It's a bit louder, to help get abetter sound quality from the 8-bit PCM sample.
Synthesized with Zyn-Fusion in Ardour 5, also uses some processed voice recorgins I made.
* More intermission text adjustments
I still hate that "...", but I'm starting to think the aggravation is not really that itself but the use of a direct quote for "you" the player for something they never actually said.
So looking at the E4 text again to see how it could be avoided, I noticed a bunch of other little weird things... the past tense on the first sentence clashing with the rest of the present tense; the "despite" doesn't really fit with the logical progression; and while I know exactly what "plump down" was intended to convey it seems a bit nonstandard. It's also missing punctuation at the end, in contrast with the other intermission texts.
Here's a somewhat significant rewrite to get around those issues.
I've also made smaller changes to C5 and C6 for similar reasons.
* Got rid of that column of "you"s.
* Spacing.
Update the dehacked lump info to fix various punctuation,
capitalization, and grammar errors, as well as made the text flow a
little better throughout the game, making it seem more professional.
The legs were reworked as well, matching the changes done to the front.
The shoulder pads movement was toned down, and the left arm was changed
so it's movement is a bit less abrupt and can actually be followed.
Other minor tweaks and size was made proportional to the front frames.
Reworked the legs so it looks more like actual walking.
I also reduced a bit the sudden swing with the weapon that
it does in the middle of the walk.
I've made it so it actually looks like he's holding the gun
rather than just punching it. And I've tweaked a bit the helmet
and some minor details.
Some of the sprites have changed since the help screen was first put
together and are now overlapping with each other slightly. In
particular the box of shells is overlapping with the weapon above it.
Adjust positions by a couple of pixels and give some extra space.
FreeDM had a special override to use an animated rocket for the menu
selector, a tweak to make it more deathmatch-appropriate. Unfortunately
the rocket animation is too wide and causes Chocolate Doom to error out
when the help screen is brought up (F1) with "Bad V_DrawPatch". Even if
the horizontal offset is adjusted it will overlap with parts of the help
screen and obscure them. I think the easiest solution is to just remove
the override.
The firing frames for the zombie and assault tripod look weird if they're not
shown in full brightness, so add a dehacked tweak to set them to full
brightness. Doom has the same bug but it isn't quite as noticeable.
This could theoretically cause a mod compatibility issue since unexpected
frames might be fully lit. However, (1) the worst that can happen is a minor
cosmetic issue, and (2) I don't know of any actual mods this affects (maybe
there aren't any). I think the benefit outweighs the potential downside.
-Fix drawseg overflow when facing east at the northwest outdoor area of
the map. This was done by partitioning the sector connecting the outdoor
area of the map. Other overflows were addressed by moving some lines
further inside the map.
-Various difficulty, item, and level tweaks.
-Rebuilt nodes and blockmap with ZokumBSP
Tweaks and fixes to the Chapter 1 maps. The following changes are:
-C1M1: Add line to block Imps near blue keycard. Adjust difficulty
settings on secret green armor and box of shotgun shells.
-C1M3: Minor difficulty tweaks. Fix tutti-frutti effect near the
end of the level.
-C1M4: Fix missing "SFALL" texture and tutti-frutti effects. Adjust
difficulty, primarily the amount of damage the toxic can do. 20% damage
toxic on the fourth level of the first chapter doesn't fit right.
-C1M6: Difficulty tweaks and edits to improve map flow. The way the
yellow keycard is retrieved has been changed in favor of a more
common "Open Door Stay (Fast)" action instead of the instant
floor raise trick to prevent confusion to less experienced players.
-C1M7: Difficulty tweaks. Fixed missing texture after grabbing red
keycard. Fixed tutti-frutti effect.
-C1M9: Implemented actual difficulty settings, as the map doesn't have
any. Added deathmatch spawns as this is the only map without any.
Added more items and other map edits.
-All: Rebuild nodes and blockmap with ZokumBSP