Commit graph

2665 commits

Author SHA1 Message Date
mc776
346cc673a9
patches: new door15_3. (#1056)
Missed in #1050.
2023-08-08 07:54:46 -03:00
mc776
ad604a5344
textures: add SPCDOOR0 and STARG4. (#1055)
Addresses #1054.

Also removes two redundant lines I'd mistakenly added in #948.
2023-08-05 14:40:37 -03:00
Xindage
b4727d6676
New Gray/ick wall by korp. (#948)
* New Gray/ick wall by korp.
AS well new ones using stock patches.

* textures: add changes after April 2023.

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-08-05 14:13:19 -03:00
mc776
c567ade611
levels: minor fixes. (#1052)
* levels: minor fixes.

Map14
- With jump enabled you could skip the floor raisers in the blue key area and get yourself stuck inside one of the monster ambush pits. This has been replaced with a simple warp-in.

Map15
- Redecorated the starting area to make it feel less like id. (As someone who really enjoys Industrial Zone I find the subtle homage creates misleading expectations when literally nothing else in this map plays or looks anything like the id map.)
- Replaced a texture in the lift to avoid a rarely seen tutti-frutti.
- Reduced all nukage floors to 5%-10% from 20%.

* levels: remove bad Map11 secret tags.

Also changed the west side door entrance in the southern branch to take advantage of #1050.
2023-08-05 14:11:25 -03:00
mc776
52292fe420
patches/flats: new textures by Korp. (#1050)
Replaces:
- all hex patterns
- all STARG
- the big tech doors
- some of the narrow doors
2023-08-05 08:24:30 -07:00
mc776
5649831a73
manual: minor fixes. (#1051)
- Edited out the references to "Cannon".
- Clarified that F11 isn't an on/off toggle. (The Spanish seemed fine?)
- Reworded the missile description to do damage to imply it works better on *lower*-level monsters rather than higher, since the tripod and bigtech are both immune to the blast.
- Created new illustration of the savegame menu to replace that "C" with an "E".
2023-08-05 08:15:45 -07:00
mc776
a3dbe95ff3
sprites: add Korp's minigun edit. (#1041)
* sprites: add Korp's minigun edit.

I've shrunk down the flash to make it more consistent with the pistol and PEW (it's actually still much too big relative to the pistol and shotgun but at least it doesn't look jarringly distracting and obscuring the target), and made a few tiny adjustments to the weapon body to deal with some palette issues.

* sprites: fix CHG* offsets.
2023-08-03 14:20:26 -03:00
mc776
a828330d25
levels: more minor fixes. (#1040)
* levels: fix e1m2 tutti frutti around exit door.

Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)

* levels: fix floating candle on map22.

It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.

* levels: more minor fixes.

Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.

E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)

Map03
Floaties by the first door switch.

Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).

Map25
1-pixel vertical misalignment on line 44.

Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.

Map29
Floaty shellbox 444.

* levels: more minor fixes.

Mostly to address #1043.

Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.

Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.

Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.

Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.

Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.

* levels: more minor fixes.

Map13
Exit teleport pad lines now block monsters.

Map18
End soulsphere secret is now tagged as secret.

Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.

* levels: readjust map28 skull.

The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.

* levels: map26 minor fixes.

The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.

The red armour secret is now player-shoot only, and the wall breach effect is instant.

* levels: fix high jump platform texture alignment.
2023-08-03 14:16:55 -03:00
mc776
6a263b857a
music: use old d_e1m2 for dm23. (#1044)
Replaces the last remaining track known to be affected by #847.

The old d_e1m2 found in 0.11.3 and earlier.
2023-08-03 07:55:35 -03:00
mc776
23705eb07d
patches: raise sloppy skull. (#1047)
* patches: raise sloppy skull.

The skull now better fits the original patch's skull position, making for a better Map28 start.

* patches: fix seams on adjusted rw48s.
2023-08-03 07:41:38 -03:00
Steven Elliott
6a54471431
scripts: Add news-to-feed script (#1042)
Rather than maintaining feed.xml on the website manually the
news-to-feed script, added by this commit, will generate it based on
NEWS.adoc in this repository.

Also, make target news-to-feed has been added to run the script.
2023-07-30 15:03:10 -07:00
mc776
13f70d1e11
patches: implement #1033. (#1034)
* patches: implement #1033.

* credits: complete SuperDave938's entry.

* patches: pngcrush new logos.

* Delete logo5alt.png
2023-07-26 20:23:13 -03:00
mc776
51e699ae8b
patches: new sloppy and skull. (#1036)
Combination of the left side of the original skull, the current tentacle texture and the brown tekwall, with lots and lots of tiny edits.
2023-07-26 20:22:11 -03:00
mc776
2dd0c77081
levels: minor tweaks/fixes. (#1038)
* levels: minor tweaks/fixes.

E2M1
The little pass-over route in the north with the medikit now blocks monsters so you don't get a surprise invisible obstruction.
The armour bonuses on the steps in the main path between the outdoor areas are now closer to the ledge. You can still miss some if you charge down the steps at full speed but it only takes a slight slowdown to get them all in one go.

Map11
The health bonus in the starting room pillar is replaced in hard mode by a shellbox.
Untagged the thin panel armour bonus secret.
Replaced the evil eyes in the SKAG room with skull rocks.
Made all 3 doors in the starting room green.
Fixed texture alignment on castle corpse hanger lift.

Map09
Flagged some secret area entrance lines as secret.

* levels: fix E1M1 texture stuff.

The fake barred doors in the dark halls were missized and tutti-fruttied.

The use-to-lower function of the crate has been removed since you can easily jump onto it from the lift and it never really made sense.

The two sets of computer banks have been reversed so that the 64-tall one is on top, as trying to accommodate it was resulting in weird texture misalignments elsewhere.

* levels: raise light fixture in E2M3 red key room.

This one's a bit petty maybe, but it bothers me that you can run onto those terminals just fine, but the light fixture is just low enough that once you're on the terminals you can't jump off of them without crouching.

The diegetically "normal" solution would be to raise the terminals to 25 units off the floor, but making the player go around to reach the red key - when in a typical game you will have already killed any monster that has line of fire on you anywhere in that room - adds nothing to gameplay whatsoever.
2023-07-26 20:21:31 -03:00
mc776
2cbdf6f64f
patches: make wave in AQCOMP01 go to white. (#1039)
The grey never quite looked right.
2023-07-26 20:20:36 -03:00
Steven Elliott
a8a4ae5d32
levels: Small fixes, mostly for Eureka (#1037)
freedm.wad
  DM22  Made invulnerability sphere spawnable
        Removed doom camera (thing #32000)
        Removed unused tags far five sectors
  DM32  Change map name from MAP22 to MAP32

freedoom1.wad
  E1M7  Removed shells (thing #704) in the void

freedoom2.wad
  MAP09 Fix missing texture behind teleport
  MAP10 Rebuild nodes
2023-07-23 13:09:42 -07:00
mc776
9135b52ed8
patches: add two more screens to COMPUTE4. (#1032)
Some maps probably still have some COMPUTE4 textures that use the rightmost column of screens to the left of the leftmost column, which the recent expansion to 256 pixels would have broken. This adds two brand new screens to fill up the space, using colour schemes similar to the spectral graph and blue nebula.

I would like to add these to PLANET1 as well but there are probably maps that accidentally use the previously existing blank space to the right that would be broken by such an addition. If it is known for sure that I am wrong about this, let me know and I will add those as well.
2023-07-18 07:30:37 -07:00
mc776
3a74d144a2
levels: a minor and a major fix. (#1030)
E4M9
- Removed testing P1 start.

Map28
- Line of medical items at the south end of the southern blood pit was floating. Moved away from the ledge.
- Added metal trim to the sloppy side of the starting pit.
2023-07-17 15:11:00 -03:00
Steven Elliott
57246cae8f
png: Map color 255 to color 133 (#1003)
Since color index 255 is a special transparent color in some game
engines color 255 has been mapped to similar color 133 using make
target 'fix-legacy-transparency-pngs'. The images have also been
normalized with make target 'fix-deutex-pngs'.
2023-07-16 23:14:24 -07:00
mc776
24c4076216
levels: more minor fixes. (#1029)
* levels: more minor fixes.

E3M7
The columns blocking the painlords from wandering too far away from the teleport line were spread far enough apart that one of the monsters could pass through and not be able to come back. Two more columns have been added.

E4M7
Around the hall of nukage and six pillars:
- The stairs to the east needed more clearance in the ceiling.
- The nukage now lowers to -24 instead of -40 or -48.
- The BRNPOIS is corrected to BROWNGRN.

E4M9
The eastern backpack secret exited to a ledge far above some monsters right below it, a big vanilla-compat no-no. Everything's been redone so it's all on ground level. The gargoyle wallpaper has also been replaced with something that might align a bit better there; the remaining gargoyle heads now mark the secret.

* levels: adjust Map11 skull room.

- The monitors needed de-aligning after COMPUTE4 was expanded.
- The sloppy switch skull has now been replaced with another skull, and a poison sign has been added to the collection.

* levels: unstick map11 minigunner.

The one right next to where the red skull is now had been an unfortunately overlooked casualty of moving that ledge around.
2023-07-16 16:10:03 -03:00
Steven Elliott
d64ddc6ea9
create_caption: Python PIL 10.0.0 support (#1027)
To support Python PIL 10.0.0 this change uses newer API textbbox() when
available, and older API textsize() when not.
2023-07-16 11:52:04 -07:00
mc776
db0959eaec
dehacked: give phases only their own par times. (#1011) 2023-07-16 08:14:32 -07:00
mc776
2c55c8df7f
levels: minor fixes. (#1026)
E1M2
- Fixed the heights of the little yellow pillars to match the rectangles.
- Fixed up some textures in the secret near the exit.

Map29
- Added Catoptromancy's big stash of ammo on the yellow key pillar.
- Added some radsuits in the home base.
- Fixed some texture alignment issues in the home base.
2023-07-16 11:14:26 -03:00
Simon Howard
00e4c58166
Merge pull request #1024 from mc776/deathsprites
sprites: fix up barrel, necro and octo deaths.
2023-07-15 15:50:41 -05:00
Simon Howard
90090f1191
Merge pull request #1025 from mc776/e2m1trilogz
levels: fix e2m1 trilo warp for gzdoom.
2023-07-15 15:50:08 -05:00
Simon Howard
08f79fcc2d
Merge pull request #1021 from mc776/picknobabble
dehacked: imply lore.
2023-07-15 15:49:26 -05:00
mc776
4a701c2fe4
levels: fix e2m1 trilo warp for gzdoom.
The area behind the line was too short to be recognized by GZDoom though it was working fine in vanilla - I think GZDoom checks the line crossing from the center or something.
2023-07-15 13:15:46 -07:00
mc776
a2998aae7f
sprites: flatten necromancer corpse. 2023-07-15 11:03:45 -07:00
Steven Elliott
573fd2474d
levels: E2M1 Fix serpentipede hot start (#1023)
Two serpentipedes have been rotated 90 degrees to fix a hot start.
2023-07-15 07:27:22 -07:00
mc776
5150494cf3
weapons: rename slot 1 weapon to "ripsaw".
Addresses #1022.
2023-07-14 19:38:12 -07:00
mc776
cc30378022
manual: partially update names in Spanish.
Also correctly refers to the small health pack as a roll of gauze not a canister.
2023-07-14 13:13:44 -07:00
mc776
f5de62efdd
dehacked: imply nanoroll lore.
It's a roll of gauze, not a canister - something I almost forgot until I took a much closer look at the sprite.
2023-07-14 12:06:58 -07:00
mc776
8440307d5c
music: restore korp's dm07; move rost's new tracks (#1018)
* music: restore korp's dm07; move rost's new tracks

Addresses #965 with an edit of the original music rather than an entirely new track.

Moves rost's recent submissions to two other maps that need new music.

* Update CREDITS

Quick fix pending further action re: #1007.
2023-07-14 09:51:53 -07:00
mc776
b125e3e250
music: swap DM05 and Map07 music. (#1014)
* music: use old Map26 music for Map07.

Addresses #675.

* music: use old Map07 music for DM05.

Addresses #10.
2023-07-14 09:51:31 -07:00
mc776
1b53bd5f52
manual: update terminology.
Also tweaked some of the actual help text.
2023-07-14 09:50:13 -07:00
mc776
bb10f0e034
dehacked: imply lore.
- make weird twitchy alien pod thing implied to be consumed by guy stranded on alien world.
- expected: players infer this is some alien critter that has no direct terrestrial taxonomic parallel.
- actual: incessant complaints that the plant has no roots.

Maybe it was a mistake to shy away from more explicit language in the pickup messages.

Did a bunch of other pickup messages to match.

I'm open to suggestions or corrections. I will consider editing the sprite if someone really can't get over "polyp" with no tentacles.
2023-07-13 22:18:04 -07:00
mc776
5fcfb60374
levels: new e2m1. (#994)
* levels: new e2m1.

Starting area by Xindage, cave area and monsters/items by me.

* levels: add secret minigun to new E1M2.

* levels: fix e2m1 fan texture.

Just noticed that mixup in nful2's screenshot.

Not sure how that got changed.

* levels: split E2M1 air/water screens.

Ideally we'd have two more TSCRN1 graphics to fill out COMPUTE4 (and maybe PLANETS?) but let's get it looking right with what we have now.

* Update CREDITS
2023-07-13 11:45:03 -03:00
mc776
4e7b215c0a
levels: more minor fixes. (#1013)
* levels: minor fixes to E3M7-9.



See #999.

E3M7 still had some orthogonal lines that looked misleadingly like secret doors, which would needlessly exacerbate how obscure the actual secret is. I haven't bothered touching the texture alignment since the repetition on the same texture being used over such a huge area is going to be pretty bad anyway.

* levels: rip+tear more lines from e3m7 huge guts.

There should be basically no fake contrast in that area at all now.

Also added a light texture to explain why the doorway is lit up like that.

* levels: minor fixes to E1M1 and Map28.

E1M1
Added a light source to the exit switch room.
Made the COMPUTE4 line only 3 screens wide and filled the empty space with vent speaker thingies.

Map28
Realigned SKSPINE2 on Sector 359.

Both latter fixes motivated by #995.
2023-07-13 08:39:30 -03:00
mc776
383fb42c45
sprites: fix up barrel and octo deaths.
The base of the barrel remained consistent in its last two frames, causing it to seem very static and unaffected before suddenly disappearing. This adds a bit more of a gradual disintegration.

The octaminator has a few fixes:
- the tentacle suddenly appearing behind it in the final frame didn't look right. It's been reduced and a hint of it is given in the preceding frame.
- the antepenultimate frame show the right shoulder falling much further to the side than the frame after it shows. That arm is moved closer to the centre.
- got rid of some of the pillow shading on the right front tentacle-leg in the last two frames.
2023-07-12 22:19:50 -07:00
Kevin Caccamo
0d16f84282
buildcfg: Attempt to fix #1019 (#1020) 2023-07-12 09:20:57 -07:00
KorpKat
ab3b307d21
New batch of midis for FreeDM (#1017)
more music woo
2023-07-11 23:02:40 -07:00
rostuhan
9d6e694bc7
New d_dm32 music (#1016)
* Delete d_dm32.mid

* Add files via upload

* Update CREDITS
2023-07-11 22:09:59 -07:00
northivanastan
0f8641d902
Incorporate MIDI pack for Double Impact (#971)
* Add Double Impact MIDIs with a placeholder for E4M2.

* update credit for e4m3 (author now goes by Matzu)

* New E4M2 by R0rque

* Update credits and add reverb to E4M9 track.

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-07-11 00:09:55 -07:00
Alexandre-Xavier Labonté-Lamoureux
53296099dd
Replace DM22 with another map and move old DM22 to DM32 (#777)
* Add credit for previous contributions

* Move DM22 to DM32 and replace DM22 with new map
2023-07-10 23:49:30 -07:00
rostuhan
15b03eb38e
New d_dm13 music (#1010)
Addresses #10.
2023-07-10 22:08:19 -07:00
mc776
8f8ed90acc
textures: make COMPUTE4 256 wide. (#1012)
Addresses #995.

PLANET1 is already OK.
2023-07-10 08:45:03 -07:00
rostuhan
febb9660f4
New d_dm07 music (#1009)
* Delete d_dm07.mid

* Add files via upload

* Update CREDITS

Added "
S: rostuhan
E: rostuhan123@gmail.com
D: D_DM07 music
"

* Update CREDITS

Moved it to the end.
2023-07-08 11:04:28 -07:00
mc776
d71ac12cf4
levels: another big batch of fixes. (#997)
* level: more fixes.

E1M3
- Minor item floating in one of the staircases.

E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.

E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.

E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)

E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.

E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.

E4M6
- Various thin secrets.

E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.

E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.

Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.

Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.

Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.

* levels: more fixes.

E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.

Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.

Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.

Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.

Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.

Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.

Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.

* Delete map17m.wad

* levels: restore old e2m1.

* levels: address E3M6 softlock.

see #998
2023-06-30 00:15:58 -03:00
mc776
03f157afa0
manual: update some sprites. (#993) 2023-06-27 07:42:39 -07:00
mc776
a0aa5f4343
Merge pull request #989 from fragglet/manual-tables
manual: Reduce number of table columns.
2023-06-24 17:49:44 -07:00