Engines such as Odamex may not have a default search path and simply
search for freedoom1.wad relative to the current directory. This can
cause an unexpected WAD file not found error when executing the freedoom
script.
This issue is mitigated by setting a default DOOMWADPATH environment
variable with sensible search paths, if it is not already set. All
engines listed in the PORTS variable support the DOOMWADPATH environment
variable, which makes it a simple and convenient way of helping prevent
this error.
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").
PORT is too generic, especially if refering to TCP/UDP ports, and if
those are set, the freedoom script may not work properly. DOOMPORT is
a reasonable alternative.
Also includes a change to the top-level Makefile to accommodate new
target names. Moved the installation variable settings close to the
install targets.
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
Makes a little bit more of a consistent testing experience. As of
this commit, there are a lot of HOMs/missing textures thanks to
depending on stuff presently in Phase 2 but not 1, though we’ll be
changing that too.
Removed MAP02, which was Cato’s old testing map and unnecessary to
stick around.
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.
Non-reference AsciiDoc implementations such as AsciiDoctor (used by
GitHub) or even the simplistic parser in loccount choke up on these
characters for different reasons. AsciiDoctor doesn’t seem to even
parse them, displaying them as-is and not with emphasized text.
loccount would get hung up on possessives, expecting a terminating
character for emphasis that never comes.
Annoying, but easy to work around. the curly ’ character can be used
for possessives and _underscores_ can be used for emphasis.
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.
This reverts commit 2019-07-23T05:30:11Z!NZatkovich@gmail.com
Apologies to the author of the sound, but this one sounds way too
similar to a monster being gibbed, creating a lot of confusion during
play, as noted in #587