* Line 379 midtexture changed to SUPPORT3
* Sectors 85 and 86 deleted
* Lines 452 and 454 midtexture changed to TEKWALL4 and special set to 0
* Line 453 midtexture changed to BROWN96
* Lines 189, 214 and 216 lower texture changed to BROWN1 and offset 0,0
* Sectors 31, 32 and 37 floor changed to SLIME16
* Sectors 31 and 32 ceiling changed to CEIL5_2
* All waterfall lines set to special 0
* Line 577 changed to DOORTRAK
* All instances of STUCCO replaced with SLADWALL
* All instances of FLAT5_5 replaced with FLOOR7_2
* All instances of FLAT5_2 replaced with CEIL5_2
* All instances of BROWN96 replaced with BRICK7
* Lines 549, 550, 552 and 554 set to lower unpegged and offsets
lowered by 16
* First door made manual, associated extra vertexes removed (goes
against convention and expectation, also annoying to deal with)
* The one instance of FLAT1 replaced with FLAT20
* Sector 92 ceiling changed to FLAT20
* Sector 110 ceiling changed to FLAT20
* Sector 110 floor changed to CEIL5_1
* Sector 109 floor changed to RROCK10
* Sector 111 floor changed to RROCK10
* All instances of RROCK03 replaced with CEIL5_10
* Lines 174, 175, 222 and 224 removed (I don't see the point in having
SLADWALL in the corners)
* Sector 122 floor and ceiling raised by 64 (to compensate for the
lack of raise ceiling to nearest adjacent ceiling in non-boom)
* The exposed lower textures of sector 122's lines set to SLADWALL
* All instances of ASHWALL2 replaced with BIGBRIK2
* Line 643 special changed to 5
* Line 644 special changed to 19
* Line 547 special changed to 38
* Sector 121 (switch to lower red armor) sunken into wall, rather than
extrude, to prevent exploit to get armor early
* Sector 35 (center window in the E1M1-esque room) (and its adjacent
stairs) narrowed by 16 units on each side to prevent straferunning
out of it
* Line texture alignments adjusted for above change
* Lines 10 and 13 specials nullified
* Sectors 4 and 23 tags removed, brightness on both 192
This was originally created by Da Werecat, but changed around to fit
the Freedoom theme better, and be internally consistent with the font
by Mechadon.
resolves#45
Git is not within the reach of most contributors, so let's
de-emphasize its importance. It would be nice if more people
submitted things via pull requests, but it's a fact-of-life for
Freedoom committing to be done by more technically-minded people
(typically its maintainers). Point instead to the forums, issue
tracker, and file sharing sites as the common and accepted means of
submitting work.
[[Committer note: There were two versions on display in the thread for
the submission of these resources. As Daniel is not actually using
Git himself, I made the mistaske of using the first version he posted,
along with the template for the second version.]]
Rework CaptainW's FreeDM logo so that the "Free" and "DM" portions
are arranged vertically rather than horizontally. Update the dist/
directory to generate the installed FreeDM icon by scaling down
this image.
Division behaves differently in Python 2 and Python 3; in Python 3, an
integer is converted to a float when divided. To get consistent and
deterministic behavior regardless of the version of Python being used,
use the // integer division operator for this one calculation.
A couple of scripts were not Python 3 compatible. Update smtextgen to
use print() instead of bare print, and update the texture build script
to use the correct binary mode for writing binary files.
Tweak the code used to build the GENMIDI Lump so that it properly
supports Python 3 for build. Tested use cases were:
* Normal build
* a2i-to-sbi script to convert AdTrack2 instruments to SBI format
* dumpgenmidi script to dump the instruments from a GENMIDI lump.
* Running genmidi.py, sbi_file.py, a2i_file.py standalone to print the
contents of files in their respective formats.