Commit graph

2578 commits

Author SHA1 Message Date
mc776
710a10ffb3
graphics: add sbar combo key+skull icons. (#951)
addresses #759.

Won't appear in prboom-plus unless you load the iwad as a pwad, but works in gzdoom just fine.
2023-04-30 07:34:42 -03:00
mc776
7d75200549
levels: minor aesthetic changes that didn't make it into #949. (#953)
* levels: E2M3 texture issues.

A bunch of door track textures needed lower unpegged flags.

Lines 1179 and 1181 also given DOORTRAK instead of SUPPORT3 because every time I look at it I feel like the door should get snagged on those bumps. (Same with the blue key lift.)

The tekwall trim railings in the northeast have been raised to prevent accidentally walking onto them. I've also given them a texture that does not look like a misplaced door. The lowering wall monster/switch closet has also been touched up a bit.

* levels: fix up some Map04 appearances.

Changed the northernmost texture in the hatchling closet in the final room so it doesn't contrast so much that it looks like a secret.

Slightly moved two vertices on the exit flame to get rid of the fake contrast.

Fixed up the central hub aesthetics a bit:
- Aligned the pillar textures.
- Expanded the teleport destination pad, gave it some ceiling lighting, and surrounded it with a grate floor. Now it looks like an actual part of the bigger thing.
- Lowered the contrast between the lights and shadows.
- Got rid of the featureless silver above the doors, giving them tekgreen lights instead.

* levels: correct Map04 pillar texture.
2023-04-30 07:32:33 -03:00
mc776
ab6ddb2fc2
levels: more minor fixes. (#949)
E1M3
Changed the front entrance into an outdoor train platform. The train is visible from the window behind the blue door as well.
Added some escapes from some slime pits.

E1M7
Jump-proofed rocket launcher secret, the switch behind the bars in the northeast, and the two teleporters that are opened up by approaching the switch in the southeast. Duck-proofed that one rusty bar blocking the way to the northeast area. (If you're playing a mod that lets you duck less than 12 units it's not proof against that.)

E2M1
Pending final replacement of this map, here's a hacky solution to address #864 involving a door trigger and a hidden multiplayer-only barrel. In singleplayer the path beyond the other side of the gap is now blocked by a wall of rubble. At least this should better signpost that the player is not expected to go that way.

E3M7
Made the final door before the painlord stairs stay-open to let the player backtrack later if they want.

E3M8
Got rid of the sound pipes in favour of merging some sectors, fixing the gargoyle textures in the process. Raised the windows into the "snake pit" slightly to line up with the brick texture.

Map16
Addressed #591. The same trigger that "presses the button" now lowers the wall up ahead, revealing an exit portal a second or so after the bossbrain exit would normally activated.

Map17, Map18, Map31
Addressed #867.

Map30
Addressed my comment in #640 by making the platform right in front of the face a secret, so the player can 100% the map. (Not doing anything for E3M8 because you don't get a stats screen for it anyway.) Also dimmed the arena below 255 so depth can be better visible. (Some map geometry has been slightly altered to avoid orthogonal lines where the fake contrast would look bad.)
2023-04-29 08:15:55 -03:00
mc776
60dc7128da
patches: update wall25_1. (#950)
Fixes some tiling issues.

The conversion to Doom palette also resulted in some pink pixels which have been manually dealt with for this update.
2023-04-29 08:13:30 -03:00
mc776
d1f9ce5881
levels: revisit Map01 changes. (#927)
Removed the flat bleed hack in favour of some explicit bright lights at the bottom of the sign.

The gap in the giant doors is now back up to 32 units wide, but there's a visible chain behind them in some implied past attempt to either force them together or prevent them from opening. Either way, it's a midtex that clearly communicates the player shouldn't try to pass through. The slope is specifically chosen to allow the most view of the more detailed side.

The secret armour closet didn't leave any room for the door to slide through. There is now a track cutting through the inside of that room, and the "inside" edge of the door is peeking out a little.

Also finished the door on the outside. Not at all necessary for playing the map as-is, but just in case anyone in the future wanted to do a variant of this map that actually let you go out there...

The AGM logo over the waterfall in the courtyard was weirdly split up by the central orthogonal section's fake contrast so I've split the middle linedef to make a gentler curve.
2023-04-28 20:30:22 -03:00
mc776
c0e641f238
sprites: remove redundant necromancer angles. (#936)
Also fix the offset in frame X.
2023-04-28 20:29:44 -03:00
mc776
f8f860df83
sprites: polaric upgrade; sprite offset fix. (#947)
* sprites: polaric upgrade; sprite offset fix.

The current pickup sprite looks pretty much exactly like what one might expect from drawing fanart of the id plasma rifle from memory. I've changed what I could while still remaining consistent with (and hopefully becoming more consistent with) the HUD sprite.

Since the gun shoots straight forwards I've also made the flash symmetrical - along with the projectile itself (but not *too* symmetrical). This does help address #932 a bit, but if anyone's got a better design I'm all eyes.

The blue flare along the top "spine" of the gun looked a bit janky on the left so I've smoothed it out a bit. The blue also lingers a bit in the B frame.

With all the ongoing news a lot of FPS player types will be following about artillery logistics in the IRL war, the use of "cannon" referring to this short handheld PDW is aging even more poorly than Doom's "clip". The best word I can think of as a substitute happens to result in an acronym I think we might as well lean into.

I've also adjusted some other projectile sprite offsets - my last attempt at fixing them actually placed the sprites a little too high.

* sprites: smooth out some jank left by paletting.

* sprites: do polaric flash as well.
2023-04-28 20:19:31 -03:00
mc776
473eb076a8
levels/music/dehacked: complete Armory migration; add stuff to E1M9. (#944)
* levels: E1M9 adjustments.

Central room monster closet doors are no longer upper unpegged.

Changed central room stairs to use a different texture because STEP4 was tutti-fruttiing again.

Added some aesthetic improvements: the subject matter of the recycling.

Replaced the lift with stairs leading to the rocket launcher to avoid the pinkie jump block.

Tried to use the same door texture for all doors that are only remotely opened.

Used a more see-through barrier for the corner guys in the middle room, after an incident where I spent way too long and eventually resorted to IDDT to find a single zombieman - interesting challenge but probably inappropriate given the way the rest of this map works.

Fixed a bunch of miscellaneous texture issues.

* levels: move Armory name+mus to E1M5; rename E1M9.

The spooky sountrack simply does not work for a shoot-'em-up level like that.

It works better for E1M9 now that there's actually something ominous implicitly lurking in there.

* dehacked: rename E1M9 and E1M5.

* dehacked: update E1M9/5 par times.

* delete misplaced dehacked.txt
2023-04-28 20:11:32 -03:00
mc776
040790c2d7
patches: new WALL25_1 by Korp. (#946)
patches: new WALL25_1 by Korp.
2023-04-28 20:09:24 -03:00
Steven Elliott
2fb5c89cb6
Merge pull request #807 from YeldhamDev/better_desktop_name
Rewrite name section of the desktop files to "Freedoom #"
2023-04-24 07:59:03 -04:00
Michael Alexsander
2c7e8fc377 Rewrite name section of the desktop files to "Freedoom #" 2023-04-22 18:16:36 -03:00
mc776
5eae065784
levels: fix map12 softlock. (#928)
* levels: fix map12 softlock.

to replicate:
- warp to map12
- do NOT try to get the blue key yet
- get the storeroom berserk secret, then go get the plasma rifle in the east
- go back and try to get the blue key

expected:
- the blue key is now on a raised lift. use it to lower it and get the key.

actual:
- the blue key is now on a raised lift. you can't use it, because in vanilla the walk lines that open the trilobite closets, etc., block your use attempt.

This PR moves the relevant switches for the lifts - plural, to keep both ends consistent - to the sides so you can always hit them.

I've also fixed the bridge flat pattern (it's implied to be collapsed but there's no explanation for the gaps on the ends) and also some of the SUPPORT2 textures behind some of the lifts in that pre-key area, and made the bridge lift flats into something that looked a little bit more like intentional structures than a default grey flat.

* levels: fix map12 HOM.

There was a reason why those lifts were defined with so few linedefs.

Those huge spans of DOORTRAK still looked awful at low resolution though so I swapped them out for some hopefully vertical-looking bits of tekwall.
2023-04-22 11:27:58 -03:00
mc776
47780ca640
levels: bugfix: restore map27 lizardbaby on easy. (#931)
Addresses #930.
2023-04-22 11:26:49 -03:00
mc776
44c1d7e675
levels: revisit Map11. (#934) 2023-04-22 11:22:57 -03:00
mc776
974a42910e
buildcfg, levels: implement new flats. (#933)
#888 didn't actually add the new flats to the build instructions.

Now that they are usable, I've updated the Map26 crushers to use the bodies flat that I'd originally wanted instead of the skulls.
2023-04-22 11:21:29 -03:00
mc776
789287b301
levels: address map29 artificial difficulty. (#938)
If you pistol start this map, on the teleport into the tower you will be forced to get helplessly shredded by serpentipedes while you're switching to the polaric that's right at the destination. A second one has been added on the platform with the backpack that leads to the teleporter, and the current one has been flagged as multiplayer-only.

Right after this is the blue key, which cannot be retrieved without taking damage from the hurtfloor below. There's no reason to be anywhere near this pit after the blue key so the double telepads doesn't even make sense, except to warp the occasional spider into the starting room which just looks silly. To address all these issues, there is only one pad, right next to the rocket launcher switch, which lines are monster blockers, and the blue key platform is now *higher* than the ledge you reach it from so you can see it moving, retreat back into the tower, and go back to the RL platform and reach the telepad without touching the lava.

The medikit with the blue key has been moved into the main ground area in the northwest.

The jump from the wood tower onto the teleport to get into the stone tower is now surrounded by monster blocking lines.

Got rid of two things that seemed intended only to spite the player:
- the sub-shotgun in the green room, which would cause a weapon-switch just as you face the painlord at the top of the lift, is now just two packs of shells.
- all four doors of the minigunner shack are usable. (They are also equally lit, unlike previously when one of them was slightly darker and it wasn't the one that was usable.)

Added a radsuit and medikit to the back of the green building, so that exploring that area isn't merely unmitigatedly punished.

Added a visible light source to each of the indoor areas.
2023-04-22 11:18:42 -03:00
mc776
7e86777832
levels: build e4m1 nodes. (#940)
Addresses #939.
2023-04-14 21:00:02 -03:00
Steven Elliott
5b4db2b7d1
CREDITS: Add Jaden LeMieux (iRedMC) (#929) 2023-04-09 13:39:35 -03:00
Steven Elliott
062018479f
Merge pull request #925 from andOlga/master
Update GitHub Actions "make" script
2023-04-02 14:28:40 -04:00
&Olga
aef5a102dd github: Update GitHub Actions "make" script
Update to the latest supported GitHub API:
  * Update from v2 to v3 of actions/checkout.
  * Update from ::set-output to $GITHUB_OUTPUT.
2023-04-02 14:19:09 -04:00
Steven Elliott
fb2db61ff1
Merge pull request #924 from mc776/quitmsgfix
dehacked: fix quit messages.
2023-03-31 19:38:49 -04:00
mc776
5983f26c38
dehacked: delete stray backslash. 2023-03-30 09:23:12 -07:00
mc776
944b790c93
dehacked: fix quit messages.
The messages hadn't been checked for length. Fortunately caught relatively early because the only string that shows up in vanilla (and thus would cause a crash) is also one of the longest ones.

I've also amended two things in the text itself:

1. big burly violent guy who's all about freedom and blaming scientists for things is...... not something that's aged well. And when a corporation is involved you know it's the investors pushing for the bad thing and not the actual researchers on the ground.

2. that other quit message literally reads like you're goading someone into suicide IRL, in the current environment where everybody's depressed and a lot of us have lost important people to plague or war or medical neglect or workplace accidents or violent bigotry or any combination thereof. I've taken the liberty to rephrase it so the emphasis is on what I think was intended.

Threw in a replacement for "exit to DOS" as well.
2023-03-30 09:22:00 -07:00
Simon Howard
9621c2fbf7
Merge pull request #888 from mc776/goreflats
flats: add bloody skulls and bodies.
2023-03-29 09:47:28 -04:00
Simon Howard
b800920a82
Merge pull request #896 from mc776/ssgfix
dehacked: shorten SSG flash.

Fixes #678
2023-03-29 09:46:10 -04:00
Simon Howard
838aaefb11
Merge pull request #915 from mc776/dspopain
sounds: replace DSPOPAIN.
2023-03-29 09:45:08 -04:00
Simon Howard
ae70321322
Merge pull request #919 from shinobody/armorred
New basic armor and edited armor bonuses
2023-03-29 09:44:37 -04:00
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
Shino1 / shinobody
c39f387596 Tweaks to offset and filesize
Changed the sprite offset to better work in OpenGL ports and mc776 re-compressed the sprites for smaller file size.
2023-03-23 23:40:56 +01:00
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
Shino1 / shinobody
aa16ac303b New basic armor sprite and edited armor shards
Changing armors to match the new color scheme.
Basic armor is yellow (since no armor is green and big armor is red)

Also reshaded the new red armor shards to look nicer.
2023-03-23 01:11:26 +01:00
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