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.
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.
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.
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.
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/
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
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.
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).
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
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.
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.
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.
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" (?)
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.
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.
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/
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.
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.
Decompose the help screen into three parts: the background, the
text and the title. Generate all except the main text programatically:
the background as a color transformed version of the INTERPIC graphic
and the title using the textgen tool.
This DBIGFONT lump contains the same graphics as the font characters
used to render the menu text graphics. This should give some consistency
in ZDoom-based source ports which use it.
This replaces the old Freedoom font with a new chunky one named "Denex".
I (fraggle) have split the font out into separate images for use with
the textgen script, but have included the original source .pcx image
here.
Currently the font only includes uppercase characters and does not
include smaller lowercase ones, so I've hacked the textgen script to
convert all strings to uppercase before rendering. There are also no
font kerning rules for the time being.
In a world ravaged by software that determines file type by the last
part of the file's name, *.asc is somewhat troublesome given file
managers that think these are PGP keys. Also GitHub won't render
AsciiDoc without one of a few extensions, at least *.adoc is somewhat
clearer and not as obnoxiously long as *.asciidoc