:Name: Pain Elemental design
:author: Wesley Johnson
📅 4/11/2012
:version: ver 5
::END
email: john <obfuscate> son 2412 <@> usgo <dot> net
Pain Elemental complete Sprite set.
Custom designed for FreeDoom, for compatibility with existing FreeDoom sprites.
With wadinfo.txt
- Description:
Pain Elemental consisting of green metal mesh, with seven flaming
heads inside.
The largest head (red) exits to becoming attacking head.
Dies with green burning mesh.
DW: http://www.doomworld.com/vb/post/1067901
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes:
>Dunno if this is going to be considered to be in poor taste, but here's
>a Commander Keen replacement I threw together today. (for the record, I
>love cats, and this is just a joke)
>fraggle said:
>>This is all your own work, right? You drew the cat and the rope
>>yourself?
>Absolutely, every single pixel of the animation was done from scratch
>in about an hour.
>fraggle said:
>>This is a completely original character, right? It's not a depiction
>>of a cat from a cartoon, video game, webcomic, or anything like that?
>Completely original, it's just a generic cat, not any specific one.
DW: http://www.doomworld.com/vb/post/1061751 ,
http://www.doomworld.com/vb/post/1062431
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
Swap the offsets of the two segs on the front side of line 2544, the
exit switch. Seg 235 (from 0 to 48) had offset 48, and 236 (48 to 64)
had offset 0. Clearly these are the wrong way round.
Only noticable in engines that do not use the GL nodes in this map,
and have not yet switched to recalculating seg offsets themselves,
after that spate of wads with bad seg offsets circa late 2005.
Sodaholic writes:
>Due to the nature of the engine's sprite flipping, the Imp was often
>misaligned in many rotations, only way to fix it being to add
>horizontal "padding" to the image. So, that's just what I did. With
>this patch, the Imp will be correctly aligned when being viewed from
>angles 6-8.
DW: http://www.doomworld.com/vb/post/1052790
Signed-off-by: RjY <rjy@users.sourceforge.net>
This is a functioning (but awful) configuration file for the
Gravis Ultrasound card, which is usually stored in the IWAD as
DMXGUS / DMXGUSC. I constructed this by hand, and at least it's
better than nothing. Also included is a sanity check script that
checks the configuration will fit in the memory limits of the card.
This adds the remaining changes from horncomposer's modified version
of the old GENMIDI lump. Details from his accompanying text file
follow:
2/6/11- Replaced Electric Piano 2 (patch 5) - with the high pitched attack :)
Replaced Acoustic Piano (patch 0) - Serves as model for other pianos
Replaced Bright Acoustic Piano (patch 1)
Replaced Electric Grand Piano (patch 2)
Replaced Honky-tonk piano (patch 3) - Added "out of tune"
Accidentally discovered a good Electic Piano 1 (patch 4) - with chorus
This adds a good number of the missing percussion instruments. These
come from a dump of Matt Cadirao (horncomposer)'s modified version of
the old GENMIDI lump.
Config lists the instrument files to use to build the GENMIDI lump.
Some instruments are not yet provided and are nulled out using a dummy
SBI file that doesn't play anything.
Move C code into subdirectory as it will soon be only of historical
interest. Add extra program to dump SBI instrument patches, switch
to using OPL2 instruments, and ignore "null" instruments (all-zero).
Doom 1's versions of the STEP1-3 textures are 32x8 in size and based on a
single patch. Using multi-patch versions of the textures causes problems
when playing WADs like phobos-v.wad that use it as a mid texture.
Using a multi-patch texture on the middle texture of a two-sided linedef
causes the so-called medusa effect in vanilla, so in FreeDM it is a bug.
In dm02, we have several lines which use GRAY4 as a middle texture, with
silver borders above and below. These are all in front of a thin sector
backed by a one-sided line with GRAYBIG on it. So:
- set two-sided lines to have middle texture "-" instead of GRAY4;
- set one-sided lines to have middle texture GRAY4 instead of GRAYBIG;
- adjust a few texture alignments.
The sector formerly behind the GRAY4 lines is now visible as a thin
silver line in front of them, above and below the silver borders.
Freedoom's menu font is wider than Doom's, but vanilla-like engines such
as Chocolate Doom hard-code the location of the indicator to the right
of the graphic detail menu option, so it ends up overdrawn.
Apply a patch x-offset of -15, as suggested by shadow1013 in
<http://www.doomworld.com/vb/freedoom/57738-option-menu-bug/>.
[RjY: note: I am slightly concerned that it is just papering over the
cracks of an engine deficiency, and will cause problems for any engine
that tries to be more intelligent about setting out its menus.]