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2658 commits

Author SHA1 Message Date
mc776
eb068b5e1c
levels: overhaul E3M1 start. (#873)
First, the player had started off looking away from the serpentipede that could see them right away, which felt like I was being railroaded into a "David Madsen in the Dark Room" situation. It turns out that I can't quite move the start far back enough to get all players out of LOS without changing the map geometry, which leads to...

Second, the player starts on a teleporter pad *and* there's an implied trail behind them - which way had the player come? So to address that I've gotten rid of the tiny little pad and instead created this huge elaborate teleporter setup that could reasonably look like the destination from the interplanetary teleporter described at the end of Episode 2.

Also stashed a dead zombieman in the back, so the implied immediate backstory is that Karl warped into Horizon, saw a zombieman, killed it before it could attack or sound an alarm, then dragged the body into this crevice and tried to stay out of sight, before realizing he couldn't climb back out that way...
2023-02-19 19:39:22 -03:00
mc776
df7509a98e
levels: new e1m9 by Mortrixs19 with edits by me. (#874)
Continuation of #869.
2023-02-19 19:38:57 -03:00
mc776
3efe8a0e41
levels: fix various bugs. (#871)
* levels: fix various bugs.

Thanks to Goji!, Inuk and rednakhla on Discord for pointing these out.


E1M3: Northern lift simplified to address texture alignment problems.

E1M5: Door near (-205,1336) (leading out into open ceiling area with the big strip of lights down the middle) door tracks needed to be lower unpegged.

E1M9: Lift near (-2328,120) was split into 2 sectors, causing HOMs when they went out of sync. There's nothing that relies on this split (contrast the neat lighting stuff from Map22) so the lift is just merged into one sector.

E2M2: Shellbox near (-486,192) is right on the line between two stairs, causing it to rest on the bottom step which causes ports like GZDoom to have the sprite clip *very* visibly into the upper stair. Moved it slightly so it rests on the upper of those two stairs.

E2M3: Door leading to red key and "door" leading to soulsphere: former should be lower unpegged but latter should not, but were reversed. Two exit-door-textured doorframes also given more conventional DOORTRAK and lower unpegged treatment. The teleporter representing the hatch going down into the nukage is now fully repeatable.


Map07: Infinite height in vanilla would cause the spectres in the red key courtyard to trap the player on the entrance ledge from below in a way that could not be seen or diegetically explained. Those three spectres now warp in only after you cross the ledge. (Setting them to "ambush" would do nothing since you're in LOS with them from the top of the ledge.)

Map11: Lights above red keycard weren't aligned; moved that entire sector and added a few lines to round the corner. Removed a strobe effect on the exit teleporter to compensate for a GZDoom issue where the light would go to absolute zero during the blink.

Map12: Room to the south with the 2 stimpacks, ammo boxes, 2 chaingunners and berserk would sometimes cause some of the items to be "levitated" to the highest sectors they touch. Moved them away from said higher sectors - it looks a bit sloppier but this is a backroom not a storefront lol.

Map13: The easternmost archvile platform had the archvile stuck in the seam, preventing it from lowering in vanilla. (Worked fine in GZDoom) Moved it a little further in.

Map19: The combat slugs teleport in from a W1 teleporter which could sometimes be spent while one of the pinkies is blocking the destination, permanently preventing that slug from teleporting in. These are now WRs like the other teleporting enemies.

Map22: More W1 monster teleports that should be WR. Also filled in some missing textures in the multi-sector lift connecting the cavern to the hall in the southwest, which parts are clearly not meant to be seen moving separately but can - it still looks fucked up if you manage to desync them, but it's a diegetic fucked up now.

Map24: Another W1 spawn. This one is impossible to screw up in vanilla, but there are some mods that could end up spawning something there that could block the archviles from teleporting.

Map25: More W1 problems. The spawn source room now also has a small barrier to make sure each pinkie only goes to its own teleporter unless the initial teleport fails.

Map27: Lizardbaby dropping too far meant that the bracket was falling along with it in a visibly unnatural way.

Map29: Broke up all the long linedefs on the perimeter of the map to get around the invisible hitscan barrier bug: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas
(Ideally this entire perimeter should be redone to break up the box in favour of more natural-looking formations, but that's a bit outside the scope of a fix like this.)


Also got rid of the Plutonia-style start/end teleports on the fixed Phase 2 maps, to address #867.

* maps: more fixes.

More floaty items and other things.

E1M9
- floater mid south stim by staircase
E1M7
- floater northwest clips near the tunnels
- floaters near switch by railings, now all on the railings
- duckproofed sector 439 barrier
E2M9
- floater thing #125 medikit on top of lift, now in middle of platform
- shotgun guy (thing #309) and the spectre behind it stuck in geometry.
- lines 430 and 761 both open the same door and are in the same room right next to each other. Since 761 is actually textured and positioned as a switch, the tag and special on 430 is removed.

* levels: flag e2m7 DM stuff as multi-only.

Marked the following based on eyeballing out what items are right next to DM spawns with no obvious alternate route to them: 487, 488; 203, 397; 499, 500, 501, 502; 482, 485; 491, 492, 493; 494; 496; 28, 486; 182; 54

* levels: more misc. fixes.

E1M6 W1 lines 2318 and 2321.

E3M5 Removed all monster block lines in that gross blood room and raised the blood floor to only 4 below the normal floors, but flagged more monsters in there as ambush to make up for it. Also fixed a lot of texture alignment issues in the top skin panels and lowered the ceiling, along with adding a new sector to address texture tiling issues in the northern teleporter room.

E4M1 fixed a mysterious HOM that was going on near the northern shadow line in the northern outdoor area. Merged a lot of sectors that were identical in their properties.

E4M7 entrance to sector 985 seems to be intended that the player run off the ledge into that room, then the pinkie near the ledge ambushes the player from behind. Instead, what sometimes happens is that the pinkie is alerted somehow, then obstructs the player (vanilla infinite height) from being able to get down there. That means of getting down into that room is now walled off, and instead you step onto that lift to bring it down from above. Neat side effect: any monsters still in the ring when you enter that room will follow you down there.

E4M5 linedefs 1724 and 1725 were facing the wrong way and couldn't be hit with projectiles.

Map25 Float thing 217. Moved that entire row further south to address floating item issues.

Map28 Float thing 464.

* levels: use inner room texture in E4M7 lift.

* levels: align side textures on that lift.

Didn't realize the little squares were sticking into the floor at the *bottom* of the lift as well.
2023-02-19 19:28:01 -03:00
mc776
d5750a0560
sprites: better match shotgun pickups to hud. (#872)
The barrel shroud on SHOTA0 has been off model for a long time - I didn't really want to touch it back in 2019 because I wasn't really sure what was even going on in the sprite, but now that I've been looking at the shotgun a lot more it's pretty clear it could be improved.

Also made the shells in the stock wider and looking a bit more like what we see in the shell pickup. (This entire thing had actually started off as a simple attempt to change the colour of the shells to the olive green the shell pickup uses.)

The SSG pickup has also felt "off" to me for a long time, but couldn't really put my finger on it other than "the foregrip's too big and i don't like it". Turns out if it "really" were that big you should see it in at least one of the reloading frames.

The raised rear... bead? peg? was also implemented and the vents on the end of the barrel made a bit further apart to factor in the foreshortening of the HUD sprite.
2023-02-19 13:49:23 -03:00
mc776
1790634769
sprites: [BUGFIX] make torch frames the same size. (#870)
Currently the sprites are all cropped to exactly as much as needed. Apparently this has some really bad side effects with the animations.

To check: warp to Map29 in vanilla and take a couple steps back. Expected: solid parts of torches stay perfectly still except for the shifting lights on them. Actual: torches jitter and twitch.

Making every sprite in each loop exactly the same size gets rid of this problem.
2023-02-17 08:52:43 -03:00
Shinosarna
bd25568ef6
Edit to E1M1 (#852)
THIS IS A COLLAB EDIT. By me (shinobody) and mc776. Please credit both of us.
All changes in previous commits by me, all changes in this commit by mc775.
2023-02-14 11:19:35 -03:00
Steven Elliott
67193d9181
CREDITS: Add older "D" changes for new users (#849)
For users added by selliott512 update the "D" lines so that they
include changes prior to 2017.
2023-02-14 11:15:52 -03:00
mc776
8d8da049f7
sprites: new armour pickups. (#860)
* sprites: new armour pickups.

At this point they're not really just "vests" anymore so I've changed the pickup message as well.

* sprites: darken armor pickup shadows.

The darkest bits were far too light, making the sprites look floaty and billboardy compared to typical (Free)Doom assets.
2023-02-14 11:13:57 -03:00
AerialB
542240be20
Update copyright to 2023 2023-01-14 22:22:41 -05:00
AerialB
26d26c91e5
Update COPYING's year to 2023 2023-01-14 22:21:06 -05:00
Xindage
3841a053f9
Merge pull request #862 from mc776/newpol6
sprites: new impaled twitch zombie.
2023-01-14 23:54:45 -03:00
mc776
c307a1268a
sprites: new impaled twitch zombie.
Mostly just for the new boots.
2023-01-14 17:13:21 -08:00
Xindage
259b0dd835
Merge pull request #859 from mc776/refinery
dehacked: fix some map names, revise one more.
2023-01-02 22:40:58 -03:00
mc776
30283e08c9
dehacked: fix some map names, revise one more.
DM21 typo; DM12 use the most neutral version of that abbreviation.

Map11: it is neither infinite nor a plain. Inasmuch as it's a misleading name it's arguably a great name for a map that's basically a ceaseless parade of misleading gotchas (fake doors, switches requiring multiple backtracks to find out what you need to do to progress, secret areas that kill you, etc.) but it just feels like this name used to be for a different map (maybe a followup to the immediately preceding Outlands) and no one bothered to update it.

Someone who actually enjoys this map please feel free to suggest a different name.
2023-01-02 17:35:14 -08:00
Xindage
b5159e5184
Merge pull request #858 from mc776/newfcan
sprites: revise burning barrel.
2023-01-02 10:41:04 -03:00
mc776
5447c1430e
sprites: revise burning barrel.
Addresses #850.

Totally redrawn yellow flame - (roughly) symmetrical and able to be used for generic fires as it is on many Doom maps as well as Freedoom's own Map16.

Replace the pillow shading, made the barrel taller, and remove the blue trim which doesn't really work with the yellow flame anymore.

Add some shifting highlights to the barrel body.
2023-01-01 09:04:15 -08:00
Xindage
7983bb07f7
Merge pull request #855 from selliott512/update-demos
lumps: Updated demos
2023-01-01 09:56:00 -03:00
Steven Elliott
9837e5620d lumps: Delete dysynched DM demo 4
DM demo 4 may be replaced before the release, but for now it will
simply be deleted. With this change freedm.wad will only have 3 demos
wheras freedoom[12].wad will still have 4 demos.
2022-12-29 08:37:52 -05:00
Steven Elliott
0471ae7a5d lumps: Fix phase 1 demos 2 and 3
For phase 1 demos 2 and 3 have become desynced. These replacement demos
are for the same levels.
2022-12-29 08:30:38 -05:00
Catoptromancy
ab769a835e lumps: Updated demos
New demos to fix desynced (broken) demos as well as to showcase new or
updated maps since the last release.
2022-12-29 08:26:15 -05:00
mc776
394537f216
sprites: new torches. (#848)
* Squashed commit of the following:

commit 7c4bad1306
Merge: a9027612 c6b27ac4
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Wed Dec 14 23:28:36 2022 -0800

    Merge branch 'freedoom:master' into map27dmstart

commit a902761217
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Fri Dec 2 23:42:50 2022 -0800

    levels: remove extra DM starts; fix zerk door.

commit ab9b5b64c5
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Thu Dec 1 08:39:16 2022 -0800

    map27: add more deathmatch starts.

    Also create a door out of the berserk pack room.

    Addresses #806.

* sprites: new torches.

Add visible stand at bottom; make tall torches the same for more similar proportions and aesthetics to id.

Trilobite head courtesy of Craneo.
2022-12-19 15:42:28 -03:00
Xindage
b4fbda5be8
Merge pull request #833 from mc776/map27dmstart
levels: add more deathmatch starts to Map27.
2022-12-17 17:27:21 -03:00
mc776
c3a729dc67
Merge branch 'freedoom:master' into map27dmstart 2022-12-17 09:12:34 -08:00
Xindage
c9fce91c13
Merge pull request #826 from selliott512/map20-more-ammo
levels: Extra ammo for MAP20
2022-12-16 23:41:21 -03:00
Xindage
48a4053167
Merge pull request #841 from selliott512/map22-no-tripod-tele-dest
levels: MAP22 no teleport destination for tripod
2022-12-16 23:41:03 -03:00
Xindage
66bc1e6510
Merge pull request #844 from mc776/map12textures
levels: fix Map12 switch and door.
2022-12-16 23:40:25 -03:00
mc776
98072485cf
levels: one more fix to the grey room.
Moved the vetex on that one wall so the bullet hole wouldn't be cut off.
2022-12-15 10:19:39 -08:00
mc776
1a8f4aadb5
levels: more texture fixes; lower blue door. 2022-12-15 08:36:19 -08:00
mc776
7c4bad1306
Merge branch 'freedoom:master' into map27dmstart 2022-12-14 23:28:36 -08:00
mc776
77e6c15d86
map12: fix that little bit by grey room switch. 2022-12-14 23:22:11 -08:00
mc776
609bcf9973
levels: fix switch and door.
Addresses #800 (#405) and #842.

Also fixes some texture alignment issues in that grey room in #842.
2022-12-14 22:52:42 -08:00
Steven Elliott
c2f68f2c75 levels: MAP22 no teleport destination for tripod
The assault tripod is not able to leave his monster closet due to a
missing teleport destination in the target sector.
2022-12-11 12:24:55 -05:00
Xindage
c6b27ac4c3
Merge pull request #832 from selliott512/map10-door-alignment
levels: MAP10 fix texture alignment on door
2022-12-11 10:28:51 -03:00
Xindage
8378c26954
Merge pull request #838 from mc776/map27name
dehacked: change Map27 name.
2022-12-11 10:28:27 -03:00
Xindage
a555753a52
Merge pull request #837 from selliott512/update-credits-again
CREDITS: Add contributors since 2017
2022-12-11 10:26:17 -03:00
Xindage
8a7efb6277
Merge pull request #836 from selliott512/dm08-saw-blade-restore
levels: DM08 Restore the circular saw blades
2022-12-11 10:25:47 -03:00
Xindage
80f0c71177
Merge pull request #839 from selliott512/map14-monsters-stuck
levels: MAP14 fix monsters stuck behind cylinders
2022-12-11 10:25:26 -03:00
Xindage
64fb697877
Merge pull request #840 from selliott512/map15-stuck-serpentipede
levels: MAP15 release stuck serpentipede
2022-12-11 10:24:19 -03:00
Xindage
38d5f5d370
Merge pull request #835 from selliott512/gray-fake-flats
levels: Fix GRAY1 in fake floors and ceilings
2022-12-11 10:23:24 -03:00
Steven Elliott
17ba319049 levels: MAP15 release stuck serpentipede
Set linedef to 40 W1 Ceiling up HEC in order to release serpentipede in
sector #533.
2022-12-10 17:27:50 -05:00
Steven Elliott
572b72e0e7 levels: Extra ammo for MAP20
It was difficult to complete MAP20 from pistol start on UV with 100%
kills due to lack of ammo.
2022-12-10 13:18:41 -05:00
Steven Elliott
6f0afa050b levels: MAP14 fix monsters stuck behind cylinders
In each of the four corners of MAP14 outside there are large cylinders
on raised platforms that monsters get stuck behind. This fix moves the
monsters from behind the cylinders and adds linedefs that the monsters
can't pass.
2022-12-10 10:41:32 -05:00
mc776
b1aa4ea777
dehacked: change Map27 name.
Addresses #798.
2022-12-07 08:09:36 -08:00
Steven Elliott
14cad9eb88 CREDITS: Add contributors since 2017
Add contributors since the last major update of CREDITS on 2017-01-30.
Also, applied requests to be added to the CREDITS in the issues.
2022-12-06 20:18:48 -05:00
Steven Elliott
d4c50a2f4d levels: DM08 Restore the circular saw blades
Prior to the Eureka cleanup DM08 had circular saw blades on the left
side of the map via texture SLAD2. Unfortunately Eureka falsely flags
SLAD2 as a Medusa causing textures for middle textures since it
contains more than one patch. This fixes introduces texture SAW2 which
only contains the SAW2 patch, and which therefore does not cause the
Eureka warning. It should look exactly the same to the player.
2022-12-05 20:09:07 -05:00
Steven Elliott
b8885591ea levels: Fix GRAY1 in fake floors and ceilings
Part of the Eureka cleanup involved fixing warnings having to do with
missing textures. Eureka was used to fix the missing textures by
replacing the "-" with "GRAY1'. Unfortunately fake floors and ceilings
resulted in false positive warning. Fixing the warnings broke the
intended rendering - the fake floor or fake ceiling is supposed to be
extended over what is now a gray hole. The solution is to revert the
missing texture fixes that have to do with fake floors and ceilings.

freedm.wad
  DM02  Ceiling above the arrow.
  DM20  Ceiling above the lights near door.
  DM23  Ceiling above the light.
        Ceiling above health bonuses.
  DM25  Ceiling above polaric energy cannon.
  DM26  Ceiling above DM spawns.

freedoom1.wad
  E2M5  Floor with hatchling pop up near the start.
        Floor with trilobite pop up near the end.
  E2M7  Pillar surrounding the blue key.
        Floor with monster pop up at the end.
  E3M3  Ceiling in triangular room.
        Floor with trilobite popup near triangular room.
        Floor with pain lord pop ups upstairs from triangular room.
  E4M1  Ceiling above yellow key.
  E4M3  Floor slit in the ground outside (rendering trick?).
  E4M4  Floor below the exit sign.
  E4M6  Floor lights at the bottom.
        Ceiling above teleporter.
        Slit in blue floor (rendering trick?).
        Ceiling light above the red key.
  E4M7  Floor internal control sectors in nukage.
        Floor below the exit sign.
  E4M8  Floor below the exit sign.
        Ceiling above the teleporter.
  E4M9  Floor below the lights.

freedoom2.wad
  MAP14 Floor for four outdoor monster pop ups.
  MAP17 Floor with four internal control sectors in the middle.
        Ceiling above logo in red floor room.
  MAP18 Ceiling above the player spawn.
        Ceiling above the end.
        Transparent windows
        Floor with monster pop ups outdoors.
  MAP20 Ceiling above the light in corner.
  MAP25 Floor with monster pop up outdoors.
2022-12-04 08:27:49 -05:00
mc776
a902761217
levels: remove extra DM starts; fix zerk door. 2022-12-02 23:42:50 -08:00
mc776
ab9b5b64c5
map27: add more deathmatch starts.
Also create a door out of the berserk pack room.

Addresses #806.
2022-12-01 08:39:16 -08:00
Steven Elliott
105836ae18 levels: MAP10 fix texture alignment on door
As a result of my Eureka cleanup where I moved the door ceiling up 8
units so that it isn't below the floor, now the texture needs to be
adjusted 8 units.
2022-11-30 07:41:20 -05:00
Steven Elliott
2f78eb3e17
Update copyright year to 2022 (#825) 2022-11-28 19:39:23 -08:00