These are some initial PC speaker sounds that cover most of the common
sound effects, made by GhostlyDeath. Some discussion can be seen in
the thread on Doomworld:
http://www.doomworld.com/vb/freedoom/65535-wip-pc-speaker-sounds/
Signed-off-by: Simon Howard <fraggle@gmail.com>
Change comments:
Map15:
-Removed an impassible line in Red key area, now cacodemons can reach
players without trouble.
-Replaced an Imp for a Cacodemon
-Removed block sound lines in the red key area where 2 shotgunners can
be found near of the lift.
-Added "block Monster" lines for the imps that are near of the
chaingunner and shotgunners. so imps cannot be killed by them.
Map28
-Removed 4 chaingunners on the yellow key swicht, now the enemies that
will appear there would be defined by the skill level:
Easy: Zombieman
Normal: Shotgunner
Hard: Shotgunner
-Removed 2 hell knights on the yellow key area, now they are replaced
by imps.
-Removed the floor damaged on the blue key are where players find the
swicht where the rocket launcher is found.
-Removed the revenants on the blue key area near of the bloodfalls.
now they are replaced by chaingunners on all skills. this change was
made due revenants were to hard to kill in that place and also a waste
of ammo, now chaingunners provide a bit of challenge while they can be
killed easily.
Those are the final revisions for the maps. and i dont going to update
them until more players tells if the maps are still harder for them
Signed-off-by: Simon Howard <fraggle@gmail.com>
He writes (in readme.txt):
>Notes: I love your work so I thought I could contribute. When I played
>through Ultimate Doom variation of FreeDoom I noticed that map E1M3 was
>largely unfinished. So I began to make my own vanilla version of it. I
>used only resources from shareware episode becase I wanted to be as
>close to the original as possible. The layout is similar and the level
>has an exit to E1M9. I don't know if you'll use it, that depends
>entirely on you. Enjoy!
DW: http://www.doomworld.com/vb/post/1141864 ,
http://www.doomworld.com/vb/post/1143935 (update)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Replace the current poor-quality handcrafted GUS configuration with
a script that programatically generates an optimized configuration
file based on statistical analysis of music from various popular WAD
files.
The PLAYPAL generation script (playpal.py) generates the full PLAYPAL
lump from the base file, but this actually contained all the palettes.
Truncate to just the main one.
Thanks to Fabian Greffrath for reporting this.
With a couple of exceptions, the majority of OPL instruments sound
better when adjusted down by one octave. It seems likely that the
original BSD instruments were supposed to sound this way and we've
been playing the wrong notes all this time.
Sodaholic writes:
>CRATOP1 - Fixed two stray dark pixels in the corner, tiling will be far
>less noticeable now.
DW: http://www.doomworld.com/vb/post/1066669
Signed-off-by: RjY <rjy@users.sourceforge.net>
:Name: Pain Elemental design
:author: Wesley Johnson
📅 4/11/2012
:version: ver 5
::END
email: john <obfuscate> son 2412 <@> usgo <dot> net
Pain Elemental complete Sprite set.
Custom designed for FreeDoom, for compatibility with existing FreeDoom sprites.
With wadinfo.txt
- Description:
Pain Elemental consisting of green metal mesh, with seven flaming
heads inside.
The largest head (red) exits to becoming attacking head.
Dies with green burning mesh.
DW: http://www.doomworld.com/vb/post/1067901
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes:
>Dunno if this is going to be considered to be in poor taste, but here's
>a Commander Keen replacement I threw together today. (for the record, I
>love cats, and this is just a joke)
>fraggle said:
>>This is all your own work, right? You drew the cat and the rope
>>yourself?
>Absolutely, every single pixel of the animation was done from scratch
>in about an hour.
>fraggle said:
>>This is a completely original character, right? It's not a depiction
>>of a cat from a cartoon, video game, webcomic, or anything like that?
>Completely original, it's just a generic cat, not any specific one.
DW: http://www.doomworld.com/vb/post/1061751 ,
http://www.doomworld.com/vb/post/1062431
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
Swap the offsets of the two segs on the front side of line 2544, the
exit switch. Seg 235 (from 0 to 48) had offset 48, and 236 (48 to 64)
had offset 0. Clearly these are the wrong way round.
Only noticable in engines that do not use the GL nodes in this map,
and have not yet switched to recalculating seg offsets themselves,
after that spate of wads with bad seg offsets circa late 2005.
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