Fixed 3 more musics that were 0 channel that crashed boom202.
Signed-off-by: Catoptromancy <catoptromancy@yahoo.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Not adding to the all target of the Makefile (which is the default when
make is invoked without parameters) as it would introduce an artificial
build dependency on asciidoc; instead, "make doc" is to be used when you
know you both want the *.html files and have asciidoc installed.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Cato approved of removing his old map in favor of this one. Also it's
present broken in Boom 2.02, to be fixed later... before the next
release!
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Way back when Freedoom only had shareware and Doom II targets, the
Cyberdemon was naturally restricted to Doom II only; now that we have
added an Ultimate Doom target, we should add Cyberdemon resources to
that as well so the game doesn't crash! :-)
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
- Revenant room has 6 less archviles in bfg trap, 2 pain elementals
added in -skill 4.
- Revenant room has invulnerability available in -skill 3 and -skill 2
- Revenant room's door is much slower, when entering...Normal instead of
turbo door.
- Revenant room's mechanism for opening doors from inside much
adjusted. Still has half the puzzle trick, do not need SR-50 speed to
beat trick now.
- A few tiny and minor thing adjustments I forgot.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Fixed the lighting clue on two secrets and reduced the damage on some
slime. Also changed the gun-activated switch that was being complained
about to a simple press the wall switch.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Explosion animation is derived from the barrel explosion animation
(bexp*). The lost soul pain frame (skule) is currently identical
to one of the normal/attack frames (skuld).
Signed-off-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
map18: needed the easy flag for the teleport sprites at sector 95
slightly altered easy skill also
map19: needed skill levels adjusted much
map25: got stuck behind blue skull bars, after getting SSG, in
archvile/teleport area. Moved wall closer, can't fall behind
map30: Switch on lift after archvile after yellow door can be a trap
textured lower edge so it doesn't HOM if player leaves lift while
it's raising. Also made side of lift a SR lift, so player can
lower lift to get back on.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Lower sector 613 so player doesn't get stuck behind it, remove those
teleport barrels near exit teleport, texture the impossible-to-reach
area by the blue key, fix secret SG door by adding DR and tagging.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Many placeholders, all patches should be proper size and with proper
texture1 and combined.txt should load all tnt.wad PWADs flawlessly.
All material scavenged, cropped, scaled, butchered, copy and pasted
from attic and current repo.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Changed a player 5 start to a player 6 start, since it was missing a
player 6 start.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
While it is true that on modern hardware a reject lump rarely offers
significant benefit, it is nonetheless the case that some older engines
will fare badly if the lump is short or missing.
E1M7, E2M4, MAP05, MAP06, MAP07, MAP10, MAP11, MAP14, MAP18, and MAP31
were affected.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>