See discussion in #1049.
If RW33_5 really is extraneous we can still get rid of it; otherwise it is now METAL9.
I've also taken the liberty of moving one of my recent textures.cfg additions to their proper place in the "Custom textures using resources of freedoom" section.
* textures: add GRAYRED and GRAYWIDE.
Also address #48 with respect to GRAYRED.
* textures: add AQPIPE06-7 and BROWN4.
The latter is called "BIGDOR6A" as the alternative BIGDOOR6.
* New Gray/ick wall by korp.
AS well new ones using stock patches.
* textures: add changes after April 2023.
---------
Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
Some maps probably still have some COMPUTE4 textures that use the rightmost column of screens to the left of the leftmost column, which the recent expansion to 256 pixels would have broken. This adds two brand new screens to fill up the space, using colour schemes similar to the spectral graph and blue nebula.
I would like to add these to PLANET1 as well but there are probably maps that accidentally use the previously existing blank space to the right that would be broken by such an addition. If it is known for sure that I am wrong about this, let me know and I will add those as well.
- make weird twitchy alien pod thing implied to be consumed by guy stranded on alien world.
- expected: players infer this is some alien critter that has no direct terrestrial taxonomic parallel.
- actual: incessant complaints that the plant has no roots.
Maybe it was a mistake to shy away from more explicit language in the pickup messages.
Did a bunch of other pickup messages to match.
I'm open to suggestions or corrections. I will consider editing the sprite if someone really can't get over "polyp" with no tentacles.
* levels: new e2m1.
Starting area by Xindage, cave area and monsters/items by me.
* levels: add secret minigun to new E1M2.
* levels: fix e2m1 fan texture.
Just noticed that mixup in nful2's screenshot.
Not sure how that got changed.
* levels: split E2M1 air/water screens.
Ideally we'd have two more TSCRN1 graphics to fill out COMPUTE4 (and maybe PLANETS?) but let's get it looking right with what we have now.
* Update CREDITS
This is ConSiGno's OPL instrument patch table, found here:
<https://github.com/sneakernets/DMXOPL>
This is the result of many years' development and probably the
highest quality Doom OPL instrument set that's ever been developed. I've
obtained permission from ConSiGno to submit it to Freedoom, with the
following small omissions from the upstream version:
* Instrument 107 (Shamisen)
* Percussion 36 (Bass Drum 1)
* Percussion 69 (Cabasa)
* Percussion 76 (Hi Wood Block)
* Percussion 77 (Low Wood Block)
In doing due diligence I found that the patch data for these instruments
matched the patch data from Doom's GENMIDI table. Just to be
meticulously safe we'll keep the old versions of these (nothing, in the
case of the Cabasa). Other than these, every other instrument has been
replaced with a new patch.
Pretty much every Sound Blaster-compatible card used an OPL3 chip
(everything since the Sound Blaster 2 in October 1991) so it seems
reasonable to add this as a requirement. Because of the way that the new
waveforms are arranged in OPL3, it's a pretty graceful degradation if
they're used on an OPL2 anyway (see datasheet, page 14).
This adds dumping for the tune= field that was just added in commit
276118107, but also:
* Instrument name gets put in a comment at the end of line - like the
current configuration in config.py.
* Instrument calls get split across two lines when there are many
parameters, to try to keep to 80 columns.
* off1= and off2= parameters now get outputted as +x or -x rather than
just x or -x.
The fine tuning field was previously being hard-coded to the value of
128 with no option to change it. DMXGUS in particular makes use of this
field to tune individual instruments, so let's add proper support for
it.
* sprites: polaric upgrade; sprite offset fix.
The current pickup sprite looks pretty much exactly like what one might expect from drawing fanart of the id plasma rifle from memory. I've changed what I could while still remaining consistent with (and hopefully becoming more consistent with) the HUD sprite.
Since the gun shoots straight forwards I've also made the flash symmetrical - along with the projectile itself (but not *too* symmetrical). This does help address #932 a bit, but if anyone's got a better design I'm all eyes.
The blue flare along the top "spine" of the gun looked a bit janky on the left so I've smoothed it out a bit. The blue also lingers a bit in the B frame.
With all the ongoing news a lot of FPS player types will be following about artillery logistics in the IRL war, the use of "cannon" referring to this short handheld PDW is aging even more poorly than Doom's "clip". The best word I can think of as a substitute happens to result in an acronym I think we might as well lean into.
I've also adjusted some other projectile sprite offsets - my last attempt at fixing them actually placed the sprites a little too high.
* sprites: smooth out some jank left by paletting.
* sprites: do polaric flash as well.
* levels: E1M9 adjustments.
Central room monster closet doors are no longer upper unpegged.
Changed central room stairs to use a different texture because STEP4 was tutti-fruttiing again.
Added some aesthetic improvements: the subject matter of the recycling.
Replaced the lift with stairs leading to the rocket launcher to avoid the pinkie jump block.
Tried to use the same door texture for all doors that are only remotely opened.
Used a more see-through barrier for the corner guys in the middle room, after an incident where I spent way too long and eventually resorted to IDDT to find a single zombieman - interesting challenge but probably inappropriate given the way the rest of this map works.
Fixed a bunch of miscellaneous texture issues.
* levels: move Armory name+mus to E1M5; rename E1M9.
The spooky sountrack simply does not work for a shoot-'em-up level like that.
It works better for E1M9 now that there's actually something ominous implicitly lurking in there.
* dehacked: rename E1M9 and E1M5.
* dehacked: update E1M9/5 par times.
* delete misplaced dehacked.txt
The messages hadn't been checked for length. Fortunately caught relatively early because the only string that shows up in vanilla (and thus would cause a crash) is also one of the longest ones.
I've also amended two things in the text itself:
1. big burly violent guy who's all about freedom and blaming scientists for things is...... not something that's aged well. And when a corporation is involved you know it's the investors pushing for the bad thing and not the actual researchers on the ground.
2. that other quit message literally reads like you're goading someone into suicide IRL, in the current environment where everybody's depressed and a lot of us have lost important people to plague or war or medical neglect or workplace accidents or violent bigotry or any combination thereof. I've taken the liberty to rephrase it so the emphasis is on what I think was intended.
Threw in a replacement for "exit to DOS" as well.
C3 restructured and C5 rewritten by @shinobody with edits by me, C6 loosely based on @shinobody's rewrite that had interpreted the map as a barracks instead.
"deep into its territory" deserves to be its own line, especially to help emphasize the line I'm making these changes to include.
I also keep wanting to say "armies", plural, for some reason. Which at least works to explain all the infighting...
Someone just quoted the "no human has ever survived here" unprompted on Discord. If it's that memorable let's keep it.
"Man" for this in the two thousand twenty third year of the common era was still a bit cringe though.
Reposting #868 because that was way too many commits.
The current ones have lots of sentence fragments that are somehow austere in tone while still having lots of unnecessary words - a combination that doesn't exactly flow too well. This is an attempt to rewrite a lot of them while trying to keep all the critical elements of each.
A lot of the "it doesn't matter, who cares" / "oh. a trap. AGAIN." talk also felt like it would pull the reader out of the game, however in-character it was clearly intended. (I understand it's inspired by "where's your fat reward and ticket home" from Doom E1 but if you look at all the other id intermission texts things are much more triumphant and hopeful in tone - D2's "There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it?" is more bravado than despair.)
Replaced some things that create expectations of specific things to be found in the very next map but aren't there - the Map06-7 lift (you start on a teleporter pad), the Map11-12 platform bolts (you start just inside the door), the "massive doors" of the Military Labs (you start on the end teleporter immediately after E1M8), etc..
"Dissipitates" isn't exactly release-quality standard diction.
Some lines were rearranged so that natural sentence and phrase breaks coincide with line breaks - everything has been tested on Chocolate, it seems we do have more room to work with than the previous writers seem to have thought. (If someone out there *specifically intended* to make sure the sentences spill over into the next line in the absence of a paragraph break I'm willing to listen to reasoned argument about it.)
I have, of course, left the iconic final three lines of Phase Two untouched.
You're not really infiltrating anything with this powerup (GZDoom weirdness notwithstanding); meanwhile, it's generally assumed in the story that the monsters will have some idea that you're around somewhere and they should be shooting in your general inferred direction. Most of them can probably locate you by sound or even smell or possibly even psychically, but they won't have the precision of being able to see you.
There's no real need to qualify the invisibility in this context, and given the options available under the letter I the need for this specfic word is practically a functional requirement.
Makes the verbs consistent, gets rid of all references to spheres, gives terms to all powerups that line up with their corresponding IDBEHOLD cheats*, and hopefully reduces the bathos of the health-adding spheres a bit.
Also makes the nightmare skill level warning a little more accurate and explicit, instead of sounding like it's just the standard advanced user mode.
*It turns out the options on the idbehold cheat message also need to be abbreviated as the current one is cut off, so we can't really do the "letter = " stuff.
Addresses #904. Defines the SUPPORT2 texture as though the SUPPORT2 patch were always 64 pixels tall.
A few pixels on the patch itself have been adjusted to get rid of a slightly visible seam, but the full patch height of 72 is unchanged.
A lot of IRL chainlink fences aren't nearly as tall as the full-height 128-unit texture we have now. An extra fence texture can be useful when creating more realistic environments.
* sprites: new armour pickups.
At this point they're not really just "vests" anymore so I've changed the pickup message as well.
* sprites: darken armor pickup shadows.
The darkest bits were far too light, making the sprites look floaty and billboardy compared to typical (Free)Doom assets.