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
https://forum.zdoom.org/viewtopic.php?f=3&t=57684
- Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
- Fix P_PlayerInSpecialSector issue in Sector #667
- Fix all(?) visplane overflows, and most drawseg overflows
- Make staircase near (X: -992, Y: -480) less of a hassle to climb
- Remove midtex from back side of line #4342 (X: -1504, Y: -928)
- Change shootable switches near (X: -800, Y: 1408) to regular switches
- Add shootable switch that opens bars in cave (X: -1344, Y: 448)
- Shorten room sequence at (X: 2208, Y: -2144) to four rooms
- Add "coffins" to key switches (X: 1088, Y: 992)
- Simplify sectors leading to exit (X: 1632, Y: 256)
- Replace blursphere in secret at (X: -992, Y: 120) with backpack
- Add small platform, and super shotgun at (X: 2464, Y: -2224)
Lower the bars blocking the soulsphere secret from behind if the
player manages to jump over the bars. Also, change the tag and
triggers for lowering said bars.
Fixes#476.
I added two new teleports that allow the player to leave the blue key
area after picking up the yellow key and going back into the blue key
area.
Fixes#449.
- Move line that opens the heavy armor switch to a spot where it can be
activated more consistently
- Replace Boom translucent lines with scrolling lines
- Rebuild nodes and blockmap with ZokumBSP
PREEL is a 3-blade computer fan I made and animated in Blender
The AGM infinity logo for the SLAD screen is based on CYL1_1
The AGM text for the SLAD screen is based on
agm_logo/new agm logo rounded v4e 30x9.png
The "TNT" text characters are alien letters I made up myself, and are
inspired by the runic characters on the teleporter pads (GATE1-4)
PL_T1 is an alternative alien letter that I made up, but wasn't quite
satisfied with.
t.v. gave permission to use BLOD64B, CRLWDT3, CRWDT3, and CRWDVS3 in
this post on Doomworld forums:
https://www.doomworld.com/forum/topic/45052-tnt-support/#comment-765129
Although the list of patches does not include CLWDVS3, it does have
CLWDS3, but CLWDS3 does not exist. I assume CLWDS3 is a typo, and
it should really be CLWDVS3
Currently the wadinfo-builder script does this automatically, but
there are so few missing resources now that it's going to be simpler
to just get rid of it. These are the few remaining resources which
don't exist in the Freedoom tree.
Part of #485.
A useful vanilla-compatible trick is that it's possible to include
sprites as patches inside texture definitions. It turns out that
both Final Doom IWADs added textures which do this, and Freedoom
inherits this as a result. We shouldn't include these sprites in the
pnames.txt that gets generated for inclusion in wadinfo.txt, since
they're already defined in wadinfo.txt under [sprites] and won't
be found under patches/ anyway.
This should help as a step towards resolving #485.
This texture was edited from 'gritty stone.png' by abbuw from this
texture pack: https://my.mixtape.moe/muecuv.zip. I got permission from
abbuw to use the texture in Freedoom via PM on ZDoom forums.