It's a bit louder, to help get abetter sound quality from the 8-bit PCM sample.
Synthesized with Zyn-Fusion in Ardour 5, also uses some processed voice recorgins I made.
* More intermission text adjustments
I still hate that "...", but I'm starting to think the aggravation is not really that itself but the use of a direct quote for "you" the player for something they never actually said.
So looking at the E4 text again to see how it could be avoided, I noticed a bunch of other little weird things... the past tense on the first sentence clashing with the rest of the present tense; the "despite" doesn't really fit with the logical progression; and while I know exactly what "plump down" was intended to convey it seems a bit nonstandard. It's also missing punctuation at the end, in contrast with the other intermission texts.
Here's a somewhat significant rewrite to get around those issues.
I've also made smaller changes to C5 and C6 for similar reasons.
* Got rid of that column of "you"s.
* Spacing.
Update the dehacked lump info to fix various punctuation,
capitalization, and grammar errors, as well as made the text flow a
little better throughout the game, making it seem more professional.
The legs were reworked as well, matching the changes done to the front.
The shoulder pads movement was toned down, and the left arm was changed
so it's movement is a bit less abrupt and can actually be followed.
Other minor tweaks and size was made proportional to the front frames.
Reworked the legs so it looks more like actual walking.
I also reduced a bit the sudden swing with the weapon that
it does in the middle of the walk.
I've made it so it actually looks like he's holding the gun
rather than just punching it. And I've tweaked a bit the helmet
and some minor details.
Some of the sprites have changed since the help screen was first put
together and are now overlapping with each other slightly. In
particular the box of shells is overlapping with the weapon above it.
Adjust positions by a couple of pixels and give some extra space.
FreeDM had a special override to use an animated rocket for the menu
selector, a tweak to make it more deathmatch-appropriate. Unfortunately
the rocket animation is too wide and causes Chocolate Doom to error out
when the help screen is brought up (F1) with "Bad V_DrawPatch". Even if
the horizontal offset is adjusted it will overlap with parts of the help
screen and obscure them. I think the easiest solution is to just remove
the override.
The firing frames for the zombie and assault tripod look weird if they're not
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.
This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP
Tweaks and fixes to the Chapter 1 maps. The following changes are:
-C1M1: Add line to block Imps near blue keycard. Adjust difficulty
settings on secret green armor and box of shotgun shells.
-C1M3: Minor difficulty tweaks. Fix tutti-frutti effect near the
end of the level.
-C1M4: Fix missing "SFALL" texture and tutti-frutti effects. Adjust
difficulty, primarily the amount of damage the toxic can do. 20% damage
toxic on the fourth level of the first chapter doesn't fit right.
-C1M6: Difficulty tweaks and edits to improve map flow. The way the
yellow keycard is retrieved has been changed in favor of a more
common "Open Door Stay (Fast)" action instead of the instant
floor raise trick to prevent confusion to less experienced players.
-C1M7: Difficulty tweaks. Fixed missing texture after grabbing red
keycard. Fixed tutti-frutti effect.
-C1M9: Implemented actual difficulty settings, as the map doesn't have
any. Added deathmatch spawns as this is the only map without any.
Added more items and other map edits.
-All: Rebuild nodes and blockmap with ZokumBSP
Updated Chapter 4: Double Impact with the fixes included in the
hotfix. C4M7 was already updated for Freedoom with the fixes, but not
C4M4 and C4M8. Both were updated to be up to par with the
hotfix. C4M8's old edits to lowering the lifts won't be needed
anymore. C4M8 was also edited to be vanilla-compatible, removing some
details at one of the final rooms. Hopefully Vanilla won't crash
anymore.
The endpic for Chapter 4 has been updated to match with the current
Freedoom assets, bye bye that old Imp sprite and floor texture.
DOOM2.WAD contains a MAP33, which is being represented here as only
the dummy map, and also M_EPI1 and M_EPI2 lumps for the “Hell on Earth”
and “No Rest for the Living” texts, both of which are now replicated
here as well (using “Phase 2” and “The Missing Levels” as names instead).
No, we still don’t plan on having a real MAP33, the inclusion here is
only to avoid engine crashes.
Fixes: #533
Ref: #529
Doom engines stretch the the images with 20% extra height. This,
together with the already slim jaw and sharp chin in the face of the
freedoom guy, makes it look very juvenile, stretched.
This change tweaks the face images to have a thicker jaw and a more mature
look. It also tweaks the lip position a bit and reduces the excessively
dark outline along the chin.
There are a few lumps added to the Doom IWADs required by the BFG Edition
of the game that would cause it to crash abnormally if the IWADs were
replaced by Freedoom. We add these news graphics lumps to the game here.
BFG Edition also changes m_gdhigh to "Fullscreen:" and m_scrnsz to
"Gamepad:", neither change of which will ever be reflected in Freedoom,
but it won't crash in this engine anymore.
Closes: #529
Split the piano and bass guitar groups into separate groups to give more
variation. Move several instruments around which don't fit, and move
several random percussion instruments into an enlargened "blank" group
since these percussion effects are not really similar to each other and
it's better to leave them out than play something that sounds wrong.
Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
MAP32.
DM23 has static FIRELAV2 textures, but it makes sense because of the
way they are used.