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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Regroup GUS percussion instruments based on personally having listened
to the samples in the GUS instrument set and identifying similar-
sounding 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.
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.
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.
Change up the shell line so that it can fallback on the VERSION file
if building without a Git repository (eg, from a release tarball).
Additionally, change the titlepic generation so that it uses this
single instance of setting VERSION rather than doing its own thing.
This is a small step towards deterministic builds (#41). It's not very
useful information on its own: what it tells, you can gather by the
file modification date (which is preserved in the zip files), and even
better (the titlepic date was based on the builder's local time, not
UTC!). Some people have tended to refer to the date as well when
talking about what build they have, which is also unhelpful, multiple
commits can happen per day and the Version marker already uses git
describe for more accurate information.
Rotated the level 270° to accomidate for a bug in the Doom engine that
allows superspeeds against some walls, abuse this bug in map01 on the
long edges :)
Also, move a teleporter exit in the Things room onto the pad sector
itself. This makes it so you don't just teleport back by strafing
right immediately.
Some of the textures in the textures configuration file use sprites
as patches. Because of this, the build system was inserting extra
dummy entries for these "missing" patches. Handle this corner case
and do not insert dummies for sprites. Fixes#40.
The wadinfo.txt files #include the pnames.txt file generated by the
texture builder: because of this, we must build subdirectories
before building the wadinfo.txt files.
The following unused sprites appeared in doom.wad: APBX, APLS, BOSF,
MANF. These are Doom 2 sprites. Although unused, they can be (and are)
used in mods. Include these in freedoom1.wad for compatibility.
This fixes#36.
Many of the details in this file are now obsolete. Update the
documentation to explain how things are now built (now that we have
a custom texture builder) and include details of some of the other
build scripts in subdirectories.