Commit graph

346 commits

Author SHA1 Message Date
Simon Howard
bd2d59e14f
dehacked: Add tweak for minigun zombie.
The minigun zombie is also missing a full-brightness frame.
2018-09-13 23:48:34 -04:00
Simon Howard
98f9aaee63
dehacked: Turn on full brightness for a few frames
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.
2018-09-13 23:46:15 -04:00
Mike Swanson
beebbed1f2 Complete Doom 3 BFG Support, and avoid crashing PrBoom-Plus
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
2018-05-30 14:50:56 -07:00
Simon Howard
bf93839ed5 dmxgus: Improvements to similarity groups.
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.
2018-05-05 22:41:14 -04:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
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.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
3ad60ff9c8 textures: add AQSUPP13
I cut this out from AQSUPP01
2017-12-14 03:56:35 +00:00
Kevin Caccamo
4bb84b07cc textures: add 8-row freetonia textures
These are 8-row versions of the Freedoom/Plutonia brick textures.
2017-12-14 03:56:35 +00:00
Kevin Caccamo
1ed5898ec7 textures: add some custom textures
flats: add FCGRATE1 and FCGRATE2
patches: add CEILVINE and CGRATE1
buildcfg: add new flats to build config
textures.cfg: add new textures to build config

FCGRATE1, FCGRATE2, and CGRATE1 are my own work.
t.v. gave permission to use CEILVINE in Freedoom:
https://www.doomworld.com/forum/topic/45052-tnt-support/?do=findComment&comment=765129
2017-12-14 03:56:35 +00:00
Kevin Caccamo
eddabd36df textures.cfg: fix AQTRIM05
AQTRIM05 was missing one row.
2017-12-13 23:10:57 +00:00
Mike Swanson
1b79661bd9 Merge branch 'patch-1' of gh:drbugbait/freedoom 2017-09-26 15:43:23 -07:00
drbugbait
21aa11ad3d Added ZDoom weapon tags
ZDoom weapon tags in hud options will now display the correct weapon names.
2017-09-16 16:51:21 -03:00
Kevin Caccamo
e905009e1e textures.cfg: Add/reorganize definitions
Add missing TNT texture definitions
Re-organize existing TNT/Plutonia definitions

Rename MC1 to P-DBRAN1
Rename MC20 to P-DBRAN4

Fix SLAD11
Add T-SLDRP3 (TNT SLADRIP3)
Add SW{1,2}TSTON (TNT SW{1,2}GSTON)
2017-09-15 23:32:06 -04:00
Simon Howard
54cab94257 textures: Don't include sprites in pnames list.
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.
2017-09-04 13:35:45 -04:00
Kevin Caccamo
f05fd8963d textures.cfg: Add MC1 and MC20
These patches are needed for Plutonia compatibility
2017-07-14 07:41:54 -04:00
Kevin Caccamo
79e597ea8f textures.cfg: fix DBRAIN animation.
Set DBRAIN1's size to 64x32, and remove MC patches from it.
2017-07-14 07:41:54 -04:00
Ayub Ahmed
7f10eb9ff3 dehacked: add Phase 1 par times
Along with par times, replace my level names with better ones 
and change the ones that are used in the commercial IWADs.
2017-03-10 02:19:00 +00:00
Ayub Ahmed
3831d8422c dehacked: change map18's name
Because "Abandoned Monastery" doesn't fit with the theme of the map
anymore. New name by Voltcom9.
2017-02-26 23:42:35 -08:00
Ayub Ahmed
e65e377a18 lumps: adding BGFLATs
Defines which flat to use as the background during specific intermission texts.
Also cleaned up leftovers.
2017-02-24 17:32:34 +00:00
Mike Swanson
379f3aad50 lumps: New demo2_p2 and demo4_p1.
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.
2017-02-21 18:04:28 -08:00
Mike Swanson
2992e49262 lumps/genmidi: Rename README to *.adoc 2017-02-20 11:42:37 -08:00
Mike Swanson
4f67ca583f lumps: Remove c_end and c_start
These were special marker lumps for Boom colormaps, which were
removed in 2017-02-19T21:14:28Z!mikeonthecomputer@gmail.com
2017-02-19 18:34:47 -08:00
Mike Swanson
c6235d6ffc Makefile: Make sure all built files are removed in make clean. 2017-02-19 12:22:57 -08:00
Mike Swanson
a0e65f7fed Remove Boom special colormaps.
We’re not a Boom IWAD anymore, we can get rid of these.
2017-02-19 12:04:58 -08:00
Ayub Ahmed
2cc7a36fa8 dehacked: Story revisions, level name changes, serpentipede name consistency.
Fixes #377
2017-02-19 10:53:20 -08:00
Ayub Ahmed
1d2c3aa28c dehacked: Add DM31 and DM32 names. 2017-02-19 10:48:23 -08:00
Mike Swanson
1adfc2d576 RIP widescreen status bar support.
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.
2017-02-17 14:54:19 -08:00
Ayub Ahmed
f6727eeb8a dehacked: Remove spurious \n\n\, repairing the end of C6TEXT. 2017-02-16 10:45:47 -08:00
Mike Swanson
8835afef5f Copyright date bump and apply SPDX tags.
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...).
2017-02-15 16:41:53 -08:00
Ayub Ahmed
6e305548f2 dehacked: Update par times for levels. 2017-02-15 02:07:09 -08:00
Mike Swanson
3b72a61d1a dehacked: Slightly clean up transition texts. 2017-02-15 02:04:35 -08:00
Catoptromancy
ea03d3af74 lumps: New demos.
Phase 1:
DEMO1 - C1M6 Co-op with Cato, Chungy, Xindage, RestlessRodent
DEMO2 - C3M6 Single-player by Hypnotoad
DEMO3 - C4M3 Deathmatch with Chungy, Cato, Blastfrog
DEMO4 - C2M2 Single-player by Voros

Phase 2:
DEMO1 - MAP10 Single-player by Voros
DEMO2 - MAP06 Co-op with Chungy, Cato, Blastfrog, Hypnotoad
DEMO3 - MAP22 Deathmatch with Cato, Chungy, Blastfrog, Hypnotoad
DEMO4 - MAP09 Single-player by Hypnotoad
2017-02-14 20:25:35 -08:00
Mike Swanson
8352afe310 Change Protox's name to Xindage 2017-02-12 10:08:06 -08:00
Mike Swanson
9d1754c32e textures.cfg: Fix offset of BOSFA0 in A-BROWN4.
Fixes #367
2017-02-11 18:38:25 -08:00
Catoptromancy
b5bcdf0c62 dehacked: You found a backpack!
In levels with multiple backpacks, all of them said they were a
"second backpack" and that's kinda lame.
2017-02-02 07:59:51 -08:00
Mike Swanson
a1bf734a5f lumps: Revert a couple changes made by Voros.
"Got a 1%..." was correct, and why censor the word ass?
2017-01-31 08:31:01 -08:00
Ayub Ahmed
bb29fed8f1 Update dehacked 2017-01-31 08:25:19 -08:00
Mike Swanson
0a116b487e lumps/sbarinfo: Fix the file formatting to Unix newlines
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`
2016-12-14 01:18:23 -08:00
Ayub Ahmed
347e2d408f Widescreen statusbar (#341)
This adds an SBARINFO lump which is recognized by ZDoom and
other compatible ports to show a larger widescreen status bar
on modern monitors.
2016-12-12 17:17:10 -08:00
Ayub Ahmed
9cbbbefab6 Aquatex fix (#324)
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.
2016-10-23 02:31:53 -04:00
Ayub Ahmed
9936ed7833 Add Aquatex textures
These are textures by @jmickle66666666 who has given permission
for them to be submitted to the project.
2016-10-15 23:53:49 -04:00
Mike Swanson
2bd40ddafd lumps: restore health/shield references
Discussed in PR #292, this change was a bit pointless and driven by
too much eagerness to be different than Doom.  These terms are
well-accepted in the FPS genre and changing them will only be
confusing.

This partially reverts 2016-08-29T14:15:32Z!ayubahmed2240@gmail.com
2016-10-08 22:43:46 -07:00
Mike Swanson
e081ac986f Change quotes in AsciiDoc to left/right Unicode versions
GitHub’s AsciiDoc parser barfs on the standard AsciiDoc syntax to
represent such characters with only ASCII…  Well, everybody should
support UTF‐8 these days.  Let’s just use these directly.
2016-09-03 15:37:48 -07:00
Ayub Ahmed
1e2f595e34 Update dehacked.lmp
Revised Phase 2 screens and some monster name changes.
New/modified lines to the pickup messages, to make it feel unique.

Added better story screens for Phase 1.

Minor edits to Phase 2's story screens.

All levels in Phase 2 have been named:
-MAP06 (Voltcom9)
-MAP09 (Kristien "sajbear" Nilsen)
-MAP10 (Jewellds)
-MAP26 (DragonMorpheus)
-MAP27 (Voltcom9)

All levels, but C3M5, in Phase 1 have been named:
-C2M3 (Voltcom9)
-C3M4 (Voltcom9)
2016-08-29 10:15:32 -04:00
Simon Howard
6198796e95 dmxgus: Change instrument order to work around DMX.
The DMX sound library used by Vanilla Doom has a bug where instruments
referencing other instruments as stand-ins can only reference
instruments listed earlier in the file. Actually, the instrument
references are just arbitrary cross-reference tags and the first
instrument to use that tag is used for all instruments with that tag.
This behavior can have some strange effects; more information can be
found on David Flater's page: <http://www.flaterco.com/kb/DOOM/DMXGUS/>

This has consequences for Freedoom's GENMIDI generation, particularly
as Chocolate Doom now emulates this behavior. To avoid assigning the
wrong instrument mappings, change the ordering of instruments in the
output file, so that "leader" instruments always appear earlier in the
file than instruments that reference them.
2016-07-12 21:35:36 -04:00
Simon Howard
991ff8180e textures: Clean up textures.cfg.
The formatting on this file was all over the place. Reformat all lines
to consistent, fixed columns and remove all tab characters.
2015-12-24 17:40:43 +01:00
Simon Howard
0822248318 textures: Add Doom 1 versions of conflicting textures.
Some textures which appear in both doom.wad and doom2.wad are defined
differently in each. We were always using the same definition in both
Phase 1 and Phase 2, causing compatibility problems with some levels
which expected a particular version of the texture.

To resolve, add both versions of the conflicting textures, controlled by
a new DOOM1_VERSIONS #define that allows which the version to be
selected. Use the doom.wad versions for Freedoom: Phase 1, and the
doom2.wad versions for Freedoom: Phase 2. This resolves part of #194.
2015-12-24 17:17:01 +01:00
Simon Howard
254602c6db lumps: Add README files for some directories.
These deserve to be documented.
2015-12-24 12:29:25 +01:00
Simon Howard
758164748c genmidi: Remove old C code.
This is obsolete, and is only really kept around for posterity. The
code is already in the idgames archive as bsdmidi.zip.
2015-12-24 12:11:53 +01:00
Simon Howard
7902096915 lumps: Eliminate symlinks for texture lumps.
Copy these to the parent directory to avoid needing symlinks.
More progress towards #202.
2015-12-24 11:26:31 +01:00
Simon Howard
0324308f37 lumps: Eliminate symlinks for dmxgus/genmidi.
Get rid of the symlinks for these lumps by copying into the parent
directory after build. This brings more progress on #202.
2015-12-24 11:15:50 +01:00