Commit graph

828 commits

Author SHA1 Message Date
RjY
c2c21da38b .gitignore: ignore Yadex backup files (*.bak) 2011-11-14 21:11:33 +00:00
Catoptromancy
785a32ce45 sprites: reduce height of cyberdemon corpse
Lowered head of final frame of cyberdemon's death sequence to ground,
so it won't block vision.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-11-14 18:48:46 +00:00
RjY
bf9b65e1fa patches: apply x offset to M_GD{HIGH,LOW} (shadow1013)
Freedoom's menu font is wider than Doom's, but vanilla-like engines such
as Chocolate Doom hard-code the location of the indicator to the right
of the graphic detail menu option, so it ends up overdrawn.

Apply a patch x-offset of -15, as suggested by shadow1013 in
<http://www.doomworld.com/vb/freedoom/57738-option-menu-bug/>.

[RjY: note: I am slightly concerned that it is just papering over the
cracks of an engine deficiency, and will cause problems for any engine
that tries to be more intelligent about setting out its menus.]
2011-11-06 22:53:32 +00:00
Protox
613a596e88 levels: E2M4: fix lift behind red door
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-08-18 23:16:23 +01:00
Z86
b2f74cac09 sprites: edited 4-shells pickup from Z86
Adds the fourth shell, for consistency.

DW: http://www.doomworld.com/vb/post/998878
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-08-07 01:46:45 +01:00
Z86
0c216f508e sprites: new weapon pickups from Z86
Super Shotgun, Chaingun, Rocket Launcher, Plasma, BFG

DW: http://www.doomworld.com/vb/post/998878
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-08-07 01:31:30 +01:00
Protox
3eed1e6281 levels: completed E1M9 from Protox
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-07-16 18:12:45 +01:00
Mithran Denizen
0d14eed3f7 sprites: new plasma gun pickup from Mithran Denizen
DW: http://www.doomworld.com/vb/post/985938
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-07-10 15:10:28 +01:00
Protox
78020f6db8 levels: updated E1M9 from Protox
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-07-01 00:22:55 +01:00
Protox
bd03fb28fa levels: updated dm02 from Protox
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-07-01 00:22:55 +01:00
Protox
a5b10eb2f0 levels: new dm27 from Protox
[RjY: despite the high visual detail it seems to be vanilla-compatible,
at least it was fine running around for 10 minutes in chocolate-doom]

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-07-01 00:22:55 +01:00
Simon Howard
d8ce6fe448 docs: Minor spelling fixes. 2011-06-25 19:02:11 +01:00
RjY
f2331147ba levels: E1M2: fix texture alignment on window opposite blue door
Fix sidedef offsets of front sides of linedefs 341 and 342, and set
upper and lower unpegging on the former, as it's a window.
2011-06-19 19:08:01 +01:00
RjY
d46bfff722 levels: E1M2: change flat around ceiling computers (Protox)
The borders around the two ceiling computers in the first room (sectors
21 and 23) had TLITE on them, which looks awful in such a sector, so I
changed it to "something generic and grey" (CEIL3_5)

Thanks to Protox in #freedoom for the report.
2011-06-19 18:50:12 +01:00
Sodaholic
9269afb877 graphics: new skill level strings from Sodaholic
1. Please don't kill me!
2. Will this hurt?
3. Bring on the pain.
4. Extreme-Carnage
5. Insanity!

DW: http://www.doomworld.com/vb/post/979917
    see rationale for change at http://www.doomworld.com/vb/post/964952
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-16 09:49:55 +01:00
Simon Howard
e962d4e0b5 lumps: DEHACKED
Add fraggle's sample DeHackEd patch to change the names of all game items
to differ from those of id's original. He writes:

>[...] I've put together a BEX patch that changes various text strings.
>I made up some temporary names for things where necessary; suggestions
>for better names are welcome.

[RjY: I tweaked the shotgun pickup message for consistency; it was the
only weapon pickup message not ending in an exclamation mark]

DW: http://www.doomworld.com/vb/post/978557
    see also http://www.doomworld.com/vb/post/978527 for rationale
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-11 08:38:18 +01:00
RjY
a528d5e519 E2M1: improve METAL1 alignment around sector 108 (BondEar)
http://www.doomworld.com/vb/post/978184
2011-06-11 01:07:55 +01:00
Sodaholic
773c5e7532 sprites: updated green medikit/stimpack from Sodaholic
DW: http://www.doomworld.com/vb/post/976011
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-07 14:24:04 +01:00
Sodaholic
1e0556dfcc sprites: dark red berserk box from Sodaholic
DW: http://www.doomworld.com/vb/post/973869
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-07 14:24:04 +01:00
Sodaholic
309b66fdce sprites: red version of berserk box from Sodaholic
DW: http://www.doomworld.com/vb/post/972751
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-07 14:24:04 +01:00
RjY
3d1d55c21f Makefile: omit building monster placeholder sprites
The placeholder monster sprites (those with the graphic not done
template overlaid) aren't used any more; nothing is linked to them.
Therefore speed up the build process by skipping this step.

This almost compensates for the extra time required to build Freedoom
since the helper scripts were rewritten in Python (joking)
2011-06-07 14:23:59 +01:00
Sodaholic
1c98d3a71d sprites: updated medikit, new stimpack/berserk from Sodaholic
Sodaholic writes:
>Fixed minor visual inconsistencies in the existing new medikit, made a
>berserk pack version, and did a new stimpack.

DW: http://www.doomworld.com/vb/post/972742
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-01 20:05:02 +01:00
Fredrik Johansson
d6b0c7451c sprites: green cross stimpak from Fredrik
[RjY: converted to correct palette]

DW: http://www.doomworld.com/vb/post/972412
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-01 13:04:30 +01:00
Fredrik Johansson
ecb8771f12 sprites: green cross medikit from Fredrik
DW: http://www.doomworld.com/vb/post/972223
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-06-01 13:04:09 +01:00
RjY
c9c1bc55e4 CREDITS: update Fredrik's info (from http://fredrikj.net/) 2011-06-01 13:04:05 +01:00
RjY
765aca4748 levels: map03: trivial fixes (again)
re-applied from 13abc23c:

- remove zdoomism from backpack secret's door
- fix pegging on armour secret's door's tracks
- remove several unnecessary linedef and sector tags

Also make the chainsaw secret less obvious, by making linedef 2654
secret. There is already a subtle visual hint (look at the bottom
of the wall)

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-05-10 15:44:16 +01:00
SgtCrispy
44603d7d6c levels: map03: update from SgtCrispy
http://www.doomworld.com/vb/post/968033

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-05-10 15:43:58 +01:00
nivha & hex11
c5d991da6d levels: new dm28.wad by nivha and hex11
An original map by nivha, modified into a deathmatch level by hex11[1].
Permission to use was granted by the original author[2].

[1] http://www.doomworld.com/vb/post/964908
[2] http://www.doomworld.com/vb/post/965284

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-05-10 14:25:56 +01:00
RjY
13abc23c84 levels: map03: trivial fixes
- make teleporter exit point thing 11 in sector 116 exist on all skill
  levels, so the final chaingunner for the blue key trap can teleport
- make it harder to get the blue key without triggering the trap, by
  copying the trigger on linedef 941 to linedef 641 as well
- change specials of linedefs 2168 and 2170 to be manual, so the door
  can be opened without relying on implicit manual zero tag behaviour
- make the slime alcoves in the yellow key corridor damage the player
- set lower-unpegging flag on doortracks for the armour secret and the
  blue key door (sectors 247, 374; linedefs 1472, 1475, 2176, 2182)
- remove unnecessary tag 46 from sector 46 and its surrounding linedefs,
  since the door is a manual one.
- remove unused sector tag from linedefs 154 and 168

"Trivial" meaning only object properties changed, not references, so a
small diff and no nodebuild required.

See also <http://www.doomworld.com/vb/post/964728>

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-05-05 19:44:57 +01:00
RjY
5b0139ffe8 Revert "patches: FreeDM a few small patches from Ralphis"
These resources were:

- unused by any map,
- in the wrong palette,
- and broken on Chocolate Doom (FreeDM)

It's easiest to remove them.

This reverts commit 7021f0037e.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-29 16:45:10 +01:00
Catoptromancy
3ebf1b7c78 levels: map12: co-op fix: red door is now D1 stay
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-29 08:14:21 +01:00
RjY
9ea456b1bc levels: un-coop-dm-ify dm{02,03,09,13,14}
- remove coop-dm.deh monsters
- remove teleporter exit points and containing sectors
- remove unused/unnecessary linedef and sector tags
- re-add FreeDM logo texture

Other minor changes:
- dm02: line 411: remove wall scroll special, use waterfall texture
- dm14: add teleporter exit points to north/south pads (sectors 15, 28)
- dm14: remove Boom deep water linedef and control sector

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-28 16:20:53 +01:00
Sodaholic
7507864c7d sounds: new dspunch from Sodaholic
Sodaholic writes in <http://www.doomworld.com/vb/post/957373>:
>I can assure you that these lack any copyright issues. These were all
>mixed from my personal collection of sound effects that I recorded
>myself.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-28 00:46:56 +01:00
Mike Swanson
ab8b608363 Merge branch 'master', remote branch 'rjy/pu' 2011-04-27 13:58:54 -07:00
Catoptromancy
7b4692e0a3 levels: fixes for dm{12,13,14,16,17} from Catoptromancy
http://www.doomworld.com/vb/post/964944

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-27 12:10:20 +01:00
Catoptromancy
f7d5e4a922 levels: fixes for dm{{01..06},08,09,12} from Catoptromancy
http://www.doomworld.com/vb/post/964944

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-27 12:10:20 +01:00
SgtCrispy
b0302b5118 levels: reworked map03 from SgtCrispy
http://www.doomworld.com/vb/post/964722

[RjY: has a few bugs, waiting for fix from author]

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-27 12:10:19 +01:00
skib
63ec584b68 levels: FreeDM map from skib
http://www.doomworld.com/vb/post/963047

(linked as FreeDM map29, there already is a map04)

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-26 19:19:20 +01:00
Archfile
5317da0216 sprites: TROO[N-U] imp gib frames from Archfile
Edited together from existing TROO* and SPOS* sprites.

Modifications:
- convert PNGs to GIFs (TROO[N-P])
- symlink TROO[Q-U] which are identical to corresponding SPOS[Q-U]
- update buildcfg.txt using SPOS sprite insertion points as a guide.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-25 22:20:17 +01:00
Catoptromancy
4030feece7 levels: fixes for dm{07,10,11,15} from Catoptromancy
Catoptromancy writes in <http://www.doomworld.com/vb/post/963232>:
>Initial fixes: 4 player starts, no telespawns, exits, all things have
>all skill levels.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-25 13:38:00 +01:00
Brett "Mechadon" Harrell
42c4b94cc1 levels: two new FreeDM maps from Mechadon
Tweaked for vanilla compatibility by Catoptromancy,
who wrote in <http://www.doomworld.com/vb/post/963232>:
>Tried really hard on mech1 but it is way too open. There are many
>places in the map that can see to other side. Only way to cure the
>massive HOM was to make those 4 ledges to be walls to block sight. A
>few other areas were also slightly gameplay touched to get rid of tons
>of linedefs.

>Mech7 was much more closed and I could leave much more detail. Still
>had to get rid of ceiling lights or simplify them. Mostly just squared
>corners and got rid of step borders.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-25 13:35:57 +01:00
Catoptromancy
345ebb487f levels: new FreeDM maps: 21-23
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-20 01:39:05 +01:00
Simon Howard
28abded7d0 levels: dm{02,03,09,14,15} updated for vanilla compatibility
http://www.doomworld.com/vb/post/962700

CC: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-20 01:39:05 +01:00
RjY
a33af58634 buildcfg: use real sprites in FreeDM iwad
Remove the #ifdef FREEDM section that makes all monsters appear as a
black silhouette. This leaves sprites/{blank,nomonst}.gif unused.

I believe the plan is that FreeDM will become a vanilla-compatible IWAD
that the user can use with Chocolate Doom to play single player vanilla
maps, so real monsters are needed in it.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-20 00:27:47 +01:00
RjY
97842f51dd buildcfg: remove some unnecessary #ifdef ULTDOOMs
With shareware gone, only Doom2 and Ultdoom remain, and in particular
there is no non-Ultdoom Doom1 target. Therefore #ifdef ULTDOOM sections
inside #ifndef DOOM2 sections are just extra clutter.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-15 11:06:00 +01:00
RjY
aa25b5b812 levels: remove spurious D_E3M4 lump from e4m1.wad
I found this checking for duplicate lumps in the built IWADs.
It wasn't used as the "real" D_E3M4 overrode it.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-10 14:27:12 +01:00
RjY
3b22f6c1ef flats: buildcfg: remove many duplicate entries (Sodaholic)
This was a lot easier to do without having to worry about shareware!

Thanks to Sodaholic for reporting:
http://www.doomworld.com/vb/post/952575

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-10 12:07:30 +01:00
RjY
3d56b50b81 Sharewarendectomy
Consensus that the "shareware" target was no longer necessary was
reached long ago[1]. It just needs to actually get done. Thus:

Makefile:
- remove shareware targets

buildcfg.txt, textures/combined.txt:
- remove #ifdef/#ifndef SHAREWARE sections (almost entirely #ifndef)

graphics/help2.gif:
- remove symlink, help2 screen was shareware-only

gitignore:
- remove shareware files no longer built

textures/shareware:
- remove directory

--
[1] http://www.doomworld.com/vb/freedoom/52758-removing-shareware/ .

In particular, Jon wrote:
>The original purpose of the shareware IWAD was to have a smaller set of
>resources to target 100% completion of. That was probably met a long
>time ago.

More recently chungy wrote in <http://www.doomworld.com/vb/post/957707>
>Removing the "demo"/"shareware" version of Freedoom has been discussed
>but it's never been done. Actually it's a bit easier to just leave it
>in than to remove it. (It'd be pretty easy to get rid of it anyway, but
>nothing is really gained from it)

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-10 11:22:48 +01:00
RjY
95d9c8c092 buildcfg: remove a huge block of dead code
Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-10 10:36:46 +01:00
RjY
b600dfb28e musics: remove unknown links
Remove the various n_*.mus links as they're not actually lumps.

Signed-off-by: RjY <rjy@users.sourceforge.net>
2011-04-09 17:30:17 +01:00