Decompose the help screen into three parts: the background, the
text and the title. Generate all except the main text programatically:
the background as a color transformed version of the INTERPIC graphic
and the title using the textgen tool.
This DBIGFONT lump contains the same graphics as the font characters
used to render the menu text graphics. This should give some consistency
in ZDoom-based source ports which use it.
This replaces the old Freedoom font with a new chunky one named "Denex".
I (fraggle) have split the font out into separate images for use with
the textgen script, but have included the original source .pcx image
here.
Currently the font only includes uppercase characters and does not
include smaller lowercase ones, so I've hacked the textgen script to
convert all strings to uppercase before rendering. There are also no
font kerning rules for the time being.
In a world ravaged by software that determines file type by the last
part of the file's name, *.asc is somewhat troublesome given file
managers that think these are PGP keys. Also GitHub won't render
AsciiDoc without one of a few extensions, at least *.adoc is somewhat
clearer and not as obnoxiously long as *.asciidoc
M_MULTI is used in some multiplayer ports (Zandronum, others?) for
the main menu "Multiplayer" option. Make this taller to match the
other main menu graphics and align appropriately in buildcfg.
This conflicts with the height of the graphic as found in other ports
like SMMU/Eternity/PrBoom, but I've checked, and in those ports it's
either unused or short enough that it still works okay.
When playing in ZDoom-based ports, a message is shown when the player
dies which depends on the monster that killed them or (in deathmatch)
the weapon they were killed with. Because ZDoom uses obituaries that
mention the Doom weapons and monsters, override so that Freedoom is
internally consistent when playing using these ports.
We have lots of music tracks serving double duty for multiple levels,
but it's hard to tell which are the missing ones at a glance. Use
some heuristics to identify duplicated tracks and print a report on
what we still need.
Skib's unfinished level has been around for a long time, is barely
started and there's no suggestion anyone is likely to finish it any
time soon. Remove it and renumber Protox's DM34,35 to be DM33,34.
These are a few very short demos recorded on FreeDM maps that do not
currently have any open bugs. This does not fix#15 but at least the
game won't crash in Vanilla for the time being, until we record some
proper deathmatch demos.
Use new "Phase 2" name and just refer to "episode n" rather than
"Freedoom episode n". Don't refer to "the elite guard" as we don't
have a story or know who they are, and give MAP07/MAP12 names based
on the text. Rewrite C6TEXT entirely to match the current MAP31/MAP32.
Some of these names do not match the sprites that we currently have
in the IWADs. Change to be more fitting names. Remove "hell" or
"undead" references as it's not clear that Freedoom's story has a
hell theme, and use "minigun" instead of "mini-gun".
The "victims" graphic was slightly too wide, so that it was getting
overwritten by the green square to its right on the deathmatch
intermission screen. Truncate to "victim" (and "killer") so that
it fits. This fixes#49.
Also adjust the brightness/contrast on these images to match the
other text.
If a text string contains all lower-case characters, then generate
it at a reduced height. This is necessary for certain graphics, like
the WIF graphic ("FINISHED") on the intermission screen, otherwise
it ends up in the wrong location (#49).
Adjust the offsets for some graphics in the build config to
compensate, and fix up the vertical offsets for WICOLON/WIMINUS while
we're at it.
Ditch the current D_READ_M, which is awful and frankly, annoying.
Use Jute's dave3d20.mid instead which seems to fit the purpose
much better, and change D_DM22 to use a different Jute track, as
it was using dave3d20.mid.
Doom 2 music lumps have random names and I can never remember them.
It's useful to be able to browse the musics/ directory and know
which track goes which which level. Rename links to the consistent
format d_mapxy.mus and do the naming translation inside the config
file.
deathz0r posted these on Doomworld a long time ago (2006) but they
were never picked up. Add them now as DM26, 29 and 30, and move the
current unfinished DM29 to DM33.
commit ddb0c98a44 (a long, long time ago) changed the
wall62_2 patch to a new version that was supposedly better. But
really it is much worse: the colors just look washed out and ugly.
Restore the original version of this patch from before the change.
The main instrument groupings were already pretty good but there
was some room for improvement. The generated configuration sounds
pretty good now, even when using the 256KB config.