Some mods (eg, crusades.wad) try to use SKY4 to (re)define other
textures, which doesn’t work in vanilla Doom, and the normal E4 sky
ends up creating a medusa effect.
While it is sad to see our light source go, reducing the effectiveness
of Double Impact’s lighting effects built into some of the maps, we
should prefer mod compatibility with Ultimate Doom.
Resolves#589
Except for SKAG which is an ancronym, the rest of these belong in
lowercase as they are not proper nouns.
Unlikely to actually have a visible impact in-game, but it is nice to
follow English convention in the source.
* More intermission text adjustments
I still hate that "...", but I'm starting to think the aggravation is not really that itself but the use of a direct quote for "you" the player for something they never actually said.
So looking at the E4 text again to see how it could be avoided, I noticed a bunch of other little weird things... the past tense on the first sentence clashing with the rest of the present tense; the "despite" doesn't really fit with the logical progression; and while I know exactly what "plump down" was intended to convey it seems a bit nonstandard. It's also missing punctuation at the end, in contrast with the other intermission texts.
Here's a somewhat significant rewrite to get around those issues.
I've also made smaller changes to C5 and C6 for similar reasons.
* Got rid of that column of "you"s.
* Spacing.
Update the dehacked lump info to fix various punctuation,
capitalization, and grammar errors, as well as made the text flow a
little better throughout the game, making it seem more professional.
The firing frames for the zombie and assault tripod look weird if they're not
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.
This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
DOOM2.WAD contains a MAP33, which is being represented here as only
the dummy map, and also M_EPI1 and M_EPI2 lumps for the “Hell on Earth”
and “No Rest for the Living” texts, both of which are now replicated
here as well (using “Phase 2” and “The Missing Levels” as names instead).
No, we still don’t plan on having a real MAP33, the inclusion here is
only to avoid engine crashes.
Fixes: #533
Ref: #529
Split the piano and bass guitar groups into separate groups to give more
variation. Move several instruments around which don't fit, and move
several random percussion instruments into an enlargened "blank" group
since these percussion effects are not really similar to each other and
it's better to leave them out than play something that sounds wrong.
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.
The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.
Also, rebuild these levels' nodes and reject tables with ZenNode.
A useful vanilla-compatible trick is that it's possible to include
sprites as patches inside texture definitions. It turns out that
both Final Doom IWADs added textures which do this, and Freedoom
inherits this as a result. We shouldn't include these sprites in the
pnames.txt that gets generated for inclusion in wadinfo.txt, since
they're already defined in wadinfo.txt under [sprites] and won't
be found under patches/ anyway.
This should help as a step towards resolving #485.
Map changes since v0.11 have desynced these. I recorded demo2_p2
keyboard-only, so the gameplay is extra bad. On demo4_p1, I used
a mouse, so it is a little more skillful.
Causes conflicts with ZDoom mods that try to define their own HUDs,
at least three on IRC were reported as being basically totally broken
with Freedoom 0.11. While it was a good attempt at adding an
enhancement to Freedoom under ZDoom, we cannot afford to break mod
compatibility.
The tags are shorthand for the license of each file and avoid
copying the full license text into each one (and avoids having
to manually update the dates in each one...).
The .gitattributes file tries to enforce Unix newlines, for
Windows users, but somehow this still got forced through...
It messed up the display of `git status`
Redefine all of the new aquatex textures to be 128px tall.
This avoid tutti-frutti in vanilla Doom, where textures do not tile
property unless their heights are a multiple of 128.