Commit graph

307 commits

Author SHA1 Message Date
Simon Howard
2675b7e42e dehacked: Split long string replacements.
BEX allows long string replacements to be continued onto multiple
lines by appending a \ to the end of the line to indicate that the
string continues on the next line. Make use of this syntax to split
some of the really long string replacements and make the DEHACKED
lumps more readable.
2014-09-13 02:33:29 -04:00
Simon Howard
9fff3214cd dehacked: Add copyright notice to lumps.
Include the Freedoom copyright notice in the DEHACKED lumps used
for Freedoom and FreeDM.
2014-09-13 02:04:03 -04:00
Simon Howard
b35008f745 Merge branch 'master' of github.com:freedoom/freedoom 2014-09-13 02:02:10 -04:00
Simon Howard
88eace7c5d dehacked: Add magic comment for Chocolate Doom.
Chocolate Doom now has BEX [STRINGS] section support, but it must
be enabled using a magic comment inside the file. Add this comment
to the Freedoom DEHACKED lumps.
2014-09-13 02:01:03 -04:00
RjY
f8a43bb594 levels: Z0k's map15a is map12, move latter to map24
See http://www.doomworld.com/vb/post/1303910
2014-09-09 07:57:22 +01:00
Simon Howard
d102be8d9e patches: Add plain color textures.
These are new textures that just contain flat plain colors.
2014-09-06 22:09:08 -04:00
Simon Howard
714ba8c80d levels: The great FreeDM level reordering.
This commit applies a new ordering for FreeDM's levels, designed by Protox
and preserving the existing names and music used for the levels.
This Doomworld thread has some more information:
http://www.doomworld.com/vb/freedoom/69435-proposed-map-lineup-for-freedm/

Five of the existing levels were moved as they were judged not to meet
quality standards.

Summary of changes:

DM01 - Renamed to DM01
DM02 - Removed
DM03 - Renamed to DM15
DM04 - Renamed to DM08
DM05 - Renamed to DM27
DM06 - Renamed to DM18
DM07 - Renamed to DM07
DM08 - Renamed to DM10
DM09 - Renamed to DM28
DM10 - Renamed to DM13
DM11 - Removed
DM12 - Renamed to DM14
DM13 - Renamed to DM02
DM14 - Renamed to DM21
DM15 - Renamed to DM29
DM16 - Renamed to DM22
DM17 - Renamed to DM24
DM18 - Renamed to DM03
DM19 - Removed
DM20 - Removed
DM21 - Renamed to DM06
DM22 - Renamed to DM25
DM23 - Renamed to DM12
DM24 - Renamed to DM11
DM25 - Renamed to DM09
DM26 - Removed
DM27 - Renamed to DM17
DM28 - Renamed to DM23
DM29 - Renamed to DM04
DM30 - Renamed to DM30
DM31 - Renamed to DM16
DM32 - Renamed to DM26
DM33 - Renamed to DM05
DM34 - Renamed to DM31
DM35 - Renamed to DM32
2014-08-24 22:42:37 +00:00
Simon Howard
dba8b84744 genmidi: Improve music for GOTHICDM MAP06.
This music sounded really horrible with Freedoom's GENMIDI lump, which
was a shame because this is a really beautiful level. So adjust a
couple of the more prominent instruments used for this music track:

 * Instrument 104 (Sci-fi):
   This instrument was using a frequency multiplier that put it 2
   octaves and a 5th above, making it (intentionally, because it's
   a "sci-fi" effect?) discordant. Rework this so that it isn't
   discordant any more.
 * Instrument 51 (SynthStrings #1):
   This had a slow attack phase which had the effect of offsetting
   the notes slightly, so that they seemed out of sync. Adjust this
   and also increase the feedback so that the instrument sounds more
   "stringy" (?)
2014-08-02 15:28:02 -04:00
Simon Howard
80b212d1b1 genmidi: Fix GENMIDI waveform warnings.
Some of the instruments were using OPL3 waveforms, but GENMIDI is
for OPL2 chips and these are not necessarily supported. Adjust the
instrument settings to only use the original four OPL2 waveforms,
while trying to maintain something resembling the same sound.
2014-08-01 23:31:49 -04:00
Simon Howard
513fcd81f9 dehacked: Add more level names for FreeDM.
Name a few more of FreeDM's levels. These come from joe-ilya.
2014-06-30 02:00:23 +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
Simon Howard
a4a76bfbb3 dehacked: Fix wrong character for comment.
Dehacked comments start with #, not ;. This was causing some error
messages on startup when running in Zandronum (thanks Protox).
2014-02-22 03:41:18 +00:00
Simon Howard
6397ecb199 dehacked: Add startup message.
Boom added the ability to show up to 5 text strings on startup. Use
this to show some Freedoom licensing blurb and link to the website.
2014-02-22 02:29:22 +00:00
Simon Howard
8c0c4f0709 dehacked: Change SKAG 1337 obituary messages.
At Protox's suggestion, change the SKAG obituary messages. These
now look like: "fraggle had his ass kicked by Protox's SKAG!"
2014-02-22 02:14:38 +00:00
Simon Howard
e204bdba7e dehacked: Add ZDoom obituaries.
When playing in ZDoom-based ports, a message is shown when the player
dies which depends on the monster that killed them or (in deathmatch)
the weapon they were killed with. Because ZDoom uses obituaries that
mention the Doom weapons and monsters, override so that Freedoom is
internally consistent when playing using these ports.
2014-02-22 01:54:40 +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
Simon Howard
6469238566 dehacked: Change intermission/story text.
Use new "Phase 2" name and just refer to "episode n" rather than
"Freedoom episode n". Don't refer to "the elite guard" as we don't
have a story or know who they are, and give MAP07/MAP12 names based
on the text. Rewrite C6TEXT entirely to match the current MAP31/MAP32.
2014-02-09 22:01:23 +00:00
Simon Howard
ee03fb7b62 dehacked: Change Freedoom monster names.
Some of these names do not match the sprites that we currently have
in the IWADs. Change to be more fitting names. Remove "hell" or
"undead" references as it's not clear that Freedoom's story has a
hell theme, and use "minigun" instead of "mini-gun".
2014-02-09 20:59:49 +00:00
Simon Howard
b5d0a04088 Use print() for Python 3 compatibility.
This doesn't get everything working in Python 3 yet but it's a
start.
2014-02-04 02:12:50 +00:00
Simon Howard
472ec7e7e5 colormap: Fix generated COLORMAP size.
In this old Doomworld thread, shadow1013 pointed out that some tools,
such as SLADE, do not recognize COLORMAP lumps unless they are
exactly the right size:
http://www.doomworld.com/vb/freedoom/58317-colormap-generation-bug/
2014-02-04 01:41:54 +00:00
Simon Howard
acdf59e1f0 dmxgus: Tweak similarity groups for main instruments.
The main instrument groupings were already pretty good but there
was some room for improvement. The generated configuration sounds
pretty good now, even when using the 256KB config.
2014-01-31 05:40:13 +00:00
Simon Howard
75cedb7193 dmxgus: Add comparison MID generator script.
This script generates a MIDI file that plays all of the comparison
groups from config.py. This allows instruments to be compared, so
that similar-sounding instruments can be grouped together.
2014-01-31 05:38:44 +00:00
Simon Howard
c2394e86f2 dmxgus: Add 'do not edit' message.
As the DMXGUS lump is autogenerated, add an explicit instruction not
to edit the lump, as someone might do so, naively seeking to improve
it.
2014-01-29 05:28:10 +00:00
Simon Howard
61aaeeed1d dmxgus: Improve percussion groupings.
Regroup GUS percussion instruments based on personally having listened
to the samples in the GUS instrument set and identifying similar-
sounding instruments.
2014-01-29 05:07:21 +00:00
Simon Howard
ba7d80a188 dmxgus: Fix numbering of percussion instruments.
The indices of the percussion instruments were all off-by-one. These
should be 128+genmidi number, but were 127+ by mistake. This
considerably improves the percussion in Freedoom when using GUS.
2014-01-29 04:56:29 +00:00
Simon Howard
50da8daf49 textures: Add missing TNT texture definitions.
Add FALL3 texture definition needed for TNT compatibility, and add
extra texture definitions so that all the patches required for TNT
compatibility are included in the PNAMES list (and IWAD). Add
symlinks for TNT sky patches that just point to sky patches that we
already have. Fixes #43.
2014-01-27 00:08:11 +00:00
Simon Howard
ddbd396688 textures: Add textures.cfg as make dependency.
If textures.cfg changes, rebuild all texture lumps.
2014-01-26 22:07:13 +00:00
Simon Howard
085ced2434 textures: Add missing Plutonia texture definitions.
The Plutonia WAD includes some extra textures (and associated patches)
compared to the original doom2.wad. Add these missing textures, with
dummy "Plutonia versions" of textures where they conflict with
existing ones, so that we include all patches needed for compatibility.
Fixes #42.
2014-01-26 22:04:46 +00:00
Simon Howard
f76e05984a Fix git ignores for several generated files. 2014-01-22 05:47:06 +00:00
Mike Swanson
29695eb7ca Merge remote-tracking branch 'fabian/clean_pyc'
Conflicts:
	graphics/text/Makefile
2014-01-20 05:38:21 -08:00
Fabian Greffrath
d9c9b315e6 Remove Python byte-code in the clean rule. 2014-01-20 13:06:50 +01:00
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
Simon Howard
3fe7362c95 levels: Add DM20 level.
This is an old deathmatch level I made years ago.
2014-01-17 03:24:07 +00:00
Simon Howard
d241e7f326 build: Fix 'make -j' handling.
Some build targets create multiple outputs, which can cause problems
when doing parallel builds. Clean up the build system so that all
subdir invocations come from the top-level Makefile and use $(MAKE).
Also fix the FREEDOOM/FREEDM lumps to really include the version
number by using $(shell ...) syntax.
2014-01-16 06:30:15 +00:00
Simon Howard
82d90f8e8a textures: Rewrite Freedoom's texture build system.
Stop using deutex's built-in texture builder and generate our own
texture lumps. This is essential for compatibility reasons: the
entries in the texture/pnames lumps must match the order of those
in the original IWADs. Failure to match ordering means that some
well-known WADs (eg. DTWID) would not work with Freedoom.

This fixes #1, and also means that Freedoom can now be built in
parallel using make's '-j' option.
2014-01-16 04:18:22 +00:00
Simon Howard
91890ea915 dehacked: Add level names for FreeDM. 2014-01-12 04:16:32 +00:00
Simon Howard
ec9dcdd073 dehacked: Add dehacked file for FreeDM.
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
2014-01-10 03:23:33 +00:00
Mike Swanson
c47a48975e Remove .gitignore from the contents of a .gitignore 2014-01-06 21:33:41 -08:00
Mike Swanson
c24337a00d Change Freedoom URL to GitHub 2014-01-01 15:01:46 -08:00
Simon Howard
813bd24655 dehacked: Add par time for MAP19.
Playthrough time for current version of MAP19 by Catoptromancy.
2014-01-01 02:44:41 +00:00
Simon Howard
5e37faf12f dehacked: Fix [strings].
Oops. Boom's dehacked parser requires an empty line to end the [pars]
section, otherwise the entire following section is interpreted as
par time instructions.
2014-01-01 01:48:09 +00:00
Simon Howard
950602dc4a dehacked: Add par times.
These are based on Catoptromancy's playthrough demos for the current
levels and (where not yet available) his older demos for the 0.7
release.
2014-01-01 01:41:25 +00:00
Catoptromancy
71d7922528 lumps: Record new Boom 2.02 demos for Doom 1 and 2. 2013-12-30 15:17:22 -08:00
Simon Howard
04e3c071a1 dehacked: Add name for E1M6.
This gives us a full set of level names for episode 1.
2013-12-30 22:57:01 +00:00
Simon Howard
54d41e44ee dehacked: Add level names.
These are some initial level names based on discussion on the Doomworld
Freedoom forum thread found here:
http://www.doomworld.com/vb/freedoom/66592-lets-name-freedooms-levels/
2013-12-30 22:36:52 +00:00
Simon Howard
17e44757cb dehacked: Add intermission text screens.
This replaces the default text screens with text screens more
relevant to Freedoom's level progression. The Double Impact end
text screen is imported in a modified form, and the episode 1-3
text screens ought to be considered temporary.
2013-12-30 22:32:13 +00:00
Simon Howard
90fed22627 colormaps: Generate colormaps programatically.
This replaces the statically generated colormaps with equivalent
colormap lumps that are generated by the colormap.py script (which now
has parameters to control the generated colormap).
2013-12-22 17:07:17 +00:00
RjY
2aaad3eea8 Merge branch 'double_impact'
Conflicts:
	graphics/text/config.py
	lumps/fraggle/freedoom.bex
2013-12-18 12:20:45 +00:00
Simon Howard
1891b5e40b textgen: Set level names from DEHACKED lump.
Use the DEHACKED lump as a source of truth for level names, and set
the textgen configuration accordingly. Make the current level names
in the DEHACKED lump upper case so that the current ExMy/MAPxy names
look correct.
2013-12-14 16:34:01 -05:00