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.
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.
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.
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).
"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.
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.
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.
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.
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.
> 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.
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.
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.
After some experimenting with different explosion sequences I think this one strikes the best balance while being compatible with both vanilla and limit removing.
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.
Some of the table columns were not large enough to fit the text, or the words themselves were too big when smaller words would have done.
Lots of single-word lines at the ends of paragraphs.
Removed a bit of redundant information.
Vital links in the submitting/visiting sections needed to have visible URLs in case one really did print them out.
Added a copy of the BSD licence and a link to the website.
"Stanky Leg Specialist" by Lola "BlueWorrior" Harvey
Also updating credits to fix a few errors;
"Doom2Alt.mid" capitalization.
Consistency for "Sewers".
Ralphis' Crucified Dreams track titles as added by Afterglow here: https://doomwiki.org/w/index.php?title=Crucified_Dreams&oldid=232568
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
The singleplayer ENDOOM lump has also been fixed as it was using the wrong URLs (website doesn't have a "www" and soulsphere's https still has certificate issues).
This ENDOOM lumps were created in Playscii and edited by @mc776 with ENDEDIT.
- Made E1M1 more beginner friendly (keycards is optional for secret)
- Upper starting area door opens consistently from both sides. Switch is gone and that corridor is shortened
- There is a little trail of health bonuses guiding the player to the least damaging way to reach the armour
- Soul sphere in upper area is now red armour
A new ENDOOM lump that:
1) Looks more like the Freedoom logo seen on the splash screen.
2) Has information about the Freedoom website, copying (license)
credits and development builds.
This ENDOOM lump was created in Playscii.
The recent two-handed sprite update raised the sprite further up the screen - which looks good, except the gun now looks like it's pointing somewhere above the center line of the screen.
This flattens the A frame out a bit. B is left as-is as it just ends up looking like recoil when you shoot.