* 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
* 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 normalizes line endings when doing a checkout on a Windows system.
It was previously adding the carriage return, which screwed up the build
process.
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
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.
* 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.
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.
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.