Re-align the lines on BRICK and MOSSBRIK so they are at approximately the same height as the brick lines on the original Plutonia BRICK and MOSSBRIK. I just eyeballed the height of the lines.
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.
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.
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.
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
These patches are only used for TNT and Plutonia mod compatibility,
but we should at least keep them consistent with the skies we have in
the main campaigns.
W13_A is based on the existing W13_A
AGB128_1 is based on BLIT{A,B,C}0 and AGB128_1
REDLITE2 is based on REDLITE1 and AGB128_1
YELLITE2 is based on YELLITE1 and AGB128_1
YELLITE3 is based on AG128_1 and YELLITE1
PREEL is a 3-blade computer fan I made and animated in Blender
The AGM infinity logo for the SLAD screen is based on CYL1_1
The AGM text for the SLAD screen is based on
agm_logo/new agm logo rounded v4e 30x9.png
The "TNT" text characters are alien letters I made up myself, and are
inspired by the runic characters on the teleporter pads (GATE1-4)
PL_T1 is an alternative alien letter that I made up, but wasn't quite
satisfied with.
t.v. gave permission to use BLOD64B, CRLWDT3, CRWDT3, and CRWDVS3 in
this post on Doomworld forums:
https://www.doomworld.com/forum/topic/45052-tnt-support/#comment-765129
Although the list of patches does not include CLWDVS3, it does have
CLWDS3, but CLWDS3 does not exist. I assume CLWDS3 is a typo, and
it should really be CLWDVS3
This texture was edited from 'gritty stone.png' by abbuw from this
texture pack: https://my.mixtape.moe/muecuv.zip. I got permission from
abbuw to use the texture in Freedoom via PM on ZDoom forums.