Mike Swanson
a1003c7e63
Merge branch 'ugly_to_beauty' of gh:Talon1024/freedoom
2017-07-16 22:42:10 -07:00
Mike Swanson
87f848d7fa
Merge branch 'lava_fix' of gh:Talon1024/freedoom
2017-07-16 22:41:46 -07:00
Kevin Caccamo
555279839f
flats: improve RROCK17
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I added cracks to the three big round rocks so that the tiling is less
obvious. The new bump map can be found here:
www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl3v4.png
2017-07-14 07:42:10 -04:00
Kevin Caccamo
b6ef41cb9c
flats: new RROCK20
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This one is based on one of the grass textures submitted by YukiHerz:
https://www.doomworld.com/forum/topic/93250-some-textures/
2017-07-14 07:42:10 -04:00
Kevin Caccamo
c3ba79d5fb
flats: new RROCK17
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I wasn't fully satisfied with the previous one, and I thought it looked
too much like the original RROCK17 from Doom 2.
This one is based on IMGP5009.JPG from tex-res-stone-and-moss.zip from
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as this pattern I drew in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl3.png
2017-07-14 07:42:10 -04:00
Kevin Caccamo
b335ae6486
textures: improve RROCK17, new red rock animation
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Improve RROCK17 by adding more colours to it
The new red rock animation is based on this public domain photo from
Flickr: https://flic.kr/p/94VLrb
2017-07-14 07:42:10 -04:00
Kevin Caccamo
9117afc168
flats: new RROCK17
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This image is based on IMGP5009.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as a rock texture I drew in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl2.png
2017-07-14 07:42:10 -04:00
Kevin Caccamo
9dae75a8fb
patches: new WALL63_2
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WALL63_2 is based on this public domain photo from Flickr:
https://flic.kr/p/94VLrb
I drew the blood stains and green spots myself
2017-07-14 07:42:10 -04:00
Kevin Caccamo
3e61436a6c
textures: new replacements for ugly textures
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MFLR8_3 is based on IMGP5009.jpg from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
RW35_1 and RW35_2 are rock textures by Blox and abbuw in the custom
texture thread on ZDoom forums:
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=1710#p891735
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=1710#p893942
Both users gave permission for said textures to be used in Freedoom.
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=1710#p891741
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=1710#p891804
WALL63_1 is based on this public domain photo by Sabrinarck on Flickr:
https://flic.kr/p/94VLrb
2017-07-14 07:42:10 -04:00
Kevin Caccamo
f05fd8963d
textures.cfg: Add MC1 and MC20
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These patches are needed for Plutonia compatibility
2017-07-14 07:41:54 -04:00
Kevin Caccamo
79e597ea8f
textures.cfg: fix DBRAIN animation.
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Set DBRAIN1's size to 64x32, and remove MC patches from it.
2017-07-14 07:41:54 -04:00
Kevin Caccamo
a7740e5625
patches: new REDOPEN
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This one is based on this public domain photo from Flickr:
https://flic.kr/p/94VLrb
2017-07-14 07:40:32 -04:00
Kevin Caccamo
9f0ba7ec13
patches: new ASPHALT
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This one is based on ground_asphalt_old_03.png from this texture pack
on OpenGameArt:
https://opengameart.org/content/real-asphalt-texture-pack
2017-07-14 07:40:32 -04:00
Kevin Caccamo
0e3a7344ad
patches: new FENCE4 and FENCE5
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FENCE5 is based on the previous FENCE5, with a few visual improvements
FENCE4 is my own work. It's partly based on the new FENCE5, but I did
use the original FENCE4 as a reference for placing the bars and spikes
2017-07-14 07:40:32 -04:00
Kevin Caccamo
24a2b018af
patches: a few new TNT patches
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DISASTER and DOGRID are my own work.
GRNOPEN is based on WALL63_1, which in turn is based on this public
domain photo from Flickr: https://flic.kr/p/94VLrb
DOGRNMEN is based on IMGP5011.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
e20ee84faa
patches: visual improvements to AROCK and DOGLDIR
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The FIREBLU/AROCK animation was re-converted with SLADE, using CIEDE
2000 colour matching instead of RGB colour matching.
DOGLDIR is now completely brown, rather than brown and tan.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
930117c3f4
patches: fix PIVY3 background
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Use cyan background instead of a transparent background.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
b92e8578f2
patches: A few new TNT patches
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DOGLDIR is based on this public domain photo from Flickr:
https://www.flickr.com/photos/39422575@N02/30473306225/
PIVY3 is based on homedecor_shrubbery_green.png from VanessaE's HDX-128
texture pack for Minetest, which is licensed under the GFDL (or WTFPL):
https://forum.minetest.net/viewtopic.php?f=4&t=1583
PSTON2 is based on IMGP5098.JPG from tex-res-stone-and-moss.zip in this
texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
1c7d6ba84d
patches: remove overly bright pixels from TILE
2017-07-14 07:40:32 -04:00
Kevin Caccamo
b91242cbeb
patches: make panel lines more subtle
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This change affects BROWN1, BROWN2, BROWN3, BROWN5, and MARBLE1
2017-07-14 07:40:32 -04:00
Kevin Caccamo
a83893e58b
patches: updated ROCK, new SW1SKULL and SW2SKULL
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ROCK now has darker cracks in between the rocks.
SW1SKULL and SW2SKULL are based on IMGP3322.JPG from
tex-res-stone-and-moss.zip in this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as heads from Raymoohawk's texture pack:
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&hilit=Raymoohawk&start=1350#p803299
http://www.mediafire.com/download/ls6lth501flod03/RHTP1.zip
2017-07-14 07:40:32 -04:00
Kevin Caccamo
390e73ff0c
patches: add depth to ROCK/AROCK/FIREBLU/MOSSROCK
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I wasn't quite satisfied with what I had, so I decided to add depth to
the new textures using the original rock texture I drew as a bump map.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
145b0660b4
patches: updated MOSROK2, new MOULD
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MOSROK2 is based on IMGP3322.JPG and IMGP3092.JPG from
tex-res-stone-and-moss.zip in this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as a rock pattern I drew myself in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl128.png
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl128a.png
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl128b.png
MOULD is based on IMGP5009.JPG from tex-res-stone-and-moss.zip in this
texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
c7aa6f7dfa
patches: new MOSROK2 and AROCK animation
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These ones are based on IMGP3322.JPG and IMGP3092.JPG from
tex-res-stone-and-moss.zip in this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as a tiling rock pattern I drew myself in Blender, and edited
with The GIMP:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl128.png
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/Rockdispl128b.png
2017-07-14 07:40:32 -04:00
Kevin Caccamo
115da044be
patches: new ROCK and MOSSROCK
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These ones are based on IMGP3322.JPG from tex-res-stone-and-moss.zip
from a texture pack on OpenGameArt, as well as a rock texture that I
drew by hand in Blender.
Texture pack:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
6c51a76650
patches: new DOPUNK4
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I thought the previous version of DOPUNK4 was too bright.
This one is based on IMGP5009.JPG from tex-res-stone-and-moss.zip from
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
584e66378c
CREDITS: Add myself
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I did much of the new Plutonia textures.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
46f5b1e135
patches: new BROWN2
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I didn't like the BROWN2 I had, since it wasn't very detailed.
This one is based on IMGP5009.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
0f9a0ce96b
patches: re-align lines on BRICK and MOSSBRIK
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Re-align the brick lines on BRICK and MOSSBRIK to match the positions
of the brick lines on the original textures.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
2abab1cbb5
patches: fix TILE tiling/colouration problem
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There was one spot where the colouration on one side did not match the
colouration on the other side. This commit fixes that problem.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
628fe35fc3
patches: new TILE
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This texture is based on IMGP5009.JPG from tex-res-stone-and-moss.zip
in this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
f1cfea3f1b
patches: improved MOSSBRIK
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Add detail to the moss so that it looks like moss is growing on the
bricks.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
ccd4c04146
patches: new BRBRICK and BRBRICK2
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BRBRICK and BRBRICK2 are based on IMGP5009.JPG, IMGP3322.JPG, and
IMGP3092.JPG from tex-res-stone-and-moss.zip in this texture pack:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
142b162d04
patches: darken DIRBRI2
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Darken DIRBRI2 so that it is more similar to the original texture.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
0e1c45105a
patches: new DIRBRI2, improved MOSSBRIK
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Reduce the amount of moss on MOSSBRIK so that it's closer to the
original MOSSBRIK.
New DIRBRI2 based on IMGP3322.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
ea564589b4
patches: improve BRICK, BRICK2, and MOSSBRIK
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Make the brick pattern on BRICK, BRICK2, and MOSSBRIK more subtle.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
e90def1f70
patches: update BRICK1, new DIRBRI1
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Brightened some spots on BRICK1.
The new DIRBRI1 is based on IMGP3322.JPG.
IMGP3322.JPG can be found in this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
ff6de258aa
patches: updated BRICK1, new BROCK2
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Remove shininess from BRICK1.
Also, new BROCK2 based on IMGP3322.JPG from tex-res-stone-and-moss.zip
tex-res-stone-and-moss.zip can be found in this pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Kevin Caccamo
78c34a0d8b
patches: new MUD
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This one should resemble the previous version
(2017-03-07T06:50:25Z!kevin@ciinet.org) more closely.
It is based on MUD.gif from 2017-03-07T06:50:25Z!kevin@ciinet.org,
and CONCRETE (based on IMGP5098.JPG from tex-res-stone-and-moss.zip in
this pack:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc )
2017-07-14 07:40:32 -04:00
Kevin Caccamo
deedbb387c
patches: new MUD
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This one is based on RW35_2 and CONCRETE.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
9cf7450744
patches: improve BRICK1
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BRICK1 was too bright and "shiny", and it had no brown pixels on it.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
ef3d81ee2d
patches: new and updated Plutonia textures
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These new/updated textures are based on the following resources:
BRICK: IMGP3322.JPG from tex-res-stone-and-moss.zip
MOSSBRIK: IMGP3092.JPG and IMGP3322.JPG from tex-res-stone-and-moss.zip
BRICK1: IMGP5098.JPG from tex-res-stone-and-moss.zip
BRICK2: IMGP3322.JPG from tex-res-stone-and-moss.zip
CONCRETE: IMGP5098.JPG from tex-res-stone-and-moss.zip
tex-res-stone-and-moss.zip can be found in this pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-07-14 07:40:32 -04:00
Catoptromancy
fca96c3f72
c4m2: Add teleport that opens after player leaves blue key area.
2017-07-13 16:28:56 -07:00
Fernando Carmona Varo
11bd27292b
Tweak player death sounds, shorter duration
2017-04-22 17:07:10 +02:00
RjY
972ec5d9ad
c1m7: ground stimpak, move avoidable secret
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- Move a stimpack (thing 563) which only appears on lower skills eight
units east so that it does not float up above the nearby ledge.
- Move the bonuses ledge secret (opposite the blue key) from sector 202
to sector 225: touching the former could be missed, while the latter is
the entrance hole to the area, and cannot be avoided.
2017-03-19 17:46:16 +00:00
RjY
f17e4a895d
c1m7: add/restore secrets and bullets/shells choice
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- Mark the "hidden in plain sight" backpack/plasma room, and heavy
armor, as secrets (sectors 595, 196); I found these not being secret,
when a tiny box with a single plasma charge is so, underwhelming. And as
I recall the heavy armor used to be secret in previous map versions.
- Restore the "ammo choice" (sectors 156/157) which are supposed to both
rise up when you step onto one, leaving the other inaccessible. Now it
rises twice as far and can kill you, which is fun! (and avoids need to
add a control sector and rebuild nodes, which would bloat the diff!)
Choose bullets; there are enough shells on this map that missing a box
doesn't matter - although if you are fast enough you can still get both.
2017-03-19 15:27:41 +00:00
RjY
6619f9fa65
c1m7: ground bonuses, unstick sergeant
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- Move 5 armor bonuses (things 688-692) eight units north, as otherwise
they catch on the ledge behind and float up into the air.
- Similarly move a sergeant (thing 684) eight units north, as otherwise
he is stuck in his spawn location, unable to move.
2017-03-19 15:27:41 +00:00
RjY
bbe5a03ddc
c1m7: remove boom linedefs, fix inaccessible secret
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- Remove Boom transfer height / X/Y scroll linedefs: lines 970/1345 ->
type/tag 0/0 (tags 20/24 eradicated); lines 4042/4225 -> type 0
- Replace S1 Boom raise ceiling to highest adjacent with S1 lower floor
to lowest adjacent: lines 2550/2553 -> type 23 (from 166), sector 436 ->
raise from -112 to -48, move sidedef upper textures to lower textures,
unset lower unpegging flag as appropriate (various lines 2547-2561).
2017-03-19 15:27:06 +00:00
RjY
e1d1337342
c1m7: fix unreachable spectre using lower floor to lowest
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Revert to previous version then change type of line 655 from W1 lower to
highest adjacent floor, to W1 lower to lowest.
It's clear from examining the map that sector 247, the platform with the
two sergeants, is meant to lower as you hurl yourself across and grab
the red key in mid-flight, revealing the spectre in sector 246. However,
the linedef action incorrectly selected the _highest_ adjacent floor as
destination, selecting the height of sector 195, and not moving at all.
The previous fix for this took the sledgehammer approach and deleted the
whole thing, which I felt was a shame.
2017-03-19 15:24:26 +00:00
RjY
08ef6dbbdc
Revert "c1m7: Remove sector, and the worm in it, that never opens up."
...
This reverts commit 04560970c5
.
2017-03-19 15:24:26 +00:00