Commit graph

1107 commits

Author SHA1 Message Date
Simon Howard
6218857082 CREDITS: Update my email address and other details.
The email address listed here was long out of date. Update web URL
to be the current https:// based URL, and remove text about me being
"chief administrator" as that hasn't really been true for quite a
while.
2014-09-27 20:14:04 -04:00
Mike Swanson
338742ef66 Remove the ridiculously obsolete TODO file. 2014-09-26 10:53:37 -07:00
Mike Swanson
f578ca5edf dist: Add some AppData XML files
Based on the AppData that the Fedora Project wrote for their
distribution, here's three separate ones for each of the IWADs.

This is the second major part of completing the goal in issue #100
2014-09-26 07:46:41 -07:00
Mike Swanson
1bf784b200 dist: Add Desktop Entry files for all three IWADs
These are intended to be useful for packagers for distributions of
GNU/Linux, *BSDs, illumos, and any other operating system where they
may be relevant.  Hopefully without the need to edit them :)

This is part of the goal of issue #100 to ease distributions' support
for showcasing Freedoom.
2014-09-26 07:18:10 -07:00
Mike Swanson
f1c0909cd9 graphics/text/.gitignore additions 2014-09-26 07:17:26 -07:00
Simon Howard
7d24f26b01 dehacked: Add Doom version, Patch format headers.
ZDoom's dehacked parser actually is stricter than some other source
ports in requiring that these headers must be present if the
"Patch File for DeHackEd" header is present, and rejects files that
are missing them. Add these in so that the dehacked lumps load
properly.
2014-09-22 00:56:31 +00:00
Simon Howard
e06b81ac9f graphics: Add HELP2 lump.
HELP2 is the screen shown when playing shareware Doom, after
completing the first episode (gives you information on how to buy
the registered version, etc.).  For some reason, ZDoom seems to
expect this lump after completing episode 1, even though
freedoom1.wad isn't a shareware IWAD in any sense. Include HELP2
as a copy of the CREDIT screen; even though it's redundant it
doesn't do any harm.
2014-09-22 00:41:54 +00:00
Simon Howard
335927bd5c textures: Add dummy entries for colormaps.
Add some dummy texture entries that match the colormaps stored in the
single player IWADs. This allows levels that use colormaps to at least
be loaded in non-Boom compatible source ports, even though the rest of
the levels might not work properly. It doesn't seem to do any harm.
2014-09-22 00:18:20 +00:00
Mike Swanson
dfe26e5607 Update copyright strings 2014-09-18 11:51:03 -07:00
Jeremy Elder
e40ae42637 patches: Remove arrow from exit sign.
Having an arrow on the exit sign makes some levels confusing, as the
arrow can sometimes be pointing in the wrong direction or be
otherwise misleading. There is some discussion on Doomworld:
http://www.doomworld.com/vb/post/1303596

As the arrow version still looks quite nice, keep it around as a
second exit sign texture (EXITSGN2); include both the red and the
green versions.
2014-09-13 23:18:07 -04:00
Simon Howard
2675b7e42e dehacked: Split long string replacements.
BEX allows long string replacements to be continued onto multiple
lines by appending a \ to the end of the line to indicate that the
string continues on the next line. Make use of this syntax to split
some of the really long string replacements and make the DEHACKED
lumps more readable.
2014-09-13 02:33:29 -04:00
Simon Howard
9fff3214cd dehacked: Add copyright notice to lumps.
Include the Freedoom copyright notice in the DEHACKED lumps used
for Freedoom and FreeDM.
2014-09-13 02:04:03 -04:00
Simon Howard
b35008f745 Merge branch 'master' of github.com:freedoom/freedoom 2014-09-13 02:02:10 -04:00
Simon Howard
88eace7c5d dehacked: Add magic comment for Chocolate Doom.
Chocolate Doom now has BEX [STRINGS] section support, but it must
be enabled using a magic comment inside the file. Add this comment
to the Freedoom DEHACKED lumps.
2014-09-13 02:01:03 -04:00
RjY
f8a43bb594 levels: Z0k's map15a is map12, move latter to map24
See http://www.doomworld.com/vb/post/1303910
2014-09-09 07:57:22 +01:00
RjY
48285e57aa levels: new "map15a" from Z0k
Slot to be determined; author intended it to replace his own map15,
but it seems a shame to lose the existing map15 when there are much
weaker maps it could replace instead.

DW: http://www.doomworld.com/vb/post/1256159
DW: http://www.doomworld.com/vb/post/1265585
Signed-off-by: RjY <rjy@users.sourceforge.net>
2014-09-09 07:11:13 +01:00
Jeremy Elder
152976216b levels: Add new E3M4 from sgtcrispy.
Some discussion on the forums can be found here:
http://www.doomworld.com/vb/freedoom/67731-e3m4-progress/
2014-09-08 00:00:15 -04:00
Simon Howard
451e4d81ef levels: Build REJECT lump for levels missing it.
Quite a few levels did not have a REJECT lump and were using null
(all-zero) REJECT lumps instead. I ran these through RMB so that all
the levels would have efficient REJECT lumps.
2014-09-07 18:30:16 -04:00
Simon Howard
d5e01efbcd levels: Strip out GL_NODES data from E1M1.
This is presumably used by certain source port(s) but isn't really
necessary. Strip this out so that we save 150KB from freedoom1.wad.
2014-09-07 16:36:21 -04:00
Simon Howard
7a1b49e965 textgen: Generate CREDIT screen.
This is one of the screens of text shown between demos in the demo
loop. Generate this from the contents of a static text file. I
originally wanted to generate this programatically from the CREDITS
file but there are too many contributors to fit them all on the page.
2014-09-07 05:25:12 +00:00
Simon Howard
9968fe0ed1 textgen: Add image include support for smtextgen.
Instead of generating text and image parts in separate stages, add
the ability to include an image in the smtextgen command line. This
makes the command line in the Makefile clearer.
2014-09-07 04:22:09 +00:00
Simon Howard
5405104814 textgen: Move common code into a common file.
Reduce code duplication by refactoring the textgen and smtextgen
scripts.
2014-09-07 03:56:45 +00:00
Protox
b6c26942b4 levels: Update E2M4.
More context in this thread:
http://www.doomworld.com/vb/freedoom/69882-new-maps-e2m5-and-e2m9/
2014-09-06 22:58:53 -04:00
Simon Howard
96e3f8ea63 CREDITS: Update email address for Protox. 2014-09-06 22:13:51 -04:00
Simon Howard
d102be8d9e patches: Add plain color textures.
These are new textures that just contain flat plain colors.
2014-09-06 22:09:08 -04:00
Protox
75830872a2 levels: Add new E2M9.
This new E2M9 includes a merge of parts of the old E1M8 and E2M8.
More context can be found here:
http://www.doomworld.com/vb/freedoom/69882-new-maps-e2m5-and-e2m9/
2014-09-06 22:01:28 -04:00
Daniel Jewell
bae64074e7 levels: Improve/complete abandoned MAP10.
More context can be found in this thread:
http://www.doomworld.com/vb/freedoom/69412-updated-map10

This level appears to have been abandoned by its original author and
Jewellds took it upon himself to continue the work.

Changes since v21:
-The lava building is now accessed by a red key, rather than a switch,
 and the small building to the south has changed as a result.
-Minor cosmetic improvements to the lamps by the blue key door.
-Lowered some sectors in the river by the building entrance, to make
 it look more realistic.
-Fixed a crate in the Mancubus room, which was too tall.
-Removed a misplaced midtexture on the cave entrance.
-Fixed a few texture alignment and cosmetic issues surrouding (what is
 now) the red key door.
-Solved some alignment problems on the rocks in the south-east of the
 map.
2014-09-06 21:19:54 -04:00
sgtcrispy
a044bb8df3 patches: Add improved EXIT1/EXIT2 textures.
This is a tweaked version of a replacement graphic originally by
Sodaholic. More context is in this thread:
http://www.doomworld.com/vb/freedoom/69633-generic-sodaholic-asset

The new exit sign is ISO 7010 compliant, in case that matters to
anyone.
2014-09-06 21:10:39 -04:00
Simon Howard
e078267ef2 Remove Dan L'Ecuyer from CREDITS.
Dan L'Ecuyer was credited as the author of the previous GENMIDI
lump that used to be used in Freedoom. This was subsequently
removed as it was based on the original Doom GENMIDI. Some
discussion of this can be found here:

http://www.doomworld.com/vb/freedoom/41470-texture1-copyright/
2014-09-01 04:26:16 -04:00
Simon Howard
e817a4005e Remove damienc from CREDITS.
There are no contributions in the tree from this contributor; he only
submitted some "powerglove" fist sprites to the project a long time
ago which were replaced, and subsequently appear to have been stolen
from another project without permission. See comments on this file
on Doomworld:

http://www.doomworld.com/idgames/index.php?file=combos/leftover.zip
2014-09-01 04:23:43 -04:00
Simon Howard
f5b6163325 sprites: Adjust offset for fist sprites.
Freedoom's fist punches from the right side of the screen; however,
some source ports can run in widescreen modes that can cause the
punch animation frames to be cut off at the right side of the screen.
Move all fist sprites 50 pixels to the right so that this doesn't
happen.

I tested this in ZDoom running in a 16:9 screen aspect ratio and I
was unable to cause any noticeable cutoff, even when walking around
(weapon bobbing means that additional margin is needed). Because of
this change, the place where the fist "lands" is now offset to the
right, possibly slightly too much, but not so much that I think
it's a huge problem.

This fixes #95.
2014-08-31 06:52:48 +00:00
Protox
97ad9705a9 levels: Add missing player 1 start to DM32.
DM32 had deathmatch starts but was missing a player 1 start thing,
making it unplayable in single player mode.

This fixes #93.
2014-08-31 05:33:23 +00:00
Protox
af74a847eb levels: Fix secret lift in DM23.
The linedef triggering the secret lift mistakenly had its sector tag
set to zero, which causes the game to crash in Vanilla.

This fixes #94.
2014-08-31 05:32:00 +00:00
Simon Howard
7df4a6881c Remove legacy status lists.
These lists date to the beginning of the project and were an early
attempt to track authorship of resources. However, they haven't been
maintained and are long out of date; it's been several years now since
they were even last edited. In the worst case this makes them actively
misleading.

Resources are still divided up into directories by author, which is
much more likely to be accurate at this point (although not perfect
for assigning credit either).
2014-08-28 23:46:07 +00:00
Protox
f5663a6bad levels: Fix up FreeDM levels.
This tweaks a bunch of FreeDM levels and fixes several known bugs
in them.

Issues fixed:
- Fixes #23 (DM01 lighting level).
- Fixes #61 (DM13 nonfunctional teleport).
- Fixes #75 (DM14 rockets explode behind teleport lines).
- Fixes #26 (DM02 tutti-frutti).
- Fixes #7 (DM24 HoM).
2014-08-24 22:56:51 +00:00
Protox
960c0754c5 levels: Add new DM19, DM20.
These two new levels by Protox bring the FreeDM level count back up to
the full 32 again, after the great renaming.
2014-08-24 22:54:13 +00:00
Simon Howard
714ba8c80d levels: The great FreeDM level reordering.
This commit applies a new ordering for FreeDM's levels, designed by Protox
and preserving the existing names and music used for the levels.
This Doomworld thread has some more information:
http://www.doomworld.com/vb/freedoom/69435-proposed-map-lineup-for-freedm/

Five of the existing levels were moved as they were judged not to meet
quality standards.

Summary of changes:

DM01 - Renamed to DM01
DM02 - Removed
DM03 - Renamed to DM15
DM04 - Renamed to DM08
DM05 - Renamed to DM27
DM06 - Renamed to DM18
DM07 - Renamed to DM07
DM08 - Renamed to DM10
DM09 - Renamed to DM28
DM10 - Renamed to DM13
DM11 - Removed
DM12 - Renamed to DM14
DM13 - Renamed to DM02
DM14 - Renamed to DM21
DM15 - Renamed to DM29
DM16 - Renamed to DM22
DM17 - Renamed to DM24
DM18 - Renamed to DM03
DM19 - Removed
DM20 - Removed
DM21 - Renamed to DM06
DM22 - Renamed to DM25
DM23 - Renamed to DM12
DM24 - Renamed to DM11
DM25 - Renamed to DM09
DM26 - Removed
DM27 - Renamed to DM17
DM28 - Renamed to DM23
DM29 - Renamed to DM04
DM30 - Renamed to DM30
DM31 - Renamed to DM16
DM32 - Renamed to DM26
DM33 - Renamed to DM05
DM34 - Renamed to DM31
DM35 - Renamed to DM32
2014-08-24 22:42:37 +00:00
Simon Howard
44a8eb153f sprites: Fix palette on BROKA0 sprite.
The background cyan color, for the box of missiles sprite that was
previously fixed, did not have exactly the right #00ffff color needed
to be recognized as background. Fix the palette so that the background
appears properly.
2014-08-18 00:50:28 -04:00
Simon Howard
9522dd9ed4 sprites: Fix flipped monster sprite.
The CYBRA7 sprite is supposed to be a flipped version of the CYBRA3
sprite, but was actually just a clone of it. This meant that the
monster did not animate properly when viewed at a particular angle.
Flip the sprite so that it animates correctly.

This fixes #83.
2014-08-17 21:07:58 +00:00
Protox
81bd7ce8f1 patches: Add more TNT textures.
This replaces some of the TNT placeholders with proper versions of
these textures and makes some progress towards fixing #92.
2014-08-17 20:22:30 +00:00
Protox
c6c6fecdbc sprites: Change label on missile box sprite.
The missile box sprite had "ROCKETS" written on the side, but in
Freedoom the weapon is called "missile launcher" rather than "rocket
launcher". Change the label to match.
2014-08-17 16:07:24 -04:00
Simon Howard
dba8b84744 genmidi: Improve music for GOTHICDM MAP06.
This music sounded really horrible with Freedoom's GENMIDI lump, which
was a shame because this is a really beautiful level. So adjust a
couple of the more prominent instruments used for this music track:

 * Instrument 104 (Sci-fi):
   This instrument was using a frequency multiplier that put it 2
   octaves and a 5th above, making it (intentionally, because it's
   a "sci-fi" effect?) discordant. Rework this so that it isn't
   discordant any more.
 * Instrument 51 (SynthStrings #1):
   This had a slow attack phase which had the effect of offsetting
   the notes slightly, so that they seemed out of sync. Adjust this
   and also increase the feedback so that the instrument sounds more
   "stringy" (?)
2014-08-02 15:28:02 -04:00
Simon Howard
80b212d1b1 genmidi: Fix GENMIDI waveform warnings.
Some of the instruments were using OPL3 waveforms, but GENMIDI is
for OPL2 chips and these are not necessarily supported. Adjust the
instrument settings to only use the original four OPL2 waveforms,
while trying to maintain something resembling the same sound.
2014-08-01 23:31:49 -04:00
Protox
52c48f037b levels: Update E1M2.
This fixes #66 (missing textures).
2014-07-28 19:23:54 -04:00
Simon Howard
5fc2beb89f Remove doom2tr from CREDITS.
The Doom 2 retexturing project was a project that Freedoom partnered
with many years ago in an attempt to develop high resolution textures
for modern 3D source ports. The idea was that there was an overlap in
goals between Freedoom wanting to create new compatible textures, and
doom2tr wanting to develop high resolution textures.

However, this partnership never really worked out and as far as I
remember nothing was ever contributed to Freedoom from the doom2tr
side. It seems inaccurate to keep it in the CREDITS file; I checked
the source tree and couldn't find any reference to it.
2014-07-27 04:29:36 +00:00
Simon Howard
026ce9137f graphics: Fix name for stealth sphere.
The invisibility power-up is named 'Stealth Sphere' in the Freedoom
DEHACKED lump. Change the HELP screen to match this for consistency.
2014-07-27 03:49:03 +00:00
Simon Howard
18be2c988c graphics: Generate the HELP screen programatically.
The original Doom HELP screen showed the default key bindings for the
game's controls. This is not so useful nowadays: at worst it's
outright misleading because the player might not be using the
defaults, but it's also redundant because most modern source ports
allow the key bindings to be changed via the menus, which doubles as a
convenient list of the current key bindings.

Z0k suggested an alternative HELP screen that shows the items and
powerups available in the game. More discussion can be seen in this
thread: http://www.doomworld.com/vb/freedoom/69458-help/
2014-07-27 03:28:14 +00:00
Sodaholic
fa4d3b9a2d sprites: Improve POL5A0 blood pool sprite.
Comment from Sodaholic:

In retrospect. I'm rather disappointed in how my POL5A0 sprite looks,
so I redid it. My old one was far too low contrast without distinct
details. I upped the contrast and made it a bit more detailed.
2014-07-26 17:55:16 +00:00
Simon Howard
9009d1dc4d graphics: Adjust X offset for menu graphics.
There was too much space in the options menu between the Messages:
and Graphic Detail: graphics and their associated status labels.
Fix this.
2014-07-12 23:01:36 +00:00
Brett Harrell
c1af20bcb7 Add lower case font characters.
This extends the new font to include lower case as well as upper
case characters. Add a couple of kerning rules for the lower case
characters so that they render nicely, too.
2014-07-12 22:44:33 +00:00