Add font characters for '/' and '?', needed by some text strings.
Adjust the vertical height of the ':' character, and remove some
leftover menu graphics that are no longer needed.
Some source ports (PrBoom, Eternity Engine, etc.) come with their own
PWAD files that include custom text graphic lumps for extended menus.
Include some overrides in Freedoom for common ones, so that when
playing in these ports the menus have a consistent look and feel.
Some of the text graphics on the options and sound menus were
misaligned using the new generated graphics. Adjust these so that
they are spaced out more evenly.
Remove the big text graphic images used for the menus and the
intermission screen. Instead, generate these graphics programatically
from a script. This allows them to be easily changed and extended
as desired.
A classic ZDoomism (implicit passuse): A door (sector 204) could not be
opened due to its west side (linedef 1208) being blocked by a walk
trigger (linedef 1201). This left both door unable to be opened, and
walk trigger unable to be activated. The latter left the player stuck in
the immediate area, unable to finish the level.
The simplest fix, applied here, is to move the walk trigger to the other
side of the door (linedef 1214). The player must still walk through the
door and "see" the blue key vanish to escape the maze.
Thanks to Patrol1985 (and others) for reporting this:
http://www.doomworld.com/vb/post/1209971
These are some initial PC speaker sounds that cover most of the common
sound effects, made by GhostlyDeath. Some discussion can be seen in
the thread on Doomworld:
http://www.doomworld.com/vb/freedoom/65535-wip-pc-speaker-sounds/
Signed-off-by: Simon Howard <fraggle@gmail.com>
Change comments:
Map15:
-Removed an impassible line in Red key area, now cacodemons can reach
players without trouble.
-Replaced an Imp for a Cacodemon
-Removed block sound lines in the red key area where 2 shotgunners can
be found near of the lift.
-Added "block Monster" lines for the imps that are near of the
chaingunner and shotgunners. so imps cannot be killed by them.
Map28
-Removed 4 chaingunners on the yellow key swicht, now the enemies that
will appear there would be defined by the skill level:
Easy: Zombieman
Normal: Shotgunner
Hard: Shotgunner
-Removed 2 hell knights on the yellow key area, now they are replaced
by imps.
-Removed the floor damaged on the blue key are where players find the
swicht where the rocket launcher is found.
-Removed the revenants on the blue key area near of the bloodfalls.
now they are replaced by chaingunners on all skills. this change was
made due revenants were to hard to kill in that place and also a waste
of ammo, now chaingunners provide a bit of challenge while they can be
killed easily.
Those are the final revisions for the maps. and i dont going to update
them until more players tells if the maps are still harder for them
Signed-off-by: Simon Howard <fraggle@gmail.com>
He writes (in readme.txt):
>Notes: I love your work so I thought I could contribute. When I played
>through Ultimate Doom variation of FreeDoom I noticed that map E1M3 was
>largely unfinished. So I began to make my own vanilla version of it. I
>used only resources from shareware episode becase I wanted to be as
>close to the original as possible. The layout is similar and the level
>has an exit to E1M9. I don't know if you'll use it, that depends
>entirely on you. Enjoy!
DW: http://www.doomworld.com/vb/post/1141864 ,
http://www.doomworld.com/vb/post/1143935 (update)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Replace the current poor-quality handcrafted GUS configuration with
a script that programatically generates an optimized configuration
file based on statistical analysis of music from various popular WAD
files.
The PLAYPAL generation script (playpal.py) generates the full PLAYPAL
lump from the base file, but this actually contained all the palettes.
Truncate to just the main one.
Thanks to Fabian Greffrath for reporting this.
With a couple of exceptions, the majority of OPL instruments sound
better when adjusted down by one octave. It seems likely that the
original BSD instruments were supposed to sound this way and we've
been playing the wrong notes all this time.
Sodaholic writes:
>CRATOP1 - Fixed two stray dark pixels in the corner, tiling will be far
>less noticeable now.
DW: http://www.doomworld.com/vb/post/1066669
Signed-off-by: RjY <rjy@users.sourceforge.net>
:Name: Pain Elemental design
:author: Wesley Johnson
📅 4/11/2012
:version: ver 5
::END
email: john <obfuscate> son 2412 <@> usgo <dot> net
Pain Elemental complete Sprite set.
Custom designed for FreeDoom, for compatibility with existing FreeDoom sprites.
With wadinfo.txt
- Description:
Pain Elemental consisting of green metal mesh, with seven flaming
heads inside.
The largest head (red) exits to becoming attacking head.
Dies with green burning mesh.
DW: http://www.doomworld.com/vb/post/1067901
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes:
>Dunno if this is going to be considered to be in poor taste, but here's
>a Commander Keen replacement I threw together today. (for the record, I
>love cats, and this is just a joke)
>fraggle said:
>>This is all your own work, right? You drew the cat and the rope
>>yourself?
>Absolutely, every single pixel of the animation was done from scratch
>in about an hour.
>fraggle said:
>>This is a completely original character, right? It's not a depiction
>>of a cat from a cartoon, video game, webcomic, or anything like that?
>Completely original, it's just a generic cat, not any specific one.
DW: http://www.doomworld.com/vb/post/1061751 ,
http://www.doomworld.com/vb/post/1062431
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>