Commit graph

2985 commits

Author SHA1 Message Date
uni
31ea2267f9
Flip E2M4 and E2M6's tracks (#1211)
"Concept of Technology" was originally written for E2M6 and "Diodine" for E2M4.
2023-11-30 08:27:27 -08:00
mc776
3ef1adc78e
manual: optimize for PDF formatting. (#1202)
Some of the table columns were not large enough to fit the text, or the words themselves were too big when smaller words would have done.

Lots of single-word lines at the ends of paragraphs.

Removed a bit of redundant information.

Vital links in the submitting/visiting sections needed to have visible URLs in case one really did print them out.

Added a copy of the BSD licence and a link to the website.
2023-11-29 08:56:59 -08:00
uni
c752b08ac9
New DM11 track (#1207)
"Stanky Leg Specialist" by Lola "BlueWorrior" Harvey

Also updating credits to fix a few errors;

"Doom2Alt.mid" capitalization.
Consistency for "Sewers".
Ralphis' Crucified Dreams track titles as added by Afterglow here: https://doomwiki.org/w/index.php?title=Crucified_Dreams&oldid=232568
2023-11-27 09:59:59 -08:00
Josephus-DH4050-Astartes
5c82828dca
A replacement song for dm26 (#1206)
"World of Pain"  by Josephus "DH4050" Astartes
2023-11-27 09:58:44 -08:00
Josephus-DH4050-Astartes
e85e5931d1
New Song for Map 20 for Freedoom phase 2 (#1204)
the replacement song (Beasts Of The Horizon - Josephus "DH4050" Astartes)

also some updates to other music credits
2023-11-26 10:18:09 -08:00
Mr795
a66619a60f
lumps: new FreeDM endoom with info (#1203)
A new ENDOOM lump that:
  1) Looks more like the Freedoom logo seen on the splash screen.
  2) Has information about the Freedoom website, copying (license)
     credits and development builds.

The singleplayer ENDOOM lump has also been fixed as it was using the wrong URLs (website doesn't have a "www" and soulsphere's https still has certificate issues).

This ENDOOM lumps were created in Playscii and edited by @mc776 with ENDEDIT.
2023-11-24 18:09:39 -08:00
Anonymoister
3673a6c7dd
levels: minor tweak for E1M1 (#1201)
- Made E1M1 more beginner friendly (keycards is optional for secret)

- Upper starting area door opens consistently from both sides. Switch is gone and that corridor is shortened

- There is a little trail of health bonuses guiding the player to the least damaging way to reach the armour

- Soul sphere in upper area is now red armour
2023-11-23 01:08:54 -08:00
Mr795
a0ef08501a
lumps: New ENDOOM with copying, credits and build (#1190)
A new ENDOOM lump that:
  1) Looks more like the Freedoom logo seen on the splash screen.
  2) Has information about the Freedoom website, copying (license)
     credits and development builds.
This ENDOOM lump was created in Playscii.
2023-11-22 07:59:28 -08:00
mc776
68226097ad
sprites: adjust TLP2 lighting. (#1188)
The original attempt didn't make it into #1176 but it had issues anyway.
2023-11-20 09:47:10 -08:00
mc776
46423447e4
levels: fix map15 southeast safety lifts. (#1200)
They still had the 20% damage inherited from the old hurtfloor value.
2023-11-19 09:24:49 -08:00
mc776
cb4b5d97b1
graphics: add website to help screen. (#1196)
Also added a reminder to hit Escape to get out of the help screen when I kept pressing F10 while testing.
2023-11-19 09:24:33 -08:00
mc776
0511934659
sprites: adjust PISGA0 perspective. (#1199)
The recent two-handed sprite update raised the sprite further up the screen - which looks good, except the gun now looks like it's pointing somewhere above the center line of the screen.

This flattens the A frame out a bit. B is left as-is as it just ends up looking like recoil when you shoot.
2023-11-18 19:14:03 -08:00
mc776
50d829ca3f
credits: add entire previous-release music list. (#1185) 2023-11-18 18:39:33 -08:00
Kevin Caccamo
dc182a5886
sounds: louder DSOOF (#1197)
The original sound reduced by only 6dB compared to the much more aggressively softened previously committed version, which was inaudible in some setups.
2023-11-17 21:22:57 -08:00
mc776
0828bf5a2e
Merge pull request #1198 from TheBrazilianTestieStealer/master
new D_INTER
2023-11-16 08:20:42 -08:00
Stratos120
642bf8a6ee lower volume 2023-11-15 19:17:38 -03:00
TheBrazilianTestieStealer
366564816a
Merge pull request #1 from freedoom/master
Fist animations tweak and two handed pistol (#1193)
2023-11-15 07:58:34 -03:00
Stratos120
54628914e4 Update CREDITS-MUSIC 2023-11-15 07:56:02 -03:00
Stratos120
aab1c87d1a Update d_inter.mid 2023-11-15 07:46:04 -03:00
Anonymoister
e5614b4e6b
Fist animations tweak and two handed pistol (#1193) 2023-11-13 18:58:29 -08:00
mc776
8b39bfe5ef
levels: address #1181; fix Map12 visplane crash. (#1191)
E1M8
- Crosses replaced with windows into tenta-tech paranoid pareidolia.

E3M5
- Final room changed into a generic, secular meeting hall. Pews are now large... brain... tentacle... things... slightly dressed up to match the classic brown decor.

Map12
- If you look out the window from around (672,1056) there's another visplane crash. That entire corridor has been greatly simplified, as well as a few things visible from that window and some nearby items.
- The switch lift is now activated on the lift itself. Computer panel stuff replaces the switch so that wall doesn't look so empty (which I can only infer was what motivated this unusual setup).
2023-11-12 10:26:02 -08:00
Steven Elliott
cf9d6c3e65
build: Delete unused files (#1195)
Delete files that have no impact on the three IWADs built by searching
for references to them. Deleting these files has no impact on the
three IWADs built so long as "VERSION" in "Makefile" is changed to a
static string.
2023-11-11 09:20:07 -08:00
Kevin Caccamo
230964456c
sprites: new floor light by Cascade (#1177) 2023-11-08 07:30:52 -08:00
Kevin Caccamo
1d16aeabce
sprites: new tech lamps by Cascade (#1176) 2023-11-08 07:30:30 -08:00
Oplexitie
cc763a9414
add French translation to the freedoom desktop files (#1187) 2023-11-07 19:36:14 -08:00
Kevin Caccamo
8f2a0948ec
music: new D_DM2INT by BlueWorrior (#1184) 2023-11-07 19:20:25 -08:00
Kevin Caccamo
4487eb0dee
sprites: new gore poles and alien eggs by Cascade (#1178) 2023-11-06 15:20:20 -08:00
Xindage
38ac897b96
Phase 1 multiplayer demos update. (#1183)
These are 3 players demo made by Xindage, Erick and korp.
All POV are mine but E1m6 who is Erick POV
All demos ends on death.
2023-11-05 23:13:01 -08:00
mc776
4f90c32c67
levels: address #1181. (#1182)
Aplly these changes before i start the demo recording.
2023-11-05 20:39:27 -03:00
Xindage
77d6c2b19f
Four new demos for phase 2. (#1173)
* Four new demos for phase 2.
Made by Xindage and Korp.
POV D1 Korp / D2 Xin / D3 Xin / D4 Xin
2023-11-05 16:30:01 -03:00
Steven Elliott
b9c47a3791
Merge pull request #1174 from selliott512/misc-eureka-cleanup
levels: Small fixes, mostly for Eureka
2023-11-05 13:28:17 -05:00
Steven Elliott
fb65b869b2 levels: Small fixes, mostly for Eureka
freedoom1.wad
  E2M1   Fix non-visible missing texture after exit with GRAY1
  E2M4   Fix missing texture before start with GRAY1
  E2M7   Fix missing upper texture for linedef #4431

freedoom2.wad
  MAP05  Removed unused tag #16 in monster closet on sector #137
         Made upper case incorrectly lower case texture "fwater1"
  MAP12  Removed non-visible Medusa texture on linedef #7219
  MAP24  Fix missing texture on linedef #1636 in monster closet
  MAP25  removed unused tag #31 and type on linedef #2741
  MAP31  removed unused tag #9 from sectors #17 and #71
2023-11-05 13:09:36 -05:00
Xindage
aaac149109
Based on Inuk's reports, Stratos posted these fixes on discord: (#1169)
e2m1: end portal updated to use the same projectile-eating effect as elsewhere in E2. [X]
map03: (linedef 1129) Misaligned texture.
map08: (linedef 1782) W1 blocks door until spent, you have to faceplant onto the door to reach it. [X]
map15: (sector 492) Can grab items by slamming into the cover. [X]
map17: Very early finish by just running from the walkway to the exit (SR40); the exit platform was also raised to avoid a harmlessl but annoying projectile explosion visual glitch in vanilla. [X]
map22: (sector 189) Thin secret sector, can run over without tagging. (sector 134) Secret can be robbed by slamming into the cover [X]

Note: Fixes marked by X means that the map structure was a slight modified in someway, it may break demos.
2023-11-05 00:00:58 -07:00
mc776
055a7f061a
credits: additional music credits. (#1135) 2023-11-03 11:13:21 -07:00
mc776
e9bd489c2a
flats/patches/textures: add back old tentacles. (#1140)
They're good to have as an option.
2023-11-02 09:56:37 -07:00
Xindage
b6972e4b1d
Update e2m4: (#1168)
Removed unused textures.
Fixed missing textures alignment.
Fixed 2 ceiling using wrong flat.
All liquids sectors near techwalls now damage properly.
All secrets now appears on automap.
Fixed one of the DM closets near rockets launcher opening in singleplayer/coop.
2023-11-01 22:09:04 -07:00
mc776
98e49abffc
music: new intros by Korp; restore BW's d_e3m1. (#1154)
for future reference:

d_dm2ttl "Fight for Freedom" by Korp, based on ph-untitled.mid by Tyler "Picklehammer" Pantella
d_intro/a "Horizon's Call" by Korp
d_e3m1 "Intrare In Infernum" by Lola "BlueWorrior" Harvey (E3M1)
2023-11-01 20:02:39 -03:00
mc776
952c0e1a56
patches: remove bright spots on edge of gargoyle. (#1143) 2023-11-01 15:57:50 -07:00
mc776
e8bac546bc
patches: new WOLFs. (#1144)
WOLF1 grey rocks by AxelMoon, copypasted into WOLF2 through 4 by me.

WOLF9 blue wall by 16BitGuy (Klikach) and AxelMoon.

WOLF10, 11, 12, 18 (steel doors) by SuperDave938.

Hand chain portrait converted by Craneo.

Swordsman portrait converted by AxelMoon.

AGM CEO portrait by Goji and Craneo.

Banners by Craneo.

Star chart by me.
2023-11-01 11:46:23 -07:00
mc776
0cc6b1cfff
flats: replace SWATER with fireblu. (#1137)
* flats: replace SWATER with fireblu.

This was briefly discussed on Discord a while ago and I'll throw it out here and see if it sticks.

Basically nobody has any use case for that choppy bright yellow and blue animation. It doesn't really look like anything, so it's either:

1. some hazardous undefined pollutant for a hurtfloor
2. some high-contrast dimensional-rift warp sort of deal

Between nukage, blood, brown sludge and lava - heck, even blue water is good for radioactive stuff - we've pretty much got every use case covered. I've actually never seen the current SWATER used this way.

A lot of messed-up dimensional-rift stuff is represented by a combination of hot rock flats and fireblu - in a lot of places where the hot rock flat is pretty obviously motivated by the lack of a fireblu flat.

This proposed change will allow that fireblu to be used on flat surfaces while breaking no actual use case for what it replaces.
2023-11-01 11:44:42 -07:00
mc776
e0a1742b95
sprites: less pointy minigun flash. (#1141)
I found the line a little distracting and tried doing this, and other people mentioned how they found this looked more punchy than the current (in a good way) so here it is.
2023-10-31 12:54:56 -07:00
Kevin Caccamo
fedb956326
flats: new FLAT8 by @KorpKat (#1167)
The shading method on the previous version too closely resembled id for comfort.

The tiling of the bricks, however, has been made to match id.
2023-10-30 21:29:28 -07:00
beau-g
2c48b9d37a
textures: New boss wall texture set (#1164)
I've created a set of replacement textures here for the boss wall heavily inspired by the old texture (using fragglet's replacement as a base).
The metal paneling here is recreated without any of the paneling from the original graphic, with some other parts of the textures using elements of the patches "GRATE", "RW33_2", "W109_1", "W109_2", and "W110_1", alongside "w17_1" from the attic.
In addition it provides some extra PWAD compatibility over the original texture, with "monitor" graphics provided in certain locations for PWADs expecting their placement.
2023-10-30 09:34:34 -07:00
mc776
86482d5a10
sprites: make worm and tripod flippable. (#1138)
There is no reason whatsoever for the worm to have 8 rotations separately defined on any of its animations.

The tripod unlike the cyberdemon (or large technospider) is fully symmetrical as well.

I'd suggest doing this for the zombieman since no one's going to notice anyway, but I'm not the one who had put the work into those additional rotations.
2023-10-30 09:28:37 -07:00
mc776
3eac4c26b2
graphics: use premade 68px M_PAUSE. (#1160)
Closes #1153.
2023-10-29 11:16:00 -07:00
Kevin Caccamo
47adc6788d
Add note about ZZZFACE/RWDMON layout (#1163) 2023-10-27 19:46:31 -07:00
mc776
0c9588bd52
graphics: tidy up help screen. (#1148) 2023-10-27 12:26:44 -07:00
Simon Howard
1e3f2d8dc7
textures: Replace the background for boss wall. (#1159)
The metal panneling appears to have been taken from a Hexen wall
texture. I've replaced all of it with chopped-up bits of the W17_1
patch. It can certainly be improved further but for the time being
this will resolve the copyright issue.

Fixes #1158.
2023-10-25 08:35:10 -07:00
mc776
59597375ef
sprites: touch up shotguns. (#1155)
PASG
- Palettization left some weirdly brightly saturated green pixels on highlights. Changed them to olive manually.
- Embiggened the arm slightly to better match the fist.
- Darkened the arm slightly on the A frame to better match the mugshot, etc..
- Made the flash a bit brighter in the inside and less spiky at the top, to minimize the impression of a single blotch of red.

DBSG
- Added more contrast to the hand and shells.
- Cleaned up some stray pixels on the right edge.
- Mad the flash shorter vertically and made the peaks a little inward following the path of the guns instead of shooting straight up from just in front of the muzzle.
2023-10-24 10:44:13 -07:00
mc776
c048405f8b
levels: minor fixes and tweaks. (#1121)
E1M1
- All the monsters in the trench are now +ambush, so they don't move until you're down there. On easy the zombieman even faces away from the start.
- More monster blockers added to prevent invisi-blocks jumping into the starting room trench or down from the cliffs in the outdoor area.

E2M7
- Armour bonuses still floating on sector 599. They now adorn the side pillars instead.
- The minigun is comically easy to miss - pretty much every passage into that area is designed for you to look the other way or overshoot it jumping in there, and you might go through the next 80% of the map before having any reason to go back into that part of the room. Its platform has been moved to the lower area, with the upper platform being ostensibly a shotgun but the shotgun guy now standing there took it.

E3M4
- Stealth worm 16 stuck on overlapping ledge.
- Changed the St. Pete's cross into a sealed-off fireblu portal.
- Extended the stairs up from that long bridge so that it's more obvious from a distance at low resolution that those are legit stairs up and you're actually expected to backtrack that way.
- Redecorated the exit room.

E3M5
- Jump down into painlord courtyard in the west would be invisi-blocked by said painlords. Monster blocking line added to keep the way down clear. Moved the tree out of the way too, for good measure.
- Addressed #996.

E3M9
- Fixed numerous tutti-frutti textures and unstraightened some unintentional fake-contrasts in some organic areas.

E4M2
- Got rid of the flat bleed trick in that slime tunnel. It's just a big steady spotlight now - and it doesn't mitigate any nukage damage.
- The secret exit room multiplayer contingency entrance is now opened immediately after the trap-bars are triggered. The trap-bars themselves are no longer crushing, preventing a possible immobilization softlock.
- Said multi-contingency entrance area is remodeled to make it clear it has been jump-proofed.
- Aligned hex textures in secret exit room.

E4M9
- Flagged line 1765 as monster blocking. It's possible for a monster, while that platform is descending, to step right onto that window ledge and get stuck there as the platform continues its movement.
- Added glass to the sides of sector 230 to prevent the player from falling in under certain circumstances.

Map02
- Changed the multi-wallpart elevator so that the middle is the "rungs" that the side "pulleys" are lifting up the platform against.

Map04
- Numerous cosmetic fixes to the starting area.

Map05
- A couple lines on the edge of the stream used the surrounding brown rock instead of the zimmer brown.
- Made the helipad symmetrical and made it look more weathered, including adding a small tree where there would once have been a light.

Map11
- The walk line to open the yellow door switch is now south of the minigun, so those who "know" how it works (without knowing the exact location of the line) don't have to go all the way up to the door to intentionally trigger it.
- Removed some hard-only monsters from the eastern branch, removing some matribites and octaminators and replacing one of the former with a formerly easy-only trilobite and one of the latter with a stealth worm.
- The dock area is now opened up by the same switch that lowers the two platforms, which are now lowered permanently.
- The red skull shootable switches are now located so high up that it's impossible to gamble on a stray SSG shot hitting them from below.
- Addressed #996 in some small gaps in the final arena.

Map23
- Moved all health bonuses around the broken teleporter to look less like mushrooms.

Map26
- Blue skull door trim was misaligned, obscuring the shape of the horns.
- Zombieman 130 stuck inside a monster blocking line.
- Moved all health bonuses around the starting area corpse to look less like mushrooms.

Map29
- Addressed #996.

Map32
- Added a way to climb out of the lava pit.
2023-10-23 11:46:57 -07:00