Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
* sprites: add Cascade's pickups (etc.).
Incidental upgrades to a couple other sprites to better match this higher-contrast style.
Took the opportunity to fix the scaling on the missile projectile and give it longer, simpler-looking fins.
* sprites: add Korp's minigun edit.
I've shrunk down the flash to make it more consistent with the pistol and PEW (it's actually still much too big relative to the pistol and shotgun but at least it doesn't look jarringly distracting and obscuring the target), and made a few tiny adjustments to the weapon body to deal with some palette issues.
* sprites: fix CHG* offsets.
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 base of the barrel remained consistent in its last two frames, causing it to seem very static and unaffected before suddenly disappearing. This adds a bit more of a gradual disintegration.
The octaminator has a few fixes:
- the tentacle suddenly appearing behind it in the final frame didn't look right. It's been reduced and a hint of it is given in the preceding frame.
- the antepenultimate frame show the right shoulder falling much further to the side than the frame after it shows. That arm is moved closer to the centre.
- got rid of some of the pillow shading on the right front tentacle-leg in the last two frames.
* sprites: remove white trim from red armor.
Also fix a shading issue near the bottom of the lit-up yellow armor frame.
* sprites: correct ARM2 top perspective.
also darken some shadow lines for better readability.
* 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.
Changing armors to match the new color scheme.
Basic armor is yellow (since no armor is green and big armor is red)
Also reshaded the new red armor shards to look nicer.
If you look at the C/D sprites, you'll see:
- the back of the gun
- the barrel shroud
- the notch thingy in the middle of the barrel shroud
- the raised tapered thingy holding the front sight post
If you look at the A sprite, you'll see:
- the back of the gun
- the notch thingy
- the back of what appears to be a large straight thing *flaring outwards and forwards* from the barrel
- what could, in this context, either be the raised tapered thingy holding the front sight post, or a continuation of the flare-out part of the barrel shroud/flash hider
Hopefully this edit makes it a bit more clear where the barrel shroud part actually is, and feels more like a gun than an indistinct sequence of metal cylinders.
The looping sprite different size vanilla bug strikes again!
This one's unnoticeable if you look at the offsets or test on even ground, but *painfully* obvious when the minigunner is firing at something to the side while standing on a ledge - it'll just shift back and forth drastically every frame.
Also changes the colour of the bullet belt to better match the current minigun pickup sprite.
Removes some lines of empty pixels and lowers the 4/6 sprites to better match the other angles.
The little panel thingies now flip out into stabilizing fins.
The weird yellow grooves (too short to really work as fins) are reinterpreted as a warning stripe trim, similar to what we see on the launcher.
Fixed up the implied shape of the box top.
Korp's medikit and stimpack as shared on the Discord, recoloured to use the Doom palette.
The health bonus originally started out as my recolour of Korp's green bottle to give it the same yellow colour coding as the hyperdrive sphere. (If it looks too much like the medical pickups the health going over 100% looks like a bug.) The design I ended up with is inspired by Pac-Man's dots and Unreal's health plants.
The berserk is reshaded and given a similar cylindrical look to the stimpack. The face is no longer a human skull but something more alien.
They used to be red a long time ago and GZDoom's lights definitions still use red for them.
This works because Freedoom's MegaArmor is also red, which gives us this natural color coding that red = get armor above 100.
The barrel shroud on SHOTA0 has been off model for a long time - I didn't really want to touch it back in 2019 because I wasn't really sure what was even going on in the sprite, but now that I've been looking at the shotgun a lot more it's pretty clear it could be improved.
Also made the shells in the stock wider and looking a bit more like what we see in the shell pickup. (This entire thing had actually started off as a simple attempt to change the colour of the shells to the olive green the shell pickup uses.)
The SSG pickup has also felt "off" to me for a long time, but couldn't really put my finger on it other than "the foregrip's too big and i don't like it". Turns out if it "really" were that big you should see it in at least one of the reloading frames.
The raised rear... bead? peg? was also implemented and the vents on the end of the barrel made a bit further apart to factor in the foreshortening of the HUD sprite.
Currently the sprites are all cropped to exactly as much as needed. Apparently this has some really bad side effects with the animations.
To check: warp to Map29 in vanilla and take a couple steps back. Expected: solid parts of torches stay perfectly still except for the shifting lights on them. Actual: torches jitter and twitch.
Making every sprite in each loop exactly the same size gets rid of this problem.
* 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.
Addresses #850.
Totally redrawn yellow flame - (roughly) symmetrical and able to be used for generic fires as it is on many Doom maps as well as Freedoom's own Map16.
Replace the pillow shading, made the barrel taller, and remove the blue trim which doesn't really work with the yellow flame anymore.
Add some shifting highlights to the barrel body.
* Squashed commit of the following:
commit 7c4bad1306
Merge: a9027612c6b27ac4
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date: Wed Dec 14 23:28:36 2022 -0800
Merge branch 'freedoom:master' into map27dmstart
commit a902761217
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date: Fri Dec 2 23:42:50 2022 -0800
levels: remove extra DM starts; fix zerk door.
commit ab9b5b64c5
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date: Thu Dec 1 08:39:16 2022 -0800
map27: add more deathmatch starts.
Also create a door out of the berserk pack room.
Addresses #806.
* sprites: new torches.
Add visible stand at bottom; make tall torches the same for more similar proportions and aesthetics to id.
Trilobite head courtesy of Craneo.
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.
New monster sprites by Korp and HorrorMovieRei. New summoner which we dubbed "Matribite" due to it being based on the Trilobite, and a new Dead Flare replacement named "hatchling" since it is some sort of larvae.
Included is also a tinkered version of the death sound made by mc776 so it synchs better with the new death animation for the Matribite.