These are generic names used by at least Debian to allow users to
specify their favored port with the package manager. They can be used
as another mode of preference with the script.
Pretty basic shell script for finding a port and launching it
automatically. It's nothing overly fancy, but shell portability is
strived for, since it should be capable of launching no matter what
operating system is in use, it should not use anything more advanced
than is available in Bourn shell/POSIX (no ksh/bash extensions).
Vanilla Doom doesn't flip X offsets properly when mirroring sprites,
so adjust mirrored sprites so that the monster is centered within
each frame and mirrors correctly.
These are small tweaks and I've only done frames A-D so far.
These new zombie sprites are based on the old ones by Saint of Killers,
but have been changed so extensively that they look almost completely
new.
Some discussion of these changes can be found in this thread:
http://www.doomworld.com/vb/freedoom/70095-raymoohawks-sprite-edits/
The email address listed here was long out of date. Update web URL
to be the current https:// based URL, and remove text about me being
"chief administrator" as that hasn't really been true for quite a
while.
Based on the AppData that the Fedora Project wrote for their
distribution, here's three separate ones for each of the IWADs.
This is the second major part of completing the goal in issue #100
These are intended to be useful for packagers for distributions of
GNU/Linux, *BSDs, illumos, and any other operating system where they
may be relevant. Hopefully without the need to edit them :)
This is part of the goal of issue #100 to ease distributions' support
for showcasing Freedoom.
ZDoom's dehacked parser actually is stricter than some other source
ports in requiring that these headers must be present if the
"Patch File for DeHackEd" header is present, and rejects files that
are missing them. Add these in so that the dehacked lumps load
properly.
HELP2 is the screen shown when playing shareware Doom, after
completing the first episode (gives you information on how to buy
the registered version, etc.). For some reason, ZDoom seems to
expect this lump after completing episode 1, even though
freedoom1.wad isn't a shareware IWAD in any sense. Include HELP2
as a copy of the CREDIT screen; even though it's redundant it
doesn't do any harm.
Add some dummy texture entries that match the colormaps stored in the
single player IWADs. This allows levels that use colormaps to at least
be loaded in non-Boom compatible source ports, even though the rest of
the levels might not work properly. It doesn't seem to do any harm.
Having an arrow on the exit sign makes some levels confusing, as the
arrow can sometimes be pointing in the wrong direction or be
otherwise misleading. There is some discussion on Doomworld:
http://www.doomworld.com/vb/post/1303596
As the arrow version still looks quite nice, keep it around as a
second exit sign texture (EXITSGN2); include both the red and the
green versions.
BEX allows long string replacements to be continued onto multiple
lines by appending a \ to the end of the line to indicate that the
string continues on the next line. Make use of this syntax to split
some of the really long string replacements and make the DEHACKED
lumps more readable.
Chocolate Doom now has BEX [STRINGS] section support, but it must
be enabled using a magic comment inside the file. Add this comment
to the Freedoom DEHACKED lumps.
Quite a few levels did not have a REJECT lump and were using null
(all-zero) REJECT lumps instead. I ran these through RMB so that all
the levels would have efficient REJECT lumps.
This is one of the screens of text shown between demos in the demo
loop. Generate this from the contents of a static text file. I
originally wanted to generate this programatically from the CREDITS
file but there are too many contributors to fit them all on the page.
Instead of generating text and image parts in separate stages, add
the ability to include an image in the smtextgen command line. This
makes the command line in the Makefile clearer.
More context can be found in this thread:
http://www.doomworld.com/vb/freedoom/69412-updated-map10
This level appears to have been abandoned by its original author and
Jewellds took it upon himself to continue the work.
Changes since v21:
-The lava building is now accessed by a red key, rather than a switch,
and the small building to the south has changed as a result.
-Minor cosmetic improvements to the lamps by the blue key door.
-Lowered some sectors in the river by the building entrance, to make
it look more realistic.
-Fixed a crate in the Mancubus room, which was too tall.
-Removed a misplaced midtexture on the cave entrance.
-Fixed a few texture alignment and cosmetic issues surrouding (what is
now) the red key door.
-Solved some alignment problems on the rocks in the south-east of the
map.
Dan L'Ecuyer was credited as the author of the previous GENMIDI
lump that used to be used in Freedoom. This was subsequently
removed as it was based on the original Doom GENMIDI. Some
discussion of this can be found here:
http://www.doomworld.com/vb/freedoom/41470-texture1-copyright/
There are no contributions in the tree from this contributor; he only
submitted some "powerglove" fist sprites to the project a long time
ago which were replaced, and subsequently appear to have been stolen
from another project without permission. See comments on this file
on Doomworld:
http://www.doomworld.com/idgames/index.php?file=combos/leftover.zip
Freedoom's fist punches from the right side of the screen; however,
some source ports can run in widescreen modes that can cause the
punch animation frames to be cut off at the right side of the screen.
Move all fist sprites 50 pixels to the right so that this doesn't
happen.
I tested this in ZDoom running in a 16:9 screen aspect ratio and I
was unable to cause any noticeable cutoff, even when walking around
(weapon bobbing means that additional margin is needed). Because of
this change, the place where the fist "lands" is now offset to the
right, possibly slightly too much, but not so much that I think
it's a huge problem.
This fixes#95.
These lists date to the beginning of the project and were an early
attempt to track authorship of resources. However, they haven't been
maintained and are long out of date; it's been several years now since
they were even last edited. In the worst case this makes them actively
misleading.
Resources are still divided up into directories by author, which is
much more likely to be accurate at this point (although not perfect
for assigning credit either).
This commit applies a new ordering for FreeDM's levels, designed by Protox
and preserving the existing names and music used for the levels.
This Doomworld thread has some more information:
http://www.doomworld.com/vb/freedoom/69435-proposed-map-lineup-for-freedm/
Five of the existing levels were moved as they were judged not to meet
quality standards.
Summary of changes:
DM01 - Renamed to DM01
DM02 - Removed
DM03 - Renamed to DM15
DM04 - Renamed to DM08
DM05 - Renamed to DM27
DM06 - Renamed to DM18
DM07 - Renamed to DM07
DM08 - Renamed to DM10
DM09 - Renamed to DM28
DM10 - Renamed to DM13
DM11 - Removed
DM12 - Renamed to DM14
DM13 - Renamed to DM02
DM14 - Renamed to DM21
DM15 - Renamed to DM29
DM16 - Renamed to DM22
DM17 - Renamed to DM24
DM18 - Renamed to DM03
DM19 - Removed
DM20 - Removed
DM21 - Renamed to DM06
DM22 - Renamed to DM25
DM23 - Renamed to DM12
DM24 - Renamed to DM11
DM25 - Renamed to DM09
DM26 - Removed
DM27 - Renamed to DM17
DM28 - Renamed to DM23
DM29 - Renamed to DM04
DM30 - Renamed to DM30
DM31 - Renamed to DM16
DM32 - Renamed to DM26
DM33 - Renamed to DM05
DM34 - Renamed to DM31
DM35 - Renamed to DM32
The background cyan color, for the box of missiles sprite that was
previously fixed, did not have exactly the right #00ffff color needed
to be recognized as background. Fix the palette so that the background
appears properly.
The CYBRA7 sprite is supposed to be a flipped version of the CYBRA3
sprite, but was actually just a clone of it. This meant that the
monster did not animate properly when viewed at a particular angle.
Flip the sprite so that it animates correctly.
This fixes#83.
The missile box sprite had "ROCKETS" written on the side, but in
Freedoom the weapon is called "missile launcher" rather than "rocket
launcher". Change the label to match.
This music sounded really horrible with Freedoom's GENMIDI lump, which
was a shame because this is a really beautiful level. So adjust a
couple of the more prominent instruments used for this music track:
* Instrument 104 (Sci-fi):
This instrument was using a frequency multiplier that put it 2
octaves and a 5th above, making it (intentionally, because it's
a "sci-fi" effect?) discordant. Rework this so that it isn't
discordant any more.
* Instrument 51 (SynthStrings #1):
This had a slow attack phase which had the effect of offsetting
the notes slightly, so that they seemed out of sync. Adjust this
and also increase the feedback so that the instrument sounds more
"stringy" (?)