Commit graph

1927 commits

Author SHA1 Message Date
Simon Howard
2f520543d3 graphics: Tweak positions of help screen items.
Some of the sprites have changed since the help screen was first put
together and are now overlapping with each other slightly. In
particular the box of shells is overlapping with the weapon above it.
Adjust positions by a couple of pixels and give some extra space.
2018-10-06 19:19:32 -04:00
Simon Howard
1b2319cc50 freedm: Remove override for menu skull.
FreeDM had a special override to use an animated rocket for the menu
selector, a tweak to make it more deathmatch-appropriate. Unfortunately
the rocket animation is too wide and causes Chocolate Doom to error out
when the help screen is brought up (F1) with "Bad V_DrawPatch". Even if
the horizontal offset is adjusted it will overlap with parts of the help
screen and obscure them. I think the easiest solution is to just remove
the override.
2018-10-06 19:13:18 -04:00
Simon Howard
bd2d59e14f
dehacked: Add tweak for minigun zombie.
The minigun zombie is also missing a full-brightness frame.
2018-09-13 23:48:34 -04:00
Simon Howard
98f9aaee63
dehacked: Turn on full brightness for a few frames
The firing frames for the zombie and assault tripod look weird if they're not 
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.

This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
2018-09-13 23:46:15 -04:00
Erick Tenorio
cd6e7924d6 levels: C1M5 tweaks and fixes
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP
2018-08-04 17:55:02 -07:00
Erick Tenorio
ec55fef39a levels: fix C1M2 rendering bug on GZDoom
Fixed software rendering bug on two sectors at the southeast part
of the map.
2018-08-01 02:22:40 -07:00
Erick Tenorio
4d38b15109 levels: Chapter 1 tweaks and fixes
Tweaks and fixes to the Chapter 1 maps. The following changes are:

-C1M1: Add line to block Imps near blue keycard. Adjust difficulty
settings on secret green armor and box of shotgun shells.
-C1M3: Minor difficulty tweaks. Fix tutti-frutti effect near the
end of the level.
-C1M4: Fix missing "SFALL" texture and tutti-frutti effects. Adjust
difficulty, primarily the amount of damage the toxic can do. 20% damage
toxic on the fourth level of the first chapter doesn't fit right.
-C1M6: Difficulty tweaks and edits to improve map flow. The way the
yellow keycard is retrieved has been changed in favor of a more
common "Open Door Stay (Fast)" action instead of the instant
floor raise trick to prevent confusion to less experienced players.
-C1M7: Difficulty tweaks. Fixed missing texture after grabbing red
keycard. Fixed tutti-frutti effect.
-C1M9: Implemented actual difficulty settings, as the map doesn't have
any. Added deathmatch spawns as this is the only map without any.
Added more items and other map edits.
-All: Rebuild nodes and blockmap with ZokumBSP
2018-08-01 02:22:40 -07:00
Erick Tenorio
52b6bbece3 sprites: update box of shotgun shells
Change the top portion to match with the shela0 sprite.
2018-07-10 21:49:34 -07:00
Erick Tenorio
66f2fda022
Tweak MAP32
-Removed unreachable and redundant secrets
-Difficulty tweaks
-Clean up some unneeded tags and lines
-Rebuild nodes and blockmap with ZokumBSP

Thread: https://www.doomworld.com/forum/topic/101409-map32-secrets/
2018-07-02 22:01:02 -05:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Erick Tenorio
0bf8ccb0ef graphics: Updated C4 endpic 2018-07-02 13:53:02 -07:00
Erick Tenorio
ea4b9e9cc8 Chapter 4 Update
Updated Chapter 4: Double Impact with the fixes included in the
hotfix. C4M7 was already updated for Freedoom with the fixes, but not
C4M4 and C4M8. Both were updated to be up to par with the
hotfix. C4M8's old edits to lowering the lifts won't be needed
anymore. C4M8 was also edited to be vanilla-compatible, removing some
details at one of the final rooms. Hopefully Vanilla won't crash
anymore.

The endpic for Chapter 4 has been updated to match with the current
Freedoom assets, bye bye that old Imp sprite and floor texture.
2018-07-02 13:52:41 -07:00
Simon Howard
7ef52000bb
Merge pull request #532 from Ferk/facetweaks
graphics: tweaks on freedoom guy standard HUD face
2018-06-28 11:18:58 -04:00
Fernando Carmona Varo
b9ed4f81bf graphics: tune the other HUD faces face & outlines
Tweak the rest of faces to match in thickness as well.
The smile in the stfevl* graphics is also wider now.
2018-06-09 23:54:59 +02:00
Mike Swanson
9b4bd71aab titlepic: update copyright year 2018-05-31 11:34:41 -07:00
Mike Swanson
beebbed1f2 Complete Doom 3 BFG Support, and avoid crashing PrBoom-Plus
DOOM2.WAD contains a MAP33, which is being represented here as only
the dummy map, and also M_EPI1 and M_EPI2 lumps for the “Hell on Earth”
and “No Rest for the Living” texts, both of which are now replicated
here as well (using “Phase 2” and “The Missing Levels” as names instead).

No, we still don’t plan on having a real MAP33, the inclusion here is
only to avoid engine crashes.

Fixes: #533
Ref: #529
2018-05-30 14:50:56 -07:00
Mike Swanson
22698d4aa1 Update copyright year to 2018 2018-05-30 14:42:15 -07:00
Fernando Carmona Varo
e70639cc39 graphics: tweaks on freedoom guy standard HUD face
Doom engines stretch the the images with 20% extra height. This,
together with the already slim jaw and sharp chin in the face of the
freedoom guy, makes it look very juvenile, stretched.

This change tweaks the face images to have a thicker jaw and a more mature
look. It also tweaks the lip position a bit and reduces the excessively
dark outline along the chin.
2018-05-19 13:47:44 +02:00
Mike Swanson
227ec720e6 Support running in Doom 3: BFG Edition
There are a few lumps added to the Doom IWADs required by the BFG Edition
of the game that would cause it to crash abnormally if the IWADs were
replaced by Freedoom.  We add these news graphics lumps to the game here.

BFG Edition also changes m_gdhigh to "Fullscreen:" and m_scrnsz to
"Gamepad:", neither change of which will ever be reflected in Freedoom,
but it won't crash in this engine anymore.

Closes: #529
2018-05-10 19:31:17 -07:00
Simon Howard
bf93839ed5 dmxgus: Improvements to similarity groups.
Split the piano and bass guitar groups into separate groups to give more
variation. Move several instruments around which don't fit, and move
several random percussion instruments into an enlargened "blank" group
since these percussion effects are not really similar to each other and
it's better to leave them out than play something that sounds wrong.
2018-05-05 22:41:14 -04:00
Kevin Caccamo
caa6f46a59 levels: replace FIRELAV2 textures
Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
MAP32.

DM23 has static FIRELAV2 textures, but it makes sense because of the
way they are used.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
d67171ebe8 c4m2: replace inappropriate slime fall textures
Get rid of slime fall textures that don't make sense, and replace them
with textures that match the textures on the other column.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
3ad60ff9c8 textures: add AQSUPP13
I cut this out from AQSUPP01
2017-12-14 03:56:35 +00:00
Kevin Caccamo
4bb84b07cc textures: add 8-row freetonia textures
These are 8-row versions of the Freedoom/Plutonia brick textures.
2017-12-14 03:56:35 +00:00
Kevin Caccamo
1ed5898ec7 textures: add some custom textures
flats: add FCGRATE1 and FCGRATE2
patches: add CEILVINE and CGRATE1
buildcfg: add new flats to build config
textures.cfg: add new textures to build config

FCGRATE1, FCGRATE2, and CGRATE1 are my own work.
t.v. gave permission to use CEILVINE in Freedoom:
https://www.doomworld.com/forum/topic/45052-tnt-support/?do=findComment&comment=765129
2017-12-14 03:56:35 +00:00
Kevin Caccamo
eddabd36df textures.cfg: fix AQTRIM05
AQTRIM05 was missing one row.
2017-12-13 23:10:57 +00:00
Samuel Oliver
37875df6b8 texures: improved textures by Blastfrog
Blastfrog included these improved textures in his Freedoom: Phase 2
cluster 1 demo release.
https://www.doomworld.com/forum/topic/94645-freedoom-phase-2-cluster-1/
2017-12-13 23:08:47 +00:00
Kevin Caccamo
b560f4ab7a patches: darken DOKODO{1,2}B
Darken DOKODO{1,2}B to better match the flat textures commonly used
around these textures
2017-12-13 23:07:55 +00:00
Kevin Caccamo
f5849da080 patches: new DOKODO{1,2}B
These textures were drawn from scratch.
2017-12-13 23:07:55 +00:00
Kevin Caccamo
57a0eac53c patches: improve W13_A
I wasn't happy with my previous W13_A, so I decided to revise it.
2017-12-13 23:07:55 +00:00
Mike Swanson
0411e49acd levels: rebuild nodes where necessary 2017-11-17 17:51:58 -08:00
Kevin Caccamo
509c289d53 levels: add fdtest_p3.wad to test_levels as MAP01
The old MAP01 is now MAP02
See this Doomworld forums thread for fdtest_p3.wad:
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
2017-11-17 17:44:19 -08:00
Kevin Caccamo
ea319b9e02 Revert "levels: change test_levels.wad"
This reverts commit c7fc2102613d89f82f6ef9d67098893c248453c0.
2017-11-17 17:44:19 -08:00
Kevin Caccamo
b184bd64c0 levels: change test_levels.wad
- Remove dummy maps
- Add new MAP01 (fdtest_p3.wad)
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
- Move old MAP01 to MAP02
2017-11-17 17:44:19 -08:00
Kevin Caccamo
191d24f29f levels: minor tweaks to MAP25
- Give player 160/320 cells near (X: -1920, 544).
- Fix switches that open the 6 pickups near (X: -800, Y: 1408).
2017-11-17 17:44:19 -08:00
Kevin Caccamo
3875ca120c patches: new light patches
W13_A is based on the existing W13_A
AGB128_1 is based on BLIT{A,B,C}0 and AGB128_1
REDLITE2 is based on REDLITE1 and AGB128_1
YELLITE2 is based on YELLITE1 and AGB128_1
YELLITE3 is based on AG128_1 and YELLITE1
2017-11-17 17:43:42 -08:00
Kevin Caccamo
c08a51d7af flats: new ceil{4,5}_1 and tlite6_{1,4,5,6}
ceil5_1 was made from scratch in GIMP, and improved in SLADE.

ceil4_1 is a recolour of ceil5_1

tlite6_1 is based on ceil5_1 and a diamond light drawn from scratch
tlite6_4 is based on ceil5_2 and a diamond light drawn from scratch
tlite6_5 is based on ceil5_1 and this rendering:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/s/redtlite.png
tlite6_6 is based on ceil5_2 and this rendering:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/s/brwntlite.png
2017-11-16 04:01:17 +00:00
Jared Deberjerak
76455de2e5 patches: new door patches by Jared Deberjerak
These new patches are from the custom texture thread on ZDoom forums:
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=2160#p1025185

Jared Deberjerak gave permission to use these textures in Freedoom:
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=2160#p1025306
2017-11-15 14:17:59 -08:00
Kevin Caccamo
e599e53476 textures: new RROCK18, DOGRMSC, and STONEW5
RROCK18 is based on IMGP5009.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as this bumpmap I drew in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/bigdispl.png

DOGRMSC is based on IMGP3322.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as this bumpmap I drew in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/bigdispl.png

STONEW5 is based on stone wall 3.png from this texture pack on
OpenGameArt:
https://opengameart.org/content/wall-grass-rock-stone-wood-and-dirt-480
IMGP3322.JPG from tex-res-stone-and-moss.zip in this texture pack on
OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
and this public domain photo from flickr: https://flic.kr/p/muFfXJ
2017-10-19 16:44:59 -07:00
Kevin Caccamo
f6f4fc9be7 flats: new flat5_{7,8}
These ones are based on a texture raymoohawk submitted to Zauberer:
https://github.com/CireG/Zauberer/blob/master/textures/w_036_by_raymoohawk_d8x2vj1_by_raymoohawk-d8xhyhw.png
2017-10-02 07:13:40 -07:00
Kevin Caccamo
8f24c6eb60 sprites: improve stealth sphere sprites
These ones shouldn't look as flat as the previous ones.
2017-10-02 07:13:10 -07:00
Kevin Caccamo
52d7906ad4 buildcfg: improve green plasma impact offsets 2017-10-02 07:13:10 -07:00
Mike Swanson
1b79661bd9 Merge branch 'patch-1' of gh:drbugbait/freedoom 2017-09-26 15:43:23 -07:00
Mike Swanson
71b27556dd Merge remote-tracking branch 'talon1024/new_sprites' 2017-09-26 15:41:14 -07:00
Mike Swanson
4b35a137af Merge remote-tracking branch 'talon1024/texdefs' 2017-09-26 15:40:42 -07:00
Mike Swanson
a9899f258e Merge remote-tracking branch 'talon1024/level_tweaks' 2017-09-26 15:40:38 -07:00
Kevin Caccamo
8be19cff3a levels: C3M4 refresh RC5 by sgtcrispy
https://www.doomworld.com/forum/topic/95097-freedoom-phase-1-e3m4-refresh/
2017-09-25 07:51:11 -04:00
Kevin Caccamo
6cf6b63de5 levels: vanillafied and improved MAP28
MAP28 was vanillafied by riderr3, and improved/edited by Catoptromancy:
https://www.doomworld.com/forum/topic/93309-phase-2-maps-21-30-development-thread/?do=findComment&comment=1734562
http://www.geocities.ws/catodemos/freedoom/z0k/MAP28fd2_v2_c2.wad
2017-09-25 07:49:09 -04:00
Kevin Caccamo
a1611da0e4 sprites: new stealth sphere sprite
I made this sprite from scratch using Blender.
2017-09-25 07:34:00 -04:00