Some of the textures in the textures configuration file use sprites
as patches. Because of this, the build system was inserting extra
dummy entries for these "missing" patches. Handle this corner case
and do not insert dummies for sprites. Fixes#40.
The wadinfo.txt files #include the pnames.txt file generated by the
texture builder: because of this, we must build subdirectories
before building the wadinfo.txt files.
The following unused sprites appeared in doom.wad: APBX, APLS, BOSF,
MANF. These are Doom 2 sprites. Although unused, they can be (and are)
used in mods. Include these in freedoom1.wad for compatibility.
This fixes#36.
Many of the details in this file are now obsolete. Update the
documentation to explain how things are now built (now that we have
a custom texture builder) and include details of some of the other
build scripts in subdirectories.
Now that #1 is fixed, we can be certain that all patches needed for
compatibility are definitely being included in the PNAMES lists. It
therefore isn't necessary to include every patch in the patches/
directory in every WAD.
Extend the build-textures script to generate a text file containing
the list of PNAMES, and include this from the main config file. That
way, each IWAD only gets the patches it explicitly needs.
Some build targets create multiple outputs, which can cause problems
when doing parallel builds. Clean up the build system so that all
subdir invocations come from the top-level Makefile and use $(MAKE).
Also fix the FREEDOOM/FREEDM lumps to really include the version
number by using $(shell ...) syntax.
Stop using deutex's built-in texture builder and generate our own
texture lumps. This is essential for compatibility reasons: the
entries in the texture/pnames lumps must match the order of those
in the original IWADs. Failure to match ordering means that some
well-known WADs (eg. DTWID) would not work with Freedoom.
This fixes#1, and also means that Freedoom can now be built in
parallel using make's '-j' option.
Replaces the old map that copied the themes from the original Doom
E2M1, this is an original concept instead.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Add monsters throughout the map, keyed door flags and the keys
themselves, and all-around fleshes it out. Resolves#33
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Freedoom Phase 1 needs endgame screens for the ends of episodes
2, 3 and 4. Add some basic screens that are essentially just
screenshots from level 8 of each episode. Set END0-END6 to be the
dummy empty graphic so that the game doesn't crash after E3.
This (for the time being) fixes the most egregious problems in #32.
Freedoom has grown to no longer focus on any single IWAD anymore, in
addition to becoming more of its own entity than a simple Doom-clone.
Use somewhat simpler language in the README, rather than bombing with
a technical term like IWAD right from the start, in addition to
explaining a bit more about what being Doom-compatible means.
The FreeDM project has spent a bit too much time in the shadows, even
moreso than the more recent Ultimate Doom-compatible IWAD. Give it
some spot light in the README and officially document its special
adherance to vanilla-compatibility.
Finally, lowercase "free software", even the FSF doesn't capitalize it
and we aren't writing in German in this document.
After some discussion and consensus[1], Freedoom's IWADs are now
uniquely named independently of Doom's file names:
* freedoom1.wad: Phase 1
* freedoom2.wad: Phase 2
The original intention was that Freedoom would be a complete drop-in
replacement for Doom, so that you can just use Freedoom's doom2.wad
rather than id Software's. What has happened, however, is that people
often desire to have Freedoom installed alongside Doom, and try to
uniquely identify it via filenames for multiplayer servers. This has
resulted in lengthy lists of unofficial IWAD file names implemented by
many engines to locate Freedoom, combined with gamers' personal
opinions on just how they should be renamed.
Even the Debian project, normally not one to modify upstream sources
so drastically, has been renaming our doom2.wad to freedoom.wad,
presumably so that Doom II can be installed simultaneously with
game-data-packager.
Given a free software engine, we can instead standardize on unique
names apart from Doom and get the majority of engines in use changed
over to these ones; users with engines that don't recognize the names
can instead use the near-universal -iwad command-line parameter, or
rename the files back to doom.wad or doom2.wad as needed.
[1] http://www.doomworld.com/vb/freedoom/66856-bikeshedding-renaming-freedooms-iwads/
DM24 has a secret exit, which causes the level to reset as it's not a
level that is supposed to have a secret exit. Swap it with DM15 so that
the levels progress through the MAP31/MAP32 secret levels.
This fixes#29.
As part of #10, link in some music tracks to fit FreeDM's levels,
using some of the currently-unused MIDI tracks in the tree. The
choices are made based on my own subjective opinion to try to fit
the levels we have.
DM17 is still missing music, and there is no music for the empty
level slots. Generally, the best music tracks have been used for
the early levels and the later ones are not as good. There's still
a lot of room for improvement.
We have had these graphics for a long time but they were never
finished and look ugly. For consistency, remove them and just use
the normal INTERPIC graphics for all the intermission screens.
By popular vote[1] on Doomworld we are ditching the "Ultimate" name
for Freedoom 1; the two IWADs are now named "Freedoom: Phase 1" and
"Freedoom: Phase 2". Rework the title screen to incorporate the logo
from the menu, and add a matching logo for FreeDM.
[1] http://www.doomworld.com/vb/freedoom/66855-renaming
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
FreeDM's levels should have different music to Freedoom (#10). Look
for MIDI files named D_DM?? to use for the levels.
For now this unfortunately means that the FreeDM levels are currently
lacking any music, as they're now all using the dummy (empty) MIDI
file. But hopefully that can be remedied soon ...
Consensus shows that the change in
2014-01-07T06:34:47Z!mikeonthecomputer@gmail.com was a bit too
extreme. Keep FreeDM as its own special thing, being much more focused
on multiplayer than the other IWADs, as well as being the
vanilla-compatible IWAD.
The resource PWADs have been around for a very long time and dated
from before Freedoom was capable of running as a complete IWAD on its
own. Few people ever cared about these files, as evident by a lack of
reports about freedoom_levels.wad not even being correct.
Additionally, the separate Zips for each IWAD is gone. With that,
Freedoom will be distributed as a single Zip file only that includes
all of the subprojects.