These new/updated textures are based on the following resources:
BRICK: IMGP3322.JPG from tex-res-stone-and-moss.zip
MOSSBRIK: IMGP3092.JPG and IMGP3322.JPG from tex-res-stone-and-moss.zip
BRICK1: IMGP5098.JPG from tex-res-stone-and-moss.zip
BRICK2: IMGP3322.JPG from tex-res-stone-and-moss.zip
CONCRETE: IMGP5098.JPG from tex-res-stone-and-moss.zip
tex-res-stone-and-moss.zip can be found in this pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
- Move a stimpack (thing 563) which only appears on lower skills eight
units east so that it does not float up above the nearby ledge.
- Move the bonuses ledge secret (opposite the blue key) from sector 202
to sector 225: touching the former could be missed, while the latter is
the entrance hole to the area, and cannot be avoided.
- Mark the "hidden in plain sight" backpack/plasma room, and heavy
armor, as secrets (sectors 595, 196); I found these not being secret,
when a tiny box with a single plasma charge is so, underwhelming. And as
I recall the heavy armor used to be secret in previous map versions.
- Restore the "ammo choice" (sectors 156/157) which are supposed to both
rise up when you step onto one, leaving the other inaccessible. Now it
rises twice as far and can kill you, which is fun! (and avoids need to
add a control sector and rebuild nodes, which would bloat the diff!)
Choose bullets; there are enough shells on this map that missing a box
doesn't matter - although if you are fast enough you can still get both.
- Move 5 armor bonuses (things 688-692) eight units north, as otherwise
they catch on the ledge behind and float up into the air.
- Similarly move a sergeant (thing 684) eight units north, as otherwise
he is stuck in his spawn location, unable to move.
Revert to previous version then change type of line 655 from W1 lower to
highest adjacent floor, to W1 lower to lowest.
It's clear from examining the map that sector 247, the platform with the
two sergeants, is meant to lower as you hurl yourself across and grab
the red key in mid-flight, revealing the spectre in sector 246. However,
the linedef action incorrectly selected the _highest_ adjacent floor as
destination, selecting the height of sector 195, and not moving at all.
The previous fix for this took the sledgehammer approach and deleted the
whole thing, which I felt was a shame.
Configured a monster teleport at the exit to also be lowered by the
player. Moved a berserk pack, and add a secret at the end. Inside
the start area ambush, add a shotgun, a little more ammo, and a
backpack.
- reverse the direction of the lines surrounding the secret teleporter
(sector 932), so they face outwards, and you teleport by stepping onto
the pad, as is conventional.
- change type of linedefs that lower the lift out of the blue key area
(sector 282) to reusable, otherwise you could only get back up twice
after jumping down (the lift was split into two single-use lines).
- prevent three imps (things 900,901,904) from waking up early, so they
do not leave the area via teleporter and make themselves a pain to track
down later: set their ambush flag, and surround the nearby door back to
the yellow key cage maze (sectors 489-491) with sound blocking lines.
textgen: instead of running ImageMagick yourself, output a Makefile rule
for each graphic. Dependencies are passed on the command line.
Makefile: Add rule for 'textgen.mk' which is built by running textgen.
graphics.stamp depends on textgen.mk and all the built graphics files.
Then, each built graphic depends on textgen.mk, ensuring it is made
first. textgen.mk itself depends on textgen config, font, and dehacked.
(Makefile itself also depends on textgen.mk implicitly via include)
This duplicates previous behaviour where changing textgen config remakes
all text graphics, but one Make rule for each, allowing parallel make
with -j instead of the script doing one at a time.
The built IWADs are byte-for-byte identical before and after this patch
series is applied (provided VERSION is set to the same thing of course)
One problem is 'make clean' rebuilds textgen.mk because Make thinks the
Makefile needs it, but then immediately deletes it. Not sure how to fix.
Use git clean -fdx instead, or just don't clean twice in succession.
----
This gives the following improvement in build time (-j1 as control,
built on 4 cores and a large tmpfs so disk speed isn't a factor)
(master)
make -j1 4.83s user 6.77s system 93% cpu 12.444 total
make -j1 4.74s user 6.72s system 93% cpu 12.267 total
make -j1 4.72s user 6.68s system 92% cpu 12.292 total
make -j4 5.72s user 6.77s system 109% cpu 11.414 total
make -j4 5.39s user 6.85s system 107% cpu 11.419 total
make -j4 5.66s user 6.79s system 109% cpu 11.383 total
parallel_textgen
make -j1 4.57s user 6.66s system 92% cpu 12.185 total
make -j1 4.73s user 6.57s system 93% cpu 12.152 total
make -j1 4.60s user 6.72s system 93% cpu 12.152 total
make -j4 5.62s user 7.72s system 262% cpu 5.084 total
make -j4 5.82s user 7.76s system 262% cpu 5.165 total
make -j4 5.79s user 7.73s system 261% cpu 5.161 total