Commit graph

2210 commits

Author SHA1 Message Date
Xindage
c87f62338b
Merge pull request #730 from northivanastan/new-e1m5-midi
New MIDI for E1M5
2021-07-26 02:25:49 -03:00
Xindage
34618c735e
Merge pull request #749 from Xindage/Xindage-e2m2
Xindage e2m2
2021-07-26 02:12:55 -03:00
Xindage
f964fbe2c3 Add again my map on top of the branch. 2021-07-26 02:10:06 -03:00
Xindage
cac235ecc9 Solving conflict 2021-07-26 02:08:40 -03:00
Xindage
ca5c4513fd
Merge pull request #748 from Xindage/morefixes
A fix for both #721 and #700
2021-07-26 01:57:41 -03:00
Xindage
590e03f0a7 a Fix for both #721 and #700 2021-07-26 01:56:26 -03:00
Xindage
0ea4a09825
Merge pull request #746 from Xindage/catovanilla
Maps fixes made by catoptromancy. Changelog made by him:

E1M1 - Fixed massive drawseg overflow on cliff, with doors closed. Only a minor coop issue now.
E1M5 - Railings in crate room simplified. Some tweaks in main area near start, mostly visible through doors. Blue key area simplified a good bit. Lighting fixtures in various places simplified. Removed 2 doors at start.
E2M2 - Simplified and squared many light fixtures and details.
E2M4 - Small VPO in long hallway, removed a border.
E2M6 - Drawsegs, light pillars and stairs.
E2M9 - Simplify star near end, undetail areas near start.
E3M7 - Move around some vertexes in the secret.
E3M9 - Extremely light touch, just combined a few stairs. 
E4M2 - Lowered and joined ceiling sectors right next to start.
E4M7 - Ungradient light in one corner.

MAP02 - Drawsegs not nearly as glaring, no VPO. Mostly light gradients and a few details.
MAP03 - Remove a couple light gradients.
MAP05 - Remove floor crack in lava area. Tiny VPO
MAP08 - Simplified ceiling lights and gradients.
MAP09 - Simplify small redrock area.
MAP10 - Mostly trim light gradients.
MAP11 - Light fixtures and some detail.
MAP12 - Everything. Still far from finished, but its vanilla now. Gameplay is nearly untouched. I did not focus on texture alignment or good selection, will need lots of work. Lots of HOM, most of it is bearable. Kept railroad tracks and the most basic of factory details. There is tons of very long sight paths, if someone wants to remake areas so you cant see entirely through map. Details can be readded if areas are redesigned without long sight paths. This is vanilla and is a perfect base for someone to redetail and touch up. Playtested with nomonsters to exit, checking on trouble spots. The single archvile that can jump you isnt high enough to VPO...that I know of. Linking resources at bottom of post for research and backup wads of various amounts of progress.
MAP18 - Tiny VPO, modified sky area in corner.
MAP20 - Removed one of the three little rooms with fancy effects after yellow key door.
MAP22 - Remove a good bit of ceiling detail from last room, a few other nice details.
MAP25 - Simplify a few things near start. Adjust 3 key room.
MAP29 - Lots of simplified geometry. Many pillars at start created solidseg overflows, remade into larger but fewer pillars. MAP29 backups in link at bottom of post include VPO free versions with intact pillars...mine are kinda bad, if someone wants to remake them.

Tested to exit with -nomonsters,
2021-07-25 10:28:01 -03:00
Xindage
96017a70c2 Maps fixes made by catoptromancy. 2021-07-25 10:24:46 -03:00
Xindage
45415de2b8
Merge pull request #691 from Talon1024/genuine_brickies
Add the improved plutonia bricks into freedoom
2021-07-25 09:51:36 -03:00
Ivan Stanton
029302a717 Fix use of wrong MIDI port on drumset track 2021-04-11 14:58:09 -06:00
Ivan Stanton
87b14ee1c3 New MIDI for E1M5 2021-03-30 11:13:37 -06:00
Xindage
666d4592fc Remove the misleading radiation sign.
Also added a shotgunner near the teleport.
2020-12-06 18:57:35 -03:00
Simon Howard
52640d6750
Merge pull request #701 from MatthewTheGlutton/master
SPOST0: fix X alignment.
2020-10-23 15:13:41 -04:00
Proluiz
26c793e651 New e2m2
Improved version of the original e2m2.
2020-10-05 12:45:29 -03:00
Simon Howard
b155f84def
Merge pull request #702 from Proluiz/mapfixes
levels: Massive map fixing for lot of the first three episodes.
2020-09-14 22:14:28 -04:00
Proluiz
7cf74962b5 A massive map fixing for lot of slots.
Prepare youself for the changelog:
e1m6
Removed line 2701 and its vertices too.

e1m7
Fixed all sectors causing damage to the player incorrectly.
Fixed a lift in outside area of map was also activing a a other sector incorrectly.
Line 1246 was removed.
sector 115 and 111 was merged.
Fixed some textures offsets.

e2m1
All lines specials with a nonexistent sector tag 18 is a leftover from an old version of this map and was properly removed now.
Backpack was fixed now it dont "ambush" and appear in all skills.
Vines blending inside the ceiling on line 378 was fixed by changing the brightness of adjancent sectors to it.

e2m3
Lowered sector 355.

e2m4
Lines 722, 1617, 846, 845 and 821 was flagged as secret.
Sector 178 nows do damage.
Texture on line 1388 dont bleed anymore, by creating a new sector with lower light adajancent to it.
Line 1595 changed to Doom type 48.
Sectors 273 and 274 floor was changed tp MFLR8_1.

e2m5
Lines 110, 890, 1255, 2697, 2700 and 2699 was flagged as secret.

e2m9
Lines 103, 111, 95, 66, 1691 and 1524 was flagged as secret.
Sectors 333, 334 and 335 was changed to match its neightbors.
Fixed an old mess of boom effect that was left behind and capable of making players get stuck.

e3m2
Lines 536 and 538 have proper offsets.
Lines 553 and 561 flagged as secrets.

e3m3
Added lavafall where it was needed.
Lines 593, 610, 451 and 615 tagged lower unppeged and added proper Y alignment.

e3m4
Properly set lines 927 and 2500 as impassible
Fixed the X-offsets from both sp_face2 in this area.
Line 524 dont bleed in floor anymore by changing floor texture behind it.
Fixed possible monsters getting stuck on each other depending on skill.
Removed thing 230 (doom builder camera).

e3m5
Replaced aashitty was replaced by sp_face2 and both sector 105 and 107 was removed with it.
The lines that tigger sector 260 now uses doom special 37 to make this sector turn into lava.
Changed sector 260 floor texture to floor7_2 and no more cause damage until it turns into lava.
Removed line 152 offsets.
Lines 1624, 21, 364, and the ones close to 1038 and 962 was flagged as secret.

e3m7
Line 874 generalized special was changed to doom special 105.
Lines 668, 1719, 581 and 2273 flagged as lower unpegged and added a proper offset.
Lines 667, 582 fixed a missing back upper missing texture.
Removed mid texture from line 1740.
!!!There's still bugs and unused data in the map, need better investigation!!!

it partialy fix the issue 698.
2020-09-14 22:53:28 -03:00
MatthewTheGlutton
e3c650a977
SPOST0: fix X alignment.
Sorry, I should've noticed this long before https://github.com/freedoom/freedoom/pull/699 was finalized.

This one sprite is 3 pixels too far to the left compared to the 2 sprites around it.
2020-08-22 21:58:47 -07:00
Simon Howard
07b30068ce
Merge pull request #699 from HorroMovieGuy/master
sprites: new gib animations (zombie and shotgunner)
2020-08-21 13:37:55 -04:00
HorroMovieGuy
cd219982f0 sprites: new gib animations (zombie and shotgunner)
Removed empty spaces, added propper offsets (courtesy of Matt)
2020-08-20 04:00:31 -03:00
Kevin Caccamo
f09c608f5a
patches: re-align lines on BRICK and MOSSBRIK
Re-align the lines on BRICK and MOSSBRIK so they are at approximately the same height as the brick lines on the original Plutonia BRICK and MOSSBRIK. I just eyeballed the height of the lines.
2020-08-15 00:59:57 -04:00
HorroMovieGuy
b715fc5f1c Revert "Sprites: New baron sprites"
This reverts commit aea01ea33b.
2020-08-14 00:29:59 -03:00
HorroMovieGuy
72bb41fca8 sprites: new gib animations (zombie and shotgunner)
Improved gib animations for the aforementioned enemies.
2020-08-14 00:20:55 -03:00
Kevin Caccamo
c9a19f50c3
patches: Improve coloration of BROCK2 patch 2020-08-09 20:06:41 -04:00
Kevin Caccamo
53d2c05f6a
patches: Improve TILE patch 2020-08-09 20:06:41 -04:00
Kevin Caccamo
1e59f7e77f
patches: improve Plutonia brick textures
These should look much better, now that they are less rectangular, and have more depth
2020-07-28 04:38:40 -04:00
Mike Swanson
4bfd9eaadd manual: clean up menu-episode.png to actually have the episode text 2020-07-15 14:18:02 -07:00
Mike Swanson
82b14b3b55 levels: Change “chapter” terminology to “episode”
A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed.  The community and the engine both heavily
bias toward “episode” and indeed most other games do.

Closes: #682
2020-07-15 14:02:57 -07:00
Simon Howard
bbf84a98ea
Merge pull request #647 from MatthewTheGlutton/master
sprites: add PISGD-E; adjust hitscan pickups.
2020-07-03 22:01:24 -04:00
Simon Howard
d5014bddd6
Merge pull request #687 from Blastfrog/master
More revisions
2020-05-17 20:27:03 -04:00
Samuel Oliver
3292f865a9 Updated the combat slug
Implementing sprites from the Discord channel. Credits are as follows

???/Freedoom team - base Combat Slug sprites
HorrorMovieGuy - A to F frames (and their rotations)
Craneo - G to T frames (and their rotations)
2020-05-14 13:05:35 -04:00
Samuel Oliver
9b478b7378 More accurate PLAYPAL colors
To ensure general accuracy and consistency with ports that use the standard Doom fade colors, I have changed it.
2020-05-11 21:47:43 -04:00
Samuel Oliver
f252936a41 Polished TLITE flats
The appearance bothered me somewhat, so I tweaked it.
2020-05-09 17:44:22 -04:00
Simon Howard
b622e65725
Merge pull request #686 from Blastfrog/master
Changed DBRAINx textures to a lava-fall
2020-05-09 16:24:11 -04:00
Samuel Oliver
ee538df4e9 Changed DBRAINx textures to a lava-fall
Height has been extended to 128, and new patches have been added (LFALLx) and are used instead of RWDM11x. I am deliberately leaving the original patches as-is, for the sake of PWAD compatibility.
2020-05-09 15:47:56 -04:00
Hugo Locurcio
d6392ce169
dist: Request dedicated GPU when starting Freedoom from .desktop file
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html>
for more information about this newly added `.desktop` entry property.
2020-05-06 21:22:22 +02:00
Simon Howard
190787b6c3
Merge pull request #679 from fabiangreffrath/crispness
add menu graphics for Crispy Doom's "Crispness" menu
2020-04-19 02:01:07 -04:00
Fabian Greffrath
637d2a0b9e add menu graphics for Crispy Doom's "Crispness" menu 2020-04-17 13:02:37 +02:00
NickZ
50e97bcd2c
Add Continuous Integration (#671)
Uses Github Actions to run make and upload the build artifacts
2020-02-28 11:57:27 -08:00
Mortrixs19
2de1ff1bce map07: new level
Closes: #667
2020-02-27 19:28:16 -08:00
Nicholas Zatkovich
1335419038 Fix switch offsets on Map12 2020-02-27 13:58:55 -08:00
Nicholas Zatkovich
5023c681ec Remove labeler
It doesn't actually work.
2020-02-27 12:46:52 -08:00
NickZ
3476f01f64
Add Github Action: PR labeler (#669)
Adds automatic labeling to pull requests
2020-02-27 12:37:48 -08:00
boogiebogus
f8cd97072e
sprites: make the dark soldier's death more violent (#662) 2020-02-27 11:53:24 -08:00
HorroMovieGuy
aea01ea33b Sprites: New baron sprites
Lavamander by HorrorMovieGuy, based on Raymohawk's Nukeptyle
2020-02-21 12:42:04 -03:00
Mike Swanson
4e0a23811d Add missing SPDX identifiers, use CC0 explicitly in dist 2020-02-03 12:31:55 -08:00
Mike Swanson
65ca45aed6 manual: reflow some of the text, replace ' with ’ 2020-02-03 12:20:43 -08:00
Mike Swanson
bde0eddaea dist/freedoom: use “/usr/bin/env” for finding bash
Not all systems (FreeBSD or Mac OS X, as examples) have a bash
installed at /bin/bash.  Using /usr/bin/env is a OS-portable way to
invoke a script.
2020-02-03 12:14:16 -08:00
Mike Swanson
bdb986eb14 levels: ZenNode pass over all the WADs 2020-02-02 13:07:55 -08:00
Mike Swanson
95f2aec804 Merge branch 'mortrixsm21' of gh:Proluiz/freedoom 2020-02-02 13:06:14 -08:00
ConsumingCritic
6b983a2406 Updated MAP05 and MAP08
MAP05: Fixed one secret area so that the game displays the message before the player collects the hidden automap and not after. Also added caution bars for a staircase as a minor decoration.
MAP08: Lowered one platform leading to a secret area so that no jumping is required.
2020-02-02 13:03:44 -08:00