Commit graph

780 commits

Author SHA1 Message Date
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
Simon Howard
9e88cc4466 text: Add freedoom.bex as build dependency.
The text must be rebuilt if the contents of the Dehacked file
change, as level names are imported from it.
2013-12-30 22:39:58 +00:00
Simon Howard
54d41e44ee dehacked: Add level names.
These are some initial level names based on discussion on the Doomworld
Freedoom forum thread found here:
http://www.doomworld.com/vb/freedoom/66592-lets-name-freedooms-levels/
2013-12-30 22:36:52 +00:00
Simon Howard
17e44757cb dehacked: Add intermission text screens.
This replaces the default text screens with text screens more
relevant to Freedoom's level progression. The Double Impact end
text screen is imported in a modified form, and the episode 1-3
text screens ought to be considered temporary.
2013-12-30 22:32:13 +00:00
Simon Howard
90fed22627 colormaps: Generate colormaps programatically.
This replaces the statically generated colormaps with equivalent
colormap lumps that are generated by the colormap.py script (which now
has parameters to control the generated colormap).
2013-12-22 17:07:17 +00:00
RjY
301ad35237 graphics/text: set -colorize alpha channel blend percentage to zero
Give a fourth channel blend percentage of zero so that the alpha channel
of the default fill colour (fully opaque black) is ignored. This fixes
the blue menu titles (skill, episode etc.) having black backgrounds.

The use of -colorize here blends 100% of the default fill colour (black)
into one or more channels of a greyscale image. Mixing in 100% black is
equivalent to nullifying the channel by setting it to zero, e.g. red
text is achieved by mixing 100% black into the green and blue channels.

It turns out, when passed more than one value (to affect all channels by
that percentage equally), -colorize looks for _four_ separate channel
values (RGB and alpha). If fewer are given, the missing ones inherit the
blend percentage of the first channel (red).

For red and white there is no effect, as the red channel is left alone.
But blue blends 100% of the red channel (thus, unwittingly, the alpha
channel) of fully opaque black into the image, making it fully opaque...
2013-12-20 16:06:55 +00:00
RjY
2aaad3eea8 Merge branch 'double_impact'
Conflicts:
	graphics/text/config.py
	lumps/fraggle/freedoom.bex
2013-12-18 12:20:45 +00:00
RjY
3d464fd265 patches/textures: replacement E4 starry sky for Double Impact
Double Impact's original sky texture is derived from an image with
unknown copyright restrictions (see [1]). Construct a replacement from
an image of the globular cluster M80 from the Hubble Space Telescope
(Credits: NASA; public domain; sources [2] [3]) and a random starfield
image generated by ImageMagick (adapted from [4])

Note the original's "dark sky with bright shadow-casting light source"
effect which was built into the maps - this replacement is carefully
tuned to preserve that effect (as any improvement should also do).

[1] http://www.doomworld.com/vb/post/1222877
[2] http://en.wikipedia.org/wiki/File:A_Swarm_of_Ancient_Stars_-_GPN-2000-000930.jpg
[3] http://grin.hq.nasa.gov/ABSTRACTS/GPN-2000-000930.html
[4] http://www.imagemagick.org/Usage/advanced/#stars

Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-18 08:02:21 +00:00
Miguel Suarez Gomez
491997d6c1 levels: E1M5 2013-12-15 update by Z0k
-moved an imp that was stuck on a console panel near of the swicht,
preveting the imp for moving futher.

-Size of the columns that hold tech pillar now are reduced, this for
preveting player getting stuck in middle of them

-Added 2 to 5 % damage to the acid pit of the tech pillars

-Added a new teleporter on the red key zone to reach the swicht that
open the door of the exit, this to help the player who dont know that
the teleporters where monsters come out are teleporters they can use. so
players can use both teleporters, one which is useful as shortcut to end
the level quickly and the other to keep the way of the level delevop

[ RjY: changes to submitted version:
  - remove spurious dehacked lump (cf. commit 618b444049)
  - set passuse flag on lines 1795, 1800, and 1806, so the lift can be
    operated from below, and the door opened from above ]

DW: http://www.doomworld.com/vb/post/1222853
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-16 08:33:50 +00:00
RjY
30464a1204 graphics/text: run ImageMagick only once per generated image
- factor out command line generation: a new function _make_command_line
  returns most of the command line for a transparent image rendering.

- Callers render_transparent_text and render_text append the output
  filename and extra imagemagick options to colour the background as
  needed. This means imagemagick is only called once per generated
  image, which makes the process considerably faster.

- This also works around a bug in the current version of imagemagick in
  Debian sid, which caused single-character graphics (e.g. winum*) to be
  generated with a black background.

DW: http://www.doomworld.com/vb/post/1221810
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-15 07:30:47 +00:00
Simon Howard
2b49e3eabc textgen: Strip map number from level name graphics.
The level name shown in the automap should be in the form:
"ExMy: Level Name" but for the intermission screen graphics we just
want "Level Name". Strip the leading level name if it is present.
2013-12-14 20:14:20 -05:00
Simon Howard
1891b5e40b textgen: Set level names from DEHACKED lump.
Use the DEHACKED lump as a source of truth for level names, and set
the textgen configuration accordingly. Make the current level names
in the DEHACKED lump upper case so that the current ExMy/MAPxy names
look correct.
2013-12-14 16:34:01 -05:00
RjY
2ed9548ca3 levels: E2M5: fix monster teleporter
The trigger sector 94 lowers its floor to a height of 40; the adjacent
holding sector 100 has a height of 72, so if the imps don't catch the
lift as it passes, they get stuck and never teleport out.
2013-12-12 12:25:51 +00:00
Miguel Suarez Gomez
1eb6918d82 levels: new E2M5 from Z0k
[ RjY: changes to submitted version:
- increase gap between pile of crates (sector 256 etc.) and nearby
  walls, to prevent player getting stuck
- set passuse flag on lines 75, 208, 288, and 1320 to stop them blocking
  doors (lines 72, 1348) from being opened
- move monster teleporters so monsters don't have to walk away from
  player to teleport, to prevent excessively long teleport times ]

DW: http://www.doomworld.com/vb/post/1221430
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-12 06:41:11 +00:00
RjY
85a2eb44e2 text/dehacked: Double Impact map names, E4 episode title 2013-12-10 15:46:00 +00:00
RjY
ab86aed535 levels: remove old e4m1/e4m2 2013-12-10 15:46:00 +00:00
RjY
bcd93b5576 levels: update e4 symlinks to point to dbimpact 2013-12-10 15:46:00 +00:00
RjY
03edc6f143 dbimpact: avoid use of tag 666 on M8
There are four switches that all need to be pressed to activate the
finale of the map. In the original these would cause four barons to be
crushed, the final one causing several floors to lower. Since this use
of barons makes the map depend on the E1M8 slot, it needs reworking.

- Change the switches to raise floor to lowest adjacent ceiling types
  (thus creating an instant floor lowering)

- Near to each switch place lines that lower the former tag 666 floors
  to their _highest_ adjacent.

Thus these floors only lower when all four switches have been pressed
and all four control sectors have been lowered.

Obviously this could be done with voodoo doll scripts or using multiple
switches and the Boom passuse flag but since dbimpact was designed for
Doom complevel I did not want to risk making it require Boom complevel.

Make a couple of other adjustments to support this:

- The four switch-pressed indicators on either side of the exit door now
  unfortunately no longer start moving (they're not crushers)

- "Crack" the northwest demon face tower so there is a tiny invisible
  hole between the bright part and the small shadow on the corner.
  Otherwise lower to highest adjacent floor would not work as required.

- Also, make all control sectors invisible on the automap (after all,
  there is a computer map on this level)
2013-12-10 15:46:00 +00:00
RjY
09e3176c59 dbimpact: switch M2 and M3 (fix secret exit)
The secret exit needs to be on E4M2 not E4M3. This is the simplest way
to achieve that, and in my view better than the alternative (disabling
the existing secret exit and grafting a new one into the other map)
2013-12-10 15:45:59 +00:00
RjY
8885023957 dbimpact: move to episode 4
This breaks the secret exit (needs to be on M2, not M3) and the ability
to exit M8 (which relies on E1M8's BossDeath lowering sectors tagged 666
to lowest when all _barons_ are dead - for E4M8, A_BossDeath has the
same effect but only when all _spiderdemons_ are dead)
2013-12-10 15:45:59 +00:00
RottKing & Ralphis
cdf855b622 Double Impact
Import maps from the 2011-Cacoward-winning episode Double Impact, as
donated by its authors, Ralphis and RottKing. The intention is that
these are used as Freedoom's episode 4.

========================================================================

Title                   : Double Impact
Filename                : DBIMPACT.WAD
Release date            : 03/30/2011
Author                  : RottKing & Ralphis
Email Address           : ralphis@unidoom.org rottking@sbcglobal.net

Other Files By Author   : Unidoom Deathmatch 1, Unidoom Deathmatch 2,
                          Unidoom Deathmatch 3, Unidoom Deathmatch X,
                          Odamex CTF 1

Misc. Author Info       : Visit us at http://www.unidoom.org
                          and #unidoom on irc.quakenet.org!

Description             : A nine map episode 1 replacement.

Additional Credits to   : infurnus for the sky texture,
                          esselfortium for the titlepic,
                          and dewww, st.alfonzo, NaturalTvventy,
                          Xenaero, glortho, joshsmith, and whiteboy567
                          for helping out with play testing.

========================================================================

* What is included *

========================================================================

New levels              : 9
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : Yes
Other files required    : No

* Play Information *

Game                    : Ultimate DOOM
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Other game styles       : None
Difficulty Settings     : Yes

* Construction *

Build Time              : About a year and a half.
Editor(s) used          : Doombuilder, Wintex, XWE, Slumped
Known Bugs              : None
May Not Run With...     : doom.exe.
                          Requires at least a limit removing engine.

========================================================================

* Level Information *

========================================================================

----------

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse.

You MAY distribute this file, provided you include this text file with
no modifications.  You may distribute this file in any electronic
format (BBS, diskette, CD, etc.) as long as you include this file
intact.

You MAY edit and release any maps contained in the WAD as you wish under
the conditions that the original authors and Unidoom are credited.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://www.unidoom.org

========================================================================

DW: http://www.doomworld.com/vb/post/1145592
Signed-off-by: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-12-10 15:42:08 +00:00
Simon Howard
f651c980dd graphics: Fix textgen with Python 2.
Previous fix for Python 3 broke the script under Python 2.
2013-12-01 23:23:59 -05:00
Simon Howard
b37baf5abb graphics: Add kerning for text generator.
Adjust character positions so that some pairs of characters can fit
more closely together.
2013-12-01 23:20:15 -05:00
Simon Howard
0948019b1a graphics: Make textgen script work with Python 3.
Also add copyright notices to Python files.
2013-12-01 21:23:11 -05:00
Simon Howard
2a02344977 graphics: Add missing font characters.
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.
2013-12-01 00:07:28 -05:00
Simon Howard
6150b320f3 graphics: Add 'make clean' target for textgen. 2013-11-30 23:07:39 -05:00
Simon Howard
1cb5232846 graphics: Add overrides for source port text lumps.
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.
2013-11-30 22:28:22 -05:00
Simon Howard
77a4fed39d graphics: Adjust offsets of menu text.
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.
2013-11-30 21:26:54 -05:00
Simon Howard
9855d868ea graphics: Generate text graphics programatically.
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.
2013-11-30 20:55:57 -05:00
RjY
f6bab1b9b3 levels: E1M7: move walk trigger to other side of door (Patrol1985)
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
2013-11-11 09:25:23 +00:00
RjY
d8c4afd195 levels: e1m3 update from Paar
DW: http://www.doomworld.com/vb/post/1205479
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-10-08 23:56:45 +01:00
GhostlyDeath
4495474101 sounds: Add PC speaker sounds by GhostlyDeath
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>
2013-09-08 23:08:41 +00:00
Simon Howard
54f52d8b68 levels: MAP15/MAP28 2013-08-30 updates from Z0k.
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>
2013-08-30 22:20:58 +00:00
RjY
618b444049 levels: remove extra DEHACKED lump from e1m5.wad 2013-08-24 04:18:57 +01:00
Miguel Suarez Gomez
25249a0d8a levels: MAP15/MAP28 2013-08-18 updates from Z0k
DW: http://www.doomworld.com/vb/post/1194315
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-08-24 04:10:03 +01:00
Miguel Suarez Gomez
1960113f30 levels: MAP15 2013-08-16 update from Z0k
DW: http://www.doomworld.com/vb/post/1193758
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-08-17 04:03:36 +01:00
Miguel Suarez Gomez
a1d89a9b5a levels: E1M5/MAP15/MAP28 2013-08-14 updates from Z0k
DW: http://www.doomworld.com/vb/post/1190455
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-08-15 04:11:31 +01:00
Josef "Paar" Šustek
16c57be4f7 levels: new E1M3 from Paar
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>
2013-06-29 00:36:03 +01:00
Wesley D. Johnson
d66d8a0e86 levels: map13 revision 2.8 (Apr 13, 2013)
DW: http://www.doomworld.com/vb/post/1161433
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-04-14 10:21:50 +01:00
Wesley D. Johnson
fefc3226d1 levels: greatly fixed/enhanced map19 from Wesley Johnson
DW: http://www.doomworld.com/vb/post/1151816
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-03-15 12:33:40 +00:00
Wesley D. Johnson
1158da2fe0 levels: map13 revision 2.7 (Mar 11, 2013)
DW: http://www.doomworld.com/vb/post/1153164
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-03-15 12:14:33 +00:00
Wesley D. Johnson
330078b059 levels: map09 revision 11 (Mar 6, 2013)
DW: http://www.doomworld.com/vb/post/1151816
Signed-off-by: RjY <rjy@users.sourceforge.net>
2013-03-15 12:09:14 +00:00
RjY
f7674a2462 lumps: dmxgus: add .gitignore for ultramid.ini 2013-03-15 12:00:53 +00:00
Simon Howard
9a6a3b13b3 lumps: Add Makefile I forgot to include.
This was supposed to be in the previous commit.
2013-03-05 02:26:44 +00:00
Simon Howard
64198d7af1 lumps: Autogenerate optimized DMXGUS lump.
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.
2013-03-02 21:44:09 +00:00
Simon Howard
184be5bf61 Truncate playpal-base.lmp to just the main palette.
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.
2013-02-26 02:24:34 +00:00
Simon Howard
f5f2a419b5 Offset (almost) all instruments down one octave.
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.
2013-01-22 23:10:21 +00:00
Simon Howard
3523a58a34 patches: Update FreeDM logo banner.
This banner texture still had the old Freedoom website address
(freedoom.sourceforge.net)
2012-10-23 02:56:02 +01:00
Wesley D. Johnson
36adddaf89 sprites: pain elemental revision 5.5
[a few extra updated frames from the author,
missing from previous commits]

Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-06-21 13:50:36 +01:00