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.
> 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.
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.
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'.
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.
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
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.
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.
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.
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.
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").
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.