It's a bit louder, to help get abetter sound quality from the 8-bit PCM sample.
Synthesized with Zyn-Fusion in Ardour 5, also uses some processed voice recorgins I made.
* More intermission text adjustments
I still hate that "...", but I'm starting to think the aggravation is not really that itself but the use of a direct quote for "you" the player for something they never actually said.
So looking at the E4 text again to see how it could be avoided, I noticed a bunch of other little weird things... the past tense on the first sentence clashing with the rest of the present tense; the "despite" doesn't really fit with the logical progression; and while I know exactly what "plump down" was intended to convey it seems a bit nonstandard. It's also missing punctuation at the end, in contrast with the other intermission texts.
Here's a somewhat significant rewrite to get around those issues.
I've also made smaller changes to C5 and C6 for similar reasons.
* Got rid of that column of "you"s.
* Spacing.
Update the dehacked lump info to fix various punctuation,
capitalization, and grammar errors, as well as made the text flow a
little better throughout the game, making it seem more professional.
The legs were reworked as well, matching the changes done to the front.
The shoulder pads movement was toned down, and the left arm was changed
so it's movement is a bit less abrupt and can actually be followed.
Other minor tweaks and size was made proportional to the front frames.
Reworked the legs so it looks more like actual walking.
I also reduced a bit the sudden swing with the weapon that
it does in the middle of the walk.
I've made it so it actually looks like he's holding the gun
rather than just punching it. And I've tweaked a bit the helmet
and some minor details.
Some of the sprites have changed since the help screen was first put
together and are now overlapping with each other slightly. In
particular the box of shells is overlapping with the weapon above it.
Adjust positions by a couple of pixels and give some extra space.
FreeDM had a special override to use an animated rocket for the menu
selector, a tweak to make it more deathmatch-appropriate. Unfortunately
the rocket animation is too wide and causes Chocolate Doom to error out
when the help screen is brought up (F1) with "Bad V_DrawPatch". Even if
the horizontal offset is adjusted it will overlap with parts of the help
screen and obscure them. I think the easiest solution is to just remove
the override.
The firing frames for the zombie and assault tripod look weird if they're not
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.
This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP