Commit graph

1643 commits

Author SHA1 Message Date
Mike Swanson
9fc966b64d Revert "sprites: updated floor lamp"
This reverts commit 2016-01-02T15:52:57Z!mobiusx49@gmail.com
2016-01-04 13:33:50 -08:00
CWolfRU
b46844ed8a sprites, buildcfg: fix the sprite offsets of the tall lamp 2016-01-04 10:47:47 -08:00
CWolfRU
666ac4e95e sprites: updated floor lamp 2016-01-04 10:47:10 -08:00
Mike Swanson
319c5e75a8 c1m4: rebuild nodes 2016-01-04 01:52:41 -08:00
Andrew Apted
8b726292af levels: C1M4 tweaked for vanilla compatibility
* removed a few crates outside
* reworked scenic vista in SW of map
* fixed all 1S lines to have the impassible flag
* fixed two stuck monsters at (-960, 1024)
* removed unneeded tag from sector 239
* removed a multi-patch mid-texture on a linedef
2016-01-04 19:50:09 +11:00
Mike Swanson
01aa0aedd5 COMPILING: Update the guide considering lack of symlinks 2016-01-02 08:22:47 -08:00
Nick Zatkovich
fc42061b45 sprites: fix transparency on CWolfRU's tech lamps 2016-01-01 12:32:16 -08:00
Doctor Nick
dacf8eac0d COPYING: happy new year! copyright date bump 2016-01-01 11:39:10 -08:00
CWolfRU
d8f2469c96 Sprites: new tall techno lamp
New tall techno lamp. Now really tall.
2016-01-01 09:50:07 -08:00
Mike Swanson
3ad4c10cd9 musics: rename phase 1 tracks for consistency with level names 2015-12-30 09:55:02 -08:00
Mike Swanson
7b732966ea musics: Convert all MUS-format files to MIDI
Closes #206
2015-12-30 09:33:14 -08:00
CWolfRU
d7c8e4535d sprites: new short tech lamp 2015-12-30 09:24:57 -08:00
angrysaint
5bb4ca8239 c3m9: make vanilla-compatible 2015-12-30 09:21:05 -08:00
Blastfrog
7e1e4c33f2 flats: New hex floor flats 2015-12-28 19:16:09 -05:00
Mike Swanson
10277141b7 Merge branch 'master' of gh:andwj/freedoom 2015-12-28 03:33:02 -08:00
Andrew Apted
3da56a1ab6 levels: made C1M2 vanilla compatible
* Simplified lighting gradients in a few places, especially the
  numerous circles in the room to the E (large visplane overflows)

* Changed translucent glass window in S of map.

* Reworked the diagonal translucent window (near 434,-1364) and lowered
  the room on SE side to accommodate MIDGRATE texture.

* Replaced generalized linetype in backpack secret (in W of map).

* Lowered the corner area just past the broken sky room.  By chance this
  fixes the odd-looking stairs a bit further on.

* Made the translucent glass in SE of map simply be opaque (the player could
  not see much through it anyway).

* Changed doorway near (900, -1700) to look more like a doorway (it was
  previously looking too much like a window).

* Replaced translucent window just S of the broken sky room -- now solid
  (this window was high and player could not see much through it).

* For teleporting monsters into blue key room, replaced BOOM silent teleport
  linetype #269 with vanilla compatible #97 (vanilla has no silent ones).

* Replaced BOOM scroll linetype #85 with vanilla linetype #48.

* In blue key room, changed monster closet to use a vanilla linetype instead
  of a BOOM generalized one.  Also made closet have a lowering floor instead
  of a raising ceiling (to preserve the geometry there).

* Cleared a line with tag #7 and a BOOM generalized type, there was no matching sector.

* Replaced BOOM generalized type for switch just past red-keyed door,
  reworking the door so the lights do not get cut off.

* Fixed linedefs with missing textures.

* Large rework of the "blue room" -- can no longer use BOOM colormap fx,
  hence made all the walls, floors and ceilings use blue textures.
2015-12-28 22:18:14 +11:00
Doctor Nick
0167c6671d Merge pull request #211 from CWolfRU/master
C2M6: edited start area
2015-12-26 09:10:26 -08:00
CWolfRU
c9e81566ac C2M6: edited start area
"Spider" symbol was replaced because of Visplane overflow.
2015-12-26 12:54:22 +03:00
Doctor Nick
9f78348620 Merge pull request #210 from SuperSomariDX/master
New Vile Sounds
2015-12-24 19:45:39 -08:00
SuperSomariDX
93ed377fa2 New Vile Sounds
Made from scratch
Merry Christmas - SuperSomariDX
2015-12-24 21:34:28 -05:00
NickZ
6c438f3314 Add .gitattributes file
This normalizes line endings when doing a checkout on a Windows system.
It was previously adding the carriage return, which screwed up the build
process.
2015-12-24 12:46:50 -08:00
NickZ
c14d7a11f5 patches: remove last of the symlinks
This should be the last of the symlinks.
do*day,hell,nite patches were just symlinked to the appropriate sky patches, so I just copied the sky patches.

donhell.gif -> sky3.gif
donhell.gif -> sky3.gif
donnite.gif -> sky4a.gif
donday.gif -> rsky1.gif
doenite.gif -> sky4a.gif
dosday.gif -> rsky1.gif
dowday.gif -> rsky1.gif
doshell.gif -> sky3.gif
downite.gif -> sky4a.gif
dosnite.gif -> sky4b.gif
doeday.gif -> rsky1.gif
dowhell.gif -> sky3.gif
doehell.gif -> sky3.gif
2015-12-24 10:24:45 -08:00
Simon Howard
8dbde24b19 textgen: Add DMWILV* graphics to Makefile.
These images contain the names of the FreeDM intermission screen
level names and need to be copied to the parent directory along
with the CWILV* and WILV* graphics. This fixes a bug introduced
by the earlier desymlinkification of the textgen graphics.
2015-12-24 18:36:36 +01:00
Simon Howard
cafc8f283e Merge pull request #209 from GhostlyDeath/master
Add remaining missing PC speaker sound effects.
2015-12-24 18:23:09 +01:00
Simon Howard
05bdf65ee2 Add README files for most directories.
Let's make the project easier to explore and understand.
2015-12-24 18:19:25 +01:00
GhostlyDeath
976f5fb605 Create the remaining missing PC speaker sound effects; Change a few existing sounds.
* The item pickup sound has changed to not be a truncated powerup sound.
 * The second and third sets of Zombie and Serpent sounds are also now off-pitch.
2015-12-24 11:54:15 -05:00
Simon Howard
991ff8180e textures: Clean up textures.cfg.
The formatting on this file was all over the place. Reformat all lines
to consistent, fixed columns and remove all tab characters.
2015-12-24 17:40:43 +01:00
Simon Howard
0822248318 textures: Add Doom 1 versions of conflicting textures.
Some textures which appear in both doom.wad and doom2.wad are defined
differently in each. We were always using the same definition in both
Phase 1 and Phase 2, causing compatibility problems with some levels
which expected a particular version of the texture.

To resolve, add both versions of the conflicting textures, controlled by
a new DOOM1_VERSIONS #define that allows which the version to be
selected. Use the doom.wad versions for Freedoom: Phase 1, and the
doom2.wad versions for Freedoom: Phase 2. This resolves part of #194.
2015-12-24 17:17:01 +01:00
Simon Howard
0ba0dbaa84 tools: Remove cleanroom script.
This was written by Jon a long time ago to do a "clean room" recreation
of the Freedoom texture lumps. I'm not sure it was ever actually
finished or the result used, but regardless, it doesn't seem necessary
to keep the script around any more.
2015-12-24 13:31:57 +01:00
Simon Howard
e650048bce scripts: Remove sanity-check script.
This script was previously used for checking the correctness of the
assignment list files used for coordination of work in the earlier
stages of the project. As these files were removed over a year ago
in commit 7df4a6881c, this script is
now obsolete.
2015-12-24 13:30:01 +01:00
Simon Howard
7a8d676557 scripts: Update music-duplicates script.
This relied on reading the symlinks for some of its operation, which
no longer works; use a hash of the file contents instead.
2015-12-24 13:25:41 +01:00
RjY
93a64a8b6c levels: remove spurious lumps
Some editors like to save cruft into a wad, along with the map data.
Unfortunately, it is pulled into the build targets by deutex, which
simply includes every lump in each map wad into the final build.

- c1m1: remove __EUREKA
- c1m5: remove DEHACKED
- c2m9: remove __EUREKA

- dm18: remove __EUREKA, GL_*
- dm32: remove __EUREKA

- map03: remove __EUREKA
- map05: remove __EUREKA
- map14: remove __EUREKA
- map17: remove __EUREKA
- map32: remove UPLTEMPL
2015-12-24 12:03:32 +00:00
RjY
9bcf791252 levels: c2m7: fix inaccessible secrets, balance updates
- Remove inaccessible secrets: teleporter pad on west side of map, box
  behind marble face by rocket launcher

- Remove unneeded interiors: a couple of pillars, and a crate, had
  backsectors with floor==ceiling

- Allow shortcut door from blue key warehouse back to main area to be
  opened. It looks like there was a button to open several doors, with
  tag 1, but the switch was apparently removed and replaced with a key.

- Clean up some unnecessary linedef and sector tags

- Remove or redistribute some of the incredible excess of ammunition.
2015-12-24 12:03:32 +00:00
RjY
17c9f3198a levels: c2m8: fix inaccessible secrets, boom specials
- 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)
2015-12-24 12:03:32 +00:00
RjY
670d6bb174 bootstrap: fix path to playpal-base.lmp 2015-12-24 12:01:15 +00:00
Simon Howard
e67fe0fbf2 sounds: Remove dummy-beep.wav.
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.
2015-12-24 12:31:08 +01:00
Simon Howard
254602c6db lumps: Add README files for some directories.
These deserve to be documented.
2015-12-24 12:29:25 +01:00
Simon Howard
758164748c genmidi: Remove old C code.
This is obsolete, and is only really kept around for posterity. The
code is already in the idgames archive as bsdmidi.zip.
2015-12-24 12:11:53 +01:00
Simon Howard
a8fe8e19e3 graphics: Eliminate symlinks for titlepic images.
Copy these into the parent directory to avoid the need for symlinks.
More progress towards #202.
2015-12-24 11:51:02 +01:00
Simon Howard
78b25d0f22 graphics: Eliminate symlinks for text lumps.
Copy the generated text graphics into the parent directory, removing
the need for symlinks and making more progress towards #202.
2015-12-24 11:47:18 +01:00
Simon Howard
7902096915 lumps: Eliminate symlinks for texture lumps.
Copy these to the parent directory to avoid needing symlinks.
More progress towards #202.
2015-12-24 11:26:31 +01:00
Simon Howard
0324308f37 lumps: Eliminate symlinks for dmxgus/genmidi.
Get rid of the symlinks for these lumps by copying into the parent
directory after build. This brings more progress on #202.
2015-12-24 11:15:50 +01:00
Simon Howard
103cd74f4e lumps: Split out cph/misc-lumps.
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.
2015-12-24 11:12:31 +01:00
Simon Howard
22338a2507 patches: eliminate symlink for W108_1.
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.
2015-12-23 23:38:10 +01:00
Simon Howard
52ce431dc0 graphics: de-symlinkify empty graphic links.
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.
2015-12-23 23:24:43 +01:00
Blastfrog
16c8fbdded sprites: Textured the metal on the saw 2015-12-20 11:33:46 -08:00
Blastfrog
923648763f sprites: New barrel explosion 2015-12-20 11:30:42 -08:00
Blastfrog
63efd401be sounds: Made DSSLOP louder yet again.
This is as loud as I'm making it, last time for sure.
2015-12-20 11:30:34 -08:00
Eric Ou
4773727a42 Sprites: Change explosion sprites (Eriance) 2015-12-20 11:30:24 -08:00
Blastfrog
54c4e4f251 sprites: Updated missile sprites 2015-12-20 11:04:49 -08:00