Kevin Caccamo
4bb84b07cc
textures: add 8-row freetonia textures
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These are 8-row versions of the Freedoom/Plutonia brick textures.
2017-12-14 03:56:35 +00:00
Kevin Caccamo
1ed5898ec7
textures: add some custom textures
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flats: add FCGRATE1 and FCGRATE2
patches: add CEILVINE and CGRATE1
buildcfg: add new flats to build config
textures.cfg: add new textures to build config
FCGRATE1, FCGRATE2, and CGRATE1 are my own work.
t.v. gave permission to use CEILVINE in Freedoom:
https://www.doomworld.com/forum/topic/45052-tnt-support/?do=findComment&comment=765129
2017-12-14 03:56:35 +00:00
Kevin Caccamo
eddabd36df
textures.cfg: fix AQTRIM05
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AQTRIM05 was missing one row.
2017-12-13 23:10:57 +00:00
Samuel Oliver
37875df6b8
texures: improved textures by Blastfrog
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Blastfrog included these improved textures in his Freedoom: Phase 2
cluster 1 demo release.
https://www.doomworld.com/forum/topic/94645-freedoom-phase-2-cluster-1/
2017-12-13 23:08:47 +00:00
Kevin Caccamo
b560f4ab7a
patches: darken DOKODO{1,2}B
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Darken DOKODO{1,2}B to better match the flat textures commonly used
around these textures
2017-12-13 23:07:55 +00:00
Kevin Caccamo
f5849da080
patches: new DOKODO{1,2}B
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These textures were drawn from scratch.
2017-12-13 23:07:55 +00:00
Kevin Caccamo
57a0eac53c
patches: improve W13_A
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I wasn't happy with my previous W13_A, so I decided to revise it.
2017-12-13 23:07:55 +00:00
Mike Swanson
0411e49acd
levels: rebuild nodes where necessary
2017-11-17 17:51:58 -08:00
Kevin Caccamo
509c289d53
levels: add fdtest_p3.wad to test_levels as MAP01
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The old MAP01 is now MAP02
See this Doomworld forums thread for fdtest_p3.wad:
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
2017-11-17 17:44:19 -08:00
Kevin Caccamo
ea319b9e02
Revert "levels: change test_levels.wad"
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This reverts commit c7fc2102613d89f82f6ef9d67098893c248453c0.
2017-11-17 17:44:19 -08:00
Kevin Caccamo
b184bd64c0
levels: change test_levels.wad
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- Remove dummy maps
- Add new MAP01 (fdtest_p3.wad)
https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
- Move old MAP01 to MAP02
2017-11-17 17:44:19 -08:00
Kevin Caccamo
191d24f29f
levels: minor tweaks to MAP25
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- Give player 160/320 cells near (X: -1920, 544).
- Fix switches that open the 6 pickups near (X: -800, Y: 1408).
2017-11-17 17:44:19 -08:00
Kevin Caccamo
3875ca120c
patches: new light patches
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W13_A is based on the existing W13_A
AGB128_1 is based on BLIT{A,B,C}0 and AGB128_1
REDLITE2 is based on REDLITE1 and AGB128_1
YELLITE2 is based on YELLITE1 and AGB128_1
YELLITE3 is based on AG128_1 and YELLITE1
2017-11-17 17:43:42 -08:00
Kevin Caccamo
c08a51d7af
flats: new ceil{4,5}_1 and tlite6_{1,4,5,6}
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ceil5_1 was made from scratch in GIMP, and improved in SLADE.
ceil4_1 is a recolour of ceil5_1
tlite6_1 is based on ceil5_1 and a diamond light drawn from scratch
tlite6_4 is based on ceil5_2 and a diamond light drawn from scratch
tlite6_5 is based on ceil5_1 and this rendering:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/s/redtlite.png
tlite6_6 is based on ceil5_2 and this rendering:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/s/brwntlite.png
2017-11-16 04:01:17 +00:00
Jared Deberjerak
76455de2e5
patches: new door patches by Jared Deberjerak
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These new patches are from the custom texture thread on ZDoom forums:
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=2160#p1025185
Jared Deberjerak gave permission to use these textures in Freedoom:
https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=2160#p1025306
2017-11-15 14:17:59 -08:00
Kevin Caccamo
e599e53476
textures: new RROCK18, DOGRMSC, and STONEW5
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RROCK18 is based on IMGP5009.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as this bumpmap I drew in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/bigdispl.png
DOGRMSC is based on IMGP3322.JPG from tex-res-stone-and-moss.zip in
this texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
as well as this bumpmap I drew in Blender:
http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/bigdispl.png
STONEW5 is based on stone wall 3.png from this texture pack on
OpenGameArt:
https://opengameart.org/content/wall-grass-rock-stone-wood-and-dirt-480
IMGP3322.JPG from tex-res-stone-and-moss.zip in this texture pack on
OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
and this public domain photo from flickr: https://flic.kr/p/muFfXJ
2017-10-19 16:44:59 -07:00
Kevin Caccamo
f6f4fc9be7
flats: new flat5_{7,8}
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These ones are based on a texture raymoohawk submitted to Zauberer:
https://github.com/CireG/Zauberer/blob/master/textures/w_036_by_raymoohawk_d8x2vj1_by_raymoohawk-d8xhyhw.png
2017-10-02 07:13:40 -07:00
Kevin Caccamo
8f24c6eb60
sprites: improve stealth sphere sprites
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These ones shouldn't look as flat as the previous ones.
2017-10-02 07:13:10 -07:00
Kevin Caccamo
52d7906ad4
buildcfg: improve green plasma impact offsets
2017-10-02 07:13:10 -07:00
Mike Swanson
1b79661bd9
Merge branch 'patch-1' of gh:drbugbait/freedoom
2017-09-26 15:43:23 -07:00
Mike Swanson
71b27556dd
Merge remote-tracking branch 'talon1024/new_sprites'
2017-09-26 15:41:14 -07:00
Mike Swanson
4b35a137af
Merge remote-tracking branch 'talon1024/texdefs'
2017-09-26 15:40:42 -07:00
Mike Swanson
a9899f258e
Merge remote-tracking branch 'talon1024/level_tweaks'
2017-09-26 15:40:38 -07:00
Kevin Caccamo
8be19cff3a
levels: C3M4 refresh RC5 by sgtcrispy
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https://www.doomworld.com/forum/topic/95097-freedoom-phase-1-e3m4-refresh/
2017-09-25 07:51:11 -04:00
Kevin Caccamo
6cf6b63de5
levels: vanillafied and improved MAP28
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MAP28 was vanillafied by riderr3, and improved/edited by Catoptromancy:
https://www.doomworld.com/forum/topic/93309-phase-2-maps-21-30-development-thread/?do=findComment&comment=1734562
http://www.geocities.ws/catodemos/freedoom/z0k/MAP28fd2_v2_c2.wad
2017-09-25 07:49:09 -04:00
Kevin Caccamo
a1611da0e4
sprites: new stealth sphere sprite
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I made this sprite from scratch using Blender.
2017-09-25 07:34:00 -04:00
Kevin Caccamo
edcd00f665
levels: fix all tutti-frutti bugs in MAP04
2017-09-24 01:59:07 -04:00
Kevin Caccamo
a0ffc5bedc
sprites: CWolf's new floating statue sprite
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This sprite replaces the floating skull rock.
https://www.doomworld.com/forum/topic/85258-cwolfs-freedoom-sprites-hangar/?do=findComment&comment=1725656
2017-09-23 12:36:52 -04:00
Kevin Caccamo
32ed835ec2
levels: vanillafied and improved MAP25
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https://forum.zdoom.org/viewtopic.php?f=3&t=57684
- Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
- Fix P_PlayerInSpecialSector issue in Sector #667
- Fix all(?) visplane overflows, and most drawseg overflows
- Make staircase near (X: -992, Y: -480) less of a hassle to climb
- Remove midtex from back side of line #4342 (X: -1504, Y: -928)
- Change shootable switches near (X: -800, Y: 1408) to regular switches
- Add shootable switch that opens bars in cave (X: -1344, Y: 448)
- Shorten room sequence at (X: 2208, Y: -2144) to four rooms
- Add "coffins" to key switches (X: 1088, Y: 992)
- Simplify sectors leading to exit (X: 1632, Y: 256)
- Replace blursphere in secret at (X: -992, Y: 120) with backpack
- Add small platform, and super shotgun at (X: 2464, Y: -2224)
2017-09-22 20:29:11 -04:00
Kevin Caccamo
42c5a9952d
levels: Add vanillafied and improved MAP15
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MAP15 was vanillafied by Catoptromancy, and improved by Graf Zahl.
https://www.doomworld.com/forum/topic/93288-phase-2-map12-map-20-plus-secret-maps-management-thread/?do=findComment&comment=1729343
See #483 as well
2017-09-22 20:06:20 -04:00
Kevin Caccamo
26ba0c81ac
levels: fix inescapable area issue on c2m4
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Lower the bars blocking the soulsphere secret from behind if the
player manages to jump over the bars. Also, change the tag and
triggers for lowering said bars.
Fixes #476 .
2017-09-18 20:43:48 -04:00
Kevin Caccamo
a7e227d2de
levels: fix C3M7 permastuck issue
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I added two new teleports that allow the player to leave the blue key
area after picking up the yellow key and going back into the blue key
area.
Fixes #449 .
2017-09-18 20:23:06 -04:00
Kevin Caccamo
e378ab156a
patches: new CAMO{4,5}
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CAMO4 is based on IMGP3092.JPG from tex-res-stone-and-moss.zip in this
texture pack on OpenGameArt:
http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
and this texture from OpenGameArt:
https://opengameart.org/content/hair-texture
CAMO5 is based on the above, plus IMGP5011.JPG from
tex-res-stone-and-moss.zip
2017-09-18 04:34:49 -04:00
drbugbait
21aa11ad3d
Added ZDoom weapon tags
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ZDoom weapon tags in hud options will now display the correct weapon names.
2017-09-16 16:51:21 -03:00
Kevin Caccamo
e905009e1e
textures.cfg: Add/reorganize definitions
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Add missing TNT texture definitions
Re-organize existing TNT/Plutonia definitions
Rename MC1 to P-DBRAN1
Rename MC20 to P-DBRAN4
Fix SLAD11
Add T-SLDRP3 (TNT SLADRIP3)
Add SW{1,2}TSTON (TNT SW{1,2}GSTON)
2017-09-15 23:32:06 -04:00
Kevin Caccamo
9f0a50af79
patches: new TYWFALL1-4
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These patches are based on WFALL1-4 respectively.
2017-09-15 21:55:53 -04:00
Kevin Caccamo
bbb2c0b84a
levels: tweak MAP01
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- Move line that opens the heavy armor switch to a spot where it can be
activated more consistently
- Replace Boom translucent lines with scrolling lines
- Rebuild nodes and blockmap with ZokumBSP
2017-09-15 17:57:29 -04:00
Kevin Caccamo
08664b9587
patches: new PL_01
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Replace the old, ugly squished green AGM infinity logo. This is the
start of the AGM infinity curve on the SLAD screen.
2017-09-12 03:49:46 -04:00
Kevin Caccamo
f9fd877443
patches: new PREEL and SLAD screen animations
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PREEL is a 3-blade computer fan I made and animated in Blender
The AGM infinity logo for the SLAD screen is based on CYL1_1
The AGM text for the SLAD screen is based on
agm_logo/new agm logo rounded v4e 30x9.png
The "TNT" text characters are alien letters I made up myself, and are
inspired by the runic characters on the teleporter pads (GATE1-4)
PL_T1 is an alternative alien letter that I made up, but wasn't quite
satisfied with.
2017-09-12 03:27:11 -04:00
Kevin Caccamo
40f9cb2ec9
patches: new TNT patches by t.v.
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t.v. gave permission to use BLOD64B, CRLWDT3, CRWDT3, and CRWDVS3 in
this post on Doomworld forums:
https://www.doomworld.com/forum/topic/45052-tnt-support/#comment-765129
Although the list of patches does not include CLWDVS3, it does have
CLWDS3, but CLWDS3 does not exist. I assume CLWDS3 is a typo, and
it should really be CLWDVS3
2017-09-10 21:06:32 -07:00
Kevin Caccamo
664908f4db
patches: new {W,B}LIT{A,B,C}0.png
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The WLIT patches are based on YELLITE1
The BLIT patches are based on GRNLIT1
2017-09-10 21:06:32 -07:00
Simon Howard
d172ffd8ed
build: Remove wadinfo-builder script.
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The effect of this script should be a no-op and the script therefore
entirely redundant now that #487 and #489 have been merged. Fixes #485 .
2017-09-07 20:17:44 -04:00
Mike Swanson
f942477ccb
Merge branch 'dummies' of gh:fragglet/freedoom
2017-09-07 15:29:26 -07:00
Mike Swanson
159c8ae629
Merge branch 'master' of gh:fragglet/freedoom
2017-09-07 15:28:28 -07:00
Simon Howard
53b1829f3e
build: Point missing resources at dummy resources.
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Currently the wadinfo-builder script does this automatically, but
there are so few missing resources now that it's going to be simpler
to just get rid of it. These are the few remaining resources which
don't exist in the Freedoom tree.
Part of #485 .
2017-09-04 17:34:46 -04:00
Steven Elliott
75099abb61
Improved wad2image top level directory determination. ( #488 )
2017-09-04 15:44:22 -04:00
Simon Howard
54cab94257
textures: Don't include sprites in pnames list.
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A useful vanilla-compatible trick is that it's possible to include
sprites as patches inside texture definitions. It turns out that
both Final Doom IWADs added textures which do this, and Freedoom
inherits this as a result. We shouldn't include these sprites in the
pnames.txt that gets generated for inclusion in wadinfo.txt, since
they're already defined in wadinfo.txt under [sprites] and won't
be found under patches/ anyway.
This should help as a step towards resolving #485 .
2017-09-04 13:35:45 -04:00
Steven Elliott
f0fba6eb53
Better help and error handling for wad2image.
2017-09-03 13:07:57 -07:00
Steven Elliott
2cb5f8fdbb
Feedback on wad2image integration from PR #480 .
2017-09-03 13:07:57 -07:00
Steven Elliott
42506bb4a0
Added targets, variables and help for wad2image integration.
2017-09-03 13:07:57 -07:00