Commit graph

2531 commits

Author SHA1 Message Date
Simon Howard
59a4c4b1d5
Merge pull request #878 from jadenquinn/master
Added old C2M3 music back into Freedoom as C1M3!
2023-03-29 09:42:16 -04:00
Simon Howard
5196301c9f
Merge pull request #917 from mc776/moremapfixes
levels: yet even more minor fixes.
2023-03-29 09:41:33 -04:00
Simon Howard
990445f0dc
Merge pull request #914 from mc776/newintertext
dehacked: rewrite intermission texts.
2023-03-29 09:40:35 -04:00
Simon Howard
038e4af3e5
Merge pull request #624 from ObsidianPlague/patch-1
Quit messages
2023-03-29 09:38:53 -04:00
Simon Howard
c1452eedc1
Merge pull request #913 from mc776/shtga0fix
sprites: reshade SHTGA0.
2023-03-29 09:36:45 -04:00
mc776
8f084e661c
levels: remove new map32 cage.
I was grossly overthinking the issue of needing to prevent the player from proactively maneuvering before the action begins. Someone who's played the start a couple times would be able to do that anyway.
2023-03-27 18:23:05 -07:00
mc776
d8bc8c69de
levels: misc. E3 minor fixes.
E3M1: Rearranged the two "spinal columns" inside the first entrance. The chamber is larger and the columns are not perfectly octagonal (both to align the textures and to get rid of the fake contrast) and one of them is significantly larger than the other.

E3M6: replacing the (not even working right, you could see the floor moving) flat bleed rising painlord with one that warps into that spot. Changed the textures inside the hatchling fireplace so you're seeing fire everywhere from the inside.

E3M7: Slapped some textures onto the otherwise flat bleeding temporary monster blocker. The difference is barely noticeable even if you're deliberately looking for it.
2023-03-27 17:44:38 -07:00
mc776
abcc1d2eb4
levels: remove Map02 exit sign flat bleed.
This is the same solution I've proposed to address #920 and was planning on posting this only after some resolution was reached about that, but others have confirmed this does look way cooler than the original exit sign so here we go.
2023-03-27 10:19:24 -07:00
mc776
1b14bb26bb
levels: remove flat bleed tricks in Map20+29.
Map20: Just added textures to the lava jump and made the sectors thinner. No one's going to see them outside of deathmatch without noclipping anyway.

Will just leave the hole in the red arena ceiling where it is - players don't look up anyway.

The little red button in the closed-off brown metal area also uses flat bleeding (which frankly I'd taken as precedent to let me do this with the other stuff at all).  Turns out it's perfectly visible with the light reduced to the surrounding area so I have done that (and also added some downwards movement of said button).

Map29: Moved the spectres out of LOS.
2023-03-27 10:13:04 -07:00
mc776
e6a17952cb
levels: remove all map26 flat bleeds. 2023-03-27 08:56:39 -07:00
mc776
cb2312400f
levels: remove flat bleed effect from map26 start. 2023-03-27 02:58:35 -07:00
mc776
18dea59b74
levels: address #916 for E2M9. 2023-03-25 18:29:23 -07:00
mc776
6ac0d0822a
levels: give a clip to prevent map32 softlock. 2023-03-25 16:04:15 -07:00
mc776
9442f65f27
levels: address #916 for Phase 2. 2023-03-25 15:48:43 -07:00
mc776
3c706aeda8
levels: address #916. 2023-03-25 14:38:38 -07:00
mc776
4da3b61c34
map26: reduce cell pickups.
The only big pack available now is on the "outdoor" revenant platform.

You still get a total of 280 in singleplayer, which is still way more than you need but at least not enough to kill every enemy with the plasma rifle alone.
2023-03-24 11:39:00 -07:00
mc776
e9a20ce815
dehacked: update C3, C5, C6 texts.
C3 restructured and C5 rewritten by @shinobody with edits by me, C6 loosely based on @shinobody's rewrite that had interpreted the map as a barracks instead.
2023-03-22 20:05:57 -07:00
mc776
32db0b1771
levels: tweak E1M5 start.
Addresses #916 by moving the entire starting corridor out of LOS with the monsters and moving all the player starts accordingly.

I've also recessed the doors in both those western corridors just to make them look a little more plausible.
2023-03-22 08:54:46 -07:00
mc776
629c6e0289
dehacked: tweak E2 endtext.
The previous was a poorly remembered "what's a bit of X between friends" meme. It doesn't work here.
2023-03-21 23:21:47 -07:00
mc776
c9f4cecc18
dehacked: tweak Phase 2 intermissions.
Yes I've now made that reference for both intertexts that had the word "wasteland" in it.
2023-03-21 19:30:39 -07:00
mc776
cfb0a3eee3
dehacked: rewrite E2, E3.
E2 is my rewrite based on discussions with @shinobody, and E3 is @shinobody's with some edits by me.

More revisions hopefully to follow soon.
2023-03-21 15:02:28 -07:00
mc776
648eb5da47
levels: yet even more minor fixes.
**E1M2**
Addressed #916. Instead of having those three goons face you differently on hard, you just get more enemies (also facing away from you) in that room.

**Map10**
Addressed #916. I'm doing these two maps just because they were already updated recently so we might as well go all the way.


**Map11**
Addressed #916.

Made the colour door stripes go all the way down, because we can't fucking look up in vanilla and the things are invisible when you're right up at the door in question.

Lowered the switches just beyond the red door to eye level.


**Map26**
The bridge switch was a bit hard to find. It's been moved to the panel next to the pantry.

At some point I'd somehow forgotten to deal with ceilings, resulting in misaligned and mismatched stuff everywhere. Hopefully it's all been dealt with now.

Added some details to the grey tunnel and made the green torch in the wood tunnel present in single/coop as a light source.
2023-03-21 00:40:39 -07:00
mc776
59732956e8
dehacked: adjust C3 text.
"deep into its territory" deserves to be its own line, especially to help emphasize the line I'm making these changes to include.

I also keep wanting to say "armies", plural, for some reason. Which at least works to explain all the infighting...
2023-03-20 20:27:55 -07:00
mc776
505874640b
dehacked: rewrite C3 intertext.
Someone just quoted the "no human has ever survived here" unprompted on Discord. If it's that memorable let's keep it.

"Man" for this in the two thousand twenty third year of the common era was still a bit cringe though.
2023-03-20 20:20:45 -07:00
mc776
6ebe395d49
dehacked: rewrite intermission texts.
Reposting #868 because that was way too many commits.

The current ones have lots of sentence fragments that are somehow austere in tone while still having lots of unnecessary words - a combination that doesn't exactly flow too well. This is an attempt to rewrite a lot of them while trying to keep all the critical elements of each.

A lot of the "it doesn't matter, who cares" / "oh. a trap. AGAIN." talk also felt like it would pull the reader out of the game, however in-character it was clearly intended. (I understand it's inspired by "where's your fat reward and ticket home" from Doom E1 but if you look at all the other id intermission texts things are much more triumphant and hopeful in tone - D2's "There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it?" is more bravado than despair.)

Replaced some things that create expectations of specific things to be found in the very next map but aren't there - the Map06-7 lift (you start on a teleporter pad), the Map11-12 platform bolts (you start just inside the door), the "massive doors" of the Military Labs (you start on the end teleporter immediately after E1M8), etc..

"Dissipitates" isn't exactly release-quality standard diction.

Some lines were rearranged so that natural sentence and phrase breaks coincide with line breaks - everything has been tested on Chocolate, it seems we do have more room to work with than the previous writers seem to have thought. (If someone out there *specifically intended* to make sure the sentences spill over into the next line in the absence of a paragraph break I'm willing to listen to reasoned argument about it.)

I have, of course, left the iconic final three lines of Phase Two untouched.
2023-03-19 13:25:54 -07:00
mc776
7d585e847b
Merge branch 'freedoom:master' into shtga0fix 2023-03-19 13:18:20 -07:00
mc776
f540cd79a2
levels: more misc. fixes. (#912)
* levels: map02 tweaks.

The yellow door appears to open by splitting itself into 3 parts, then moving only the middle part leaving the sides behind. This is now fixed so that the entire door moves.

Touched up the texture alignment above the exit door and replaced the floor on top of the monitor thingy blocking direct fire from the serpentipedes in front of the yellow door.

The little drops into the water area near the start can be cheesed by staying in the lit areas behind the monster blocking lines. This seems to be unintended behaviour so I've added new blocking lines that are exactly the size of the player.

The big drop past the red and blue doors needs something to stop the pinkies from blocking the player's initial drop. They're all set to +ambush now.

The exit sign has been given the flat-bleed treatment as Map01 and Map26, but this time I've actually kept the lower floor within monster step height. (I'd fix it for Map01 but it turns out the monsters step around it without issue.)

* levels: more misc. fixes.

**Map03**
The green corridor had some texture alignment and mismatched flat issues; the switch door was overcomplicated for what it was doing and didn't even look better than just using a simple wall switch texture. The corridor itself had a shadow across the middle that had nothing casting it; it has been removed.

Gave the curved terminal wall light grey flats to not stick out as much.


**Map21**
The cage bars along the walls of the lava border corridor should be impassable.


**Map26**
It's possible if you're careful to grab the super shotgun without triggering the lowering panel, causing the player to be potentially lost without any further indication they should move towards the alcove. Since I want to keep this as a foreshadowing of what is possible with stealing the key from the necromancer, there's now also an armour bonus a little further in.

The rising pit was too easy to jump into before it was finished, ruining the effect. I've packed everything closer together and moved one of the hard spectres into the corner outside the pit. The northern bit of the room is also expanded to let the worms move that way.
2023-03-19 07:36:07 -03:00
mc776
b26a2edc8b
sprites: reshade SHTGA0.
If you look at the C/D sprites, you'll see:
- the back of the gun
- the barrel shroud
- the notch thingy in the middle of the barrel shroud
- the raised tapered thingy holding the front sight post

If you look at the A sprite, you'll see:
- the back of the gun
- the notch thingy
- the back of what appears to be a large straight thing *flaring outwards and forwards* from the barrel
- what could, in this context, either be the raised tapered thingy holding the front sight post, or a continuation of the flare-out part of the barrel shroud/flash hider

Hopefully this edit makes it a bit more clear where the barrel shroud part actually is, and feels more like a gun than an indistinct sequence of metal cylinders.
2023-03-19 00:10:17 -07:00
Steven Elliott
82f6011bb1
Merge pull request #911 from mc776/pickuptexts
dehacked: improve pickup msg & nightmare warning.
2023-03-18 18:15:31 -04:00
Steven Elliott
e402be1502
Merge pull request #908 from mc776/deleteoldskel
sprites: delete old SKEL frames.
2023-03-18 18:12:46 -04:00
Steven Elliott
d9c07c200b
Merge pull request #907 from mc776/redbloodlord
sprites: make pain lord bleed red.
2023-03-18 18:12:16 -04:00
mc776
b747a57994 sprites: delete old SKEL frames. 2023-03-18 17:58:42 -04:00
mc776
a874b1d0e7 sprites: make pain lord bleed red. 2023-03-18 17:55:57 -04:00
mc776
d7befc62d8
dehacked: just say "invisibility".
You're not really infiltrating anything with this powerup (GZDoom weirdness notwithstanding); meanwhile, it's generally assumed in the story that the monsters will have some idea that you're around somewhere and they should be shooting in your general inferred direction. Most of them can probably locate you by sound or even smell or possibly even psychically, but they won't have the precision of being able to see you.

There's no real need to qualify the invisibility in this context, and given the options available under the letter I the need for this specfic word is practically a functional requirement.
2023-03-18 11:11:06 -07:00
mc776
c471171a44
dehacked: remove misleading "hundredfold". 2023-03-17 07:58:12 -07:00
mc776
2944743701
dehacked: make idbehold msg a question. 2023-03-16 23:25:39 -07:00
mc776
54e24ca926
dehacked: set better tone for blursphere. 2023-03-16 22:12:07 -07:00
mc776
79c5bbb10f
dehacked: improve pickup msg & nightmare warning.
Makes the verbs consistent, gets rid of all references to spheres, gives terms to all powerups that line up with their corresponding IDBEHOLD cheats*, and hopefully reduces the bathos of the health-adding spheres a bit.

Also makes the nightmare skill level warning a little more accurate and explicit, instead of sounding like it's just the standard advanced user mode.

*It turns out the options on the idbehold cheat message also need to be abbreviated as the current one is cut off, so we can't really do the "letter = " stuff.
2023-03-16 19:02:20 -07:00
mc776
65edbb522b
levels: E1M6 aesthetic touchups. (#909)
After seeing that screenshot with the building with that side entirely in featureless grey I had a Reaction and started this.

I've also made some impassable lines visible for the benefit of jumpers. Basically anything where the bottom of the window is less than 64 units from the floor is jumpable and needs to be indicated as impassable. The training centre theme suggested liberal use of thrown-heavy-object-proof chain link fence.

I'm sorry but there is no rational explanation for those featureless polished silver walls in the outside-adjacent parts of that giant nukage chamber/pool. They're algae-ridden cement now.

Rest of the map is great. Love how it gives the actual vibe of a huge athletic training centre without going into awkwardly specific detail. Besides the shaped columns on that big window wall (and maybe visibility of attackers in the courtyard) there should be no changes that can potentially affect gameplay.
2023-03-15 07:51:22 -03:00
mc776
fd621ff7ad
textures: allow SUPPORT2 to tile. (#905)
Addresses #904. Defines the SUPPORT2 texture as though the SUPPORT2 patch were always 64 pixels tall.

A few pixels on the patch itself have been adjusted to get rid of a slightly visible seam, but the full patch height of 72 is unchanged.
2023-03-15 07:49:28 -03:00
Simon Howard
1a461c688c
Merge pull request #900 from mc776/greentaminator
sprites, sounds, manual, dehacked: add Octaminator
2023-03-13 11:53:34 -04:00
mc776
5b207eadd5
levels: adjust map25 start puzzle. (#903)
* levels: adjust map25 start puzzle.

Attempt to address #902. Also simplifies the surrounding sectors by making the actual lift sector no longer share lines with the surrounding walls.

* levels: make map25 starting wrong switch optional.

Also let it be flipped back and forth uselessly.
2023-03-12 18:55:32 -03:00
mc776
25edfd5227
levels: minor e1m2 tweaks. (#901)
The newly revealed door had mismatching textures and the brick texture above it was visibly misaligned. (The latter wasn't new but is more visible with the door there)

I've also moved the computer banks in the blue key room to make the gaps between them and the room walls unequivocally narrower than the player's hitbox (they had been 32 before, which always made me wonder every time I came into this room if they were supposed to be squeezed through - the distraction got really tiring after a while).
2023-03-12 18:54:52 -03:00
mc776
69576454eb
Delete monster-dark-soldier.png 2023-03-11 19:05:19 -08:00
mc776
2d51093722
sprites, sounds, manual, dehacked: add Octaminator 2023-03-11 17:01:54 -08:00
mc776
1523cf7535
sprites: fix minigunner loop. (#899)
The looping sprite different size vanilla bug strikes again!

This one's unnoticeable if you look at the offsets or test on even ground, but *painfully* obvious when the minigunner is firing at something to the side while standing on a ledge - it'll just shift back and forth drastically every frame.
2023-03-11 20:10:33 -03:00
Steven Elliott
2ddb2c1905
Eureka fixes and rebuild-nodes (#890)
* levels: bugfix: remove E1M2 wall midtex.

The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.

Thanks to Smokey on Discord for pointing this out.

I've also removed the Doom Builder camera thing.

* levels: Cleanup Eureka errors in seven levels

Relatively minor Eureka fixes following the level changes at the start
of 2023

freedoom1.wad
  E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
       Fix stuck shotgun zombies in hidden in triangular sector #319
       Fix unused transparent CGRATE1 texture on linedef #747 by
         clearing it
  E1M9 Remove unused back sidedef on lower side of door jamb sector
       #255 in the upper right hand corner of the map.
  E3M7 Sector #182 cleared unused tag #31
       Sector # 58 cleared unused tag #35

freedoom2.wad
  MAP14 Replaced missing textures with GRAY1 in monster closest upper
        left of map
  MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
  MAP26 Delete unused tag #2 in sector #38
  MAP27 Replace four missing textures above four short red torches with
          MARBGRAY in the switch maze room
        Replace transparent texture AQTRIM03 with AQRUST10 on lower
          trim for door below the switch maze room

* levels: rebuild nodes

Ran "make rebuild-nodes"

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-03-11 20:09:43 -03:00
mc776
5a5fbb8a5f
sprites: adjust minigunner perspective. (#889)
Also changes the colour of the bullet belt to better match the current minigun pickup sprite.

Removes some lines of empty pixels and lowers the 4/6 sprites to better match the other angles.
2023-03-10 20:18:37 -03:00
mc776
a00004ad9b
textures: fix MIDSPCSM. (#895)
* textures: fix MIDSPCSM.

TIL a completely new patch is needed and you can't just crop the existing one.

* patches: run rw47_2.png through pngcrush.
2023-03-10 20:17:56 -03:00
mc776
572eab9512
levels: improve Map27. (#892)
* levels: improve Map27.

It turns out DOGB01 had posted an improved version of the map on Discord back in April 2022 and it slipped past everyone. I've taken it and re-implemented the DM starts (and additional door lines to let people into the central room from the other direction) and fixed the lizard baby and candle rooms as before.

* levels: merge Map27 sectors.

The symmetrical aesthetic of this map lends itself to a *lot* of non-contiguous areas with the exact same floor and ceiling heights, flats and lights. I've gone and merged a whole bunch of these wherever I select a cluster and don't see "<multiple values>" in any field in SLADE.

I've also just plain deleted the corner pillar sectors in the rectangular pinkie closet in the far west because they just seemed to be regular pillars.

Also lowered the starting room exit big skull door textures a bit, as from the starting side the top skull was clipping into the wall and on the other side it was a little hard to see the bottom of the skull (and distinguish it visually from the wood panelling nearby).

Posting this as a separate commit just in case I broke anything important.

* levels: misc. Map27 fixes.

Room immediately north of the big cross room has these little cage things in the corners. The bar textures were not impassable and are made impassable now.

One of the columns in the final arena had inwards-facing linedefs causing rockets to disappear.

Deleted the sector representing the middle piece of the central pillar just south of the exit, as it's effectively indistinguishable from a set of one-sided linedefs (other than that it was making rockets disappear).

More sector minimizations.

Added one more torch to mark the lizardbaby secret, because frankly no one's going to think anything about a visibly misaligned texture on one of the easiest textures to accidentally visibly misalign.

* map27: make caver navigable.

The Palace of Red is a meticulously detailed map in which I always end up spending the most time staring at minute details in the ugliest and dimmest part of it, just because I keep getting lost because there aren't any landmarks and I can't see past a few feet.

Here's a bit of redecorating:
- level changes exaggerated between the various prongs
- sediment buildup added to edges of blood river
- two different kinds of rock, the main one being much darker to give the impression of darkness without making the area unnavigable
- increased lighting depending on proximity to existing torches and skylight
- candles added to yellow door
2023-03-10 20:00:13 -03:00