Two small issues that Eureka flagged:
* Sector #133 the flesh worm and the stealth worm were overlapping.
Moved the flesh worm back.
* Sector #100 removed unused tag #8.
> For Phase 1 and 2, do not have a multiplayer demo in the DEMO1 slot.
> Vanilla Doom (and some source ports) do not allow using the “load
> game” option while in a network game, and network game demos count as
> such. The other three demo slots are fair game, since they do not
> near-immediately block out the load game functionality when starting
> Freedoom.
> FreeDM is exempted since it is not intended to be a single-player game.
Something that's bothered me for a while now: the hatchling dies, it slowly oozes blood and crumples, the fireball explosion sound plays in the middle of all that bleeding and crumpling, then it slow-motion explodes in total silence.
Part of this the problem with the way the lost soul death is hard-coded - 6 tics per frame is just way too long for any decently snappy explosion. At best we can have like 2 actual "exploding" frames and the rest is just the bits floating in midair slowly fading away.
This PR skips the bleeding frames entirely in favour of what looks like a failed attempt at getting in one last attack, then a quick explosion right on the A_Scream frame followed by a few frames of that ring of glowing gore bits fading into nothing.
A similar issue to the hatchling death animation exists with the octaminator projectile as well. The lines coming out of the current B frame still imply an explosion rather than a lingering cloud of debris.
Coming from Matt saying "it's going to take a lot more work to make all the stuff surrounding the melody into the old-school RPG battle track I want it to be"; restore "The Heroic Battle" by Picklehammer from 0.1 MAP03 and 0.12.1 DM06 as DM14.
Minor credits fixes.
After some experimenting with different explosion sequences I think this one strikes the best balance while being compatible with both vanilla and limit removing.
Shuffling tracks again to keep them in-line with where Korp intended them to be.
Move "Reminiscence" to E2M5.
"Fortress 31" (for which "Nightstorm" was written) was moved from E2M5 to E2M9.
Lastly, move "Tunnel" to E2M3 to accommodate for the track shuffling.
In my opinion, it doesn't fit this map at all - but this is the only place it can go,
I thought of moving "Workout" here and this track to DM06, that's an option if needed.
Some of the table columns were not large enough to fit the text, or the words themselves were too big when smaller words would have done.
Lots of single-word lines at the ends of paragraphs.
Removed a bit of redundant information.
Vital links in the submitting/visiting sections needed to have visible URLs in case one really did print them out.
Added a copy of the BSD licence and a link to the website.
"Stanky Leg Specialist" by Lola "BlueWorrior" Harvey
Also updating credits to fix a few errors;
"Doom2Alt.mid" capitalization.
Consistency for "Sewers".
Ralphis' Crucified Dreams track titles as added by Afterglow here: https://doomwiki.org/w/index.php?title=Crucified_Dreams&oldid=232568
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
The singleplayer ENDOOM lump has also been fixed as it was using the wrong URLs (website doesn't have a "www" and soulsphere's https still has certificate issues).
This ENDOOM lumps were created in Playscii and edited by @mc776 with ENDEDIT.
- Made E1M1 more beginner friendly (keycards is optional for secret)
- Upper starting area door opens consistently from both sides. Switch is gone and that corridor is shortened
- There is a little trail of health bonuses guiding the player to the least damaging way to reach the armour
- Soul sphere in upper area is now red armour
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
This ENDOOM lump was created in Playscii.
The recent two-handed sprite update raised the sprite further up the screen - which looks good, except the gun now looks like it's pointing somewhere above the center line of the screen.
This flattens the A frame out a bit. B is left as-is as it just ends up looking like recoil when you shoot.
The original sound reduced by only 6dB compared to the much more aggressively softened previously committed version, which was inaudible in some setups.
E1M8
- Crosses replaced with windows into tenta-tech paranoid pareidolia.
E3M5
- Final room changed into a generic, secular meeting hall. Pews are now large... brain... tentacle... things... slightly dressed up to match the classic brown decor.
Map12
- If you look out the window from around (672,1056) there's another visplane crash. That entire corridor has been greatly simplified, as well as a few things visible from that window and some nearby items.
- The switch lift is now activated on the lift itself. Computer panel stuff replaces the switch so that wall doesn't look so empty (which I can only infer was what motivated this unusual setup).
Delete files that have no impact on the three IWADs built by searching
for references to them. Deleting these files has no impact on the
three IWADs built so long as "VERSION" in "Makefile" is changed to a
static string.
freedoom1.wad
E2M1 Fix non-visible missing texture after exit with GRAY1
E2M4 Fix missing texture before start with GRAY1
E2M7 Fix missing upper texture for linedef #4431
freedoom2.wad
MAP05 Removed unused tag #16 in monster closet on sector #137
Made upper case incorrectly lower case texture "fwater1"
MAP12 Removed non-visible Medusa texture on linedef #7219
MAP24 Fix missing texture on linedef #1636 in monster closet
MAP25 removed unused tag #31 and type on linedef #2741
MAP31 removed unused tag #9 from sectors #17 and #71
e2m1: end portal updated to use the same projectile-eating effect as elsewhere in E2. [X]
map03: (linedef 1129) Misaligned texture.
map08: (linedef 1782) W1 blocks door until spent, you have to faceplant onto the door to reach it. [X]
map15: (sector 492) Can grab items by slamming into the cover. [X]
map17: Very early finish by just running from the walkway to the exit (SR40); the exit platform was also raised to avoid a harmlessl but annoying projectile explosion visual glitch in vanilla. [X]
map22: (sector 189) Thin secret sector, can run over without tagging. (sector 134) Secret can be robbed by slamming into the cover [X]
Note: Fixes marked by X means that the map structure was a slight modified in someway, it may break demos.