Commit graph

828 commits

Author SHA1 Message Date
Simon Howard
71b30afa92 textures: Only include patches needed by textures.
Now that #1 is fixed, we can be certain that all patches needed for
compatibility are definitely being included in the PNAMES lists. It
therefore isn't necessary to include every patch in the patches/
directory in every WAD.

Extend the build-textures script to generate a text file containing
the list of PNAMES, and include this from the main config file. That
way, each IWAD only gets the patches it explicitly needs.
2014-01-17 03:59:52 +00:00
Catoptromancy
8226ee624d levels: Update DM19.
Fixes #31, and tweaks items and player starts.
2014-01-17 03:29:05 +00:00
Simon Howard
3fe7362c95 levels: Add DM20 level.
This is an old deathmatch level I made years ago.
2014-01-17 03:24:07 +00:00
Simon Howard
64801c1b45 build: Fix 'make clean'.
lumps/Makefile has been removed, but we were still trying to
make clean in that directory.
2014-01-17 01:23:34 +00:00
Simon Howard
d241e7f326 build: Fix 'make -j' handling.
Some build targets create multiple outputs, which can cause problems
when doing parallel builds. Clean up the build system so that all
subdir invocations come from the top-level Makefile and use $(MAKE).
Also fix the FREEDOOM/FREEDM lumps to really include the version
number by using $(shell ...) syntax.
2014-01-16 06:30:15 +00:00
Simon Howard
d9b4c2530a Merge branch 'master' of github.com:freedoom/freedoom 2014-01-16 04:39:07 +00:00
Simon Howard
82d90f8e8a textures: Rewrite Freedoom's texture build system.
Stop using deutex's built-in texture builder and generate our own
texture lumps. This is essential for compatibility reasons: the
entries in the texture/pnames lumps must match the order of those
in the original IWADs. Failure to match ordering means that some
well-known WADs (eg. DTWID) would not work with Freedoom.

This fixes #1, and also means that Freedoom can now be built in
parallel using make's '-j' option.
2014-01-16 04:18:22 +00:00
Protox
cbbb851d36 levels: new e2m1
Replaces the old map that copied the themes from the original Doom
E2M1, this is an original concept instead.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2014-01-15 05:47:27 -08:00
Protox
462d079e38 levels: updated e1m6
Add monsters throughout the map, keyed door flags and the keys
themselves, and all-around fleshes it out. Resolves #33

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2014-01-15 04:56:27 -08:00
Simon Howard
1325800e86 graphics: Add animation for E3 end screen.
Use the END0-END6 graphics to make the marine on the PFUB2 animate,
firing a few shots towards the boss corpse.
2014-01-13 04:10:26 +00:00
Simon Howard
ebb999f995 graphics: Add endgame screen graphics.
Freedoom Phase 1 needs endgame screens for the ends of episodes
2, 3 and 4. Add some basic screens that are essentially just
screenshots from level 8 of each episode. Set END0-END6 to be the
dummy empty graphic so that the game doesn't crash after E3.

This (for the time being) fixes the most egregious problems in #32.
2014-01-13 03:07:14 +00:00
Mike Swanson
63567a234e README: Reflect name changes, use simpler language, talk about FreeDM
Freedoom has grown to no longer focus on any single IWAD anymore, in
addition to becoming more of its own entity than a simple Doom-clone.

Use somewhat simpler language in the README, rather than bombing with
a technical term like IWAD right from the start, in addition to
explaining a bit more about what being Doom-compatible means.

The FreeDM project has spent a bit too much time in the shadows, even
moreso than the more recent Ultimate Doom-compatible IWAD. Give it
some spot light in the README and officially document its special
adherance to vanilla-compatibility.

Finally, lowercase "free software", even the FSF doesn't capitalize it
and we aren't writing in German in this document.
2014-01-11 21:07:34 -08:00
Mike Swanson
89daa45840 The Great IWAD Renaming: unique file names for Freedoom
After some discussion and consensus[1], Freedoom's IWADs are now
uniquely named independently of Doom's file names:
 * freedoom1.wad: Phase 1
 * freedoom2.wad: Phase 2

The original intention was that Freedoom would be a complete drop-in
replacement for Doom, so that you can just use Freedoom's doom2.wad
rather than id Software's. What has happened, however, is that people
often desire to have Freedoom installed alongside Doom, and try to
uniquely identify it via filenames for multiplayer servers. This has
resulted in lengthy lists of unofficial IWAD file names implemented by
many engines to locate Freedoom, combined with gamers' personal
opinions on just how they should be renamed.

Even the Debian project, normally not one to modify upstream sources
so drastically, has been renaming our doom2.wad to freedoom.wad,
presumably so that Doom II can be installed simultaneously with
game-data-packager.

Given a free software engine, we can instead standardize on unique
names apart from Doom and get the majority of engines in use changed
over to these ones; users with engines that don't recognize the names
can instead use the near-universal -iwad command-line parameter, or
rename the files back to doom.wad or doom2.wad as needed.

[1] http://www.doomworld.com/vb/freedoom/66856-bikeshedding-renaming-freedooms-iwads/
2014-01-11 21:07:34 -08:00
Simon Howard
91890ea915 dehacked: Add level names for FreeDM. 2014-01-12 04:16:32 +00:00
Simon Howard
f21c24de36 levels: Swap DM15 and DM24.
DM24 has a secret exit, which causes the level to reset as it's not a
level that is supposed to have a secret exit. Swap it with DM15 so that
the levels progress through the MAP31/MAP32 secret levels.
This fixes #29.
2014-01-12 03:56:49 +00:00
Protox
fc2f648ac7 levels: Update DM16.
This was supposed to be in my previous commit but I accidentally
missed it out.
2014-01-12 02:46:36 +00:00
Protox
42fb083f18 levels: Add new deathmatch levels.
These new FreeDM levels fill all of the remaining slots.
2014-01-12 02:45:14 +00:00
Luiz Henrique Gasparin Jerônimo
1d44a9d1fd levels: Update FreeDM levels.
This adds detailing and other improvements to the existing FreeDM
levels.
2014-01-12 02:29:37 +00:00
Simon Howard
68b321a948 music: Add music for FreeDM levels.
As part of #10, link in some music tracks to fit FreeDM's levels,
using some of the currently-unused MIDI tracks in the tree. The
choices are made based on my own subjective opinion to try to fit
the levels we have.

DM17 is still missing music, and there is no music for the empty
level slots. Generally, the best music tracks have been used for
the early levels and the later ones are not as good. There's still
a lot of room for improvement.
2014-01-12 01:04:44 +00:00
Simon Howard
fbd8497d7d freedm: Swap DM01/DM02.
The layout of (the current) DM02 resembles a popular deathmatch level
and is therefore good as an opening map.
2014-01-11 23:46:03 +00:00
Simon Howard
bc5ade0f33 textgen: Fix config file path.
My earlier commit added the wrong config file paths for the dehacked
lumps, which broke the build.
2014-01-11 23:22:05 +00:00
Simon Howard
5469cd9c11 graphics: Remove unfinished map graphics.
We have had these graphics for a long time but they were never
finished and look ugly. For consistency, remove them and just use
the normal INTERPIC graphics for all the intermission screens.
2014-01-11 23:16:57 +00:00
Simon Howard
affe9b53a1 graphics: Rename title screen.
By popular vote[1] on Doomworld we are ditching the "Ultimate" name
for Freedoom 1; the two IWADs are now named "Freedoom: Phase 1" and
"Freedoom: Phase 2". Rework the title screen to incorporate the logo
from the menu, and add a matching logo for FreeDM.

[1] http://www.doomworld.com/vb/freedoom/66855-renaming
2014-01-11 22:39:09 +00:00
Simon Howard
ec9dcdd073 dehacked: Add dehacked file for FreeDM.
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
2014-01-10 03:23:33 +00:00
Catoptromancy
51ac17358b levels: new map32 level
Level was uploaded to idgames in 2012. It's a super-hard Hell
Revealed-style level, appropriate for the super-secret level.
2014-01-07 23:10:22 -08:00
Mike Swanson
54a3724730 levels: unlink map24.wad
Duplicate level of E2M2, all levels should be unique.
2014-01-07 23:06:56 -08:00
Simon Howard
647dc533a0 musics: Separate out configuration for FreeDM.
FreeDM's levels should have different music to Freedoom (#10). Look
for MIDI files named D_DM?? to use for the levels.

For now this unfortunately means that the FreeDM levels are currently
lacking any music, as they're now all using the dummy (empty) MIDI
file. But hopefully that can be remedied soon ...
2014-01-08 04:37:41 +00:00
Simon Howard
b1589b05d9 graphics: Build level name graphics for FreeDM.
First stab at fixing #11. Generate DMWILV* lumps containing FreeDM
level names, and include these in the IWAD as the CWILV* lumps
as appropriate.
2014-01-08 04:36:35 +00:00
Mike Swanson
65eec022ea Build separate Zips for doom/doom2 and FreeDM
Consensus shows that the change in
2014-01-07T06:34:47Z!mikeonthecomputer@gmail.com was a bit too
extreme. Keep FreeDM as its own special thing, being much more focused
on multiplayer than the other IWADs, as well as being the
vanilla-compatible IWAD.
2014-01-07 17:45:41 -08:00
Mike Swanson
2912bd1ca1 Makefile: don't error out with rmdir failures
rmdir exits with an error status if a directory doesn't exist or is
non-empty. Let's tell make to ignore such things from it.
2014-01-07 07:07:19 -08:00
Mike Swanson
193d844236 Remove PWAD references in BUILD-SYSTEM and minor touchups 2014-01-07 05:32:58 -08:00
Mike Swanson
bfb95753bd Stop building resource PWADs and "make dist" generates a single Zip
The resource PWADs have been around for a very long time and dated
from before Freedoom was capable of running as a complete IWAD on its
own. Few people ever cared about these files, as evident by a lack of
reports about freedoom_levels.wad not even being correct.

Additionally, the separate Zips for each IWAD is gone. With that,
Freedoom will be distributed as a single Zip file only that includes
all of the subprojects.
2014-01-06 22:34:47 -08:00
Mike Swanson
683169965f Generate required directories from make
No longer keep these around via an empty .gitignore hack.
2014-01-06 21:51:17 -08:00
Mike Swanson
c47a48975e Remove .gitignore from the contents of a .gitignore 2014-01-06 21:33:41 -08:00
Mike Swanson
62e0b833a9 Update copyright dates in the Makefile 2014-01-06 21:26:12 -08:00
Mike Swanson
89d8cf07f6 music: add some new tracks from Ralphis 2014-01-06 14:52:14 -08:00
Miguel Suarez Gomez
08887574ca levels: map15 2014-01-06 update from Z0k
-Added more medikits only for skill Easy and Medium.

-Moved the Supershotgun that can be found in the left outside part of
the base, now its moved where the 2 chaingunners came down from the
lift.

-Moved the secret rocket launcher where the supershotgun was found
before, this because i consider rocket launcher being helpful for this
map and keeping in secret (in a secret lift where the 2 chaingunners
came down from the lift) was kinda hard for some players.

-Added Plasmagun as secret, can be found now where the rocket launcher
was found previously.

-Added BFG9000 as secret, can be only found on the secret exit.

-Added Megasphere as secret, can be only found on the right side of the
secret wall where some enemies came out.

-Change the texture of the secret walls near of the exit, which such
walls lead to the secret teleporter for the secret exit.

-Made some changes to enemies, and added back the "hard part" of the map
only for skill 4 (hard) this mean:

*the hell knight which teleported is back.
*chaingunners are back on the red key zone
*revenant is back on the left side of the base where player can find
*the rocket launcher.
*hell knight pair is back after players hit the swicht on the toxic
tower zone and head back to main zone.
*chaingunners at start are back.
*chaingunners near of the imp are back.
*Revenant on the small storage room is back.
*hell knight where player plays with the swicht (and can find the secret
swicht) is back
Only those monsters will appear on Skill4 (hard) as Cato pointed out.
newbs shouldnt be playing harder difficult skill at start.

-made some changes on enemy flags: some monsters will appear on skill
1-3.

DW: http://www.doomworld.com/vb/post/1228815
Signed-off-by: RjY <rjy@users.sourceforge.net>
2014-01-06 21:10:40 +00:00
Mike Swanson
3717e52c97 BUILD-SYSTEM: Update for newer AsciiDoc table syntax and box chars
Also remove references to doom1.wad which is no longer built.
2014-01-04 05:46:08 -08:00
Mike Swanson
ed850290de Update version to v0.8 2014-01-01 15:13:01 -08:00
Mike Swanson
c24337a00d Change Freedoom URL to GitHub 2014-01-01 15:01:46 -08:00
Simon Howard
813bd24655 dehacked: Add par time for MAP19.
Playthrough time for current version of MAP19 by Catoptromancy.
2014-01-01 02:44:41 +00:00
Simon Howard
5e37faf12f dehacked: Fix [strings].
Oops. Boom's dehacked parser requires an empty line to end the [pars]
section, otherwise the entire following section is interpreted as
par time instructions.
2014-01-01 01:48:09 +00:00
Simon Howard
950602dc4a dehacked: Add par times.
These are based on Catoptromancy's playthrough demos for the current
levels and (where not yet available) his older demos for the 0.7
release.
2014-01-01 01:41:25 +00:00
Mike Swanson
8ced156f93 Makefile: Fix building with GNU Make 3.82 (thanks Catoptromancy) 2013-12-31 17:04:21 -08:00
Mike Swanson
4619f5a4de Makefile: dist target works again
For now, Make is dependent on being run inside of the git repository,
at least if something like `make VERSION=3.14` isn't used. Will be
nice in the future if it can read from the VERSION file as a fallback.
2013-12-31 01:51:20 -08:00
Mike Swanson
b7b59b7ea1 Remove ChangeLog and NEWS
These files are tedious to maintain and pretty much redundant in the
age of git.
2013-12-31 01:31:11 -08:00
Mike Swanson
91f9958163 Rename BUILD-SYSTEM to *.asc and fix the make doc target.
Adding the file extension makes it all pretty on GitHub.
2013-12-31 01:00:19 -08:00
Mike Swanson
c3eccf5021 README: Reflect the project's actual methods
When I wrote the README before, I was basically demanding the use of
Git's signed-off messages, which is just wrong-headed. Also change the
example commit so it uses an action stamp, no more hard dependency on
a sha1 identifier that may change if the repository is rewritten (has
happened) or moved to another VCS (has happened, also); additionally,
it's just a better example commit to use. :-)

Remove the "Build system" section which encouraged a "Do Not Touch"
philosophy which is also wrong-headed. Any change for improvement is
self-evident: should not tell people to not bother without explaining
themselves.

Also, rename the file so GitHub renders it nicely.
2013-12-31 00:16:20 -08:00
Catoptromancy
71d7922528 lumps: Record new Boom 2.02 demos for Doom 1 and 2. 2013-12-30 15:17:22 -08:00
Simon Howard
04e3c071a1 dehacked: Add name for E1M6.
This gives us a full set of level names for episode 1.
2013-12-30 22:57:01 +00:00