Commit graph

2004 commits

Author SHA1 Message Date
Samuel Oliver
4fd75f415e map01 update 2019-08-13 20:13:12 -07:00
Simon Howard
1b8871048e Add monster images. 2019-08-14 02:03:09 +01:00
Simon Howard
86b26e4f00 Initial sketch of a manual for Freedoom. 2019-08-14 01:06:33 +01:00
unfa
68647ba93a sounds: new teleport sound. (#564)
It's a bit louder, to help get abetter sound quality from the 8-bit PCM sample.

Synthesized with Zyn-Fusion in Ardour 5, also uses some processed voice recorgins I made.
2019-07-22 22:30:11 -07:00
MatthewTheGlutton
a397529386 sprites: make SKAG 1337 pickup sprite face right (#575)
to match all other weapons
2019-07-20 13:08:27 -07:00
MatthewTheGlutton
da318e3134 More intermission text adjustments (#572)
* More intermission text adjustments

I still hate that "...", but I'm starting to think the aggravation is not really that itself but the use of a direct quote for "you" the player for something they never actually said.

So looking at the E4 text again to see how it could be avoided, I noticed a bunch of other little weird things... the past tense on the first sentence clashing with the rest of the present tense; the "despite" doesn't really fit with the logical progression; and while I know exactly what "plump down" was intended to convey it seems a bit nonstandard. It's also missing punctuation at the end, in contrast with the other intermission texts.

Here's a somewhat significant rewrite to get around those issues.

I've also made smaller changes to C5 and C6 for similar reasons.

* Got rid of that column of "you"s.

* Spacing.
2019-07-09 05:30:51 -04:00
Colton G. Rushton
a6d59821c1 dehacked: Use three periods instead of a comma
Use three periods instead of a comma for the inner monologue, as this
helps make the text flow a bit better.
2019-07-08 11:54:32 -07:00
Mike Swanson
d6cdeeeac2 dist: add an "all" target to Makefile
Allows everything to be easily built by manually entering the dist
directory and typing `make`.
2019-07-05 10:38:20 -07:00
Mike Swanson
68b96b51c3 dehacked: close inner-monologue with comma instead of period
Thanks @MatthewTheGlutton for the suggestion
2019-06-28 14:12:38 -07:00
Colton G. Rushton
2e9e520916 dehacked: fix grammatical errors
Update the dehacked lump info to fix various punctuation,
capitalization, and grammar errors, as well as made the text flow a
little better throughout the game, making it seem more professional.
2019-06-27 11:36:50 -07:00
igdegoo
98ff01e26f capitalize strings (#563) 2019-05-24 22:01:09 -07:00
MatthewTheGlutton
095a3a8a48 Player crouch death/gib sprites. (#560) 2019-05-24 22:00:55 -07:00
Hugo Locurcio
492370cca0
dist: Add releases and content rating to AppStream metadata
Those tags are now required by Flathub.

This closes #522.
2019-05-16 15:14:58 +02:00
igdegoo
7b247f9843 update copyright year to 2019 (#558) 2019-04-25 12:07:34 -07:00
Nick Zatkovich
2f0da8e3b9 buildcfg: add player crouching sprites 2019-04-24 16:06:11 -07:00
MatthewTheGlutton
7a39dcfe54 Player crouching sprites for GZDoom
Includes moving, firing and pain, but not death or xdeath (since GZDoom does not use them by default anyway).
2019-04-14 22:04:09 -07:00
NickZ
b41bf30551
Update copyright year 2019-04-05 19:04:54 -07:00
Ulises "Urric Hammersong" Lozano
08a48546a5 Add new archvile 2019-03-24 21:44:24 -07:00
NickZ
d77621a3de
buildcfg - enable c3m5 2019-02-18 12:36:28 -08:00
BeachThunder
184667f811 levels: create c3m5 (#551)
* levels: create c3m5

c3m5 now exists

* Update c3m5.wad

Brightened cavern, replaced SKAG with plasma rifle, several other small changes.
2019-02-18 12:35:34 -08:00
NickZ
257781dcd9
scripts: fix-gfx-offsets (#472) 2019-01-01 21:31:03 -08:00
Steven Elliott
9f48b64f43 Add fix-map-names script and build targets
Add scripts/fix-map-names to fix and test map names. Map names are
tested with make target "test-map-names" and fixed with "fix-map-names".
2019-01-01 17:30:29 -08:00
Fernando Carmona Varo
431671811a sprites: improve player back walk animation
The legs were reworked as well, matching the changes done to the front.

The shoulder pads movement was toned down, and the left arm was changed
so it's movement is a bit less abrupt and can actually be followed.
Other minor tweaks and size was made proportional to the front frames.
2019-01-01 17:28:43 -08:00
Fernando Carmona Varo
64efaafdfd sprites: improved player front walk animation
Reworked the legs so it looks more like actual walking.

I also reduced a bit the sudden swing with the weapon that
it does in the middle of the walk.

I've made  it so it actually looks like he's holding the gun
rather than just punching it. And I've tweaked a bit the helmet
and some minor details.
2019-01-01 17:28:43 -08:00
Erick Tenorio
24aa075502 levels: Update MAP08
Tweaks and fixes to current MAP08. 100% kills is possible
2019-01-01 17:19:18 -08:00
Ajanddino
7712b7c4a6 New Music for map:c2m8
Added my own music to map c2m8
2019-01-01 17:05:29 -08:00
Samuel Oliver
1b57c6c14d map01: overhaul with new areas and ones based on the old e1m1 2018-12-02 03:30:13 -08:00
Simon Howard
2f520543d3 graphics: Tweak positions of help screen items.
Some of the sprites have changed since the help screen was first put
together and are now overlapping with each other slightly. In
particular the box of shells is overlapping with the weapon above it.
Adjust positions by a couple of pixels and give some extra space.
2018-10-06 19:19:32 -04:00
Simon Howard
1b2319cc50 freedm: Remove override for menu skull.
FreeDM had a special override to use an animated rocket for the menu
selector, a tweak to make it more deathmatch-appropriate. Unfortunately
the rocket animation is too wide and causes Chocolate Doom to error out
when the help screen is brought up (F1) with "Bad V_DrawPatch". Even if
the horizontal offset is adjusted it will overlap with parts of the help
screen and obscure them. I think the easiest solution is to just remove
the override.
2018-10-06 19:13:18 -04:00
Simon Howard
bd2d59e14f
dehacked: Add tweak for minigun zombie.
The minigun zombie is also missing a full-brightness frame.
2018-09-13 23:48:34 -04:00
Simon Howard
98f9aaee63
dehacked: Turn on full brightness for a few frames
The firing frames for the zombie and assault tripod look weird if they're not 
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.

This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
2018-09-13 23:46:15 -04:00
Erick Tenorio
cd6e7924d6 levels: C1M5 tweaks and fixes
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP
2018-08-04 17:55:02 -07:00
Erick Tenorio
ec55fef39a levels: fix C1M2 rendering bug on GZDoom
Fixed software rendering bug on two sectors at the southeast part
of the map.
2018-08-01 02:22:40 -07:00
Erick Tenorio
4d38b15109 levels: Chapter 1 tweaks and fixes
Tweaks and fixes to the Chapter 1 maps. The following changes are:

-C1M1: Add line to block Imps near blue keycard. Adjust difficulty
settings on secret green armor and box of shotgun shells.
-C1M3: Minor difficulty tweaks. Fix tutti-frutti effect near the
end of the level.
-C1M4: Fix missing "SFALL" texture and tutti-frutti effects. Adjust
difficulty, primarily the amount of damage the toxic can do. 20% damage
toxic on the fourth level of the first chapter doesn't fit right.
-C1M6: Difficulty tweaks and edits to improve map flow. The way the
yellow keycard is retrieved has been changed in favor of a more
common "Open Door Stay (Fast)" action instead of the instant
floor raise trick to prevent confusion to less experienced players.
-C1M7: Difficulty tweaks. Fixed missing texture after grabbing red
keycard. Fixed tutti-frutti effect.
-C1M9: Implemented actual difficulty settings, as the map doesn't have
any. Added deathmatch spawns as this is the only map without any.
Added more items and other map edits.
-All: Rebuild nodes and blockmap with ZokumBSP
2018-08-01 02:22:40 -07:00
Erick Tenorio
52b6bbece3 sprites: update box of shotgun shells
Change the top portion to match with the shela0 sprite.
2018-07-10 21:49:34 -07:00
Erick Tenorio
66f2fda022
Tweak MAP32
-Removed unreachable and redundant secrets
-Difficulty tweaks
-Clean up some unneeded tags and lines
-Rebuild nodes and blockmap with ZokumBSP

Thread: https://www.doomworld.com/forum/topic/101409-map32-secrets/
2018-07-02 22:01:02 -05:00
Mike Swanson
bb2fef4f02 levels: rebuild nodes for maps that need them 2018-07-02 13:54:41 -07:00
Erick Tenorio
0bf8ccb0ef graphics: Updated C4 endpic 2018-07-02 13:53:02 -07:00
Erick Tenorio
ea4b9e9cc8 Chapter 4 Update
Updated Chapter 4: Double Impact with the fixes included in the
hotfix. C4M7 was already updated for Freedoom with the fixes, but not
C4M4 and C4M8. Both were updated to be up to par with the
hotfix. C4M8's old edits to lowering the lifts won't be needed
anymore. C4M8 was also edited to be vanilla-compatible, removing some
details at one of the final rooms. Hopefully Vanilla won't crash
anymore.

The endpic for Chapter 4 has been updated to match with the current
Freedoom assets, bye bye that old Imp sprite and floor texture.
2018-07-02 13:52:41 -07:00
Simon Howard
7ef52000bb
Merge pull request #532 from Ferk/facetweaks
graphics: tweaks on freedoom guy standard HUD face
2018-06-28 11:18:58 -04:00
Fernando Carmona Varo
b9ed4f81bf graphics: tune the other HUD faces face & outlines
Tweak the rest of faces to match in thickness as well.
The smile in the stfevl* graphics is also wider now.
2018-06-09 23:54:59 +02:00
Mike Swanson
9b4bd71aab titlepic: update copyright year 2018-05-31 11:34:41 -07:00
Mike Swanson
beebbed1f2 Complete Doom 3 BFG Support, and avoid crashing PrBoom-Plus
DOOM2.WAD contains a MAP33, which is being represented here as only
the dummy map, and also M_EPI1 and M_EPI2 lumps for the “Hell on Earth”
and “No Rest for the Living” texts, both of which are now replicated
here as well (using “Phase 2” and “The Missing Levels” as names instead).

No, we still don’t plan on having a real MAP33, the inclusion here is
only to avoid engine crashes.

Fixes: #533
Ref: #529
2018-05-30 14:50:56 -07:00
Mike Swanson
22698d4aa1 Update copyright year to 2018 2018-05-30 14:42:15 -07:00
Fernando Carmona Varo
e70639cc39 graphics: tweaks on freedoom guy standard HUD face
Doom engines stretch the the images with 20% extra height. This,
together with the already slim jaw and sharp chin in the face of the
freedoom guy, makes it look very juvenile, stretched.

This change tweaks the face images to have a thicker jaw and a more mature
look. It also tweaks the lip position a bit and reduces the excessively
dark outline along the chin.
2018-05-19 13:47:44 +02:00
Mike Swanson
227ec720e6 Support running in Doom 3: BFG Edition
There are a few lumps added to the Doom IWADs required by the BFG Edition
of the game that would cause it to crash abnormally if the IWADs were
replaced by Freedoom.  We add these news graphics lumps to the game here.

BFG Edition also changes m_gdhigh to "Fullscreen:" and m_scrnsz to
"Gamepad:", neither change of which will ever be reflected in Freedoom,
but it won't crash in this engine anymore.

Closes: #529
2018-05-10 19:31:17 -07:00
Simon Howard
bf93839ed5 dmxgus: Improvements to similarity groups.
Split the piano and bass guitar groups into separate groups to give more
variation. Move several instruments around which don't fit, and move
several random percussion instruments into an enlargened "blank" group
since these percussion effects are not really similar to each other and
it's better to leave them out than play something that sounds wrong.
2018-05-05 22:41:14 -04:00
Kevin Caccamo
caa6f46a59 levels: replace FIRELAV2 textures
Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
MAP32.

DM23 has static FIRELAV2 textures, but it makes sense because of the
way they are used.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
d67171ebe8 c4m2: replace inappropriate slime fall textures
Get rid of slime fall textures that don't make sense, and replace them
with textures that match the textures on the other column.
2017-12-31 12:28:53 -08:00
Kevin Caccamo
a66ba0bba5 levels: replace all {S,W,B}FALL textures
Replace all {S,W,B}FALL textures in the levels with their animated
equivalents, and remove {S,W,B}FALL from textures.cfg.

The {S,W,B}FALL were leftovers from when Freedoom had the goal of
being Boom-compatible instead of vanilla-compatible.

Also, rebuild these levels' nodes and reject tables with ZenNode.
2017-12-31 12:28:53 -08:00