This required some adjustment of the template to increase the size of
the box on the rear cover containing the text.
Text was translated by Google Translate; I have not yet had native
speakers verify the accuracy of the translations.
We generate the previous SVG by doing sed substitutions to insert the
front cover and spine titles, plus the rear cover text. A follow-up
commit will generate the French and Spanish covers as well.
This is not invoked as part of the normal build process, and shouldn't
be: we only ever want to build the cover PDFs when we're uploading them
for printing, and don't want everyone who wants to build Freedoom to
have to install Inkscape. However, we should nonetheless include it in
the CI to check that the build step works.
Since we want this to become an actual book, we need the generated PDF
to properly look like one. This required a bit of Asciidoc mangling but
mostly looks right.
Having this will allow us to put up printed Freedoom manuals for sale.
The SVG here is compatible with the template provided by lulu.com, which
is where I'm planning to put up the online store. Lulu expects a PDF, so
there's a Makefile target that uses Inkscape to convert the SVG to PDF
format.
The cover artwork here is by Reddit user Illustrious-Gift4206 who
created fanart of many of the Freedoom monsters. Ony my request he has
graciously agreed to donate his artwork to the project for use.
Currently this is just the English version of the manual cover. I'm
planning in a follow-up commit to convert the SVG into a template, so
that we can autogenerate covers for all the different translations.
This fixes#1489, where the keys were being obscured by the menu skull
that is drawn on the help screen by vanilla Doom. Rather than just
shuffle around the contents of the help screen, I opted to simplify it
by removing a lot of the clutter.
The old help screen was created before the Freedoom manual was added, so
there's no need for us to include every in-game item. Instead, we can
delegate to the manual by including a link to it, and cut things back to
just a small selection of example items.
Kind of messed up the way it looks on Doom palette, fixed it up a bit, also lowering the contrast from prior because of the shimmering it caused, there's less of it here.
I've had a few situations where I've had to design something awkwardly or avoid using this texture altogether, so hopefully this can add a bit more flexibility for mappers.
> Map developed using an old deathzor donated map for freedm prior to v0.9.
> The map is city themed and big, well suited for 4 players or more.
> Replaces last man standing for being just as well big and dont plays well.
Name: Violent Vicinity
the current DOSWxxx patches are very obviously placeholders so here are new ones that use some freedoom resources, the skull is taken from the attic (hopefully i did all this right)
> I recycled a old version of this map.
> Layout was made simple and clear.
> Increase the general size of the map and added a new area to fit deathmatch better.
Name: Tripod keep
> Simplified the layout and item placement.
> Changed the theme to a simpler design.
> Added an upper section on the south area.
> Removed the northernmost area and its teleport.
> Increased the overall map size.
I made these better sprites for the SKAG projectile. The ball is made from scratch, and the impact is modified from the current one.
Co-authored-by: Xindage <xindage@gmail.com>