Commit graph

2618 commits

Author SHA1 Message Date
mc776
b26a2edc8b
sprites: reshade SHTGA0.
If you look at the C/D sprites, you'll see:
- the back of the gun
- the barrel shroud
- the notch thingy in the middle of the barrel shroud
- the raised tapered thingy holding the front sight post

If you look at the A sprite, you'll see:
- the back of the gun
- the notch thingy
- the back of what appears to be a large straight thing *flaring outwards and forwards* from the barrel
- what could, in this context, either be the raised tapered thingy holding the front sight post, or a continuation of the flare-out part of the barrel shroud/flash hider

Hopefully this edit makes it a bit more clear where the barrel shroud part actually is, and feels more like a gun than an indistinct sequence of metal cylinders.
2023-03-19 00:10:17 -07:00
mc776
e369a4c1c7
sounds: replace DSPOPAIN.
Addresses #574.

Sound is a clip from one of the serpentipede alert sounds.
2023-03-18 19:58:53 -07:00
mc776
1e2b88cff6
Merge branch 'freedoom:master' into ssgfix 2023-03-18 15:33:12 -07:00
mc776
444558d14e
Merge branch 'freedoom:master' into goreflats 2023-03-18 15:33:00 -07:00
Steven Elliott
82f6011bb1
Merge pull request #911 from mc776/pickuptexts
dehacked: improve pickup msg & nightmare warning.
2023-03-18 18:15:31 -04:00
Steven Elliott
e402be1502
Merge pull request #908 from mc776/deleteoldskel
sprites: delete old SKEL frames.
2023-03-18 18:12:46 -04:00
Steven Elliott
d9c07c200b
Merge pull request #907 from mc776/redbloodlord
sprites: make pain lord bleed red.
2023-03-18 18:12:16 -04:00
mc776
b747a57994 sprites: delete old SKEL frames. 2023-03-18 17:58:42 -04:00
mc776
a874b1d0e7 sprites: make pain lord bleed red. 2023-03-18 17:55:57 -04:00
mc776
d7befc62d8
dehacked: just say "invisibility".
You're not really infiltrating anything with this powerup (GZDoom weirdness notwithstanding); meanwhile, it's generally assumed in the story that the monsters will have some idea that you're around somewhere and they should be shooting in your general inferred direction. Most of them can probably locate you by sound or even smell or possibly even psychically, but they won't have the precision of being able to see you.

There's no real need to qualify the invisibility in this context, and given the options available under the letter I the need for this specfic word is practically a functional requirement.
2023-03-18 11:11:06 -07:00
mc776
c471171a44
dehacked: remove misleading "hundredfold". 2023-03-17 07:58:12 -07:00
mc776
2944743701
dehacked: make idbehold msg a question. 2023-03-16 23:25:39 -07:00
mc776
54e24ca926
dehacked: set better tone for blursphere. 2023-03-16 22:12:07 -07:00
mc776
79c5bbb10f
dehacked: improve pickup msg & nightmare warning.
Makes the verbs consistent, gets rid of all references to spheres, gives terms to all powerups that line up with their corresponding IDBEHOLD cheats*, and hopefully reduces the bathos of the health-adding spheres a bit.

Also makes the nightmare skill level warning a little more accurate and explicit, instead of sounding like it's just the standard advanced user mode.

*It turns out the options on the idbehold cheat message also need to be abbreviated as the current one is cut off, so we can't really do the "letter = " stuff.
2023-03-16 19:02:20 -07:00
mc776
2612b21dbf
Merge branch 'freedoom:master' into ssgfix 2023-03-15 12:00:18 -07:00
mc776
cf5cca2bcb
Merge branch 'freedoom:master' into goreflats 2023-03-15 11:59:58 -07:00
mc776
65edbb522b
levels: E1M6 aesthetic touchups. (#909)
After seeing that screenshot with the building with that side entirely in featureless grey I had a Reaction and started this.

I've also made some impassable lines visible for the benefit of jumpers. Basically anything where the bottom of the window is less than 64 units from the floor is jumpable and needs to be indicated as impassable. The training centre theme suggested liberal use of thrown-heavy-object-proof chain link fence.

I'm sorry but there is no rational explanation for those featureless polished silver walls in the outside-adjacent parts of that giant nukage chamber/pool. They're algae-ridden cement now.

Rest of the map is great. Love how it gives the actual vibe of a huge athletic training centre without going into awkwardly specific detail. Besides the shaped columns on that big window wall (and maybe visibility of attackers in the courtyard) there should be no changes that can potentially affect gameplay.
2023-03-15 07:51:22 -03:00
mc776
fd621ff7ad
textures: allow SUPPORT2 to tile. (#905)
Addresses #904. Defines the SUPPORT2 texture as though the SUPPORT2 patch were always 64 pixels tall.

A few pixels on the patch itself have been adjusted to get rid of a slightly visible seam, but the full patch height of 72 is unchanged.
2023-03-15 07:49:28 -03:00
mc776
874f84f8e7
Merge branch 'freedoom:master' into goreflats 2023-03-13 08:55:58 -07:00
Simon Howard
1a461c688c
Merge pull request #900 from mc776/greentaminator
sprites, sounds, manual, dehacked: add Octaminator
2023-03-13 11:53:34 -04:00
mc776
5b207eadd5
levels: adjust map25 start puzzle. (#903)
* levels: adjust map25 start puzzle.

Attempt to address #902. Also simplifies the surrounding sectors by making the actual lift sector no longer share lines with the surrounding walls.

* levels: make map25 starting wrong switch optional.

Also let it be flipped back and forth uselessly.
2023-03-12 18:55:32 -03:00
mc776
25edfd5227
levels: minor e1m2 tweaks. (#901)
The newly revealed door had mismatching textures and the brick texture above it was visibly misaligned. (The latter wasn't new but is more visible with the door there)

I've also moved the computer banks in the blue key room to make the gaps between them and the room walls unequivocally narrower than the player's hitbox (they had been 32 before, which always made me wonder every time I came into this room if they were supposed to be squeezed through - the distraction got really tiring after a while).
2023-03-12 18:54:52 -03:00
mc776
69576454eb
Delete monster-dark-soldier.png 2023-03-11 19:05:19 -08:00
mc776
2d51093722
sprites, sounds, manual, dehacked: add Octaminator 2023-03-11 17:01:54 -08:00
mc776
dee29ea8f4
Merge branch 'freedoom:master' into goreflats 2023-03-11 16:15:06 -08:00
mc776
bdb7912aab
Merge branch 'freedoom:master' into ssgfix 2023-03-11 16:14:49 -08:00
mc776
1523cf7535
sprites: fix minigunner loop. (#899)
The looping sprite different size vanilla bug strikes again!

This one's unnoticeable if you look at the offsets or test on even ground, but *painfully* obvious when the minigunner is firing at something to the side while standing on a ledge - it'll just shift back and forth drastically every frame.
2023-03-11 20:10:33 -03:00
Steven Elliott
2ddb2c1905
Eureka fixes and rebuild-nodes (#890)
* levels: bugfix: remove E1M2 wall midtex.

The level had a decorative door-the-player-had-come-in-from that was obscured by a wall texture.

Thanks to Smokey on Discord for pointing this out.

I've also removed the Doom Builder camera thing.

* levels: Cleanup Eureka errors in seven levels

Relatively minor Eureka fixes following the level changes at the start
of 2023

freedoom1.wad
  E1M2 Outside wall ceiling lower than floor. Raise ceiling to 100.
       Fix stuck shotgun zombies in hidden in triangular sector #319
       Fix unused transparent CGRATE1 texture on linedef #747 by
         clearing it
  E1M9 Remove unused back sidedef on lower side of door jamb sector
       #255 in the upper right hand corner of the map.
  E3M7 Sector #182 cleared unused tag #31
       Sector # 58 cleared unused tag #35

freedoom2.wad
  MAP14 Replaced missing textures with GRAY1 in monster closest upper
        left of map
  MAP16 Fix missing textures in inaccessible outside area with ASHWALL2
  MAP26 Delete unused tag #2 in sector #38
  MAP27 Replace four missing textures above four short red torches with
          MARBGRAY in the switch maze room
        Replace transparent texture AQTRIM03 with AQRUST10 on lower
          trim for door below the switch maze room

* levels: rebuild nodes

Ran "make rebuild-nodes"

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-03-11 20:09:43 -03:00
mc776
78c0868fff
dehacked: shorten SSG flash.
Addresses #678.
2023-03-10 19:06:13 -08:00
mc776
f74dca84a3
Merge branch 'freedoom:master' into goreflats 2023-03-10 16:43:49 -08:00
mc776
5a5fbb8a5f
sprites: adjust minigunner perspective. (#889)
Also changes the colour of the bullet belt to better match the current minigun pickup sprite.

Removes some lines of empty pixels and lowers the 4/6 sprites to better match the other angles.
2023-03-10 20:18:37 -03:00
mc776
a00004ad9b
textures: fix MIDSPCSM. (#895)
* textures: fix MIDSPCSM.

TIL a completely new patch is needed and you can't just crop the existing one.

* patches: run rw47_2.png through pngcrush.
2023-03-10 20:17:56 -03:00
mc776
2447fc6a88
Merge branch 'freedoom:master' into goreflats 2023-03-10 15:08:18 -08:00
mc776
572eab9512
levels: improve Map27. (#892)
* levels: improve Map27.

It turns out DOGB01 had posted an improved version of the map on Discord back in April 2022 and it slipped past everyone. I've taken it and re-implemented the DM starts (and additional door lines to let people into the central room from the other direction) and fixed the lizard baby and candle rooms as before.

* levels: merge Map27 sectors.

The symmetrical aesthetic of this map lends itself to a *lot* of non-contiguous areas with the exact same floor and ceiling heights, flats and lights. I've gone and merged a whole bunch of these wherever I select a cluster and don't see "<multiple values>" in any field in SLADE.

I've also just plain deleted the corner pillar sectors in the rectangular pinkie closet in the far west because they just seemed to be regular pillars.

Also lowered the starting room exit big skull door textures a bit, as from the starting side the top skull was clipping into the wall and on the other side it was a little hard to see the bottom of the skull (and distinguish it visually from the wood panelling nearby).

Posting this as a separate commit just in case I broke anything important.

* levels: misc. Map27 fixes.

Room immediately north of the big cross room has these little cage things in the corners. The bar textures were not impassable and are made impassable now.

One of the columns in the final arena had inwards-facing linedefs causing rockets to disappear.

Deleted the sector representing the middle piece of the central pillar just south of the exit, as it's effectively indistinguishable from a set of one-sided linedefs (other than that it was making rockets disappear).

More sector minimizations.

Added one more torch to mark the lizardbaby secret, because frankly no one's going to think anything about a visibly misaligned texture on one of the easiest textures to accidentally visibly misalign.

* map27: make caver navigable.

The Palace of Red is a meticulously detailed map in which I always end up spending the most time staring at minute details in the ugliest and dimmest part of it, just because I keep getting lost because there aren't any landmarks and I can't see past a few feet.

Here's a bit of redecorating:
- level changes exaggerated between the various prongs
- sediment buildup added to edges of blood river
- two different kinds of rock, the main one being much darker to give the impression of darkness without making the area unnavigable
- increased lighting depending on proximity to existing torches and skylight
- candles added to yellow door
2023-03-10 20:00:13 -03:00
mc776
a3e6b35d2c
levels: improve Map26. (#894)
* levels: improve Map26.

Continuation of #893.

* levels: fix Map26 temple and lights.

The room is now symmetrical and it's the icon that's lit more than the altar behind it.

The cavern now has a visible light source to explain why it's not totally dark before the outer wall drops.

* map26: remove broken icon secret.

The sector is too thin for the "secret" to register for the game mechanics.
2023-03-10 19:58:40 -03:00
Steven Elliott
8f29444926
lumps: Fix phase 2 demos (#891)
This commit fixes the obviously broken demos which happened to be the
phase 2 demos.
2023-03-10 19:58:07 -03:00
mc776
7afd655dbf
Merge branch 'freedoom:master' into goreflats 2023-03-10 08:32:11 -08:00
mc776
ae8da7e3be
levels: more fixes. (#886)
* Add files via upload

**Map01**
Swapped out the impassable line for narrowing the big door gap enough for it to actually clearly visibly block the player's movement.

Used the flat bleeding trick to get rid of that little spotlight under the exit sign. The distracting bottom light on the sign itself has also been removed.


**Map03**
Unflagged some invisible impassable lines in front of screens and switches in the first corridor since they weren't needed in the first place.

Changed floor/ceiling textures on the curvy screen corner so it wasn't blatantly conflicting with the tile pattern.

Added a railing onto the big nukage rooms.


**Map12**
Flyers in the far northwest room could not figure out how to get into the big arena if they're in the dead ends. The side doors can now be opened by them.

Fixed some misunpegged lowering platforms/item closets in the south.


**Map15**
Second attempt to fix the rising shipping elevator. No more moving bridge (at all - the new safety lifts are still there), both switches available again, everything actually takes some time and moves visibly now.

Tag 56 changed to the four lines on the border of the pit.

Moved the cells even deeper into the expanded secret room as parts of the hitbox were still sticking out on the other side of something.


**Map16**
Unaligned the MIDSPACE in the new back alley.


**Map21**
Added an implied ladder leading down into the starting room.

Fixed the plasma secret in the library. If you went inside the room and let it close behind you, there was no way out; the way you came is now given the same lift tag. The secret itself is marked with something better than just suspiciously secret-tagged linedefs on the automap. The library south wall is also no longer incorrectly tagged as not to show up on the map.

Fixed the misaligned, improperly pegged door side texture in the big wall that opens up to the north of the big lava pit.

The lift leading into that room overlooking the big lava pit can now be traversed both ways.

You can actually fall into the lava in (-948,1836) with no way out. Narrowed that section accordingly.


**Map23**
Reduced number of sectors and number of secret sectors (doorway into the actual secret also flagged as secret) in the southeastern secret.

Fixed lone floating rocket by the crate north of the G.


**Map25**
Northwest baron/chaingunner teleport ambush was double-triggered and one of them did the opposite of what it was supposed to do. That entire area has been redone as a creepy wooden shack, to get rid of the arbitrary anti-jump invisible blocking lines.

Also added a sector to make sure noises pass through to those two individual monsters.

Unstuck serpentipede # 444.

The exit room seemed a bit dark for that lava so I took the liberty of changing it to 5% and a hot (but solid) rock texture.

Overhauled the starting entrance to explain why you were stuck in a little cramped chamber that you could only exit by shooting something behind you.


**Map32**
Got rid of the double-sector red key lift, in favour of just the outside portion being the lift.

Fixed all the windows so you can't jump through them in GZDoom under normal circumstances. Added some decorative railings.

Marked the berserk secret so it can be found without checking the automap (and can no longer be found by checking the automap), but in that specifically annoying, obtuse way that everything else is intentionally done on this map.

(NOTE: these Map32 fixes are pending another major improvement to this map that rednakhla is working on and may be overridden by other decisions in their version. I'm just throwing this out there as a temporary fix as we do not appear to have a timeline for that version yet. If it is completed before this PR is merged I'm more than happy to add it here.)

* levels: fix map15 western secret lift bug.

Using the lift from the bottom would sometimes fail if there are monsters. This seems to be an unusual nodebuilding-related glitch.

Moving the bottom activation to a separate wall switch seems to get around this.

* levels: allow map15 supersecret armor in easy/med.

Easy also allows one of the medikits.

Before this change that room was completely empty outside of hard.

* levels: use new texture on map16.

* levels: map21 fixes.

The lava groove border could be jumped into as it was exactly 32 units wide. Reduced this all around to 24, and added a damagefloor there just in case.

One lava damage floor had 20% for no apparent reason where everywhere else the player would be expecting it to do 10. It now does 10.

Rearranged a bunch of stuff in the final corridor for the bricks to line up.

* levels: tutti-frutti on southern computers.

There's now a gap between the ceiling and floor computers. It looks less bad than either the tutti-frutti or lowering the main ceiling so that the wall textures are cropped off.

* levels: remove map26 obligatory damage.

It appears that the collapsing bridge may have been intentionally designed to be impossible to cross without jumping, requiring the use of the damagefloor route to progress. There is now a radiation suit just before the blue key door, and stimpacks along the damagefloor route are now replaced with a bunch of health bonuses and a stimpack on the other end of the teleport.

Some of the sectors in the early part of the map have been simplified and useless line triggers (W1 on one-sided, etc.) removed.

(A similar note applies to this as for Map32 in this PR, but I'm the one working on the bigger change this time.)
2023-03-10 07:31:30 -03:00
mc776
23dca4b7be
flats: remove vert. lines in fbodies and flat5_6b.
There's no way they're going to tile with the equivalent wall textures and I don't think that's even a realistic goal, but at least it should be close enough not to be immediately noticeable in software mode (cf. when someone tries to use FLAT5_6 and the bloody skull wall, which is what prompted this to begin with).
2023-03-04 13:11:44 -08:00
mc776
38d6377b7e
flats: add bloody skulls and bodies.
Every time I need to do something with gross hell textures I'm surprised again that the clearly already 64x64-tiled gore in WALL76_1 and BODIES (SKULWAL3 and SP_FACE2) aren't available as flats.

If we've reached some technical limit for flats this can be closed, but it would be nice to have this stuff look consistent from above and the side on certain structures.
2023-03-04 00:25:51 -08:00
mc776
f496ae47c8
patches: [BUGFIX] expand gcratem1 to 8px. (#887) 2023-03-03 14:18:42 -03:00
Simon Howard
1c2ece528e
Merge pull request #863 from Applemunch/master
Update 2022 instances to 2023
2023-03-02 12:55:44 -05:00
Simon Howard
98e3185df6
Merge pull request #875 from mc776/newhealthpickups
sprites: upgrade health pickups.
2023-03-02 12:52:45 -05:00
mc776
5cf4f0d559
Merge branch 'freedoom:master' into newhealthpickups 2023-03-02 07:37:32 -08:00
mc776
75c98e73b9
patches: normalize crate shading. (#884)
Issue #866 turns out to be the case for all of these.

The little wood crates and VGCRATE1 are already normal in their shading.

The big wood crates are a mix of contiguous or outlined on both sides; the wood grain means any such stuff isn't very visible anyways.

I've also updated *CRATEM1 to give them the dark lined look the ends of the crates have. This might make the repetition too obvious but overall it seems like an improvement.
2023-03-02 07:34:07 -03:00
mc776
6f5067e328
textures: add smaller MIDSPACE. (#885)
A lot of IRL chainlink fences aren't nearly as tall as the full-height 128-unit texture we have now. An extra fence texture can be useful when creating more realistic environments.
2023-03-02 07:32:52 -03:00
Shinosarna
28751f6d0a
Edit to E1M2 (phase 1) (#851)
* Update e1m2.wad

* Update e1m2.wad

Changed two encounters with Pinkies to not be closed arenas (the one when you get the blue key, and the one right before the end of the map)

* Update e1m2.wad

Visual edits by mc776. Also I added a new secret right before the end and made some visual tweaks to better indicate other secrets.

* Update e1m2.wad

Edits by mc776 and minor by me, changing the final outdoor area to be bigger and more interesting, changed the lift to the secret in sector 64, and fixed misalignment of step texture of linedef 428.
2023-03-02 07:31:34 -03:00
mc776
d9826a7884
patches: normalize BCRAT32. (#883)
Addresses #866.
2023-02-28 15:26:33 -03:00
mc776
bd38ac83f4
Merge branch 'freedoom:master' into newhealthpickups 2023-02-27 08:02:24 -08:00
Steven Elliott
e55f503fba
manual: Update chapter refernce to episode (#880)
Update "C1M3" in the manual to "E1M3".
2023-02-27 12:58:08 -03:00