Freedoom Phase 1 needs endgame screens for the ends of episodes
2, 3 and 4. Add some basic screens that are essentially just
screenshots from level 8 of each episode. Set END0-END6 to be the
dummy empty graphic so that the game doesn't crash after E3.
This (for the time being) fixes the most egregious problems in #32.
Freedoom has grown to no longer focus on any single IWAD anymore, in
addition to becoming more of its own entity than a simple Doom-clone.
Use somewhat simpler language in the README, rather than bombing with
a technical term like IWAD right from the start, in addition to
explaining a bit more about what being Doom-compatible means.
The FreeDM project has spent a bit too much time in the shadows, even
moreso than the more recent Ultimate Doom-compatible IWAD. Give it
some spot light in the README and officially document its special
adherance to vanilla-compatibility.
Finally, lowercase "free software", even the FSF doesn't capitalize it
and we aren't writing in German in this document.
After some discussion and consensus[1], Freedoom's IWADs are now
uniquely named independently of Doom's file names:
* freedoom1.wad: Phase 1
* freedoom2.wad: Phase 2
The original intention was that Freedoom would be a complete drop-in
replacement for Doom, so that you can just use Freedoom's doom2.wad
rather than id Software's. What has happened, however, is that people
often desire to have Freedoom installed alongside Doom, and try to
uniquely identify it via filenames for multiplayer servers. This has
resulted in lengthy lists of unofficial IWAD file names implemented by
many engines to locate Freedoom, combined with gamers' personal
opinions on just how they should be renamed.
Even the Debian project, normally not one to modify upstream sources
so drastically, has been renaming our doom2.wad to freedoom.wad,
presumably so that Doom II can be installed simultaneously with
game-data-packager.
Given a free software engine, we can instead standardize on unique
names apart from Doom and get the majority of engines in use changed
over to these ones; users with engines that don't recognize the names
can instead use the near-universal -iwad command-line parameter, or
rename the files back to doom.wad or doom2.wad as needed.
[1] http://www.doomworld.com/vb/freedoom/66856-bikeshedding-renaming-freedooms-iwads/
DM24 has a secret exit, which causes the level to reset as it's not a
level that is supposed to have a secret exit. Swap it with DM15 so that
the levels progress through the MAP31/MAP32 secret levels.
This fixes#29.
As part of #10, link in some music tracks to fit FreeDM's levels,
using some of the currently-unused MIDI tracks in the tree. The
choices are made based on my own subjective opinion to try to fit
the levels we have.
DM17 is still missing music, and there is no music for the empty
level slots. Generally, the best music tracks have been used for
the early levels and the later ones are not as good. There's still
a lot of room for improvement.
We have had these graphics for a long time but they were never
finished and look ugly. For consistency, remove them and just use
the normal INTERPIC graphics for all the intermission screens.
By popular vote[1] on Doomworld we are ditching the "Ultimate" name
for Freedoom 1; the two IWADs are now named "Freedoom: Phase 1" and
"Freedoom: Phase 2". Rework the title screen to incorporate the logo
from the menu, and add a matching logo for FreeDM.
[1] http://www.doomworld.com/vb/freedoom/66855-renaming
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
FreeDM's levels should have different music to Freedoom (#10). Look
for MIDI files named D_DM?? to use for the levels.
For now this unfortunately means that the FreeDM levels are currently
lacking any music, as they're now all using the dummy (empty) MIDI
file. But hopefully that can be remedied soon ...
Consensus shows that the change in
2014-01-07T06:34:47Z!mikeonthecomputer@gmail.com was a bit too
extreme. Keep FreeDM as its own special thing, being much more focused
on multiplayer than the other IWADs, as well as being the
vanilla-compatible IWAD.
The resource PWADs have been around for a very long time and dated
from before Freedoom was capable of running as a complete IWAD on its
own. Few people ever cared about these files, as evident by a lack of
reports about freedoom_levels.wad not even being correct.
Additionally, the separate Zips for each IWAD is gone. With that,
Freedoom will be distributed as a single Zip file only that includes
all of the subprojects.
-Added more medikits only for skill Easy and Medium.
-Moved the Supershotgun that can be found in the left outside part of
the base, now its moved where the 2 chaingunners came down from the
lift.
-Moved the secret rocket launcher where the supershotgun was found
before, this because i consider rocket launcher being helpful for this
map and keeping in secret (in a secret lift where the 2 chaingunners
came down from the lift) was kinda hard for some players.
-Added Plasmagun as secret, can be found now where the rocket launcher
was found previously.
-Added BFG9000 as secret, can be only found on the secret exit.
-Added Megasphere as secret, can be only found on the right side of the
secret wall where some enemies came out.
-Change the texture of the secret walls near of the exit, which such
walls lead to the secret teleporter for the secret exit.
-Made some changes to enemies, and added back the "hard part" of the map
only for skill 4 (hard) this mean:
*the hell knight which teleported is back.
*chaingunners are back on the red key zone
*revenant is back on the left side of the base where player can find
*the rocket launcher.
*hell knight pair is back after players hit the swicht on the toxic
tower zone and head back to main zone.
*chaingunners at start are back.
*chaingunners near of the imp are back.
*Revenant on the small storage room is back.
*hell knight where player plays with the swicht (and can find the secret
swicht) is back
Only those monsters will appear on Skill4 (hard) as Cato pointed out.
newbs shouldnt be playing harder difficult skill at start.
-made some changes on enemy flags: some monsters will appear on skill
1-3.
DW: http://www.doomworld.com/vb/post/1228815
Signed-off-by: RjY <rjy@users.sourceforge.net>
Oops. Boom's dehacked parser requires an empty line to end the [pars]
section, otherwise the entire following section is interpreted as
par time instructions.
For now, Make is dependent on being run inside of the git repository,
at least if something like `make VERSION=3.14` isn't used. Will be
nice in the future if it can read from the VERSION file as a fallback.
When I wrote the README before, I was basically demanding the use of
Git's signed-off messages, which is just wrong-headed. Also change the
example commit so it uses an action stamp, no more hard dependency on
a sha1 identifier that may change if the repository is rewritten (has
happened) or moved to another VCS (has happened, also); additionally,
it's just a better example commit to use. :-)
Remove the "Build system" section which encouraged a "Do Not Touch"
philosophy which is also wrong-headed. Any change for improvement is
self-evident: should not tell people to not bother without explaining
themselves.
Also, rename the file so GitHub renders it nicely.
This replaces the default text screens with text screens more
relevant to Freedoom's level progression. The Double Impact end
text screen is imported in a modified form, and the episode 1-3
text screens ought to be considered temporary.
This replaces the statically generated colormaps with equivalent
colormap lumps that are generated by the colormap.py script (which now
has parameters to control the generated colormap).
Give a fourth channel blend percentage of zero so that the alpha channel
of the default fill colour (fully opaque black) is ignored. This fixes
the blue menu titles (skill, episode etc.) having black backgrounds.
The use of -colorize here blends 100% of the default fill colour (black)
into one or more channels of a greyscale image. Mixing in 100% black is
equivalent to nullifying the channel by setting it to zero, e.g. red
text is achieved by mixing 100% black into the green and blue channels.
It turns out, when passed more than one value (to affect all channels by
that percentage equally), -colorize looks for _four_ separate channel
values (RGB and alpha). If fewer are given, the missing ones inherit the
blend percentage of the first channel (red).
For red and white there is no effect, as the red channel is left alone.
But blue blends 100% of the red channel (thus, unwittingly, the alpha
channel) of fully opaque black into the image, making it fully opaque...
-moved an imp that was stuck on a console panel near of the swicht,
preveting the imp for moving futher.
-Size of the columns that hold tech pillar now are reduced, this for
preveting player getting stuck in middle of them
-Added 2 to 5 % damage to the acid pit of the tech pillars
-Added a new teleporter on the red key zone to reach the swicht that
open the door of the exit, this to help the player who dont know that
the teleporters where monsters come out are teleporters they can use. so
players can use both teleporters, one which is useful as shortcut to end
the level quickly and the other to keep the way of the level delevop
[ RjY: changes to submitted version:
- remove spurious dehacked lump (cf. commit 618b444049)
- set passuse flag on lines 1795, 1800, and 1806, so the lift can be
operated from below, and the door opened from above ]
DW: http://www.doomworld.com/vb/post/1222853
Signed-off-by: RjY <rjy@users.sourceforge.net>
- factor out command line generation: a new function _make_command_line
returns most of the command line for a transparent image rendering.
- Callers render_transparent_text and render_text append the output
filename and extra imagemagick options to colour the background as
needed. This means imagemagick is only called once per generated
image, which makes the process considerably faster.
- This also works around a bug in the current version of imagemagick in
Debian sid, which caused single-character graphics (e.g. winum*) to be
generated with a black background.
DW: http://www.doomworld.com/vb/post/1221810
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
The level name shown in the automap should be in the form:
"ExMy: Level Name" but for the intermission screen graphics we just
want "Level Name". Strip the leading level name if it is present.