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.
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).
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...
-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>
- 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>
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.
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.
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.
[ 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>
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)
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)
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)
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.orgrottking@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>
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.
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.
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.
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.
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
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>
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>
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>
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.
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.
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.