* Simplified lighting gradients in a few places, especially the
numerous circles in the room to the E (large visplane overflows)
* Changed translucent glass window in S of map.
* Reworked the diagonal translucent window (near 434,-1364) and lowered
the room on SE side to accommodate MIDGRATE texture.
* Replaced generalized linetype in backpack secret (in W of map).
* Lowered the corner area just past the broken sky room. By chance this
fixes the odd-looking stairs a bit further on.
* Made the translucent glass in SE of map simply be opaque (the player could
not see much through it anyway).
* Changed doorway near (900, -1700) to look more like a doorway (it was
previously looking too much like a window).
* Replaced translucent window just S of the broken sky room -- now solid
(this window was high and player could not see much through it).
* For teleporting monsters into blue key room, replaced BOOM silent teleport
linetype #269 with vanilla compatible #97 (vanilla has no silent ones).
* Replaced BOOM scroll linetype #85 with vanilla linetype #48.
* In blue key room, changed monster closet to use a vanilla linetype instead
of a BOOM generalized one. Also made closet have a lowering floor instead
of a raising ceiling (to preserve the geometry there).
* Cleared a line with tag #7 and a BOOM generalized type, there was no matching sector.
* Replaced BOOM generalized type for switch just past red-keyed door,
reworking the door so the lights do not get cut off.
* Fixed linedefs with missing textures.
* Large rework of the "blue room" -- can no longer use BOOM colormap fx,
hence made all the walls, floors and ceilings use blue textures.
This is an old relic of the project: long ago when the project had
a shortage of sound effects, any missing sound effects would be
substituted with this recording I made of the PC speaker 'beep' from
my Linux desktop. The idea was that the beeping would alert people
that the sound effect was missing and encourage it to be replaced.
This idea ultimately proved counterproductive as the beeping just
proved annoying for anyone wanting to try to play the game. I later
replaced it with a dummy.wav that is just silent.
This eliminates another author-name directory. PLAYPAL and COLORMAP
generation are separate operations that are really only very vaguely
related to one another. Move these into separate, logically-named
directories.
As part of this we eliminate the symlinks for the PLAYPAL and various
colormap lump files, and instead copy these into the parent directory
for use by deutex. This brings further progress on #202.
This texture is supposed to have a monster corpse hanging on the wall,
but is currently just an empty marble stone wall, and so is a symlink to
avoid duplication. But for simplicity it's probably easier to just
include a copy of the file; this will make it easier to be improved in
the future.
These symlinks are used to indicate to use an alternate file for certain
graphics. But we can achieve the same by specifying the file in the
deutex config file with the = syntax.
Sector 168, the nukage surrounding the entry teleporter, had the secret
area type. I assume this is an error, since it contains nothing and is
easy to miss. Change it to a damage type, as was likely intended.