Commit graph

228 commits

Author SHA1 Message Date
Simon Howard
9968fe0ed1 textgen: Add image include support for smtextgen.
Instead of generating text and image parts in separate stages, add
the ability to include an image in the smtextgen command line. This
makes the command line in the Makefile clearer.
2014-09-07 04:22:09 +00:00
Simon Howard
5405104814 textgen: Move common code into a common file.
Reduce code duplication by refactoring the textgen and smtextgen
scripts.
2014-09-07 03:56:45 +00:00
Simon Howard
026ce9137f graphics: Fix name for stealth sphere.
The invisibility power-up is named 'Stealth Sphere' in the Freedoom
DEHACKED lump. Change the HELP screen to match this for consistency.
2014-07-27 03:49:03 +00:00
Simon Howard
18be2c988c graphics: Generate the HELP screen programatically.
The original Doom HELP screen showed the default key bindings for the
game's controls. This is not so useful nowadays: at worst it's
outright misleading because the player might not be using the
defaults, but it's also redundant because most modern source ports
allow the key bindings to be changed via the menus, which doubles as a
convenient list of the current key bindings.

Z0k suggested an alternative HELP screen that shows the items and
powerups available in the game. More discussion can be seen in this
thread: http://www.doomworld.com/vb/freedoom/69458-help/
2014-07-27 03:28:14 +00:00
Brett Harrell
c1af20bcb7 Add lower case font characters.
This extends the new font to include lower case as well as upper
case characters. Add a couple of kerning rules for the lower case
characters so that they render nicely, too.
2014-07-12 22:44:33 +00:00
Brett Harrell
5d15042c39 graphics: Add updates to small font.
Update several characters from the small font. More context is here:
http://www.doomworld.com/vb/post/1283219
2014-07-03 18:12:04 +00:00
Simon Howard
7f281321c9 graphics: Generate HELP screens programatically.
Decompose the help screen into three parts: the background, the
text and the title. Generate all except the main text programatically:
the background as a color transformed version of the INTERPIC graphic
and the title using the textgen tool.
2014-06-30 00:10:54 +00:00
Simon Howard
c06cb4478c textgen: Add kerning rules for new font.
These rules provide special cases that adjust the spacing between
certain pairs of characters so that they fit together better.
2014-06-29 22:54:02 +00:00
Brett Harrell
646434a039 graphics: Add new status bar numbers.
These status bar numbers match the new font used for the menu and
heads-up messages. More information is found in the forum thread:

http://www.doomworld.com/vb/freedoom/69080-new-font-candidate/
2014-06-25 02:33:13 +00:00
Brett Harrell
93a192b07c Add new small (HUD) font.
This is the small version of the font by Mechadon named "Denex";
more information can be found in this thread:

http://www.doomworld.com/vb/freedoom/69080-new-font-candidate/
2014-06-23 00:07:45 +00:00
Brett Harrell
1ef30acfaa graphics: Add new Freedoom font.
This replaces the old Freedoom font with a new chunky one named "Denex".
I (fraggle) have split the font out into separate images for use with
the textgen script, but have included the original source .pcx image
here.

Currently the font only includes uppercase characters and does not
include smaller lowercase ones, so I've hacked the textgen script to
convert all strings to uppercase before rendering. There are also no
font kerning rules for the time being.
2014-06-22 23:50:21 +00:00
Simon Howard
35c61c9318 textgen: Adjust M_MULTI graphic height, alignment.
M_MULTI is used in some multiplayer ports (Zandronum, others?) for
the main menu "Multiplayer" option. Make this taller to match the
other main menu graphics and align appropriately in buildcfg.

This conflicts with the height of the graphic as found in other ports
like SMMU/Eternity/PrBoom, but I've checked, and in those ports it's
either unused or short enough that it still works okay.
2014-02-22 03:07:03 +00:00
Simon Howard
57daf24437 graphics: Change WIMINUS graphic to be red.
This was configured to be white, but it just looks weird next to
the red numbers. Change to red for consistency.
2014-02-05 04:07:30 +00:00
Simon Howard
17598bdc00 graphics: Depluralize victims/killers graphics.
The "victims" graphic was slightly too wide, so that it was getting
overwritten by the green square to its right on the deathmatch
intermission screen. Truncate to "victim" (and "killer") so that
it fits. This fixes #49.

Also adjust the brightness/contrast on these images to match the
other text.
2014-02-05 04:02:50 +00:00
Simon Howard
eb7d4fb280 textgen: Reduce height of lowercase graphics.
If a text string contains all lower-case characters, then generate
it at a reduced height. This is necessary for certain graphics, like
the WIF graphic ("FINISHED") on the intermission screen, otherwise
it ends up in the wrong location (#49).

Adjust the offsets for some graphics in the build config to
compensate, and fix up the vertical offsets for WICOLON/WIMINUS while
we're at it.
2014-02-05 03:41:23 +00:00
Simon Howard
140b805857 graphics: Fix PFUB1.
Extend screen to the full 320x200; somehow the original was only
314 pixels wide.
2014-01-25 05:55:07 +00:00
Mike Swanson
706633ec59 make: VERSION variable can be set either via git or the VERSION file
Change up the shell line so that it can fallback on the VERSION file
if building without a Git repository (eg, from a release tarball).

Additionally, change the titlepic generation so that it uses this
single instance of setting VERSION rather than doing its own thing.
2014-01-22 19:32:25 -08:00
Mike Swanson
be70a52bec graphics: remove the date from the titlepic
This is a small step towards deterministic builds (#41). It's not very
useful information on its own: what it tells, you can gather by the
file modification date (which is preserved in the zip files), and even
better (the titlepic date was based on the builder's local time, not
UTC!). Some people have tended to refer to the date as well when
talking about what build they have, which is also unhelpful, multiple
commits can happen per day and the Version marker already uses git
describe for more accurate information.
2014-01-22 19:28:07 -08:00
Simon Howard
f76e05984a Fix git ignores for several generated files. 2014-01-22 05:47:06 +00:00
Mike Swanson
4c4ad3ac37 Fix a botched merge conflict attempt
While harmless, my previous commit resolving a merge accidentally
resulted in Fabian's line being preserved at the end when it shouldn't
have been.
2014-01-20 06:30:26 -08:00
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
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
1325800e86 graphics: Add animation for E3 end screen.
Use the END0-END6 graphics to make the marine on the PFUB2 animate,
firing a few shots towards the boss corpse.
2014-01-13 04:10:26 +00:00
Simon Howard
ebb999f995 graphics: Add endgame screen graphics.
Freedoom Phase 1 needs endgame screens for the ends of episodes
2, 3 and 4. Add some basic screens that are essentially just
screenshots from level 8 of each episode. Set END0-END6 to be the
dummy empty graphic so that the game doesn't crash after E3.

This (for the time being) fixes the most egregious problems in #32.
2014-01-13 03:07:14 +00:00
Simon Howard
bc5ade0f33 textgen: Fix config file path.
My earlier commit added the wrong config file paths for the dehacked
lumps, which broke the build.
2014-01-11 23:22:05 +00:00
Simon Howard
5469cd9c11 graphics: Remove unfinished map graphics.
We have had these graphics for a long time but they were never
finished and look ugly. For consistency, remove them and just use
the normal INTERPIC graphics for all the intermission screens.
2014-01-11 23:16:57 +00:00
Simon Howard
affe9b53a1 graphics: Rename title screen.
By popular vote[1] on Doomworld we are ditching the "Ultimate" name
for Freedoom 1; the two IWADs are now named "Freedoom: Phase 1" and
"Freedoom: Phase 2". Rework the title screen to incorporate the logo
from the menu, and add a matching logo for FreeDM.

[1] http://www.doomworld.com/vb/freedoom/66855-renaming
2014-01-11 22:39:09 +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
Simon Howard
b1589b05d9 graphics: Build level name graphics for FreeDM.
First stab at fixing #11. Generate DMWILV* lumps containing FreeDM
level names, and include these in the IWAD as the CWILV* lumps
as appropriate.
2014-01-08 04:36:35 +00:00
Mike Swanson
c24337a00d Change Freedoom URL to GitHub 2014-01-01 15:01:46 -08:00
Simon Howard
9e88cc4466 text: Add freedoom.bex as build dependency.
The text must be rebuilt if the contents of the Dehacked file
change, as level names are imported from it.
2013-12-30 22:39:58 +00:00
RjY
301ad35237 graphics/text: set -colorize alpha channel blend percentage to zero
Give a fourth channel blend percentage of zero so that the alpha channel
of the default fill colour (fully opaque black) is ignored. This fixes
the blue menu titles (skill, episode etc.) having black backgrounds.

The use of -colorize here blends 100% of the default fill colour (black)
into one or more channels of a greyscale image. Mixing in 100% black is
equivalent to nullifying the channel by setting it to zero, e.g. red
text is achieved by mixing 100% black into the green and blue channels.

It turns out, when passed more than one value (to affect all channels by
that percentage equally), -colorize looks for _four_ separate channel
values (RGB and alpha). If fewer are given, the missing ones inherit the
blend percentage of the first channel (red).

For red and white there is no effect, as the red channel is left alone.
But blue blends 100% of the red channel (thus, unwittingly, the alpha
channel) of fully opaque black into the image, making it fully opaque...
2013-12-20 16:06:55 +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
RjY
30464a1204 graphics/text: run ImageMagick only once per generated image
- factor out command line generation: a new function _make_command_line
  returns most of the command line for a transparent image rendering.

- Callers render_transparent_text and render_text append the output
  filename and extra imagemagick options to colour the background as
  needed. This means imagemagick is only called once per generated
  image, which makes the process considerably faster.

- This also works around a bug in the current version of imagemagick in
  Debian sid, which caused single-character graphics (e.g. winum*) to be
  generated with a black background.

DW: http://www.doomworld.com/vb/post/1221810
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-15 07:30:47 +00:00
Simon Howard
2b49e3eabc textgen: Strip map number from level name graphics.
The level name shown in the automap should be in the form:
"ExMy: Level Name" but for the intermission screen graphics we just
want "Level Name". Strip the leading level name if it is present.
2013-12-14 20:14:20 -05:00
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
RjY
85a2eb44e2 text/dehacked: Double Impact map names, E4 episode title 2013-12-10 15:46:00 +00:00
Simon Howard
f651c980dd graphics: Fix textgen with Python 2.
Previous fix for Python 3 broke the script under Python 2.
2013-12-01 23:23:59 -05:00
Simon Howard
b37baf5abb graphics: Add kerning for text generator.
Adjust character positions so that some pairs of characters can fit
more closely together.
2013-12-01 23:20:15 -05:00
Simon Howard
0948019b1a graphics: Make textgen script work with Python 3.
Also add copyright notices to Python files.
2013-12-01 21:23:11 -05:00
Simon Howard
2a02344977 graphics: Add missing font characters.
Add font characters for '/' and '?', needed by some text strings.
Adjust the vertical height of the ':' character, and remove some
leftover menu graphics that are no longer needed.
2013-12-01 00:07:28 -05:00
Simon Howard
6150b320f3 graphics: Add 'make clean' target for textgen. 2013-11-30 23:07:39 -05:00
Simon Howard
1cb5232846 graphics: Add overrides for source port text lumps.
Some source ports (PrBoom, Eternity Engine, etc.) come with their own
PWAD files that include custom text graphic lumps for extended menus.
Include some overrides in Freedoom for common ones, so that when
playing in these ports the menus have a consistent look and feel.
2013-11-30 22:28:22 -05:00
Simon Howard
9855d868ea graphics: Generate text graphics programatically.
Remove the big text graphic images used for the menus and the
intermission screen. Instead, generate these graphics programatically
from a script. This allows them to be easily changed and extended
as desired.
2013-11-30 20:55:57 -05:00
Sodaholic
90057df6e2 graphics: STBAR: updated ammo counter labels from Sodaholic
DW: http://www.doomworld.com/vb/post/1061645
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-28 20:37:10 +01:00
Sodaholic
9269afb877 graphics: new skill level strings from Sodaholic
1. Please don't kill me!
2. Will this hurt?
3. Bring on the pain.
4. Extreme-Carnage
5. Insanity!

DW: http://www.doomworld.com/vb/post/979917
    see rationale for change at http://www.doomworld.com/vb/post/964952
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-16 09:49:55 +01:00
RjY
3d56b50b81 Sharewarendectomy
Consensus that the "shareware" target was no longer necessary was
reached long ago[1]. It just needs to actually get done. Thus:

Makefile:
- remove shareware targets

buildcfg.txt, textures/combined.txt:
- remove #ifdef/#ifndef SHAREWARE sections (almost entirely #ifndef)

graphics/help2.gif:
- remove symlink, help2 screen was shareware-only

gitignore:
- remove shareware files no longer built

textures/shareware:
- remove directory

--
[1] http://www.doomworld.com/vb/freedoom/52758-removing-shareware/ .

In particular, Jon wrote:
>The original purpose of the shareware IWAD was to have a smaller set of
>resources to target 100% completion of. That was probably met a long
>time ago.

More recently chungy wrote in <http://www.doomworld.com/vb/post/957707>
>Removing the "demo"/"shareware" version of Freedoom has been discussed
>but it's never been done. Actually it's a bit easier to just leave it
>in than to remove it. (It'd be pretty easy to get rid of it anyway, but
>nothing is really gained from it)

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-10 11:22:48 +01:00
Mike Swanson
ed41c6f7fc doc/graphics: Change to shorter URL.
There's real work to be done, but this URL is shorter!

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2009-10-06 18:33:57 -07:00
Catoptromancy
d0a832c6a4 graphics: UFD endpics
Added placeholder endpics for E2,E3 and E4. Keeps boom202 from crashing.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2009-08-05 14:59:11 -07:00