In a world ravaged by software that determines file type by the last
part of the file's name, *.asc is somewhat troublesome given file
managers that think these are PGP keys. Also GitHub won't render
AsciiDoc without one of a few extensions, at least *.adoc is somewhat
clearer and not as obnoxiously long as *.asciidoc
M_MULTI is used in some multiplayer ports (Zandronum, others?) for
the main menu "Multiplayer" option. Make this taller to match the
other main menu graphics and align appropriately in buildcfg.
This conflicts with the height of the graphic as found in other ports
like SMMU/Eternity/PrBoom, but I've checked, and in those ports it's
either unused or short enough that it still works okay.
When playing in ZDoom-based ports, a message is shown when the player
dies which depends on the monster that killed them or (in deathmatch)
the weapon they were killed with. Because ZDoom uses obituaries that
mention the Doom weapons and monsters, override so that Freedoom is
internally consistent when playing using these ports.
We have lots of music tracks serving double duty for multiple levels,
but it's hard to tell which are the missing ones at a glance. Use
some heuristics to identify duplicated tracks and print a report on
what we still need.
Skib's unfinished level has been around for a long time, is barely
started and there's no suggestion anyone is likely to finish it any
time soon. Remove it and renumber Protox's DM34,35 to be DM33,34.
These are a few very short demos recorded on FreeDM maps that do not
currently have any open bugs. This does not fix#15 but at least the
game won't crash in Vanilla for the time being, until we record some
proper deathmatch demos.
Use new "Phase 2" name and just refer to "episode n" rather than
"Freedoom episode n". Don't refer to "the elite guard" as we don't
have a story or know who they are, and give MAP07/MAP12 names based
on the text. Rewrite C6TEXT entirely to match the current MAP31/MAP32.
Some of these names do not match the sprites that we currently have
in the IWADs. Change to be more fitting names. Remove "hell" or
"undead" references as it's not clear that Freedoom's story has a
hell theme, and use "minigun" instead of "mini-gun".
The "victims" graphic was slightly too wide, so that it was getting
overwritten by the green square to its right on the deathmatch
intermission screen. Truncate to "victim" (and "killer") so that
it fits. This fixes#49.
Also adjust the brightness/contrast on these images to match the
other text.
If a text string contains all lower-case characters, then generate
it at a reduced height. This is necessary for certain graphics, like
the WIF graphic ("FINISHED") on the intermission screen, otherwise
it ends up in the wrong location (#49).
Adjust the offsets for some graphics in the build config to
compensate, and fix up the vertical offsets for WICOLON/WIMINUS while
we're at it.
Ditch the current D_READ_M, which is awful and frankly, annoying.
Use Jute's dave3d20.mid instead which seems to fit the purpose
much better, and change D_DM22 to use a different Jute track, as
it was using dave3d20.mid.
Doom 2 music lumps have random names and I can never remember them.
It's useful to be able to browse the musics/ directory and know
which track goes which which level. Rename links to the consistent
format d_mapxy.mus and do the naming translation inside the config
file.
deathz0r posted these on Doomworld a long time ago (2006) but they
were never picked up. Add them now as DM26, 29 and 30, and move the
current unfinished DM29 to DM33.
commit ddb0c98a44 (a long, long time ago) changed the
wall62_2 patch to a new version that was supposedly better. But
really it is much worse: the colors just look washed out and ugly.
Restore the original version of this patch from before the change.
The main instrument groupings were already pretty good but there
was some room for improvement. The generated configuration sounds
pretty good now, even when using the 256KB config.
This script generates a MIDI file that plays all of the comparison
groups from config.py. This allows instruments to be compared, so
that similar-sounding instruments can be grouped together.
There are a couple of floating pixels away from the sprite that don't
appear to be part of it in : SKELC2F8 & SKELC4F6 & SKELC5F5 & SKELC6F4
& SKELG2 & SKELH2 & SKELI4 & SKELK1. They were removed.
White pixel in the bottom left corner of POSSE3E7 & POSSF4F6. White
pixel top left in POSSH0. Recoloured 'white' blood pixels to shades of
red in POSSI0.
Removed out of place white pixels in TROOD4D6 & TROOD5 & TROOE5 &
TROOF5 & TROOG4G6.
The dummy music track is a silent MIDI file that is used when a music
resource is not present. The old one caused Vanilla Doom to lock up,
the new one does not do this.
I made these textures in the early days of the project and I'm pretty
sure the symbols came from an animation on a website I found. The
symbols are pretty generic alchemical symbols but it still bothers
me on the rare occasion that I see the textures used in a level.
Recreate them using some public domain imagery in their place.
Regroup GUS percussion instruments based on personally having listened
to the samples in the GUS instrument set and identifying similar-
sounding instruments.
The indices of the percussion instruments were all off-by-one. These
should be 128+genmidi number, but were 127+ by mistake. This
considerably improves the percussion in Freedoom when using GUS.
Add FALL3 texture definition needed for TNT compatibility, and add
extra texture definitions so that all the patches required for TNT
compatibility are included in the PNAMES list (and IWAD). Add
symlinks for TNT sky patches that just point to sky patches that we
already have. Fixes#43.