Sodaholic writes:
>Due to the nature of the engine's sprite flipping, the Imp was often
>misaligned in many rotations, only way to fix it being to add
>horizontal "padding" to the image. So, that's just what I did. With
>this patch, the Imp will be correctly aligned when being viewed from
>angles 6-8.
DW: http://www.doomworld.com/vb/post/1052790
Signed-off-by: RjY <rjy@users.sourceforge.net>
This is a functioning (but awful) configuration file for the
Gravis Ultrasound card, which is usually stored in the IWAD as
DMXGUS / DMXGUSC. I constructed this by hand, and at least it's
better than nothing. Also included is a sanity check script that
checks the configuration will fit in the memory limits of the card.
This adds the remaining changes from horncomposer's modified version
of the old GENMIDI lump. Details from his accompanying text file
follow:
2/6/11- Replaced Electric Piano 2 (patch 5) - with the high pitched attack :)
Replaced Acoustic Piano (patch 0) - Serves as model for other pianos
Replaced Bright Acoustic Piano (patch 1)
Replaced Electric Grand Piano (patch 2)
Replaced Honky-tonk piano (patch 3) - Added "out of tune"
Accidentally discovered a good Electic Piano 1 (patch 4) - with chorus
This adds a good number of the missing percussion instruments. These
come from a dump of Matt Cadirao (horncomposer)'s modified version of
the old GENMIDI lump.
Config lists the instrument files to use to build the GENMIDI lump.
Some instruments are not yet provided and are nulled out using a dummy
SBI file that doesn't play anything.
Move C code into subdirectory as it will soon be only of historical
interest. Add extra program to dump SBI instrument patches, switch
to using OPL2 instruments, and ignore "null" instruments (all-zero).
Doom 1's versions of the STEP1-3 textures are 32x8 in size and based on a
single patch. Using multi-patch versions of the textures causes problems
when playing WADs like phobos-v.wad that use it as a mid texture.
Using a multi-patch texture on the middle texture of a two-sided linedef
causes the so-called medusa effect in vanilla, so in FreeDM it is a bug.
In dm02, we have several lines which use GRAY4 as a middle texture, with
silver borders above and below. These are all in front of a thin sector
backed by a one-sided line with GRAYBIG on it. So:
- set two-sided lines to have middle texture "-" instead of GRAY4;
- set one-sided lines to have middle texture GRAY4 instead of GRAYBIG;
- adjust a few texture alignments.
The sector formerly behind the GRAY4 lines is now visible as a thin
silver line in front of them, above and below the silver borders.
Freedoom's menu font is wider than Doom's, but vanilla-like engines such
as Chocolate Doom hard-code the location of the indicator to the right
of the graphic detail menu option, so it ends up overdrawn.
Apply a patch x-offset of -15, as suggested by shadow1013 in
<http://www.doomworld.com/vb/freedoom/57738-option-menu-bug/>.
[RjY: note: I am slightly concerned that it is just papering over the
cracks of an engine deficiency, and will cause problems for any engine
that tries to be more intelligent about setting out its menus.]
[RjY: despite the high visual detail it seems to be vanilla-compatible,
at least it was fine running around for 10 minutes in chocolate-doom]
Signed-off-by: RjY <rjy@users.sourceforge.net>
The borders around the two ceiling computers in the first room (sectors
21 and 23) had TLITE on them, which looks awful in such a sector, so I
changed it to "something generic and grey" (CEIL3_5)
Thanks to Protox in #freedoom for the report.
Add fraggle's sample DeHackEd patch to change the names of all game items
to differ from those of id's original. He writes:
>[...] I've put together a BEX patch that changes various text strings.
>I made up some temporary names for things where necessary; suggestions
>for better names are welcome.
[RjY: I tweaked the shotgun pickup message for consistency; it was the
only weapon pickup message not ending in an exclamation mark]
DW: http://www.doomworld.com/vb/post/978557
see also http://www.doomworld.com/vb/post/978527 for rationale
Signed-off-by: RjY <rjy@users.sourceforge.net>
The placeholder monster sprites (those with the graphic not done
template overlaid) aren't used any more; nothing is linked to them.
Therefore speed up the build process by skipping this step.
This almost compensates for the extra time required to build Freedoom
since the helper scripts were rewritten in Python (joking)
Sodaholic writes:
>Fixed minor visual inconsistencies in the existing new medikit, made a
>berserk pack version, and did a new stimpack.
DW: http://www.doomworld.com/vb/post/972742
Signed-off-by: RjY <rjy@users.sourceforge.net>