Commit graph

1097 commits

Author SHA1 Message Date
Alexandre-Xavier Labonté-Lamoureux
476ef5ad89 dm08: Align the back of a door's texture
Fixes #73
2014-06-14 14:52:11 -07:00
Alexandre-Xavier Labonté-Lamoureux
95b1953e73 dm01: Fix some tutti-frutti effects
Fixes #71
2014-06-14 14:50:24 -07:00
Protox
c967809eac map01: fix for vanilla compatibility 2014-06-14 14:06:25 -07:00
Alexandre-Xavier Labonté-Lamoureux
a1433553e5 dm31: Symmetrically align hanging pillars on the side of a building
Fixes #72
2014-06-14 13:52:22 -07:00
Alexandre-Xavier Labonté-Lamoureux
722a05e960 patches: New blood spats to replace the TNT placeholders 2014-06-12 02:48:10 -07:00
Mike Swanson
88ec3f5884 rename files from *.asc to *.adoc
In a world ravaged by software that determines file type by the last
part of the file's name, *.asc is somewhat troublesome given file
managers that think these are PGP keys.  Also GitHub won't render
AsciiDoc without one of a few extensions, at least *.adoc is somewhat
clearer and not as obnoxiously long as *.asciidoc
2014-05-02 18:42:19 -07:00
Protox
4c9c8649dd levels: new map01 to make Phase 2 unique from Phase 1 2014-05-01 06:51:19 -07:00
Wesley D. Johnson
f7ce76c704 levels: map19 revisions 9 and 10 (Mar 7, 2014)
DW: http://www.doomworld.com/vb/post/1248739
Signed-off-by: RjY <rjy@users.sourceforge.net>
2014-03-16 08:38:57 +00:00
Protox
91b1a14143 levels: Add new E1M8, E2M8.
This replaces the old E1M8 and E2M8. Remove those from the tree.
2014-03-09 02:56:09 +00:00
Simon Howard
e28632555b levels: Update E1M2. 2014-03-09 02:53:15 +00:00
Simon Howard
a4a76bfbb3 dehacked: Fix wrong character for comment.
Dehacked comments start with #, not ;. This was causing some error
messages on startup when running in Zandronum (thanks Protox).
2014-02-22 03:41:18 +00:00
Simon Howard
35c61c9318 textgen: Adjust M_MULTI graphic height, alignment.
M_MULTI is used in some multiplayer ports (Zandronum, others?) for
the main menu "Multiplayer" option. Make this taller to match the
other main menu graphics and align appropriately in buildcfg.

This conflicts with the height of the graphic as found in other ports
like SMMU/Eternity/PrBoom, but I've checked, and in those ports it's
either unused or short enough that it still works okay.
2014-02-22 03:07:03 +00:00
Simon Howard
6397ecb199 dehacked: Add startup message.
Boom added the ability to show up to 5 text strings on startup. Use
this to show some Freedoom licensing blurb and link to the website.
2014-02-22 02:29:22 +00:00
Simon Howard
8c0c4f0709 dehacked: Change SKAG 1337 obituary messages.
At Protox's suggestion, change the SKAG obituary messages. These
now look like: "fraggle had his ass kicked by Protox's SKAG!"
2014-02-22 02:14:38 +00:00
Simon Howard
e204bdba7e dehacked: Add ZDoom obituaries.
When playing in ZDoom-based ports, a message is shown when the player
dies which depends on the monster that killed them or (in deathmatch)
the weapon they were killed with. Because ZDoom uses obituaries that
mention the Doom weapons and monsters, override so that Freedoom is
internally consistent when playing using these ports.
2014-02-22 01:54:40 +00:00
Protox
e42eb8c445 levels: Update E1M7.
This update from Protox greatly expands and improves E1M7.
2014-02-21 05:09:21 +00:00
Protox
f971351bf9 levels: Updated FreeDM levels.
Update DM16, DM29, DM30, DM33. Add new DM35 level.
2014-02-21 03:46:06 +00:00
Simon Howard
74cfcd3763 Merge pull request #56 from Gaerzi/master
Fixed a couple of typos in the readme.
2014-02-19 10:14:15 -05:00
Gaerzi
e23b4df9cc Fixed a couple of typos in the readme.
Namely, "ancester" and "decended".
2014-02-19 14:25:24 +01:00
Simon Howard
cef9f4f804 scripts: Add music duplicates script.
We have lots of music tracks serving double duty for multiple levels,
but it's hard to tell which are the missing ones at a glance. Use
some heuristics to identify duplicated tracks and print a report on
what we still need.
2014-02-14 04:39:51 +00:00
Simon Howard
e476529620 endoom: Add custom ENDOOM screen for FreeDM.
This is of my own making, based on Saint of Killers' PLAYF2F8 sprite,
with editing to convert it to fit in an 80x25 text screen.
2014-02-13 05:59:43 +00:00
Simon Howard
d970245948 levels: Remove DM33 and renumber DM34,35.
Skib's unfinished level has been around for a long time, is barely
started and there's no suggestion anyone is likely to finish it any
time soon. Remove it and renumber Protox's DM34,35 to be DM33,34.
2014-02-13 02:21:16 +00:00
Simon Howard
e38f120768 demos: Add stopgap demos for FreeDM.
These are a few very short demos recorded on FreeDM maps that do not
currently have any open bugs. This does not fix #15 but at least the
game won't crash in Vanilla for the time being, until we record some
proper deathmatch demos.
2014-02-13 01:59:58 +00:00
Protox
ad8f15993d levels: FreeDM updates from Protox. 2014-02-13 00:47:15 +00:00
Protox
6d08af9b17 levels: Add DM34, DM35 from Protox.
This completes all possible Vanilla levels and starts to enter the
extended range.
2014-02-13 00:35:59 +00:00
Simon Howard
6469238566 dehacked: Change intermission/story text.
Use new "Phase 2" name and just refer to "episode n" rather than
"Freedoom episode n". Don't refer to "the elite guard" as we don't
have a story or know who they are, and give MAP07/MAP12 names based
on the text. Rewrite C6TEXT entirely to match the current MAP31/MAP32.
2014-02-09 22:01:23 +00:00
Simon Howard
ee03fb7b62 dehacked: Change Freedoom monster names.
Some of these names do not match the sprites that we currently have
in the IWADs. Change to be more fitting names. Remove "hell" or
"undead" references as it's not clear that Freedoom's story has a
hell theme, and use "minigun" instead of "mini-gun".
2014-02-09 20:59:49 +00:00
Simon Howard
57daf24437 graphics: Change WIMINUS graphic to be red.
This was configured to be white, but it just looks weird next to
the red numbers. Change to red for consistency.
2014-02-05 04:07:30 +00:00
Simon Howard
17598bdc00 graphics: Depluralize victims/killers graphics.
The "victims" graphic was slightly too wide, so that it was getting
overwritten by the green square to its right on the deathmatch
intermission screen. Truncate to "victim" (and "killer") so that
it fits. This fixes #49.

Also adjust the brightness/contrast on these images to match the
other text.
2014-02-05 04:02:50 +00:00
Simon Howard
eb7d4fb280 textgen: Reduce height of lowercase graphics.
If a text string contains all lower-case characters, then generate
it at a reduced height. This is necessary for certain graphics, like
the WIF graphic ("FINISHED") on the intermission screen, otherwise
it ends up in the wrong location (#49).

Adjust the offsets for some graphics in the build config to
compensate, and fix up the vertical offsets for WICOLON/WIMINUS while
we're at it.
2014-02-05 03:41:23 +00:00
Simon Howard
0820d14925 Remove redundant scripts. 2014-02-04 05:04:18 +00:00
Simon Howard
fd1c69c06d musics: Use dave3d20.mid for D_READ_M.
Ditch the current D_READ_M, which is awful and frankly, annoying.
Use Jute's dave3d20.mid instead which seems to fit the purpose
much better, and change D_DM22 to use a different Jute track, as
it was using dave3d20.mid.
2014-02-04 04:43:37 +00:00
Simon Howard
bacb42f2b8 musics: Fill in remaining FreeDM music slots.
Reuse music from phase 2 as music for the remaining FreeDM levels
that are still missing music.
2014-02-04 04:32:04 +00:00
Simon Howard
9969ca295d music: Rename phase 2 music links.
Doom 2 music lumps have random names and I can never remember them.
It's useful to be able to browse the musics/ directory and know
which track goes which which level. Rename links to the consistent
format d_mapxy.mus and do the naming translation inside the config
file.
2014-02-04 03:11:54 +00:00
Simon Howard
84e9d790b5 levels: Really add deathz0r levels.
Add UDMX levels that I meant to add in commit df60f00c.
2014-02-04 03:04:39 +00:00
Simon Howard
df60f00c39 levels: Add UDMX levels maps for FreeDM.
deathz0r posted these on Doomworld a long time ago (2006) but they
were never picked up. Add them now as DM26, 29 and 30, and move the
current unfinished DM29 to DM33.
2014-02-04 02:36:07 +00:00
Simon Howard
b5d0a04088 Use print() for Python 3 compatibility.
This doesn't get everything working in Python 3 yet but it's a
start.
2014-02-04 02:12:50 +00:00
Simon Howard
83a44dbc39 patches: Restore original wall62_2 patch.
commit ddb0c98a44 (a long, long time ago) changed the
wall62_2 patch to a new version that was supposedly better. But
really it is much worse: the colors just look washed out and ugly.
Restore the original version of this patch from before the change.
2014-02-04 02:03:02 +00:00
Simon Howard
472ec7e7e5 colormap: Fix generated COLORMAP size.
In this old Doomworld thread, shadow1013 pointed out that some tools,
such as SLADE, do not recognize COLORMAP lumps unless they are
exactly the right size:
http://www.doomworld.com/vb/freedoom/58317-colormap-generation-bug/
2014-02-04 01:41:54 +00:00
Simon Howard
acdf59e1f0 dmxgus: Tweak similarity groups for main instruments.
The main instrument groupings were already pretty good but there
was some room for improvement. The generated configuration sounds
pretty good now, even when using the 256KB config.
2014-01-31 05:40:13 +00:00
Simon Howard
75cedb7193 dmxgus: Add comparison MID generator script.
This script generates a MIDI file that plays all of the comparison
groups from config.py. This allows instruments to be compared, so
that similar-sounding instruments can be grouped together.
2014-01-31 05:38:44 +00:00
RedZTag
47f0e551a7 sprites: Minor sprite fixes.
There are a couple of floating pixels away from the sprite that don't
appear to be part of it in : SKELC2F8 & SKELC4F6 & SKELC5F5 & SKELC6F4
& SKELG2 & SKELH2 & SKELI4 & SKELK1. They were removed.

White pixel in the bottom left corner of POSSE3E7 & POSSF4F6. White
pixel top left in POSSH0. Recoloured 'white' blood pixels to shades of
red in POSSI0.

Removed out of place white pixels in TROOD4D6 & TROOD5 & TROOE5 &
TROOF5 & TROOG4G6.
2014-01-30 06:46:10 +00:00
Simon Howard
929701a95f musics: Replace dummy MIDI track.
The dummy music track is a silent MIDI file that is used when a music
resource is not present. The old one caused Vanilla Doom to lock up,
the new one does not do this.
2014-01-30 03:35:26 +00:00
Simon Howard
e384cd2f2d patches: Replace w103_[12].
I made these textures in the early days of the project and I'm pretty
sure the symbols came from an animation on a website I found. The
symbols are pretty generic alchemical symbols but it still bothers
me on the rare occasion that I see the textures used in a level.
Recreate them using some public domain imagery in their place.
2014-01-30 01:24:56 +00:00
Simon Howard
c2394e86f2 dmxgus: Add 'do not edit' message.
As the DMXGUS lump is autogenerated, add an explicit instruction not
to edit the lump, as someone might do so, naively seeking to improve
it.
2014-01-29 05:28:10 +00:00
Simon Howard
61aaeeed1d dmxgus: Improve percussion groupings.
Regroup GUS percussion instruments based on personally having listened
to the samples in the GUS instrument set and identifying similar-
sounding instruments.
2014-01-29 05:07:21 +00:00
Simon Howard
ba7d80a188 dmxgus: Fix numbering of percussion instruments.
The indices of the percussion instruments were all off-by-one. These
should be 128+genmidi number, but were 127+ by mistake. This
considerably improves the percussion in Freedoom when using GUS.
2014-01-29 04:56:29 +00:00
Simon Howard
50da8daf49 textures: Add missing TNT texture definitions.
Add FALL3 texture definition needed for TNT compatibility, and add
extra texture definitions so that all the patches required for TNT
compatibility are included in the PNAMES list (and IWAD). Add
symlinks for TNT sky patches that just point to sky patches that we
already have. Fixes #43.
2014-01-27 00:08:11 +00:00
Simon Howard
ddbd396688 textures: Add textures.cfg as make dependency.
If textures.cfg changes, rebuild all texture lumps.
2014-01-26 22:07:13 +00:00
Simon Howard
085ced2434 textures: Add missing Plutonia texture definitions.
The Plutonia WAD includes some extra textures (and associated patches)
compared to the original doom2.wad. Add these missing textures, with
dummy "Plutonia versions" of textures where they conflict with
existing ones, so that we include all patches needed for compatibility.
Fixes #42.
2014-01-26 22:04:46 +00:00