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>
re-applied from 13abc23c:
- remove zdoomism from backpack secret's door
- fix pegging on armour secret's door's tracks
- remove several unnecessary linedef and sector tags
Also make the chainsaw secret less obvious, by making linedef 2654
secret. There is already a subtle visual hint (look at the bottom
of the wall)
Signed-off-by: RjY <rjy@users.sourceforge.net>
- make teleporter exit point thing 11 in sector 116 exist on all skill
levels, so the final chaingunner for the blue key trap can teleport
- make it harder to get the blue key without triggering the trap, by
copying the trigger on linedef 941 to linedef 641 as well
- change specials of linedefs 2168 and 2170 to be manual, so the door
can be opened without relying on implicit manual zero tag behaviour
- make the slime alcoves in the yellow key corridor damage the player
- set lower-unpegging flag on doortracks for the armour secret and the
blue key door (sectors 247, 374; linedefs 1472, 1475, 2176, 2182)
- remove unnecessary tag 46 from sector 46 and its surrounding linedefs,
since the door is a manual one.
- remove unused sector tag from linedefs 154 and 168
"Trivial" meaning only object properties changed, not references, so a
small diff and no nodebuild required.
See also <http://www.doomworld.com/vb/post/964728>
Signed-off-by: RjY <rjy@users.sourceforge.net>
These resources were:
- unused by any map,
- in the wrong palette,
- and broken on Chocolate Doom (FreeDM)
It's easiest to remove them.
This reverts commit 7021f0037e.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes in <http://www.doomworld.com/vb/post/957373>:
>I can assure you that these lack any copyright issues. These were all
>mixed from my personal collection of sound effects that I recorded
>myself.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Edited together from existing TROO* and SPOS* sprites.
Modifications:
- convert PNGs to GIFs (TROO[N-P])
- symlink TROO[Q-U] which are identical to corresponding SPOS[Q-U]
- update buildcfg.txt using SPOS sprite insertion points as a guide.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Catoptromancy writes in <http://www.doomworld.com/vb/post/963232>:
>Initial fixes: 4 player starts, no telespawns, exits, all things have
>all skill levels.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Tweaked for vanilla compatibility by Catoptromancy,
who wrote in <http://www.doomworld.com/vb/post/963232>:
>Tried really hard on mech1 but it is way too open. There are many
>places in the map that can see to other side. Only way to cure the
>massive HOM was to make those 4 ledges to be walls to block sight. A
>few other areas were also slightly gameplay touched to get rid of tons
>of linedefs.
>Mech7 was much more closed and I could leave much more detail. Still
>had to get rid of ceiling lights or simplify them. Mostly just squared
>corners and got rid of step borders.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Remove the #ifdef FREEDM section that makes all monsters appear as a
black silhouette. This leaves sprites/{blank,nomonst}.gif unused.
I believe the plan is that FreeDM will become a vanilla-compatible IWAD
that the user can use with Chocolate Doom to play single player vanilla
maps, so real monsters are needed in it.
Signed-off-by: RjY <rjy@users.sourceforge.net>
With shareware gone, only Doom2 and Ultdoom remain, and in particular
there is no non-Ultdoom Doom1 target. Therefore #ifdef ULTDOOM sections
inside #ifndef DOOM2 sections are just extra clutter.
Signed-off-by: RjY <rjy@users.sourceforge.net>
I found this checking for duplicate lumps in the built IWADs.
It wasn't used as the "real" D_E3M4 overrode it.
Signed-off-by: RjY <rjy@users.sourceforge.net>
This was a lot easier to do without having to worry about shareware!
Thanks to Sodaholic for reporting:
http://www.doomworld.com/vb/post/952575
Signed-off-by: RjY <rjy@users.sourceforge.net>
Consensus that the "shareware" target was no longer necessary was
reached long ago[1]. It just needs to actually get done. Thus:
Makefile:
- remove shareware targets
buildcfg.txt, textures/combined.txt:
- remove #ifdef/#ifndef SHAREWARE sections (almost entirely #ifndef)
graphics/help2.gif:
- remove symlink, help2 screen was shareware-only
gitignore:
- remove shareware files no longer built
textures/shareware:
- remove directory
--
[1] http://www.doomworld.com/vb/freedoom/52758-removing-shareware/ .
In particular, Jon wrote:
>The original purpose of the shareware IWAD was to have a smaller set of
>resources to target 100% completion of. That was probably met a long
>time ago.
More recently chungy wrote in <http://www.doomworld.com/vb/post/957707>
>Removing the "demo"/"shareware" version of Freedoom has been discussed
>but it's never been done. Actually it's a bit easier to just leave it
>in than to remove it. (It'd be pretty easy to get rid of it anyway, but
>nothing is really gained from it)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Link d_inter and d_bunny to nb_nmare/n_ampie.mus. Still both
placeholders. See also http://www.doomworld.com/vb/post/960466
Signed-off-by: RjY <rjy@users.sourceforge.net>
- stop confusing F and S:
- F is filename of subdirectory (lower case, no spaces)
- S is screen name (mixed case, possible spaces)
- if a field is empty, remove it completely.
Signed-off-by: RjY <rjy@users.sourceforge.net>
delete sidedefless lines 781, 791
these can potentially crash the game although they were in the void
allow door out of first room to open
set linedefs 21, 61 to type 1 manual door
set passuse on line 131 for completeness' sake
fix secret area entrance
sector 93 and linedef 394 have tag 12
remove special from linedef 457 (not needed)
fix lift up to red key (sector 115)
set tag 13, also linedefs 559, 562
fix lifts in penultimate area, after red key teleporter
sector 132 and linedefs 666, 680 have tag 14
sector 133 and linedefs 623, 661 have tag 15
change hanging body (thing 73) to non-blocking version
fix secret area count
mark sector 94 as a proper secret for which you get credit
remove spurious tag 7 from sectors 127-129
cosmetic fixes
stop secret area entrance tracks descending with floor
clear lower unpegged flag on linedefs 456, 458
fix alignment of wall behind lift up to red key (linedef 562)
prevent walls under crushers in final area from moving with ceiling
set lower unpegging flag on linedefs 747, 752, 754
fix various misaligned STONE2 ugliness in final room
Signed-off-by: RjY <rjy@users.sourceforge.net>
This patch fixes a long-standing bug where the first three Doom1 sky
textures used the Doom2 sky patches, giving them the wrong appearance.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
solid hanging corpses made non-blocking
- 27 and 28 blocked a player attempting to hurl himself off
the red key platform.
- 152 was an irritatingly invisible blockage in the final corridor.
Unfortunately Freedoom's version of this sprite is a lot smaller
than Doom's.
- 68 and 119 are mostly cosmetic, but fix them anyway.
fake manual zdoomisms fixed
- linedefs 492, 493: the drawbridge already has a tag 5, set its sides
to have the same tag.
- give linedef 194 and sector 10 tag 14 so the red key platform sinks
into the lava correctly.
- give linedefs 116 and 118 and sector 11 tag 15, so you can get out
of the lava after said platform has sunk.
incorrect door track pegging fixed (linedefs 817, 819)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Catoptromancy writes in <http://www.doomworld.com/vb/post/949221>:
>This should be updated to map24 [...] The current 0.7 map24 is actually
>a brand new udoom map I swapped in since mine was far from finished.
Reset map24 symlink back to catoptromancy/map24.wad
(Partially reverts 0c4144eba0)
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>