Commit graph

2976 commits

Author SHA1 Message Date
Just-an-anon
eca9f29039
levels: Pentagram removal for E2M3, MAP05 and MAP28 (#1358) 2024-05-05 18:01:16 -03:00
Just-an-anon
f5c55d0e7f
sprites: Updating the pistol sprites (#1357)
* sprites: Tweak the PISG sprites
* Tweaking the PISG offsets
* Properly palletted sprites
* Minor fix for PISGA0
Add lighting effects for firing animations alongside minor improvements.
Recenters the pistol offsets due to the newer sprite edits.
2024-05-05 17:59:38 -03:00
Xindage
6e7c506791
Merge pull request #1359 from Anonysussy/Custom-ENDOOM-screens
lumps: Updated custom ENDOOM screens
2024-05-05 17:55:00 -03:00
Just-an-anon
8e17c1ac18
Merge branch 'freedoom:master' into Custom-ENDOOM-screens 2024-05-03 15:16:54 +07:00
Simon Howard
a5b06c50c8
Merge pull request #1366 from Donowa93/master
Replace Non-free DSDMPAIN
2024-04-21 23:22:42 -04:00
Donowa93
40f111c609 Replace Non-free DSDMPAIN
The current DSDMPAIN is sourced from perkristian's high resolution Doom sound effects pack. Specifically, it's that pack's DSPDIEHI at half speed. This commit replaces it with an edit of me screaming.
2024-04-21 17:02:17 -04:00
Just-an-anon
6641d3201a
Added color for the ENDOOMs
Added color for the ENDOOMs and filling up the empty space a bit
2024-04-04 06:36:56 +07:00
Classified-Morner
3b4f82aacd
Add files via upload 2024-03-28 20:32:50 +07:00
Classified-Morner
ce23455e0a
Very minor technical edits 2024-03-26 20:28:01 +07:00
Classified-Morner
fb51256383
Removing any mentions of dev builds as per Fraggle's request 2024-03-24 22:00:47 +07:00
Classified-Morner
0b167e2063
Very minor touchup for the letters 2024-03-23 19:32:56 +07:00
Classified-Morner
eb762e0f79
Replaced the gradient with a metal texture. 2024-03-23 19:02:46 +07:00
Classified-Morner
ea65070f01
Fixes up small oversight for FreeDM screen 2024-03-21 21:42:14 +07:00
Classified-Morner
9ab87b9419
Custom ENDOOM screens 2024-03-21 21:14:51 +07:00
Xindage
8c335ccd8c
Merge pull request #1351 from MoskovchenkoD/minor-cleanup
Minor cleanup of useless linedef actions
2024-03-10 21:00:25 -03:00
Dmytro Moskovchenko
1e1dd2f37d Add Dimon12321 to credits 2024-03-08 22:18:42 +02:00
Dimon12321
6bba99c845 Map11: remove WR Teleport action of all linedefs of sector 439, remove tag 59, remove thing 385 (teleport destination) 2024-03-08 21:16:29 +02:00
Dimon12321
41a94ca471 Map23: remove unused action 31 of linedefs 488 and 515 (door is already opened) 2024-03-08 21:16:16 +02:00
Dimon12321
a401b2f940 Map23: remove action 62 and tag 5 from linedef 504 2024-03-08 21:16:04 +02:00
Dimon12321
c3ffd1fb5d Map22: remove tag 9 of linedefs 995, 998, 997, 69, 186, 239, 996 2024-03-08 21:15:55 +02:00
Dimon12321
06b52d70dc Map11: remove tag 59 of linedef 3013, the red key switch 2024-03-08 21:15:46 +02:00
Dimon12321
26abb30ae6 E3M3: remove tag 5 of linedefs 8, 122, 561, 559 (sector 3).
Remove action 38 (W1 Floor Lower to Lowest Floor) of linedefs 8, 122, 561
2024-03-08 21:15:29 +02:00
Dimon12321
4c8e0d0173 E2M2: add Medium and Hard difficulty flags for player starts 2024-03-08 21:15:18 +02:00
Dimon12321
9eb26d3a75 E1M9: remove tag of linedefs 46 and 87, the first door 2024-03-08 21:14:45 +02:00
Dimon12321
00a448d821 E1M3: remove sector 98, the blue bar in front of the exit door 2024-03-08 21:14:13 +02:00
Classified-Morner
094a01b40a
patches: Revised SW3 (#1346)
Patches: Minor fix for SW3S0
Slightly edit SW3S0 to keep it consistent with SW3S1.
2024-02-25 18:02:48 -03:00
Steven Elliott
029ffc5625
Merge pull request #1342 from mc776/map08
levels: tweak Map08.
2024-02-24 15:05:13 -05:00
uni
76eb107f29
New DM04 track (#1343)
* New DM04 track

Was almost left unused, oof.

* Update CREDITS-MUSIC

* Fix E2 name
2024-02-23 12:42:48 -03:00
uni
23e231d05f
Fix Vicious' DM17 title (#1345)
Old log from 2001 (https://github.com/freedoom/historic/blob/trunk/0.6.4/ChangeLog#L1225) had this track's title.
2024-02-23 12:42:06 -03:00
mc776
993d431834
levels: fix map08 missing control sector textures.
Also some of the northern monster warp closet lines needed to be marked not-on-map.
2024-02-22 09:03:24 -08:00
mc776
f8d4003bfb
levels: make E3M5 less needlessly frustrating. (#1314)
- If you miss that *one* shellbox accessible from the start, the entire first 1/3 of the map becomes exponentially, inappropriately more difficult. While it is fairly visible once you're down that corridor, you basically have no other reason to go there if you don't have the yellow key, so if you're distracted the first time you see that area (or perhaps you miss it altogether) you might not think to visit it again until you have the yellow key. A small trail of armour bonuses visible from around the corner has been added.
- Moved the tripod gate opening switch a bit so that the surrounding textures align and the fake contrast doesn't make it stick out like a sore thumb.
- The tripod fight sucks. It'd be an amazing arena fight if this were Phase 2 and you had the SSG in those tight quarters, but (a) without the SSG it takes *way* too long and (b) since that door opens permanently like that and there's no wall to follow away from it, the tripod spends 95% of its time blocking your entrance into the arena. Now it's an instant-raise ambush jumpscare - which gives you a moment to take evasive action since it won't start shooting until you're well inside the room unless you intentionally back out.
- That all said, that tripod fight as is is *still* completely inappropriate for just the 5th map in the episode. Compare the equivalent in Map27, where you not only have the SSG and possibly the SKAG, and way more ammo either way, but the entire area is *much* more open and you can easily retreat to a spot where the tripod takes several seconds to reach you instead of one second. The monster blocking line has now been unflagged and you are now able to lure it out into the hall; even if it never leaves that juncture just outside the door, at least it gives you a lot more space and time to work with.
- Made the soul sphere secret just a little bit easier to find with the fake contrast, because expecting the player to figure that a *misaligned rock texture* is a secret when everybody accidentally misaligns rock textures everywhere else is totally unfair.
- The green T room with the teleporter leading to the red slime maze now has a door leading to the hallway going into the final arena, which opens at the same time that said arena does. This should cut back on some backtracking without disrupting gameplay too much.
- Gave the two corridors by the start different marbfaces.
- The cross on the platform by the blue key looks a bit janky even if we weren't trying to get rid of the real-world religious imagery here. It is now a glowing infinity symbol.
- Tekwalled up the back side of that weird not-door to the southwest.
- Mixed up some of that BRICK9 with some BRICK8 where things seemed adequately unexposed to the elements. Split up an over-1024 linedef in the process.
- Flipped a bunch of "ingrown" linedefs.
2024-02-22 08:32:18 -03:00
uni
94c9fcc501
Update CREDITS-LEVELS (#1344)
These were symlinked under the wrong authors.
2024-02-22 08:28:48 -03:00
uni
cde7654c7b
Fix Picklehammer's credits (#1341)
Truncate last name per request, update email, remove space.
MIDIs also modified to change metadata to also fix these.
2024-02-22 07:29:38 -03:00
mc776
6e2fc4225c
levels: misc. Map08 fixes.
Fixed the mismatched lighting under the switch room rising pillars.

Simplified some of the light gradients to help reduce some visplanes. The ledge on the east side of the horseshoe is no longer lit.

The newly lit door next to the ledge now has a similar light texture trim to the other lit areas.
2024-02-19 15:05:31 -08:00
mc776
df640de1fe
levels: tweak Map08.
The four serp platforms never needed blocking lines of any sort, let alone totally impassible. They are now unflagged for blocking anything.

The nearby soulsphere secret has 2 flicker sectors sharing a common apparent light source that go out of sync. This has been simplified.

Removed some useless linedefs that seemed to be leftovers from when this map had more detail sectors.

Fixed the mismatched flat below the bars in front of the exit.

This map has been notorious for being difficult to navigate. It's actually really clever in its layout but it's also a little too clever about trying to surprise the player by putting important things in places the flow of the map would naturally direct the player away from. There's no real curing this but at least the signposting could be better:
- The raised screens in the starting loop area now align with the bricks and can't be climbed by accident.
- The two big remote-only doors near the start now have different textures since BIGDOOR1 implies a directly usable door literally everywhere else. They also have those pump-piston thingamabobs that show they're affected by those switches.
- Made the courtyard secret a little easier to find (if not actually figure out), and made its panel different from the starting area one because that confusion after you teleport is fun only once. Lower unpegged those doortraks as well.
- Raised the window railings so they're more clearly not intended to let you run out.
- Brightened the area around that door with the underpillars since the flow of the horseshoe makes it very, very easy to run past and not notice until it's too late.
- The "door" pillars on the central switch hub are now opened by nearby switches instead of being directly used. As pillars they are coded very similarly to the remote-open pillars everywhere else and it's always this off-putting and demoralizing distraction to have to remember that they are not. The keyless door also gets the same treatment for consistency.
- The door leading to the teleporter out of the switch hub is now opened by the keyless switch, ensuring that you have to have done this at least once before you can proceed without backtracking.
- Exit bars are explicitly marked as needing the red key.
2024-02-18 00:45:38 -08:00
uni
4c39ce3fdf
credits: add a "previously featured in 0.12.1" section to CREDITS-LEVELS (#1335)
Also correct the E1M6 credit.
2024-02-14 10:50:18 -08:00
mc776
615b629ff2
levels: jump-proof Map19 soulsphere secret. (#1340)
Closes #1337.
2024-02-14 10:39:43 -08:00
mc776
bbfc65b770
levels: tweak E3M6. (#1315)
Prompted by the discussion [here](https://github.com/freedoom/freedoom/pull/1314#issuecomment-1923782305). After a couple runs it seems the big issue is the huge traffic jam after you hit that switch making avoiding the tripod much less feasible than it is on any other non-E2M8 level that has one.

- Changed the red switch arena to make it a bit more cyberdemon-fight-friendly. The switch is now flush against the surrounding wall so even if you run right into it to hit it you won't get stuck in an alcove. The space on the sides of the big green pillars has been expanded. The red skull pillar has been moved so you can move around it on every side. We also have 20 more rockets because hey why not.
-Lines 939 and 946, the two very ends of the red rock corridor leading into the red switch, are now marked as sound-blocking. This prevents the small horde in the star courtyard from creating a traffic jam blocking the player's escape even longer.
- Lines 931, 962 and 963 are also sound blocking. If you can manage to take on the tripod staying entirely within the "arena" part, after the initial wave of serps you can pretty much solo it.
- Added more texture variety to that arena (different marbles, more tekwall, etc.) and gave that very lonely serpentipede up there some friends.
- Made a couple doors look a bit better (taking some cues from the E3M5 doors) and added visible lights to the tentacle-star-side of the main red door to explain why it's lit.
- Prettied up the bridge courtyard a bit. Hopefully the stairs are a bit more visible now.
- Raised the hatchling fireplace so that you can't get inside without jumping. Reshaped a good deal of the rest of the room to get it to work.
- Moved those four shellboxes so it's not so easy to run into all of them at once.
- Restored the old rising-from-the-lava effect on the final painlord.
- Skewed some orthogonal lines in rocky areas to avoid unwanted fake contrast.
- Added exit signs as it's not universal for all levels that sky floor necessarily exits.
2024-02-12 08:18:27 -08:00
mc776
0b1456fcac
levels: improve Map29 aesthetics (mostly). (#1313)
The less-safe stuff that I dared not suggest in #1289. (It's always a little scary to touch anything involving the lines of a sinking-stone sector that's attached to anything else.)

Checked with Visplane Explorer before uploading.

- The crumbling land has more linedefs now. The oddly straight geometric shapes especially around the SSG never sat well with me.
- The torches around the jump teleporter are green again, fitting the original theme of the map where they were all green. I'm guessing the red was intended to better telegraph that this is a special thing the player is expected to reach, so the platform itself has been retextured as to distinguish it from the surrounding rock formations.
- Gave the serps near the cloak secret more room to move.
- Moved the cloak powerup a little bit deeper inside the secret sector while expanding the wall to make sure there are no pickups from the other side.
- Realigned the metal textures inside the doors in the starting hub.
- Set the remaining 3 sectors in that teleporting window to the blood pool to non-damaging.
- Aligned the elevator and exit window heights with the wood textures.
- Used MARBLE2 for the backs of the face panels.
- Resculpted the crumbling SKAG path to make it look a little bit more convincingly like broken pieces of a path.
- Widened the butt end of the southeast arrow so it looks less like someone drew it with a shaky hand.
- Addressed #996.
- Adjusted the minigunner hut.
-- Main door switch is now slightly better lit, and is on the bright side of the fake contrast, while the teleport switch is hidden in the door-side corner on the dark side of the fake contrast. They're both visible objects at vanilla eye level. Textures are adjusted so it's a gradual fade of the bloodrust towards the cleanness of the switches rather than an obvious texture mismatch.
-- The doors are fully repeatable and fast when opened from outside, and their tops are lowered just a little bit (mostly to match the wood texture) - you should be noticing the minigunners just in time for the doors to close.
-- The minigunners are marked as ambush for good measure.
2024-02-11 23:01:08 -08:00
mc776
e0f21a1fc8
textures: add tileable TEKWALL3 variant. (#1316)
128x128 and should align more or less without glaring seams with either itself or TEKWALL1.
2024-02-09 08:33:39 -08:00
mc776
ec9192888a
credits: add Teh_Bucket. (#1308)
Raymoo has indicated that they were a significant contributor to helping finalize the base octaminator sprites.
2024-02-08 15:38:18 -08:00
mc776
1f0d899a3f
dist: add Spanish to desktop files. (#1312)
Closes #1307.
2024-02-08 10:28:47 -08:00
mc776
93d34a3ba8
levels: fix minor E2M3 lighting change issue. (#1329)
After the lights come back on in the blue room the lights in there appear to cast darkness instead of light. A bunch of stuff has been rearranged slightly so that the brightest adjacent sectors to the affected ones are not brighter than these light sectors.

As a side effect, this means that the gradient of the big techpillar light by the entrance is less affected by the in-game shutoff than it used to be. Unless the player has enough minigun ammo to camp there on purpose I don't think it'll affect gameplay for most people.

I've also simplified that room to use much fewer sectors - none of the lines between them were sound blockers and there were no changes in floor height or texture or lighting.
2024-02-08 08:50:56 -08:00
mc776
1158591605
levels: rename Episode 2. (#1328)
Closes #1327.

Brief summary:
- the bland description feels really out of place with its straightforward description against "Outpost Outbreak" and "Event Horizon".
- nothing in this episode looks like a "military lab".
- what it *does* have is an overgrown-ruins theme with a bunch of AGM tech overlaid on it.
- the old E2M1 even was explicitly named as "ruins".
2024-02-08 08:50:24 -08:00
Steven Elliott
d6a5dd952e
dist: Use non-thumbnails for screenshots. (#1333)
Switch to using the full screenshots in the metainfo files. These URLs should not change.

I've checked them, and I've added a comment that should help with the confusion as a result of their being both PNGs and JPGs. My impression is these should be pulled infrequently such as when flatpak and Linux repo packaging is done each Freedoom release, or Linux distro release.
2024-02-08 08:46:25 -08:00
uni
e7920b86ba
music: new MAP07 track (#1331)
"Light 'Em Up, Boyz!" by Lola "BlueWorrior" Harvey and Goji replacing "Fun is Infinite at AGM" by continuum.mid

Jute's calm text screen track flowing into the slow intro of this track and then just exploding to start the action...
2024-02-07 19:50:25 -08:00
Steven Elliott
25b3642324
Merge pull request #1332 from selliott512/makepkgs-is-keyword
scripts: For "makepkgs" replace "is" with "=="
2024-02-07 13:58:45 -05:00
uni
76ce027444
sprites: new green and red columns by Cascade. (#1322) 2024-02-07 10:43:58 -08:00
Steven Elliott
76c6cf6a16 scripts: For "makepkgs" replace "is" with "=="
The "is" keyword is no longer supported, which result in a warning
in "make dist" as well as unintentionally having a "v" in the resulting
ZIP files and directory within those ZIP files.
2024-02-07 07:31:34 -05:00
mc776
c4e091908a
credits: remove doubled Mort. (#1330)
Keeping the 19 in case someone does only a string search for "mortrixs19" and not "mortrixs".

Got rid of the time stamp in the invitation to update info.
2024-02-06 19:23:38 -08:00