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.
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.
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.
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.
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.
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/
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.
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.
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.
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.
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.
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.