Commit graph

1855 commits

Author SHA1 Message Date
Kevin Caccamo
deedbb387c patches: new MUD
This one is based on RW35_2 and CONCRETE.
2017-07-14 07:40:32 -04:00
Kevin Caccamo
9cf7450744 patches: improve BRICK1
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
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
- 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
- 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
- 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
- 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
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
Catoptromancy
85dd14b34d c4m9: Easy skill rebalance, added soulsphere and extra shells. 2017-03-17 19:30:14 -07:00
Catoptromancy
f25ced7ead c2m9: Vanilla compatibility updates. 2017-03-17 19:27:42 -07:00
Ayub Ahmed
1d838f8875 buildcfg: increase sphere heights
As mentioned in https://github.com/freedoom/freedoom/issues/419 
this raises the height of the four spheres so that they are more visible
and recognisable as power ups.
2017-03-17 19:50:35 +06:00
Catoptromancy
5fad72a71d map23: Allow for better backtracking
Configured a monster teleport at the exit to also be lowered by the
player.  Moved a berserk pack, and add a secret at the end.  Inside
the start area ambush, add a shotgun, a little more ammo, and a
backpack.
2017-03-16 14:55:55 -07:00
Mike Swanson
ff9cbb94d5 Merge branch 'pestdeath' of gh:luckypunk/freedoom 2017-03-16 13:46:03 -07:00
Catoptromancy
bafc1b2901 c2m5: Make vanilla compatible, simplified three switch hunts 2017-03-16 13:45:45 -07:00
RjY
4c6faaccff c4m7: flip teleporter, stabilize lift, restrain imps
- reverse the direction of the lines surrounding the secret teleporter
(sector 932), so they face outwards, and you teleport by stepping onto
the pad, as is conventional.

- change type of linedefs that lower the lift out of the blue key area
(sector 282) to reusable, otherwise you could only get back up twice
after jumping down (the lift was split into two single-use lines).

- prevent three imps (things 900,901,904) from waking up early, so they
do not leave the area via teleporter and make themselves a pain to track
down later: set their ambush flag, and surround the nearby door back to
the yellow key cage maze (sectors 489-491) with sound blocking lines.
2017-03-16 20:34:42 +00:00
luckypunk
82e8c90dee sprites: change pestmeister death animation
still not good, but better than before
2017-03-16 13:12:15 +00:00
Mike Swanson
85bf98738f CREDITS: Add Ferk.
He had changed the titlepic helmet in
2017-03-11T15:37:19Z!ferkiwi@gmail.com
2017-03-15 05:14:19 -07:00
Mike Swanson
336c4e0c1a Bump version to 0.11.2 2017-03-14 19:24:01 -07:00
Jayextee
49c53bc657 c3m1: Raised ceiling lights to prevent head bumping 2017-03-14 18:02:34 -07:00
Mike Swanson
63efd56679 create_caption: Clean up copyright text more by removing "Freedoom, " 2017-03-14 17:51:34 -07:00
Ayub Ahmed
845c452f3b CREDITS: hex11's email, change sodaholic's name 2017-03-14 17:22:48 -07:00
Ayub Ahmed
65d46fc86c CREDITS: three new contributors
Litrivin, jupiter_ex and uhbooh weren't added to CREDITS previously
so add them now.
2017-03-14 17:22:43 -07:00
Mike Swanson
af5d98ec50 graphics: ignore the new t_phase1/t_phase2 files 2017-03-14 16:08:52 -07:00
Mike Swanson
0b3edc9548 Merge branch 'titlepic' of gh:Voros2/freedoom 2017-03-14 16:05:10 -07:00
Mike Swanson
a51b9d3398 Merge branch 'titlepic' of gh:Ferk/freedoom 2017-03-14 15:57:34 -07:00
Mike Swanson
6672395761 Merge branch 'shtgn' of gh:Voros2/freedoom 2017-03-14 15:56:25 -07:00
Mike Swanson
e6a561bdba Merge branch 'new_tntonia_texs' of gh:Talon1024/freedoom 2017-03-14 15:55:50 -07:00
Mike Swanson
6fca82bf60 Merge branch 'cand_cbra' of gh:luckypunk/freedoom 2017-03-14 15:55:17 -07:00
Mike Swanson
ebe61a9abf Merge branch 'sprites' of gh:luckypunk/freedoom 2017-03-14 15:54:58 -07:00
Mike Swanson
c105f5f810 Merge branch 'w106' of gh:luckypunk/freedoom 2017-03-14 15:54:18 -07:00
Mike Swanson
4b43e00e3d Merge branch 'p1par' of gh:Voros2/freedoom 2017-03-14 15:51:36 -07:00
Mike Swanson
913940b05e Merge branch 'dm24' of gh:Voros2/freedoom 2017-03-14 15:50:45 -07:00
RjY
3143339a64 parallel_textgen: run textgen in parallel
textgen: instead of running ImageMagick yourself, output a Makefile rule
for each graphic. Dependencies are passed on the command line.

Makefile: Add rule for 'textgen.mk' which is built by running textgen.
graphics.stamp depends on textgen.mk and all the built graphics files.
Then, each built graphic depends on textgen.mk, ensuring it is made
first. textgen.mk itself depends on textgen config, font, and dehacked.
(Makefile itself also depends on textgen.mk implicitly via include)

This duplicates previous behaviour where changing textgen config remakes
all text graphics, but one Make rule for each, allowing parallel make
with -j instead of the script doing one at a time.

The built IWADs are byte-for-byte identical before and after this patch
series is applied (provided VERSION is set to the same thing of course)

One problem is 'make clean' rebuilds textgen.mk because Make thinks the
Makefile needs it, but then immediately deletes it. Not sure how to fix.
Use git clean -fdx instead, or just don't clean twice in succession.

----

This gives the following improvement in build time (-j1 as control,
built on 4 cores and a large tmpfs so disk speed isn't a factor)

(master)

    make -j1  4.83s user 6.77s system 93% cpu 12.444 total
    make -j1  4.74s user 6.72s system 93% cpu 12.267 total
    make -j1  4.72s user 6.68s system 92% cpu 12.292 total

    make -j4  5.72s user 6.77s system 109% cpu 11.414 total
    make -j4  5.39s user 6.85s system 107% cpu 11.419 total
    make -j4  5.66s user 6.79s system 109% cpu 11.383 total

parallel_textgen

    make -j1  4.57s user 6.66s system 92% cpu 12.185 total
    make -j1  4.73s user 6.57s system 93% cpu 12.152 total
    make -j1  4.60s user 6.72s system 93% cpu 12.152 total

    make -j4  5.62s user 7.72s system 262% cpu 5.084 total
    make -j4  5.82s user 7.76s system 262% cpu 5.165 total
    make -j4  5.79s user 7.73s system 261% cpu 5.161 total
2017-03-14 17:46:40 +00:00
RjY
946db56ccd parallel_textgen: separate font_render and invoke_command
Replace font_render with get_command which returns the command line
instead of executing it. Move invoke_command to font_render callers.
2017-03-14 13:14:16 +00:00
RjY
e94bcdd9ea graphics/titlepic: remove author subdirectory
- move captainw/* into titlepic (rename fdmtitle to freedm_titlepic)
- fix file paths in dist/Makefile, graphics/titlepic/Makefile
2017-03-14 11:43:33 +00:00
Kevin Caccamo
fbc84b5383 patches: new BRICK and MOSSBRIK
BRICK is based on IMGP3322.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

MOSSBRIK is based on IMGP5011.JPG in addition to IMGP3322.JPG from the
aforementioned texture pack.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
d0aca0069d patches: improve MYWOOD
Add vertical streaks and darkened panels.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
8ea1d1026c patches: new MC animation
The new patches that make up this animation are based on IMGP5011.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

Also, I did not replace MC9 because it is not actually used.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
f5fc2713b2 patches: new MYWOOD
This patch is based on YukiHerz' textures from this thread:
https://www.doomworld.com/vb/freedoom/93250-some-textures/
2017-03-13 17:47:44 -04:00
Kevin Caccamo
bc9dcda27d patches: darken MARBLE1
Darken MARBLE1 to be closer to the original MARBLE1's brightness.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
6a96ce42e0 patches: improved BROWN1 and BROWN5, new MARBLE1
BROWN1 and BROWN5 are based on IMGP5011.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

MARBLE1 is based on 13.png from ground.zip in this texture pack:
http://opengameart.org/content/seamless-terrain-and-concrete-textures
2017-03-13 17:47:44 -04:00
Kevin Caccamo
c7a0085e3d patches: improved NATROCK
It is now darker, and has more brown/tan pixels.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
f10428d3b3 patches: better DARKROCK
Make DARKROCK look better by removing the duplicate streak introduced
in 2017-03-03T05:34:59Z!kevin@ciinet.org, as well as increasing the
brown/tan to gray pixel ratio.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
5affac5c4e patches: new BROWN1 and BROWN5
Both of these are based on DOPUNK4.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
a78e69ed11 patches: new MUD based on WALL78_1
The current MUD looks like rock to me, and I thought WALL78_1 looked
more like mud.
2017-03-13 17:47:44 -04:00
Kevin Caccamo
b5f6b0e02a patches: new NATROCK and DARKROCK
NATROCK is based on IMGP5011.JPG from tex-res-stone-and-moss.zip
DARKROCK is based on IMGP5010.JPG from tex-res-stone-and-moss.zip
tex-res-stone-and-moss.zip is from this texture pack:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
2017-03-13 17:47:44 -04:00
Catoptromancy
c7054c408b c4m2: Several gameplay tweaks.
* Add a switch in the secret exit area to allow backtracking.
* Make ledges in secret route non-damaging and made pit below into 20%
  damage slime, allowing jumpers to risk death for a couple shells.
* 10 DM starts.
2017-03-13 02:36:58 -04:00