Commit graph

3104 commits

Author SHA1 Message Date
uni
0e2722ffb4
Merge branch 'freedoom:master' into crawl-as-e1m1 2024-01-27 04:17:28 +00:00
uni
128ca7d617
Minor credits fixes (#1291)
iRedMC is credited twice.
2024-01-26 20:14:51 -08:00
uni
4c67ca0513
Update CREDITS-MUSIC 2024-01-27 04:14:37 +00:00
uni
e312936773
Restore "Crawl" as E1M1
Continue what was done in 0.10 and replace all of the Doom remixes.
This track should've been replaced a while ago.

While it is a good E1M1 track and a good remix at that, the "remix" part is the problem.
"Crawl" is a medium-paced metal track that helps set the mood at the start of the adventure.
2024-01-27 04:13:48 +00:00
uni
3e60f51f2c
musics: Restore "Paranoia" by Picklehammer as DM10 (#1290) 2024-01-26 17:04:50 -08:00
mc776
76ac956717
flats: remove pure black bit from FLAT1_1. (#1288) 2024-01-26 08:20:56 -08:00
TheSuperDave938
c9d15eae61
sprites: remove red pixels from the Octaminator (#1287)
Remove leftover red pixels on the tan parts of the Octaminator.
2024-01-22 08:30:53 -08:00
uni
470fa03a0b
music: restore "Pit" by Ajanddino as DM04 (#1284)
Replaces "Music for Freedoom 7" by Jeremy "Vandalorian" Emerson which was considered too slow as a DM track.
2024-01-21 14:28:00 -08:00
Josephus-DH4050-Astartes
31ad1087bc
music: new tune for E1M7 (#1285)
E1M7 "Totally Surrounded" by Josephus "DH4050" Astartes replacing "Derelict" by continuum.mid
2024-01-21 14:26:25 -08:00
uni
01647a4850
music: make "The Raging Sun" loop. (#1283) 2024-01-18 17:42:03 -08:00
mc776
d64505ea65
patches: get rid of BFALL black pixel. (#1282) 2024-01-18 08:35:27 -08:00
Josephus-DH4050-Astartes
ca8367ad0e
The Final edition of MAP20's theme. (#1281)
The final edition of the song, I am happy with this final state.
2024-01-17 15:11:30 -08:00
Steven Elliott
e9035f4cd8
Merge pull request #1279 from selliott512/credits-music-processing
build: Add processing for "CREDITS-MUSIC"
2024-01-16 14:37:37 -05:00
Steven Elliott
1bcc1510f4
Merge pull request #1278 from selliott512/manual-availability
manual: Make the manual more available
2024-01-16 14:36:35 -05:00
Steven Elliott
3fc5f6b049 build: Add processing for "CREDITS-MUSIC"
Fix those places where "CREDITS-MUSIC" did not have the same processing
as "CREDITS".
2024-01-16 12:35:48 -05:00
Steven Elliott
8350df1711 manual: Make the manual more available
The following changes should make the manual more available, and easier
to understand:
  1) "make dist" and "make install" will now include all translations of
     the manual.
  1) A "freedoom-" prefix will be used in all cases in place of just
     "manual".
  2) All languages will have a two letter suffix, so English is now
     "-en".
  3) Only the PDF specified will be built when invoked in the top level
     directory. For example:
       make manual/freedoom-manual-en.pdf
2024-01-16 11:59:01 -05:00
uni
518dbc4298
musis: fix "Mists Over the Mire"'s looping. (#1276) 2024-01-15 09:44:15 -08:00
uni
68626d8340
music: new MAP11 track. (#1274)
Korp wanted this replaced - the new MIDI "Undergrowth" is a remix of the old MAP09 track by jute.
2024-01-14 19:05:55 -08:00
mc776
0f93b12173
levels: make E1M7 yellow key platform obvious. (#1270)
Ran past this and got lost again.

The grey of the pillar just blends in too well with the wall behind it, while the height takes it out of the player's visual area of attention.

The pillar is given a texture that stands out and looks like something that should possibly move, while its base has been given the same markings as the switch that lowers the pillar. The pillar is also extended so that the yellow key is visible from the blue key (and if you can somehow jump to reach that key then more power to you - it should be an even harder jump than the old one.)
2024-01-14 07:37:05 -08:00
uni
910675551c
sprites: restore Korp's rising pistol offset effect. (#1275) 2024-01-13 18:23:40 -08:00
uni
224a752248
Flip E2M3 and DM06's tracks (#1271)
"Tunnel" feels out of place among E2's tracks and a lot more suited for the sandy, Egyptian temple-styled DM06. The feeling is coming from the harpsichord and thrashy instrumentation.

"Workout" is a lot more upbeat and fitting for the first few E2 tracks, Korp had originally intended it for E2M1 also.
2024-01-12 22:08:07 -08:00
uni
5854d3a3b1
dehacked: rename levels as agreed in #1264 + E3M2/E3M7. (#1267)
E1M7: There was some talk about reverting to "Viral Research" but the viral waste being kept in open air pits seemed no more plausible than this building being a "transportation bay". "Materials" was evocative of something that would probably stay put if left alone. (Probably.)

E3M2: There never was anything added to this level that actually resembled a temple, though there are plenty of tunnels and things evocative of heat. There's also machinery suggesting some kind of power generation, and "Heate Tunnels" seemed oddly bathetic and understandably replaced.

DM22: Fixed inconsistent capitalization.

Map02: This level didn't really resemble a lab, let alone multiple of them. It was originally named "Jade Tumult" but that name doesn't fit this cluster at all; another name with the same initials was suggested, with "Janus" for the two-faced appearance of the starting area and "Terminal" for the big end teleporter (and cluster finale).

Map24: This is a dark, tight, claustrophobic map with narrow doorways and a very uneven floor, and in no way resembles something that can be called a "loading bay". It does, however, contain an odd arrangement of teleporters that does not appear to serve any practical purpose.

Map25: "Red Works" seemed still too reminiscent of id "Bloodfalls". "Surreality" was initially suggested by Uni but I disagreed because I always associated that name with the old E2M1, so we agreed to split the difference by naming it after a famous surrealist painting that involved melting and impossible machines.

Map29: "Last Stand" is not a stand, nor last. There's nothing about the flow of the level that would suggest anyone's doing a "last stand" here. The most prominent thing about it is the vast expanse of lava that some of the architecture is melting into. "Lake of Fire" was rejected as too doomily biblical.
2024-01-12 12:10:26 -08:00
mc776
b4f85fa138
levels: make E2M3 skylight area exitable if entered. (#1263)
Now there's a teleporter leading out if you do in fact jump in, and it actually looks like a proper little courtyard.
2024-01-12 08:17:08 -08:00
uni
e5dd534c36
music: swap DM23 and DM27's tracks. (#1268)
"Shells" is a lot faster and more suited for the small, duel map that is DM23.

"White Lights" is more grandiose (why it was removed in 0.12 in the first place, didn't fit E1M2 at all) and fits the large, fortress-like DM27.
2024-01-11 17:47:22 -08:00
UltimateCraneo
b557b868af
sprites: better GOR1. (#1266)
Better sprites for the twitching bloody hangedman !!!
2024-01-11 14:09:40 -08:00
uni
ad60186812
New FreeDM story track (#1265)
Track by MoonDeLaAxel, remix of 0.7-0.11.3's E2M8 track "Why?".
2024-01-10 23:03:46 -08:00
Mr795
587abeafd6
sounds: add jump and ouch sounds for Doom Legacy (#1260) 2024-01-07 08:57:27 -08:00
uni
0f378f34af
Update CREDITS-MUSIC (#1262) 2024-01-07 08:53:21 -08:00
mc776
8f80526bd3
levels: remove inappropriate uses of SP_DUDE6. (#1256)
See #1253.

For E3M6 I've also rearranged the SP_DUDEs on those two columns in the hopes that the only instantly obviously repeating one is the one that should be non-humanoid.

Also addressed #996 for E3M6.
2024-01-06 09:03:58 -08:00
uni
b30ba780de
Update CREDITS (#1258) 2024-01-06 08:59:20 -08:00
mc776
49a46a5a78
patches: add dead painlord to W108_1. (#1257) 2024-01-06 08:57:51 -08:00
mc776
a48bbdd40a
documentation: update year. (#1255) 2024-01-06 08:53:40 -08:00
mc776
40ff72c088
build: add CREDITS-MUSIC. (#1254) 2024-01-06 08:53:25 -08:00
mc776
1e6913fb5c
sounds: softer bossbrain pain and death. (#1251)
Quiets down the original sounds, delays them a bit, and adds a bunch of explosions, giving the impression of a delay in the sounds reaching the player.

A slightly longer delay on the pain sound would have been enough to address the awfulness of the old method of the Map16 ending, but at this point it doesn't really matter.

I don't know how to get the explosions louder without clipping.
2024-01-06 08:52:56 -08:00
uni
e5b746b41c
More credits fixes. (#1252)
Add people who were missed in the main credits file.

Make "MAP" all-caps in one line in CREDITS-MUSIC.
2023-12-31 16:52:48 -08:00
uni
525bce5c6a
Update README (#1249) 2023-12-28 07:41:19 -08:00
mc776
ad9023dc17
levels: fix some E1M2 aesthetics. (#1247)
Closes #1245.

Fix that bridge to look a little less awkward and #996-compliant.

Add a decorative door to the starting area monster closet, implying the monsters are coming in from another, inaccessible part of the facility. It does, however, make the floor match the main area again.

Make the freestanding AGM logo bolder, simpler and stronger.

Adjust some textures in and near the big skylight hall to lean into the quasi-outdoors aesthetic while also replacing the grate floor textures with something a bit easier on the eyes in low-res.
2023-12-22 21:54:48 -08:00
mc776
0fc8ad1bba
textures: add backwards DOOR3. (#1246)
For maps that do things that might actually give an impression of an ostensibly horzontal-moving door that can be viewed from either side, or a pair of double-doors at the entrance to a level.
2023-12-21 08:53:33 -08:00
mc776
d962741c0c
demos: correct readme. (#1244)
See #1243.
2023-12-19 15:58:47 -08:00
TheBrazilianTestieStealer
c1ec27c9d0
levels: MAP22 fixes & replacement demo (#1243)
Includes replacement demo.

While fixing some issues Inuk had found, my dumb ass removed the secret green armor, which resulted in the secret near the blue key being empty on uv. This has been fixed along with a few misaligned textures I found during gameplay (Linedefs 1259 and 1290).
2023-12-18 16:43:34 -08:00
MerrittK
3692f231e0
patches: remove vents from Aquatex grey panels. (#1240) 2023-12-18 08:47:58 -08:00
uni
65375ee430
Update dehacked.txt (#1242)
MAP07 looks almost nothing like a warehouse as of the map update. It also somewhat resembles an "AND" logic gate (blue + red = exit); hence the name.
2023-12-17 14:01:05 -08:00
uni
9e5be807f5
"Fun is Infinite at AGM" as MAP07 (#1241)
MAP07's current track is currently way too short for the level, and this seems like a fitting replacement.

Also a few credits fixes.
2023-12-17 13:55:54 -08:00
mc776
f10d008351
graphics: use smoking wreckage for BOSSBACK. (#1239)
Always thought it kinda weird why the victory end credits shows the final boss intact instead of successfully destroyed.
2023-12-17 08:44:28 -08:00
mc776
9e40e26a20
music: new d_e3m9 by @LolaHThicc. (#1238)
Redo #1237 from an up-to-date branch without the conflict.
2023-12-16 15:54:12 -08:00
Ospaggi
a390798882
musics: new music for dm27 (#1235)
"Shells" by Ospaggi replacing "Music for Freedoom 7" by Jeremy "Vandalorian" Emerson which has been moved to DM04 replacing "Rush" by Kevin "Velvetic" Martins and Simone Alauk.
2023-12-15 19:14:39 -08:00
mc776
5799d0e304
levels: minor fixes. (#1232)
Addresses #1230. Includes replacement Map03 demo.

Map03-4
- Map03 exit is now very clearly marked as one. The lift is given an appearance that implies that it is what you're standing on at the start of Map04.

Map09
- The entryway switch into the ruined storage administration area is gone and the "inside" switch now opens the bars directly.
2023-12-14 18:05:35 -08:00
mc776
c3972c3ed1
graphics: recreate BOSSBACK with current textures. (#1231)
Closes #1158. Hopefully for good this time.
2023-12-14 18:04:54 -08:00
Josephus-DH4050-Astartes
dc651ebbd8
music: fixes for the songs for MAP20 and DM26. (#1233)
"Some parts of the songs that I wasn't really proud of."
2023-12-14 18:04:24 -08:00
Steven Elliott
d8a5023fe7
lumps: ENDOOM lump cleanup (#1236)
Clean up the ENDOOM lumps (lumps/endoom*.lmp) by removing extraneous
text and by making the colors more consistent and hopefully easier to
work with.

The rendering is pixel to pixel identical (no visible change) based on
Chocolate Doom's display on exit.
2023-12-14 08:26:31 -08:00