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
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.
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.
The legs were reworked as well, matching the changes done to the front.
The shoulder pads movement was toned down, and the left arm was changed
so it's movement is a bit less abrupt and can actually be followed.
Other minor tweaks and size was made proportional to the front frames.
FreeDM had a special override to use an animated rocket for the menu
selector, a tweak to make it more deathmatch-appropriate. Unfortunately
the rocket animation is too wide and causes Chocolate Doom to error out
when the help screen is brought up (F1) with "Bad V_DrawPatch". Even if
the horizontal offset is adjusted it will overlap with parts of the help
screen and obscure them. I think the easiest solution is to just remove
the override.
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
There are a few lumps added to the Doom IWADs required by the BFG Edition
of the game that would cause it to crash abnormally if the IWADs were
replaced by Freedoom. We add these news graphics lumps to the game here.
BFG Edition also changes m_gdhigh to "Fullscreen:" and m_scrnsz to
"Gamepad:", neither change of which will ever be reflected in Freedoom,
but it won't crash in this engine anymore.
Closes: #529
Currently the wadinfo-builder script does this automatically, but
there are so few missing resources now that it's going to be simpler
to just get rid of it. These are the few remaining resources which
don't exist in the Freedoom tree.
Part of #485.
This gives a nice effect of blending the title in with the menu.
We actually used to do this, but it broke with a title screen update.
Thanks @JNechaevsky for the suggestion.
Closes#388
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 SSG wasn't properly centered and two of the frames were a bit (only a bit) "janky" during the reloading sequence. So, I centered it, fixed those two frames with their offsets and attempted to make the whole animation more fluid and natural-like. Tested ingame and it works.