- sectors 50-62 were marked as secret areas, but could not be entered
- line 7: change type from 24706 to 23 S1 lower floor to LEF
- lines 225, 236, 247: change type from 16308 to 46 GR open door
Boom scrollers remain in the secret area, however they don't seem to
break vanilla (Chocolate Doom played my test recording successfully)
This is an old relic of the project: long ago when the project had
a shortage of sound effects, any missing sound effects would be
substituted with this recording I made of the PC speaker 'beep' from
my Linux desktop. The idea was that the beeping would alert people
that the sound effect was missing and encourage it to be replaced.
This idea ultimately proved counterproductive as the beeping just
proved annoying for anyone wanting to try to play the game. I later
replaced it with a dummy.wav that is just silent.
This eliminates another author-name directory. PLAYPAL and COLORMAP
generation are separate operations that are really only very vaguely
related to one another. Move these into separate, logically-named
directories.
As part of this we eliminate the symlinks for the PLAYPAL and various
colormap lump files, and instead copy these into the parent directory
for use by deutex. This brings further progress on #202.
This texture is supposed to have a monster corpse hanging on the wall,
but is currently just an empty marble stone wall, and so is a symlink to
avoid duplication. But for simplicity it's probably easier to just
include a copy of the file; this will make it easier to be improved in
the future.
These symlinks are used to indicate to use an alternate file for certain
graphics. But we can achieve the same by specifying the file in the
deutex config file with the = syntax.
Sector 168, the nukage surrounding the entry teleporter, had the secret
area type. I assume this is an error, since it contains nothing and is
easy to miss. Change it to a damage type, as was likely intended.