Commit graph

332 commits

Author SHA1 Message Date
Adrian Cabrera
738ae8e502 sprites: easier to see shotgun ammo 2015-08-03 09:37:51 -07:00
Eric Ou
c48c5b9f04 sprites: new cube spawner 2015-08-03 09:32:55 -07:00
Maz Hades
1396948480 sprites: new keen sprites 2015-08-03 09:20:29 -07:00
Adrian Cabrera
3165c4a485 suita0: new version that doesn't appear sunk into the ground 2015-07-23 18:14:31 -07:00
Mike Swanson
2dc3ec7cc0 buildcfg: sink SUITA0 a bit so it doesn't appear floating as much 2015-07-23 16:25:27 -07:00
Mike Swanson
af83659115 sprites: make all the powerup spheres the same size and offset
Fixes #134
2015-07-23 16:19:09 -07:00
Mike Swanson
e6f200ced0 sprites: fix the col5[ab]0 offset for vanilla
For some reason this seemed to work properly in prboom-plus
2015-07-22 14:38:21 -07:00
Adrian Cabrera
e86cd6a233 sprites: new torch holders 2015-07-22 13:50:21 -07:00
Adrian Cabrera
8ca61c4aad sprites: new health and armor 2015-07-22 13:36:18 -07:00
Adrian Cabrera
82f22f0867 sprites: new night vision goggles 2015-07-22 13:21:30 -07:00
Adrian Cabrera
0a04bae3bd sprites: new flame columns 2015-07-22 13:15:03 -07:00
Adrian Cabrera
5b716f8376 sprites: new orb monster 2015-07-20 13:53:38 -07:00
Sodaholic
527069c523 sprites: new shotgun and shell pickup sprites 2015-07-08 13:06:23 -07:00
Sodaholic
75243c7a4b sprites: add new minigun 2015-07-08 12:45:56 -07:00
Sodaholic
fd51990504 sprites: add new shotgun 2015-07-08 12:39:11 -07:00
Mike Swanson
9b84cdebf0 Another year, another copyright date bump :) 2015-04-29 14:53:21 -07:00
jewellds
fed09f5f48 sprites: Fixed hanging corpse and candle offsets 2015-03-04 16:19:20 +00:00
jewellds
8b0b45dac6 Sprites: Improved shading on TLMP and TLP2 2015-02-26 17:10:03 +00:00
Adrian Cabrera
02704659fc sprites: edit the shotgunner corpse to be a bit sorter 2014-10-14 00:44:48 -07:00
Mike Swanson
57e50fc530 sprites: fix the foot soldier's gibbed offset
These sprites reuse the shotgun zombie ones, which was recently
modified.  Needed to change this to match.
2014-10-13 22:08:44 -07:00
Mike Swanson
e8a434dc19 levels: rename e*.wad to c*.wad in Phase 1
We're calling these chapters now instead of episodes, let's reflect
that.  Sorry if anyone gets confused at first :P
2014-10-13 21:59:57 -07:00
Mike Swanson
94f9e2078f sprites: add raymoohawk's new shotgun zombie 2014-10-13 21:25:49 -07:00
Simon Howard
6abaae20dd lumps: Add MAPINFO for FreeDM.
In ZDoom-based ports, this removes the text intermission screens
that are intended to show story text (which is redundant for FreeDM).
It also makes the game loop back to MAP01 after MAP30 so that you can
keep playing endlessly.

Unfortunately this doesn't work in Odamex or ZDaemon, but it has been
tested in ZDoom and Zandronum. Odamex and ZDaemon are based on an
older version of ZDoom that does not support the newer MAPINFO
syntax, only an older, Hexen-style syntax. This old syntax does not
appear to be sufficient to accomplish what is desired here - at least,
not without potentially breaking things like Dehacked patches that
change the level name.

This fixes #111.
2014-10-11 16:00:35 +00:00
Mike Swanson
ac90c128b9 lumps: Rename demo files to reflect Phase 1/2 naming scheme 2014-10-10 22:57:58 -07:00
Simon Howard
fd62a13393 levels: Remove DM33, DM34.
As per discussion on #112, we seem to have reached a consensus that
FreeDM should (for the time being) only have 32 levels. So remove
DM33 and DM34 which were recently added.

In the future we can maybe revisit this decision, but for now we
want to concentrate on having 32 levels of the highest quality. Extra
levels means more maintenance burden.

This fixes #112, #108, #107.
2014-10-06 00:44:15 -04:00
Simon Howard
2acf957ac5 sprites: Adjust offsets for zombie death frames.
Adjust the sprite offsets to match the dimensions of the new zombie
sprites. These were not updated when the new zombie sprites were
added, and I noticed that the death animation looked weird as a
result.
2014-10-03 04:48:43 +00:00
Simon Howard
750feed4ea graphics: Add new logo for FreeDM.
CaptainW kindly contributed a new logo for FreeDM in this thread:
http://www.doomworld.com/vb/freedoom/66962-freedm-needs-a-logo/

This uses the new logo for the title screen, menu header (M_DOOM) and
the large banner texture used in the FreeDM levels.

This fixes #12.
2014-10-03 04:02:52 +00:00
Mikael Haladyn
7b784e2835 levels, musics: add submission for DM34 2014-09-29 19:42:51 -07:00
Mikael Haladyn
567f188150 levels, musics: add submission for DM33 2014-09-29 19:41:38 -07:00
Simon Howard
f6f5ee8836 sprites: Tweak horizontal offsets for zombie.
Vanilla Doom doesn't flip X offsets properly when mirroring sprites,
so adjust mirrored sprites so that the monster is centered within
each frame and mirrors correctly.

These are small tweaks and I've only done frames A-D so far.
2014-09-27 21:28:45 -04:00
Simon Howard
45d013f186 sprites: New zombie sprites from raymoohawk.
These new zombie sprites are based on the old ones by Saint of Killers,
but have been changed so extensively that they look almost completely
new.

Some discussion of these changes can be found in this thread:
http://www.doomworld.com/vb/freedoom/70095-raymoohawks-sprite-edits/
2014-09-27 20:56:10 -04:00
Adrian Cabrera
5210aedb76 sprites: Tweak Urric's boss demon sprites.
These edits by raymoohawk greatly improve the boss demon sprites
previously contributed by Urric and used in the Cyberdemon slot.

Some discussion of these changes can be found in this thread:
http://www.doomworld.com/vb/freedoom/70095-raymoohawks-sprite-edits/
2014-09-27 20:44:06 -04:00
Simon Howard
e06b81ac9f graphics: Add HELP2 lump.
HELP2 is the screen shown when playing shareware Doom, after
completing the first episode (gives you information on how to buy
the registered version, etc.).  For some reason, ZDoom seems to
expect this lump after completing episode 1, even though
freedoom1.wad isn't a shareware IWAD in any sense. Include HELP2
as a copy of the CREDIT screen; even though it's redundant it
doesn't do any harm.
2014-09-22 00:41:54 +00:00
Mike Swanson
dfe26e5607 Update copyright strings 2014-09-18 11:51:03 -07:00
Simon Howard
f5b6163325 sprites: Adjust offset for fist sprites.
Freedoom's fist punches from the right side of the screen; however,
some source ports can run in widescreen modes that can cause the
punch animation frames to be cut off at the right side of the screen.
Move all fist sprites 50 pixels to the right so that this doesn't
happen.

I tested this in ZDoom running in a 16:9 screen aspect ratio and I
was unable to cause any noticeable cutoff, even when walking around
(weapon bobbing means that additional margin is needed). Because of
this change, the place where the fist "lands" is now offset to the
right, possibly slightly too much, but not so much that I think
it's a huge problem.

This fixes #95.
2014-08-31 06:52:48 +00:00
Simon Howard
9009d1dc4d graphics: Adjust X offset for menu graphics.
There was too much space in the options menu between the Messages:
and Graphic Detail: graphics and their associated status labels.
Fix this.
2014-07-12 23:01:36 +00:00
Brett Harrell
07a1a5d71f lumps: Add DBIGFONT matching Mechadon's new font.
This DBIGFONT lump contains the same graphics as the font characters
used to render the menu text graphics. This should give some consistency
in ZDoom-based source ports which use it.
2014-06-28 17:30:57 +00:00
Brett Harrell
646434a039 graphics: Add new status bar numbers.
These status bar numbers match the new font used for the menu and
heads-up messages. More information is found in the forum thread:

http://www.doomworld.com/vb/freedoom/69080-new-font-candidate/
2014-06-25 02:33:13 +00:00
Brett Harrell
93a192b07c Add new small (HUD) font.
This is the small version of the font by Mechadon named "Denex";
more information can be found in this thread:

http://www.doomworld.com/vb/freedoom/69080-new-font-candidate/
2014-06-23 00:07:45 +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
e476529620 endoom: Add custom ENDOOM screen for FreeDM.
This is of my own making, based on Saint of Killers' PLAYF2F8 sprite,
with editing to convert it to fit in an 80x25 text screen.
2014-02-13 05:59:43 +00:00
Simon Howard
e38f120768 demos: Add stopgap demos for FreeDM.
These are a few very short demos recorded on FreeDM maps that do not
currently have any open bugs. This does not fix #15 but at least the
game won't crash in Vanilla for the time being, until we record some
proper deathmatch demos.
2014-02-13 01:59:58 +00:00
Protox
6d08af9b17 levels: Add DM34, DM35 from Protox.
This completes all possible Vanilla levels and starts to enter the
extended range.
2014-02-13 00:35:59 +00:00
Simon Howard
eb7d4fb280 textgen: Reduce height of lowercase graphics.
If a text string contains all lower-case characters, then generate
it at a reduced height. This is necessary for certain graphics, like
the WIF graphic ("FINISHED") on the intermission screen, otherwise
it ends up in the wrong location (#49).

Adjust the offsets for some graphics in the build config to
compensate, and fix up the vertical offsets for WICOLON/WIMINUS while
we're at it.
2014-02-05 03:41:23 +00:00
Simon Howard
9969ca295d music: Rename phase 2 music links.
Doom 2 music lumps have random names and I can never remember them.
It's useful to be able to browse the musics/ directory and know
which track goes which which level. Rename links to the consistent
format d_mapxy.mus and do the naming translation inside the config
file.
2014-02-04 03:11:54 +00:00
Simon Howard
df60f00c39 levels: Add UDMX levels maps for FreeDM.
deathz0r posted these on Doomworld a long time ago (2006) but they
were never picked up. Add them now as DM26, 29 and 30, and move the
current unfinished DM29 to DM33.
2014-02-04 02:36:07 +00:00
Simon Howard
693394f2f1 build: Fix M_STATUS text image.
The lump name in the config file was typoed as M_STATU, which was
incorrect.
2014-01-22 05:10:13 +00:00
Simon Howard
46568382e9 build: Include sprites in freedoom1.wad for compatibility.
The following unused sprites appeared in doom.wad: APBX, APLS, BOSF,
MANF. These are Doom 2 sprites. Although unused, they can be (and are)
used in mods. Include these in freedoom1.wad for compatibility.
This fixes #36.
2014-01-17 04:57:29 +00:00
Simon Howard
71b30afa92 textures: Only include patches needed by textures.
Now that #1 is fixed, we can be certain that all patches needed for
compatibility are definitely being included in the PNAMES lists. It
therefore isn't necessary to include every patch in the patches/
directory in every WAD.

Extend the build-textures script to generate a text file containing
the list of PNAMES, and include this from the main config file. That
way, each IWAD only gets the patches it explicitly needs.
2014-01-17 03:59:52 +00:00