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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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").
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.
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.
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
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.
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.