- Linedef 379: Type 14498 to Type 133 (S1 Open blue door /fast)
- Linedef 383: Type 14434 to Type 135 (S1 Open red door /fast)
- Linedef 662: Type 15394 to Type 103 (S1 Open and stay)
- Linedefs 739, 1123, 1122: Type 13321 to Type 88 (WR Lower Lift)
- 24 Linedefs: Type 14574 to Type 34 (D1 Open yellow door (stay))
- Linedef 254: Type 213 (-- BOOM: Transfer floor light) left untouched
- import print_function
- wrap buffer, which is required in py3 to read/write bytes (not
strings) from stdin/stdout, but missing in py2 (gives AttributeError)
- add bootstrap/Makefile to generate/cleanup bootstrap/doom2.wad
- call bootstrap/Makefile from main Makefile as appropriate
- delete bootstrap/doom2.wad, add bootstrap/.gitignore
A trivial program to regenerate the doom2.wad "blob", needed to
bootstrap deutex and prevent it from leaking material from any
existing iwad into a new build, as described in bootstrap/README.txt.
This should address bug #67 (Fabian Greffrath)
Removed that infuriating invisible maze from the blue key path,
replacing it with a simple cage gauntlet. Made the yellow key room
teleport the player directly back to the hub room.
The "collapsing wall" effect in the first hallway in the game was poorly
done. It just fell instantly with no sound effects or animation, and
just ended up looking like a visual anomaly. Not something you want to
show the player on their first impression, so I took it out.
#35
Created C3M7 out of everything but the boss room from Map30, and
replaced the various Freedoom2 things and textures with Freedoom1
replacements. Still needs to be tweaked and Balanced
Fixed missing sector tag on monster pen teleporter, able to kill every
monster now.
Added hidden door to teleporter, moved secret tag off teleporter to
ajoining sector, fixed teleporter to teleport to hidden room.
A fairly short unskilled demo played with keyboard-only. Although the
map doesn't actually fully work in vanilla, I got killed before
problems would actually arise by playing it back in vanilla.