fdmzminf 2024-09-22 19:25:36 +05:00
Georgy Samoilov
4175908c07 Add GAMECONF, WADINFO, UMAPINFO 2024-09-20 21:43:31 +05:00
Just-an-anon
5a402b053e
Merge branch 'freedoom:master' into Cascade-fist 2024-05-06 18:34:12 +07:00
Just-an-anon
f5c55d0e7f
sprites: Updating the pistol sprites (#1357)
* sprites: Tweak the PISG sprites
* Tweaking the PISG offsets
* Properly palletted sprites
* Minor fix for PISGA0
Add lighting effects for firing animations alongside minor improvements.
Recenters the pistol offsets due to the newer sprite edits.
2024-05-05 17:59:38 -03:00
Classified-Morner
567eec09e0
Update buildcfg.txt 2024-03-08 16:05:15 +07:00
uni
5e460fde61
sprites: new ripsaw by Cascade. (#1321) 2024-02-03 11:20:30 -08:00
uhbooh
0d1148f8b6
textures: new brick patches (#1229)
Old green slime bricks preserved as SLIME13A and BRICK13A.

Map11 tweaked slightly to take advantage of both; also fixes the torch light effect in the octaminator zombie ambush and adds a big vent grate to that blank wall.
2024-02-01 22:53:09 -08:00
uni
910675551c
sprites: restore Korp's rising pistol offset effect. (#1275) 2024-01-13 18:23:40 -08:00
Mr795
587abeafd6
sounds: add jump and ouch sounds for Doom Legacy (#1260) 2024-01-07 08:57:27 -08:00
mc776
54e555bc89
sprites: make hatchling/octoball explosions snappier. (#1220)
Something that's bothered me for a while now: the hatchling dies, it slowly oozes blood and crumples, the fireball explosion sound plays in the middle of all that bleeding and crumpling, then it slow-motion explodes in total silence.

Part of this the problem with the way the lost soul death is hard-coded - 6 tics per frame is just way too long for any decently snappy explosion. At best we can have like 2 actual "exploding" frames and the rest is just the bits floating in midair slowly fading away.

This PR skips the bleeding frames entirely in favour of what looks like a failed attempt at getting in one last attack, then a quick explosion right on the A_Scream frame followed by a few frames of that ring of glowing gore bits fading into nothing.

A similar issue to the hatchling death animation exists with the octaminator projectile as well. The lines coming out of the current B frame still imply an explosion rather than a lingering cloud of debris.
2023-12-10 13:26:18 -08:00
mc776
f3312e202b
sprites: address #1210; fix tripod offsets. (#1212)
The sprite is now centered around the main body, rather than having it jump around all over the place while both walking and shooting.
2023-12-05 11:24:19 -08:00
uni
239f1aedc7
Unique tracks for FreeDM title, intermission, and text screen (#1219)
Finally resolve #10 after nearly 10 years...
The Jute MIDI used for the text screen here was never used.
2023-12-05 11:18:56 -08:00
mc776
68226097ad
sprites: adjust TLP2 lighting. (#1188)
The original attempt didn't make it into #1176 but it had issues anyway.
2023-11-20 09:47:10 -08:00
mc776
0511934659
sprites: adjust PISGA0 perspective. (#1199)
The recent two-handed sprite update raised the sprite further up the screen - which looks good, except the gun now looks like it's pointing somewhere above the center line of the screen.

This flattens the A frame out a bit. B is left as-is as it just ends up looking like recoil when you shoot.
2023-11-18 19:14:03 -08:00
Anonymoister
e5614b4e6b
Fist animations tweak and two handed pistol (#1193) 2023-11-13 18:58:29 -08:00
Kevin Caccamo
230964456c
sprites: new floor light by Cascade (#1177) 2023-11-08 07:30:52 -08:00
Kevin Caccamo
1d16aeabce
sprites: new tech lamps by Cascade (#1176) 2023-11-08 07:30:30 -08:00
Kevin Caccamo
4487eb0dee
sprites: new gore poles and alien eggs by Cascade (#1178) 2023-11-06 15:20:20 -08:00
mc776
e9bd489c2a
flats/patches/textures: add back old tentacles. (#1140)
They're good to have as an option.
2023-11-02 09:56:37 -07:00
mc776
e0a1742b95
sprites: less pointy minigun flash. (#1141)
I found the line a little distracting and tried doing this, and other people mentioned how they found this looked more punchy than the current (in a good way) so here it is.
2023-10-31 12:54:56 -07:00
mc776
86482d5a10
sprites: make worm and tripod flippable. (#1138)
There is no reason whatsoever for the worm to have 8 rotations separately defined on any of its animations.

The tripod unlike the cyberdemon (or large technospider) is fully symmetrical as well.

I'd suggest doing this for the zombieman since no one's going to notice anyway, but I'm not the one who had put the work into those additional rotations.
2023-10-30 09:28:37 -07:00
mc776
3eac4c26b2
graphics: use premade 68px M_PAUSE. (#1160)
Closes #1153.
2023-10-29 11:16:00 -07:00
mc776
59597375ef
sprites: touch up shotguns. (#1155)
PASG
- Palettization left some weirdly brightly saturated green pixels on highlights. Changed them to olive manually.
- Embiggened the arm slightly to better match the fist.
- Darkened the arm slightly on the A frame to better match the mugshot, etc..
- Made the flash a bit brighter in the inside and less spiky at the top, to minimize the impression of a single blotch of red.

DBSG
- Added more contrast to the hand and shells.
- Cleaned up some stray pixels on the right edge.
- Mad the flash shorter vertically and made the peaks a little inward following the path of the guns instead of shooting straight up from just in front of the muzzle.
2023-10-24 10:44:13 -07:00
mc776
fd6644e145
sprites: new health bonus. (#1131)
My edit of Magnolia's edit of Korp's original bottle sprite. I think this strikes the correct balance of sharing the same symbolism as the other non-Special health pickups while diegetically looking like something fundamentally different enough to justify the different behaviour.
2023-10-20 08:35:22 -07:00
mc776
8f82bb17de
sprites: reshade candelabra. (#1145)
The way the part of the sprite right under the flames was evenly lit made it feel like something other than a light source.

I tried making the top of the central column lit on either side but it didn't look right at all so it's a third flame now.
2023-10-09 09:29:47 -07:00
mc776
35c88143bd
graphics: new END*. (#1123)
The transparency's broken on the current one and it doesn't look good anyway.
2023-09-28 07:44:22 -07:00
mc776
fdcdbd0d27
sprites: add handgun sights and correct flash perspective; center minigun. (#1118)
Added a rear sight notch.

Made a bigger flash based on the minigun, scaled in proportion to how much space the (imputed) barrel of each weapon view takes up on the screen.

Adjusted the offsets so there isn't quite as much movement with the trigger pull - that weird whole-arm jerk was a mistake from id that we need not emulate, and reducing the movement helps bring out the way the slide actually moves back in the C frame.

Adjusted the shape of the hand so there wasn't that awkward sudden perfectly straight line down the thumb side.

Made the light fade out after each shot instead of just blinking.

Adjusted the minigun's offsets to better center it.
2023-09-23 15:01:36 -07:00
Simon Howard
ec583db5e7
Merge pull request #1107 from mc776/bigpuff
sprites: new puffs and bloods.
2023-09-17 11:02:11 -04:00
Simon Howard
ac34ce2f3e
Merge pull request #1115 from mc776/sphoffsets
sprites: increase sphere offsets.
2023-09-17 11:00:04 -04:00
mc776
54a062659d
sprites: increase sphere offsets.
A lot of visual details tend to get lost on them when you can't see them up close in vanilla (can't look down).

Also some maps targeting id actually use specific things about these offsets...
2023-09-10 08:34:31 -07:00
mc776
5bae60719c
Merge branch 'freedoom:master' into techpillar 2023-09-10 07:41:05 -07:00
mc776
91ec58e1cd
Merge branch 'freedoom:master' into bigpuff 2023-09-10 07:41:02 -07:00
Kevin Caccamo
1162ea0fca
sprites: new pistol by @KorpKat (#1114)
These were submitted on the Discord server
2023-09-10 07:39:42 -07:00
mc776
32f0b1bd7c
sprites: revert accidental puff/blud ofs changes. 2023-09-09 16:55:29 -07:00
mc776
f1c0ef30f3
sprites: new tech pillar and small tech lamp. 2023-09-09 16:54:01 -07:00
mc776
4ae40eb6cf
Merge branch 'freedoom:master' into bigpuff 2023-09-08 20:29:32 -07:00
mc776
e0266a4968
graphics: new Phase 1 ending sequences. (#1082)
> The massive brutes collapse onto the ground, falling apart bit by bit. The starport is yours.
Semi-iconic stylized shot of the tripods dying on either side of the lift, the plasma room blue thing opening as a gate, revealing... something...

> You kick the corpse in anger, and it feels good. You kick it again, and a remote falls out. You press the button, and the ground gives way to reveal a teleporter.
Pan from the visibly smoking technospider corpse amidst the scorches and bullet holes to reveal a new teleporter. Animation types out "TO BE CONTINUED..."

> The ship rumbles as she wakes up; you think of Earth as she lifts off.
A serpentipede shakes its fist at the Double Impact starry sky, now covered by the smoky star-capped column of the departing rocket.
2023-09-08 20:28:27 -07:00
mc776
efdd7de2ee
sprites: Shotgun redraws/recolours by Korp. (#1085)
PASG HUD sprites are Blastfrog's originals with significant modifications.

DBSG HUD sprites are Fredrik's originals with not *as* significant modifications but I believe the wires are new. (Did Rei do those?)

PASG pickup sprite is my edit of the current one. (Removed the stock because the guns give a lesser sense of recoil now, and the pump animation makes way more sense if you assume the gun is not shouldered; also I didn't feel like adding a stock to the DBSG pickup for consistency.)

DBSG pickup sprite is my edit of Z86's original.
2023-09-08 20:24:28 -07:00
mc776
663a053072
sprites: new blood to match the new puffs. 2023-09-06 23:47:56 -07:00
mc776
ddf23a8802
sprites: new puffs.
Originally by Korp, edited by me for size and balance.
2023-09-06 23:03:47 -07:00
mc776
c11acd6009
sprites: new fist. (#1046)
Used #1031 as a ref but otherwise entirely hand drawn.
2023-09-03 08:30:30 -07:00
mc776
4e94ffcc65
sprites: new backpack by Cascade. (#1086) 2023-09-02 09:08:43 -07:00
Simon Howard
d6c0c1b027
sprites: Improve the skull on the skull column (#1090)
The skull that was here before was kind of a joke from the early days of the project, when it was the only skull graphic we had and used it everywhere to ridiculous extremes. Here I've replaced it with a shrunk-down version of the M_SKULL graphic used on the main menu, with some minor tweaks (the skull looks sadder than the menu one).

The new sprite is two pixels taller than the old one.
2023-08-30 17:21:58 -07:00
mc776
a12ed30d5d
Merge pull request #1064 from mc776/evileye
sprites: new evil eye.
2023-08-13 10:20:04 -07:00
mc776
f94292ec50
sprites: slim down FSKUs. 2023-08-13 10:06:32 -07:00
mc776
40298c08f2
sprites: new skull rock.
Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
2023-08-11 22:21:09 -07:00