This was added in 2019-10-27T03:24:50Z!noreply@github.com to fix a bug
the former wad-image targets created when run on non-bash shell. Its
author now recommends to remove it with the removal of wad-image.
These targets were rather complicated to set up and use and were
geared around a couple very specific use-cases rather than fully
allowing a set of features wad2image can really accomplish.
In favor of keeping Freedoom’s Makefile relevant just to building (and
installing) our own game, let’s remove this. wad2image can be used
independently anyhow. 😃
This makes the "command: command not found" error no longer occur on
systems where the default shell is not `bash`, or does not support the
`bash` builtins. Additionally, a sane environment is set for safer
shell command use and scripting.
The environment settings for `bash` here do the following:
- Terminate on errors, including signal `ERR` traps. (-e, -E)
- Ensure that shell variables are set before use. (-u)
- Print the shell command, and arguments, as they're run. (-x)
- Fail on errors in any command in a pipeline. (-o pipefail)
Causes the installation to be more similar to how the pre-built Zip
files are handled: separating out the multiplayer and
singleplayer-focused games into two targets. This is similar also to
how Debian and Fedora generate their packages for the game and it is a
sensible one.
Also creates a lot of duplicated lines in the make rules, even though
the number of targets is actually reduced.
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.
Changes to MAP03 and MAP30:
-MAP03: Removed self-referencing sectors, edited deathmatch arena.
Fixed potential softlock in co-op at yellow key room.
-MAP30: Fixed monsters being stuck when spawning in the map. Changed
lift to traditional MAP30 lift to fix bug where one sector won't lower
when pressing "use" on the lift. Added new powerups and minor item skill
changes.
Maps rebuilt with ZokumBSP 1.1
Despite using ASCII for the other definitions, Doom used 121 (“y”) for
the pipe character (“|”) instead. This repairs a crash on SMMU’s
startup process when it looks for this graphic.
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.
dsnoway plays when the use button does nothing on a wall. As noted by
Blastfrog, the sound effect sounded like a tin-can and could
effectively be replaced by dsoof instead (the sound when falling from
a height).