Config lists the instrument files to use to build the GENMIDI lump.
Some instruments are not yet provided and are nulled out using a dummy
SBI file that doesn't play anything.
Move C code into subdirectory as it will soon be only of historical
interest. Add extra program to dump SBI instrument patches, switch
to using OPL2 instruments, and ignore "null" instruments (all-zero).
Doom 1's versions of the STEP1-3 textures are 32x8 in size and based on a
single patch. Using multi-patch versions of the textures causes problems
when playing WADs like phobos-v.wad that use it as a mid texture.
Using a multi-patch texture on the middle texture of a two-sided linedef
causes the so-called medusa effect in vanilla, so in FreeDM it is a bug.
In dm02, we have several lines which use GRAY4 as a middle texture, with
silver borders above and below. These are all in front of a thin sector
backed by a one-sided line with GRAYBIG on it. So:
- set two-sided lines to have middle texture "-" instead of GRAY4;
- set one-sided lines to have middle texture GRAY4 instead of GRAYBIG;
- adjust a few texture alignments.
The sector formerly behind the GRAY4 lines is now visible as a thin
silver line in front of them, above and below the silver borders.
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.]
[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>
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.
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>
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)
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>
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>
- 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>
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>
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>
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>
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>