Commit graph

2885 commits

Author SHA1 Message Date
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
mc776
10b682e960
levels: address #1181 E4M7. (#1227) 2023-12-14 08:25:42 -08:00
Mr795
b63fd58f7a
music: use "Mists Over the Mire" for map29. (#1234) 2023-12-13 19:19:33 -08:00
uni
69166c6728
Fix the looping on "Lipstick" (#1228)
Minor change, but remove the silence at the end of "Lipstick", allowing it to loop properly.
2023-12-12 09:52:38 -08:00
Steven Elliott
8d8dffda74
manual: Fix warning in tutorial steps 1-15 (#1225)
asciidoctor-pdf outputs a warning when ordered lists are numbered
entirely with "1.". It wants actual consecutive integers or ".". Prior
to this fix there were 14 warnings such as:

  asciidoctor: WARNING: manual.adoc: line 234: list item index: expected 2, got 1

in the English and French manual. Interestingly it makes no difference
in the PDF produced, but let's minimize the number of warnings in the
build.
2023-12-11 09:41:17 -08:00
Steven Elliott
602ac61358
levels: E1M1 small fixes (#1226)
Two small issues that Eureka flagged:
  * Sector #133 the flesh worm and the stealth worm were overlapping.
    Moved the flesh worm back.
  * Sector #100 removed unused tag #8.
2023-12-11 00:49:03 -08:00
mc776
3ea0ae1c18
demos: replace P1/2 DEMO1s with singleplayer demos. (#1217)
> For Phase 1 and 2, do not have a multiplayer demo in the DEMO1 slot.
> Vanilla Doom (and some source ports) do not allow using the “load
> game” option while in a network game, and network game demos count as
> such.  The other three demo slots are fair game, since they do not
> near-immediately block out the load game functionality when starting
> Freedoom.

> FreeDM is exempted since it is not intended to be a single-player game.
2023-12-10 13:40:59 -08:00
mc776
66d525a76b
credits: refer to music file in main file. (#1216) 2023-12-10 13:27:30 -08:00
mc776
54e555bc89
sprites: make hatchling/octoball explosions snappier. (#1220)
Something that's bothered me for a while now: the hatchling dies, it slowly oozes blood and crumples, the fireball explosion sound plays in the middle of all that bleeding and crumpling, then it slow-motion explodes in total silence.

Part of this the problem with the way the lost soul death is hard-coded - 6 tics per frame is just way too long for any decently snappy explosion. At best we can have like 2 actual "exploding" frames and the rest is just the bits floating in midair slowly fading away.

This PR skips the bleeding frames entirely in favour of what looks like a failed attempt at getting in one last attack, then a quick explosion right on the A_Scream frame followed by a few frames of that ring of glowing gore bits fading into nothing.

A similar issue to the hatchling death animation exists with the octaminator projectile as well. The lines coming out of the current B frame still imply an explosion rather than a lingering cloud of debris.
2023-12-10 13:26:18 -08:00
Mr795
fb513489ec
New FreeDM titlepic (#1224) 2023-12-10 13:25:33 -08:00
TheSuperDave938
55143a0ea4
Update dehacked.txt (#1223) 2023-12-08 22:42:53 -08:00
uni
98fdf6e0c1
DM05 track replacement. (#1222)
I might want to ask Vandalorian if he could re-title the "Music for Freedoom [x]" tracks...
2023-12-07 13:27:00 -08:00
Oplexitie
759b75eec4
Manual : Add French translation (#1209)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-12-07 13:26:07 -08:00
uni
56558ad702
Restore "The Heroic Battle" as DM14 (#1218)
Coming from Matt saying "it's going to take a lot more work to make all the stuff surrounding the melody into the old-school RPG battle track I want it to be"; restore "The Heroic Battle" by Picklehammer from 0.1 MAP03 and 0.12.1 DM06 as DM14.

Minor credits fixes.
2023-12-05 21:39:49 -08:00
mc776
f3312e202b
sprites: address #1210; fix tripod offsets. (#1212)
The sprite is now centered around the main body, rather than having it jump around all over the place while both walking and shooting.
2023-12-05 11:24:19 -08:00
uni
239f1aedc7
Unique tracks for FreeDM title, intermission, and text screen (#1219)
Finally resolve #10 after nearly 10 years...
The Jute MIDI used for the text screen here was never used.
2023-12-05 11:18:56 -08:00
mc776
aba9298ae1
levels: address #1161. (#1213)
After some experimenting with different explosion sequences I think this one strikes the best balance while being compatible with both vanilla and limit removing.
2023-12-03 14:36:23 -08:00
uni
7a880f8cf9
Restore "Panic". (#1215)
Replaces DM17 (d_stlks3.mid by Vincent "Vicious" Fong).
2023-12-03 14:35:05 -08:00
uni
19bfdab34d
More track shuffling. (#1214)
Shuffling tracks again to keep them in-line with where Korp intended them to be.

Move "Reminiscence" to E2M5.

"Fortress 31" (for which "Nightstorm" was written) was moved from E2M5 to E2M9.

Lastly, move "Tunnel" to E2M3 to accommodate for the track shuffling.
In my opinion, it doesn't fit this map at all - but this is the only place it can go,

I thought of moving "Workout" here and this track to DM06, that's an option if needed.
2023-12-01 19:53:18 -08:00
Anonymoister
632df19c05
New ENDOOM screen (#1208) 2023-12-01 19:29:42 -08:00