Adjust the sprite offsets to match the dimensions of the new zombie
sprites. These were not updated when the new zombie sprites were
added, and I noticed that the death animation looked weird as a
result.
CaptainW kindly contributed a new logo for FreeDM in this thread:
http://www.doomworld.com/vb/freedoom/66962-freedm-needs-a-logo/
This uses the new logo for the title screen, menu header (M_DOOM) and
the large banner texture used in the FreeDM levels.
This fixes#12.
Changed one of the the sailors/nazis in the secret sector to a regular
zombie, and changed the floor light level in that same secret sector
to 159.
Fixes#52
Continuing the discussion started on GitHub over
2014-09-30T01:33:29Z!mikeonthecomputer@gmail.com, all desktop entries
now have unique icons. Keeping my own personal bias, stfkill3 is still
used for FreeDM, but the Debian choices for their own distro are used
for Phases 1 and 2.
Also, the icons are actually generated automatically now.
Iikka was included in CREDITS because at one point we were going to
use the POVDoom sprites as stopgaps for the monsters (captmellow
obtained permission from him to use them). In the end this never
happened because they clashed too much in style.
On the dummy.wad level used as a stand-in for levels that don't
exist yet, show a computer sign on the wall that gives a brief
useful message encouraging people to contribute to the project.
The end screens include the corpses of the old version of the
assault tripod boss from before raymoohawk's change, and VICTORY2
also showed the old E2M8 level that has since been replaced. So
replace these images with up-to-date versions instead.
These are generic names used by at least Debian to allow users to
specify their favored port with the package manager. They can be used
as another mode of preference with the script.
Pretty basic shell script for finding a port and launching it
automatically. It's nothing overly fancy, but shell portability is
strived for, since it should be capable of launching no matter what
operating system is in use, it should not use anything more advanced
than is available in Bourn shell/POSIX (no ksh/bash extensions).
Vanilla Doom doesn't flip X offsets properly when mirroring sprites,
so adjust mirrored sprites so that the monster is centered within
each frame and mirrors correctly.
These are small tweaks and I've only done frames A-D so far.
These new zombie sprites are based on the old ones by Saint of Killers,
but have been changed so extensively that they look almost completely
new.
Some discussion of these changes can be found in this thread:
http://www.doomworld.com/vb/freedoom/70095-raymoohawks-sprite-edits/
The email address listed here was long out of date. Update web URL
to be the current https:// based URL, and remove text about me being
"chief administrator" as that hasn't really been true for quite a
while.
Based on the AppData that the Fedora Project wrote for their
distribution, here's three separate ones for each of the IWADs.
This is the second major part of completing the goal in issue #100
These are intended to be useful for packagers for distributions of
GNU/Linux, *BSDs, illumos, and any other operating system where they
may be relevant. Hopefully without the need to edit them :)
This is part of the goal of issue #100 to ease distributions' support
for showcasing Freedoom.
ZDoom's dehacked parser actually is stricter than some other source
ports in requiring that these headers must be present if the
"Patch File for DeHackEd" header is present, and rejects files that
are missing them. Add these in so that the dehacked lumps load
properly.
HELP2 is the screen shown when playing shareware Doom, after
completing the first episode (gives you information on how to buy
the registered version, etc.). For some reason, ZDoom seems to
expect this lump after completing episode 1, even though
freedoom1.wad isn't a shareware IWAD in any sense. Include HELP2
as a copy of the CREDIT screen; even though it's redundant it
doesn't do any harm.
Add some dummy texture entries that match the colormaps stored in the
single player IWADs. This allows levels that use colormaps to at least
be loaded in non-Boom compatible source ports, even though the rest of
the levels might not work properly. It doesn't seem to do any harm.
Having an arrow on the exit sign makes some levels confusing, as the
arrow can sometimes be pointing in the wrong direction or be
otherwise misleading. There is some discussion on Doomworld:
http://www.doomworld.com/vb/post/1303596
As the arrow version still looks quite nice, keep it around as a
second exit sign texture (EXITSGN2); include both the red and the
green versions.
BEX allows long string replacements to be continued onto multiple
lines by appending a \ to the end of the line to indicate that the
string continues on the next line. Make use of this syntax to split
some of the really long string replacements and make the DEHACKED
lumps more readable.