Commit graph

307 commits

Author SHA1 Message Date
mc776
30283e08c9
dehacked: fix some map names, revise one more.
DM21 typo; DM12 use the most neutral version of that abbreviation.

Map11: it is neither infinite nor a plain. Inasmuch as it's a misleading name it's arguably a great name for a map that's basically a ceaseless parade of misleading gotchas (fake doors, switches requiring multiple backtracks to find out what you need to do to progress, secret areas that kill you, etc.) but it just feels like this name used to be for a different map (maybe a followup to the immediately preceding Outlands) and no one bothered to update it.

Someone who actually enjoys this map please feel free to suggest a different name.
2023-01-02 17:35:14 -08:00
Steven Elliott
9837e5620d lumps: Delete dysynched DM demo 4
DM demo 4 may be replaced before the release, but for now it will
simply be deleted. With this change freedm.wad will only have 3 demos
wheras freedoom[12].wad will still have 4 demos.
2022-12-29 08:37:52 -05:00
Steven Elliott
0471ae7a5d lumps: Fix phase 1 demos 2 and 3
For phase 1 demos 2 and 3 have become desynced. These replacement demos
are for the same levels.
2022-12-29 08:30:38 -05:00
Catoptromancy
ab769a835e lumps: Updated demos
New demos to fix desynced (broken) demos as well as to showcase new or
updated maps since the last release.
2022-12-29 08:26:15 -05:00
Xindage
8378c26954
Merge pull request #838 from mc776/map27name
dehacked: change Map27 name.
2022-12-11 10:28:27 -03:00
mc776
b1aa4ea777
dehacked: change Map27 name.
Addresses #798.
2022-12-07 08:09:36 -08:00
Steven Elliott
d4c50a2f4d levels: DM08 Restore the circular saw blades
Prior to the Eureka cleanup DM08 had circular saw blades on the left
side of the map via texture SLAD2. Unfortunately Eureka falsely flags
SLAD2 as a Medusa causing textures for middle textures since it
contains more than one patch. This fixes introduces texture SAW2 which
only contains the SAW2 patch, and which therefore does not cause the
Eureka warning. It should look exactly the same to the player.
2022-12-05 20:09:07 -05:00
Simon Howard
c079cb00ea
Merge pull request #804 from Xindage/texmerge
Revision one of freedoom textures.
2022-08-26 12:14:51 -04:00
Xindage
82aec99e71
Give map names.
Not much to say, just names...
2022-07-14 19:46:12 -03:00
Xindage
f3a108c6a6 Revision one of freedoom textures.
Added new textures with stock patches, check the comments.
Removed broken glasses textures since it was unused.
added a new light patche, t14_4, by korp.
2022-07-13 21:10:15 -03:00
Xindage
1228d42bc7
Changed the name of Sunpyg map as request.
Infernal Hallway -> Infernal Hallows
2022-06-26 15:47:48 -03:00
Xindage
7446673a3f
Replaced old E3M2 by new Sunpyg E3m5. (#802)
Replaced old E3M2 by new Sunpyg E3m5.

All maps was shifted one slot.
2022-06-26 15:26:21 -03:00
Xindage
eb21c6ba09 More minor edits and removed name from some of maps, for better naming later. 2022-04-25 19:29:54 -03:00
HorroMovieGuy
e0aebe63af updated dehacked/manual/sound 2021-08-29 18:04:44 -03:00
Xindage
6db1c6732e Fixed GSTONE2 definition and the patchs pngs names.
gstone1 and 2 was diferent from each other so i fixed it:
- renamed correctly both wall59_(2\4)
- replaced the first wall59_3 by wall59_1
2021-02-14 15:35:59 -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
Samuel Oliver
9b478b7378 More accurate PLAYPAL colors
To ensure general accuracy and consistency with ports that use the standard Doom fade colors, I have changed it.
2020-05-11 21:47:43 -04:00
Samuel Oliver
ee538df4e9 Changed DBRAINx textures to a lava-fall
Height has been extended to 128, and new patches have been added (LFALLx) and are used instead of RWDM11x. I am deliberately leaving the original patches as-is, for the sake of PWAD compatibility.
2020-05-09 15:47:56 -04:00
ObsidainPlague
1a6bc1bba8
Update dehacked.txt 2019-10-28 06:42:25 -05:00
Erick Tenorio
9ac2f0d773 lumps: new demo1_p2, without a buggy desync
The 0.12.0 demo would desync randomly in vanilla when played back as
part of the normal demo loop (though not through -playdemo).
2019-10-21 21:29:41 -07:00
ObsidainPlague
68f95cd631
Yup.
There's a pepperoni pizza in my near future.
2019-10-19 22:47:22 -05:00
ObsidainPlague
54ecee74d4
Update dehacked.txt 2019-10-18 17:14:20 -05:00
Simon Howard
9c9b678f68 textures: Add a STARBR1 texture.
Weirdly there's a STARBR2 but no STARBR1, and there are also these
SW11_4 and SW11_5 patches which are not used in anything except for
in COMPUTE3 as part of a montage texture. It seems like a natural fit.
2019-10-11 15:57:33 -04:00
Simon Howard
9e3e802798 textures: Add back old Espi STAR* patches.
These were Espi's second set of STAR* textures that he made for
Freedoom, and he ultimately replaced them with the ones that we have
now. However, I always liked these textures and the fact that they have
a very different and distinctive look compared to the original Doom
STAR* textures.

While this doesn't roll back STAR* to using these textures (and I don't
think we should), it adds them back as a second set of textures under a
different name (s/STAR/ESPI/). It would be nice if some of the Freedoom
maps end up making use of these in places and a nice tribute to Espi who
contributed so much to Freedoom in its early years.
2019-10-10 15:12:06 -04:00
Mike Swanson
e70899122a lumps: FreeDM 0.12 demos 2019-10-09 17:28:00 -07:00
Mike Swanson
cb48f75d1c lumps: Phase 1+2 demos for 0.12 2019-10-09 16:17:32 -07:00
ObsidainPlague
9de1aebe5c
Quit messages 2019-10-05 23:30:27 -05:00
Mike Swanson
7bfc9d5b03 dehacked: restore FreeDM-specific story text
This was in the pre-merge version of the FreeDM dehacked patch, but
was lost in the merge.

FreeDM doesn’t need to display any long or drawn-out story text.
2019-09-30 18:12:00 -07:00
Mike Swanson
a4810d992a dehacked: fix typo in DM13’s name 2019-09-30 10:21:48 -07:00
Proluiz
046d1a6c21 Partial reowork for freedm, extra details on the following changelog.
Note: Namse already applied on the dehacked.txt

Changelog:

DM01 <Tech test>, Big Rework.
> Changed the apaerance of the main layout to differ from dwango.
> Interior was moved to the left of outside.
> Stone pillar with armor was removed.
> Changed the first interior room to looks like to be outside.
> Few weapons are now on a new location.

DM04 <Steel>, Minor Rework.
> Retextured the map to looks like more metal with green bricks.
> Added a new staircase to the east of map to help the flow of the map.

DM05 <Dense Fields>, New map.
- Original map was moved to slot 11
> An edited map that was donated to freedm but was forgot on the forum.

DM06 <Temple of Ammon>, Minor rework.
> Added a new area to the west of map.
> retextured the map to looks like an egypt structure.
> Removed the tomb. {Rip Ledemir :( }

DM07 <Main Stronghold>, Adjustment.
> Balanced out the items of the map.

DM08 <Artifact Base>, ???
> Map last edited by someone else.
> Random edits around.

DM09 <Industrial Outland>, Major Rework.
> Added several new corridor to help with the flow of map.
> Bfg and the teleport path to beserk was removed.
> Retextured the map to be more green.
> The east side of map was done anew.
> Removed lot of bad areas.

DM10 <Detached Grounds>, New map.
- Removed the old map for being to similar to the Greenwar 2.
> This map is a hellish look and similar to the DM08 but still different.

DM11 <Isolated Facility>, DM05 Major rework.
- Old map was Removed for baing plain.
> Improved the flow of map removing most of all the walls on map.
> Outside has a better theme.
> Added an extra side path on north of map.

DM12 <Up 'n Down Canyon>, ???
> Maybe a adjustment, not sure.

DM13 <Unholy Blood>, New map.
- Old map was Removed for being way too small.
> New duel map based on a old Catoptromancy map.

DM14 <Technical Assault>, New map.
- Old map was Removed for being plain.
> New map based on a edited version of my X Duel pack.

DM15 <Shallow Complex>, New map.
- Old map was Removed for being plain.
> New Aquatex map, but nothing so "great" yet.

Dm16 <Barren Alleys>, New map.
- Old map was removed for being bad.
> Duel sized, but still plays ok up to 4 players.
> Square styled arena with each side having it's unique layout apaerance.
> Map wont use offsets and much textures.

DM17 <Underwoods>, New map.
- Old map was removed for being bad.
> Duel sized map, but still plays ok up to 4 players.
> Sort of circle arena, the map under some umcommon trees whitout visible sky.
> It's dark arena and offer a bfg in a high ground.

DM18 <Deserted Courtyard>, New map.
- Old map was Removed for being plain.
> DM sized map..
> New map is a arena with lot of building around for cover.

Dm21 <Refinary>, Minor rework.
> Some thematic changes.
> Outside was simplified to save linedefs and visplanes.
> Removed a lower path to the nortest of map.

Dm24 <Flooded Base>, Medium Rework:
> Plasma was replaced by bfg and vice versa.
> Stealth sphere removed.
> Removed all unused tags from the map.
> Decreased the amount os linedefs used by the map, to avoid Segment overflow:
---> Removed the metal bars at flooded area close to polaric.
---> Simplified the room where red armor is.
---> Replaced the X pattern on ceiling where bfg is by something simpler.
---> Reworked the pillars at the middle of map where soulsphere is.
---> Reworked the staircase to green armor, reducing linedefs used in the area.
---> Removed any useless vertices of the map.
> increased the area close to plasma by 32p to North.
> Increased the outside area close to missile launcher to 64p south.
> Removed all boom actions.
> Softened all missing curves of the walls.
> Added extra lights to polaric area and the path between the outside and skag room.
> Removed a unreachable bonus armor.
> Removed all unused textures and offsets.
> Redone all textures offsets.

Dm26> Name change: Acidic Crypt
Dm29> Name change: Unusual Territory

DM31 <Desolated Fort>, New map.
- Old map was just REALLY BAD.
> New map based on my old X Duel pack.
> Good amount of space for Deathmatch.
> Using a limited amount of textures and flats this map focuses on layout at most.

DM32 <Chocolate>, New map.
- Old map was just REALLY BAD.
> This map is not great too but has a better layout.
> A small circle shaped map, good to duel.
2019-09-30 12:53:08 -03:00
Mike Swanson
3631cb028a lumps: new demo3_p1 for v0.12 2019-09-25 20:25:01 -07:00
Mike Swanson
b94ffbf299 lumps: document demos for what, who, and when
The information for who played in the FreeDM demos seems a bit lost,
but they should be replaced soon anyway.
2019-09-25 20:22:47 -07:00
Mike Swanson
55dc88bf5a playpal: make red more intense (again)
Two commits ago, I softened the effect the red palettes had to avoid
the last one being pure-red.  While I still think it should be a
little visible on the last one, it was maybe a bit too visible.  This
might be a balance between the two.
2019-09-19 15:21:27 -07:00
Mike Swanson
383854430b automatically generate a GIMP-compatible palette file
Either `make gimp-palette` or `make doom.gpl` will convert the playpal
lump into a file that can be imported into GIMP for paletted image
modes.
2019-09-19 15:17:52 -07:00
Mike Swanson
d9c68f376a playpal: slightly soften the red (pain) palettes
Instead of going full red on every entry in palette 9, let there still
be a tiny bit of visibility.
2019-09-18 20:58:44 -07:00
Mike Swanson
85549628fd textures: redefine A-BROWN4 so it doesn’t use BOSFA0
With WAD merging with certain Doom 2 mods (eg,
doom2/Ports/megawads/strg), using a sprite in this texture causes some
engines to crash on loading the game.  The mod makes up its new BOSF*
sprites but omits BOSFA0, which caused our game to crash when trying
to load Freedoom with Struggle.

This can break Plutonia mod compatibility a bit if they try to replace
this sprite too, but let’s hope that will not happen.
2019-09-08 00:39:55 -07:00
Mike Swanson
f778320662 textures: cleanup textures.cfg again, tabs keep sneaking in here 2019-09-08 00:07:47 -07:00
Mike Swanson
ffc974d3df textures: use "mkdir -p" when creating directories
would error out otherwise if the directories already existed (eg, a
non-clean build)
2019-09-07 23:56:44 -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
Simon Howard
86a6d7300c Merge branch 'master' of github.com:freedoom/freedoom 2019-09-01 20:58:11 -04:00
Simon Howard
340faf1205 textures: Strip out now-unused #defines from cfg.
Now that we always include all textures in every IWAD, the configuration
is significantly simpler. The #defines we previously used to control
the conditional logic are now redundant.
2019-09-01 20:56:40 -04:00
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
Mike Swanson
2e7bde78db textures: include almost all textures in all IWADs
We have been operating since the beginning with the idea of only
including matching compatible textures for Phase 1 and 2 based on the
textures that appeared in Doom 1 and 2, including keeping some
exclusive to each game.

This is artifically limiting to map creators and there is no good
reason to keep it this way.  Fixes #588
2019-09-01 01:16:49 -07:00
Mike Swanson
f814d7a43b Remove Doom 3: BFG Edition support
Might have been a nice idea to be able to run under absolutely any
Doom engine, this has caused problems with PrBoom-Plus for
compatibility, with that engine detecting our game as a BFG Edition
IWAD and applying certain workarounds that don’t actually make sense
in this case.

It is a rather niche use case to run under BFG Edition, and proper
PrBoom-Plus compatibility is much preferred.
2019-08-31 23:19:14 -07:00
Mike Swanson
d16dcb86f3 dehacked: use IDCLIP in Phase 1 for no-clipping mode
IDSPISPOPD is long and hard to remember.  Thanks to fraggle for the
suggestion.
2019-08-30 14:58:57 -07:00