Commit graph

1614 commits

Author SHA1 Message Date
raymoohawk
2fa963c97e sprites: updated tgrn
the sprites are now darker
2016-01-16 17:56:09 -08:00
raymoohawk
32fa349f6a sprites: tred
the sprites have been darkened
2016-01-16 17:55:34 -08:00
raymoohawk
b05315c38d sprites: suita0 edit
the radiation suit is now more detailed
2016-01-16 17:47:30 -08:00
raymoohawk
1f5d9a93fd sprites: added mazmon's smt2a0
the stalagmite has been replaced by a small idol statue
2016-01-16 17:45:20 -08:00
raymoohawk
a7516d16f7 sprite: smita0
slight edit
2016-01-16 17:42:27 -08:00
raymoohawk
3c2062c3bb sprites: sbox
edited the older shell box pick up
2016-01-16 17:40:19 -08:00
raymoohawk
589a4f641f sprites: rocket
edited the rocket pickup
2016-01-16 17:38:05 -08:00
raymoohawk
2131c6b8e1 sprites: updated map pickup
edited the pmap sprites
2016-01-16 17:37:43 -08:00
raymoohawk
f76a9c2165 sprites: updated health pick ups
media0 and stima0 replaced with classic freedoom looking ones
2016-01-16 17:29:16 -08:00
raymoohawk
9413a3f007 sprites: fcan update
replaced the burning barrel with an edit of a sprite made by cwolfru
2016-01-16 17:24:53 -08:00
raymoohawk
538e8b9e19 sprites: mazmon clipa0
the clip is now an actual clip and not a magazien
2016-01-16 17:13:19 -08:00
raymoohawk
6fbd207f18 sprites: shorter cwolfru's ceye
made the evil eye replacement shorter, also added some new details
2016-01-16 17:11:35 -08:00
raymoohawk
d9cf8e8ba3 sprites: new cell and cellpack
the cell pack is now an actual pack instead of a big cell
2016-01-16 17:07:47 -08:00
raymoohawk
797533910b sprites: updated canda0
replaced the candle with a small floor lamp
2016-01-16 17:02:20 -08:00
raymoohawk
d3dc9fb850 sprites: new broka0
updated the rocket box
2016-01-16 17:00:10 -08:00
raymoohawk
8c61fb7456 sprites: updated bonus
the bon1 and bon2 have been updated with a little flavour of classic
freedoom
2016-01-16 16:52:13 -08:00
raymoohawk
43aae112e7 sprites: updated keycards
sprites for the keycards have been changed to mechadon's version
2016-01-16 16:36:23 -08:00
raymoohawk
cde59dd064 sprites: tweak to mega armour
changed the chest light in the armour so it is more notable
2016-01-16 16:13:28 -08:00
raymoohawk
3ebc0c09b0 sprites: updated ammoa0
changed the ammo box to the agaures version
2016-01-16 15:57:09 -08:00
raymoohawk
8a6ce40093 sprites: updated colua0
updated version of the floor lamp that fits better with the new style
2016-01-16 15:49:38 -08:00
Andrew Apted
d76f43a768 levels: MAP11 fixed for an unreachable secret (issue #220)
* fixed sector 470 erroneously marked as secret
* removed thing types 4001-4004 (Boom co-op player starts)
* replaced a line-to-line teleporter with vanilla kind
* built nodes with BSP 5.2
2016-01-06 11:45:44 +11:00
Mike Swanson
9fc966b64d Revert "sprites: updated floor lamp"
This reverts commit 2016-01-02T15:52:57Z!mobiusx49@gmail.com
2016-01-04 13:33:50 -08:00
CWolfRU
b46844ed8a sprites, buildcfg: fix the sprite offsets of the tall lamp 2016-01-04 10:47:47 -08:00
CWolfRU
666ac4e95e sprites: updated floor lamp 2016-01-04 10:47:10 -08:00
Mike Swanson
319c5e75a8 c1m4: rebuild nodes 2016-01-04 01:52:41 -08:00
Andrew Apted
8b726292af levels: C1M4 tweaked for vanilla compatibility
* removed a few crates outside
* reworked scenic vista in SW of map
* fixed all 1S lines to have the impassible flag
* fixed two stuck monsters at (-960, 1024)
* removed unneeded tag from sector 239
* removed a multi-patch mid-texture on a linedef
2016-01-04 19:50:09 +11:00
Mike Swanson
01aa0aedd5 COMPILING: Update the guide considering lack of symlinks 2016-01-02 08:22:47 -08:00
Nick Zatkovich
fc42061b45 sprites: fix transparency on CWolfRU's tech lamps 2016-01-01 12:32:16 -08:00
Doctor Nick
dacf8eac0d COPYING: happy new year! copyright date bump 2016-01-01 11:39:10 -08:00
CWolfRU
d8f2469c96 Sprites: new tall techno lamp
New tall techno lamp. Now really tall.
2016-01-01 09:50:07 -08:00
Mike Swanson
3ad4c10cd9 musics: rename phase 1 tracks for consistency with level names 2015-12-30 09:55:02 -08:00
Mike Swanson
7b732966ea musics: Convert all MUS-format files to MIDI
Closes #206
2015-12-30 09:33:14 -08:00
CWolfRU
d7c8e4535d sprites: new short tech lamp 2015-12-30 09:24:57 -08:00
angrysaint
5bb4ca8239 c3m9: make vanilla-compatible 2015-12-30 09:21:05 -08:00
Blastfrog
7e1e4c33f2 flats: New hex floor flats 2015-12-28 19:16:09 -05:00
Mike Swanson
10277141b7 Merge branch 'master' of gh:andwj/freedoom 2015-12-28 03:33:02 -08:00
Andrew Apted
3da56a1ab6 levels: made C1M2 vanilla compatible
* 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.
2015-12-28 22:18:14 +11:00
Doctor Nick
0167c6671d Merge pull request #211 from CWolfRU/master
C2M6: edited start area
2015-12-26 09:10:26 -08:00
CWolfRU
c9e81566ac C2M6: edited start area
"Spider" symbol was replaced because of Visplane overflow.
2015-12-26 12:54:22 +03:00
Doctor Nick
9f78348620 Merge pull request #210 from SuperSomariDX/master
New Vile Sounds
2015-12-24 19:45:39 -08:00
SuperSomariDX
93ed377fa2 New Vile Sounds
Made from scratch
Merry Christmas - SuperSomariDX
2015-12-24 21:34:28 -05:00
NickZ
6c438f3314 Add .gitattributes file
This normalizes line endings when doing a checkout on a Windows system.
It was previously adding the carriage return, which screwed up the build
process.
2015-12-24 12:46:50 -08:00
NickZ
c14d7a11f5 patches: remove last of the symlinks
This should be the last of the symlinks.
do*day,hell,nite patches were just symlinked to the appropriate sky patches, so I just copied the sky patches.

donhell.gif -> sky3.gif
donhell.gif -> sky3.gif
donnite.gif -> sky4a.gif
donday.gif -> rsky1.gif
doenite.gif -> sky4a.gif
dosday.gif -> rsky1.gif
dowday.gif -> rsky1.gif
doshell.gif -> sky3.gif
downite.gif -> sky4a.gif
dosnite.gif -> sky4b.gif
doeday.gif -> rsky1.gif
dowhell.gif -> sky3.gif
doehell.gif -> sky3.gif
2015-12-24 10:24:45 -08:00
Simon Howard
8dbde24b19 textgen: Add DMWILV* graphics to Makefile.
These images contain the names of the FreeDM intermission screen
level names and need to be copied to the parent directory along
with the CWILV* and WILV* graphics. This fixes a bug introduced
by the earlier desymlinkification of the textgen graphics.
2015-12-24 18:36:36 +01:00
Simon Howard
cafc8f283e Merge pull request #209 from GhostlyDeath/master
Add remaining missing PC speaker sound effects.
2015-12-24 18:23:09 +01:00
Simon Howard
05bdf65ee2 Add README files for most directories.
Let's make the project easier to explore and understand.
2015-12-24 18:19:25 +01:00
GhostlyDeath
976f5fb605 Create the remaining missing PC speaker sound effects; Change a few existing sounds.
* The item pickup sound has changed to not be a truncated powerup sound.
 * The second and third sets of Zombie and Serpent sounds are also now off-pitch.
2015-12-24 11:54:15 -05:00
Simon Howard
991ff8180e textures: Clean up textures.cfg.
The formatting on this file was all over the place. Reformat all lines
to consistent, fixed columns and remove all tab characters.
2015-12-24 17:40:43 +01:00
Simon Howard
0822248318 textures: Add Doom 1 versions of conflicting textures.
Some textures which appear in both doom.wad and doom2.wad are defined
differently in each. We were always using the same definition in both
Phase 1 and Phase 2, causing compatibility problems with some levels
which expected a particular version of the texture.

To resolve, add both versions of the conflicting textures, controlled by
a new DOOM1_VERSIONS #define that allows which the version to be
selected. Use the doom.wad versions for Freedoom: Phase 1, and the
doom2.wad versions for Freedoom: Phase 2. This resolves part of #194.
2015-12-24 17:17:01 +01:00
Simon Howard
0ba0dbaa84 tools: Remove cleanroom script.
This was written by Jon a long time ago to do a "clean room" recreation
of the Freedoom texture lumps. I'm not sure it was ever actually
finished or the result used, but regardless, it doesn't seem necessary
to keep the script around any more.
2015-12-24 13:31:57 +01:00