Commit graph

952 commits

Author SHA1 Message Date
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
BaronOfStuff
2501fb36b5 sprites: edited revenant fireball from BaronOfStuff
DW: http://www.doomworld.com/vb/post/1081200
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-06-13 10:22:54 +01:00
Sodaholic
e3444fb1fa sprites: new revenant fireball from Sodaholic
DW: http://www.doomworld.com/vb/post/1081192
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-06-13 10:15:23 +01:00
RjY
2d6015881a buildcfg: move revenant missile after monster 2012-06-13 10:08:39 +01:00
RjY
2ab73814ae sprites: remove unused pain elemental symlinks 2012-06-13 09:55:38 +01:00
Mike Swanson
dc239f9ba7 Sprites: (Re-)add painh0, paini0, painj0 frames.
These were previously purged from the repository because they were
based on id Software sources; Freedoom can now be built correctly
again! Whoo!
2012-06-10 03:28:59 -07:00
RjY
4a46c23fde dehacked: do not refer to blue armour
Freedoom's "blue" armour is not actually blue. Avoid the issue
by calling the two types of armour "light" and "heavy" instead.
2012-05-18 20:22:56 +01:00
Sodaholic
2c56c4668a flats: fix two dark pixels on CRATOP1
Sodaholic writes:
>CRATOP1 - Fixed two stray dark pixels in the corner, tiling will be far
>less noticeable now.

DW: http://www.doomworld.com/vb/post/1066669
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-05-15 01:46:37 +01:00
Mike Swanson
781767f9fe general: Update ChangeLog, NEWS, VERSION for new release.
Cato made me do it.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2012-05-12 10:53:35 -07:00
Mike Swanson
304b7d3d74 levels: replace map24 with e2m2
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
2012-05-12 10:42:49 -07:00
Wesley D. Johnson
0a0e44c11c levels: map13 revision 2.6 (May 11, 2012)
DW: http://www.doomworld.com/vb/post/1073705
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-05-12 03:15:43 +01:00
Wesley D. Johnson
a950d7d063 sprites: new pain elemental from Wesley Johnson
:Name: Pain Elemental design
:author: Wesley Johnson
📅 4/11/2012
:version: ver 5
::END
email: john <obfuscate> son 2412 <@> usgo <dot> net

Pain Elemental complete Sprite set.
  Custom designed for FreeDoom, for compatibility with existing FreeDoom sprites.
  With wadinfo.txt

- Description:
  Pain Elemental consisting of green metal mesh, with seven flaming
  heads inside.
  The largest head (red) exits to becoming attacking head.
  Dies with green burning mesh.

DW: http://www.doomworld.com/vb/post/1067901
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-04-14 23:47:19 +01:00
Sodaholic
d2745ac54a sounds: new chainsaw sounds from Sodaholic
DW: http://www.doomworld.com/vb/post/1061388
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-29 18:28:31 +01:00
Sodaholic
01376edd18 sounds: new demon sounds from Sodaholic
DW: http://www.doomworld.com/vb/post/1061388 ,
    http://www.doomworld.com/vb/post/1061645
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-29 18:28:31 +01:00
Sodaholic
df47c14176 sounds: new imp claw sound from Sodaholic
DW: http://www.doomworld.com/vb/post/1061388
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-29 18:28:31 +01:00
Sodaholic
d3e640ce93 sounds: speed up blazing door sounds (Sodaholic)
DW: http://www.doomworld.com/vb/post/1061388
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-29 18:28:31 +01:00
Sodaholic
55b5c076fa flats: FLAT10: remove spurious red pixels (Sodaholic)
DW: http://www.doomworld.com/vb/post/1061388
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-29 18:28:25 +01:00
Sodaholic
90057df6e2 graphics: STBAR: updated ammo counter labels from Sodaholic
DW: http://www.doomworld.com/vb/post/1061645
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-28 20:37:10 +01:00
Sodaholic
de70d21e53 sprites: imp/caco fireballs from Sodaholic
DW: http://www.doomworld.com/vb/post/1062444 (version 3)
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-28 15:39:08 +01:00
Sodaholic
9d606613ea sounds: those accompanying Keen replacement, from Sodaholic
DW: http://www.doomworld.com/vb/post/1061751
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-20 22:23:26 +00:00
Sodaholic
32ff1b5a74 sprites: new Keen cat replacement from Sodaholic
Sodaholic writes:
>Dunno if this is going to be considered to be in poor taste, but here's
>a Commander Keen replacement I threw together today. (for the record, I
>love cats, and this is just a joke)

>fraggle said:
>>This is all your own work, right? You drew the cat and the rope
>>yourself?
>Absolutely, every single pixel of the animation was done from scratch
>in about an hour.

>fraggle said:
>>This is a completely original character, right? It's not a depiction
>>of a cat from a cartoon, video game, webcomic, or anything like that?
>Completely original, it's just a generic cat, not any specific one.

DW: http://www.doomworld.com/vb/post/1061751 ,
    http://www.doomworld.com/vb/post/1062431
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-20 22:04:46 +00:00
Wesley D. Johnson
f835411be9 levels: map13 revision 2.5 (Mar 18, 2012)
DW: http://www.doomworld.com/vb/post/1062252
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-20 21:33:46 +00:00
Wesley D. Johnson
23332b342d levels: map09 revision 10 (Jan 4, 2012)
DW: http://www.doomworld.com/vb/post/1062252
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-20 21:33:34 +00:00
RjY
24fb823b99 sprites: tidy up unused revenant sprites and symlinks 2012-03-09 23:03:54 +00:00
Wesley D. Johnson
4b38fed0d4 sprites: resized revenant from Wesley Johnson
DW: http://www.doomworld.com/vb/post/1058559
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-03-09 23:03:38 +00:00
RjY
3b5562c86b levels: e1m1: fix texture alignment on exit switch
Swap the offsets of the two segs on the front side of line 2544, the
exit switch. Seg 235 (from 0 to 48) had offset 48, and 236 (48 to 64)
had offset 0. Clearly these are the wrong way round.

Only noticable in engines that do not use the GL nodes in this map,
and have not yet switched to recalculating seg offsets themselves,
after that spate of wads with bad seg offsets circa late 2005.
2012-02-25 19:48:09 +00:00
Miguel Suarez Gomez
db788ba486 levels: new E1M5 from Z0k
DW: http://www.doomworld.com/vb/post/1053677
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-02-20 16:04:40 +00:00
Sodaholic
0181408b25 sprites: fix TROO* alignment when flipped (Sodaholic)
Sodaholic writes:
>Due to the nature of the engine's sprite flipping, the Imp was often
>misaligned in many rotations, only way to fix it being to add
>horizontal "padding" to the image. So, that's just what I did. With
>this patch, the Imp will be correctly aligned when being viewed from
>angles 6-8.

DW: http://www.doomworld.com/vb/post/1052790
Signed-off-by: RjY <rjy@users.sourceforge.net>
2012-02-20 16:04:30 +00:00
Simon Howard
a1608b3fc3 dmxgus: Add first attempt at GUS config.
This is a functioning (but awful) configuration file for the
Gravis Ultrasound card, which is usually stored in the IWAD as
DMXGUS / DMXGUSC. I constructed this by hand, and at least it's
better than nothing. Also included is a sanity check script that
checks the configuration will fit in the memory limits of the card.
2012-01-09 22:30:38 +00:00