This PR adds a LANGUAGE lump based on the lump from GZDoom in a classic format, which makes it possible to translate Freedoom into other languages. The Spanish translation was done by Discord user a19684361
This include reduced vertexes and wadptr compression, in the case of MAP03 it's actually quite of a hell to compress the vertexes as the maps has alot of unnecessarily high amount of vertexes with little to no reasons, this also alters the gate texture in MAP03 to replace the DOORSTOP texture with SUPPORT2 texture instead as it could cause visible seams in vanilla.
* sprites: simplify FCAN.
(also update the flame, apparently)
When the current fire can sprite was first introduced it came with a small, straight blue flame, in keeping with the appearance of a pressurized canister full of flammable gas: https://github.com/freedoom/attic/blob/master/sprites/raymoohawk/old-fcan/fcana0.png
It made perfect sense internally, but broke a lot of maps that used this actor (including FD's own Map16) as a generic rough yellow flame effect.
This was amended so that the flame's shape looked more like the slanted id one, but stayed blue: https://github.com/freedoom/attic/blob/master/sprites/raymoohawk/newer-fcan/fcana0.png
Eventually it was decided we could differentiate from id enough by doing the exact opposite - keeping the colour but changing the shape, resulting in the current yellow flames going up. Unfortunately by this point it was clear that the pressurized canister had long stopped making sense, but I'd already done the flickering lighting animation effects on it and didn't feel like making any changes.
This bugged me for years until today I decided to splice together something from the nukage barrel's bands and here we are.
* sprites: update new FCAN offsets.
The new flames don't throw particles quite as far up.
I'm still stuck with grossly subpar recording gear right now, but this is urgent (or rather *long* overdue) as per discussion in #1486.
DSPUNCH is just me punching myself in the arm run through a *bunch* of stuff in Saucedacity until it started to sound like a punch ingame instead of a weird tinny click.
DSSKEPCH is that same sound remixed with a bit of DSSWTCHN for a vague impression of a metallic echo.
Since these will be printed on real dead paper and sent out in the
world, it seems like it may be a very good idea if we can identify what
version they were built from.
Without this it looks a little bare. Note that this is not an actual
heading, because otherwise the Table of Contents will appear in itself,
which is weird.
This bigdoor texture is weird as the patch is off center, then used twice in the texture to re-center it: once offset by -4 (-5 in id), then once again to fill in the gap on the right.
The id skulls are miscentered: they're in the middle of the *patch*, but get shifted off center on the *texture*.
The Freedoom skulls overcompensate, as though the offset were -8 instead of -4, with the result that the final texture is off to the right by 4.
This edit shifts it back towards the center of the final texture, as well as exposing a bit more of the wood around and between the skulls where it had been a solid dark brown.
By setting the `role=bare` property on these links, the URLs do not get
included in the text of the print PDFs. While we want to include the
URLs for most links, in some cases it doesn't add anything and is just
disruptive to the flow of the text.
Specifying `media=print` changes Asciidoctor so that URLs are included
inline in a way that can be read in printed media. For printed manuals
this is obviously what we want, though we should still keep the regular
version around for the binary distributions, since they retain the
internal links.
When uploading to Lulu.com an error was being produced, and with some
experimentation I discovered it was due to the `[%always]` tag used to
force page breaks; removing it fixes the problem. To ensure the Table of
Contents appears on the right page, I added a small amount of copyright
blurb to page 2.
This required some adjustment of the template to increase the size of
the box on the rear cover containing the text.
Text was translated by Google Translate; I have not yet had native
speakers verify the accuracy of the translations.
We generate the previous SVG by doing sed substitutions to insert the
front cover and spine titles, plus the rear cover text. A follow-up
commit will generate the French and Spanish covers as well.
This is not invoked as part of the normal build process, and shouldn't
be: we only ever want to build the cover PDFs when we're uploading them
for printing, and don't want everyone who wants to build Freedoom to
have to install Inkscape. However, we should nonetheless include it in
the CI to check that the build step works.
Since we want this to become an actual book, we need the generated PDF
to properly look like one. This required a bit of Asciidoc mangling but
mostly looks right.