Commit graph

228 commits

Author SHA1 Message Date
elf-alchemist
959eb9da75
add source port text graphics (#1473) 2025-06-16 21:05:54 -03:00
M015
d678eb91c5
Clean up the HUD marine sprite. (#1465)
This cleans up some of the dithering from the original sprites and touched up some of the shading.
2025-06-16 19:25:00 -03:00
Simon Howard
c00445114f
Fix URL
Correcting a silly minor mistake I made in the PR I just merged.
2025-05-21 17:06:08 -04:00
Simon Howard
3ae4888aed Change URL to point to manual.html
I recently added this new page to the freedoom.github.io page, and it
includes download links for all three translations of the Freedoom
manual.
2025-05-21 16:38:36 -04:00
Simon Howard
095436dbcd Add missing comma
Thanks @elf-alchemist for the suggestion.
2025-05-21 16:37:35 -04:00
Simon Howard
575a401a39 Simplify the help screen
This fixes #1489, where the keys were being obscured by the menu skull
that is drawn on the help screen by vanilla Doom. Rather than just
shuffle around the contents of the help screen, I opted to simplify it
by removing a lot of the clutter.

The old help screen was created before the Freedoom manual was added, so
there's no need for us to include every in-game item. Instead, we can
delegate to the manual by including a link to it, and cut things back to
just a small selection of example items.
2025-05-21 01:30:43 -04:00
M015
4f85f1cec8
Updated M_DOOM. (#1471)
Updated the shading and reflection of the title logo.
2025-02-05 12:17:13 -03:00
Guilherme M. Miranda
77e428fc4c
add carousel icons to iwads 2025-01-30 13:21:38 -03:00
Fabian Greffrath
61a0917526
pass regular expressions as raw strings in Python scripts (#1450) 2024-10-29 18:44:53 -03:00
mc776
324071330e
graphics: update status bar ammo icons. (#1452)
* graphics: update status bar ammo icons.

addresses #1445.

* Delete sprites/stbar.png

* graphics: add updated stbar to correct folder.
2024-10-29 18:37:00 -03:00
mc776
57bf37ec77
graphics: use dehacked for skill+episode names. (#1286) 2024-01-29 07:50:28 -08:00
mc776
a48bbdd40a
documentation: update year. (#1255) 2024-01-06 08:53:40 -08:00
mc776
f10d008351
graphics: use smoking wreckage for BOSSBACK. (#1239)
Always thought it kinda weird why the victory end credits shows the final boss intact instead of successfully destroyed.
2023-12-17 08:44:28 -08:00
mc776
c3972c3ed1
graphics: recreate BOSSBACK with current textures. (#1231)
Closes #1158. Hopefully for good this time.
2023-12-14 18:04:54 -08:00
Mr795
fb513489ec
New FreeDM titlepic (#1224) 2023-12-10 13:25:33 -08:00
mc776
cb4b5d97b1
graphics: add website to help screen. (#1196)
Also added a reminder to hit Escape to get out of the help screen when I kept pressing F10 while testing.
2023-11-19 09:24:33 -08:00
mc776
3eac4c26b2
graphics: use premade 68px M_PAUSE. (#1160)
Closes #1153.
2023-10-29 11:16:00 -07:00
mc776
0c9588bd52
graphics: tidy up help screen. (#1148) 2023-10-27 12:26:44 -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
3f897a6af4
graphics: make yellow keys (mostly) yellow.
Closes #1103.
2023-09-09 14:13:47 -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
Simon Howard
ebae50aa97
graphics: Improve the CD-ROM graphic (#1089)
The original graphic was derived from a scan of a CD-ROM that I scaled down, aeons ago at the start of the project, and it isn't very good. I decided to try my hand at some pixel art and make a new one. I think the end result isn't too bad.
2023-08-30 17:20:24 -07:00
mc776
a7c71011f3
graphics: make status bar cell ammo icon blue. (#1058) 2023-08-08 07:58:17 -03:00
Steven Elliott
57246cae8f
png: Map color 255 to color 133 (#1003)
Since color index 255 is a special transparent color in some game
engines color 255 has been mapped to similar color 133 using make
target 'fix-legacy-transparency-pngs'. The images have also been
normalized with make target 'fix-deutex-pngs'.
2023-07-16 23:14:24 -07:00
Steven Elliott
d64ddc6ea9
create_caption: Python PIL 10.0.0 support (#1027)
To support Python PIL 10.0.0 this change uses newer API textbbox() when
available, and older API textsize() when not.
2023-07-16 11:52:04 -07:00
mc776
710a10ffb3
graphics: add sbar combo key+skull icons. (#951)
addresses #759.

Won't appear in prboom-plus unless you load the iwad as a pwad, but works in gzdoom just fine.
2023-04-30 07:34:42 -03:00
AerialB
542240be20
Update copyright to 2023 2023-01-14 22:22:41 -05:00
Steven Elliott
2f78eb3e17
Update copyright year to 2022 (#825) 2022-11-28 19:39:23 -08:00
Simon Howard
3e8b0bdae3 Change skull key colorblind patterns to match keycards.
The idea here is that the horns on the skulls indicate the same shapes
as those used for the keycards:

* Blue: X shape
* Red: Horizontal (horns point horizontally atop head)
* Yellow: Vertical

In order to do this I color-swapped and exchanged the graphics for the
red and blue skull keys. This commit updates the skull key sprites,
status bar key icons and the skull key wall textures. As well as as the
color swap, I've also tweaked the skulls to increase emphasis on the
horn directions.
2022-08-13 15:37:19 -04:00
Mike Swanson
060aa0492d Update copyright year to 2021 2021-08-22 10:46:52 -07:00
/dev/urandom
4dfb81c1fe made the lines on keys black-and-white for contrast 2021-08-17 13:07:52 +03:00
/dev/urandom
08b6423b4f colorblind-friendly keys, door indicators and HUD icons 2021-08-17 10:46:24 +03:00
Mike Swanson
82b14b3b55 levels: Change “chapter” terminology to “episode”
A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed.  The community and the engine both heavily
bias toward “episode” and indeed most other games do.

Closes: #682
2020-07-15 14:02:57 -07:00
Fabian Greffrath
637d2a0b9e add menu graphics for Crispy Doom's "Crispness" menu 2020-04-17 13:02:37 +02:00
Mike Swanson
9a203847fa textgen: remove commented out code 2020-02-02 12:59:59 -08:00
Mike Swanson
e7ad8ea2e6 Merge remote-tracking branch 'origin/kerning-tweaks' 2020-02-02 12:57:23 -08:00
Mike Swanson
6130ddc825 Bump copyright to current year 2020-02-02 12:47:01 -08:00
Simon Howard
1def5d494c textgen: Fix code to generate kerning test file.
This is very useful when testing changes to the kerning table and
got broken at some point by other changes.
2019-11-24 03:36:06 +00:00
Simon Howard
487bf53d85 textgen: More minor kerning tweaks.
These few stood out while reviewing the level titles again.
2019-11-24 03:27:50 +00:00
Simon Howard
0ffb1582b6 textgen: More kerning rules for lower-case letters.
I did this by starting from some of the upper-case rules, copying them
to generate lower-case versions and then iterating to see what looked
good.
2019-11-24 03:01:28 +00:00
Simon Howard
24f73c9d1a textgen: Tweak kerning to add more lower-case rules.
Resolve TODO as part of this. This improves some of the intermission
screen level title graphics.
2019-11-24 01:52:22 +00:00
Mike Swanson
a3fadb205b graphics: copy stcfn124 to stcfn121
Despite using ASCII for the other definitions, Doom used 121 (“y”) for
the pipe character (“|”) instead.  This repairs a crash on SMMU’s
startup process when it looks for this graphic.
2019-10-02 12:42:16 -07:00
Mike Swanson
0721f46440 graphics/text/README: remove mention of imagemagick
Hasn't actually been used for a long time.
2019-09-17 17:27:07 -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
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