The test-vanilla-compliance build target (also invoked by the "test"
build target) and script can be used to test the level WAD files for
vanilla compliance. Also, a subset of the errors found can be fixed by
the "fix" build target. To summarize:
make test # Run all tests
make test-vanilla-compliance # Run test-vanilla-compliance
make fix # Run all fixes
make fix-vanilla-compliance # Run test-vanilla-compliance -f
As extra update few things in e2m7:
Replaced the radio sign by a skull for secret.
Fixed a misaligned texture near the starting area;
Yellow key bars now properly appear on switch use.
This seems like a better choice for the manual since it is a "booklet"
size similar to the original Doom manual, rather than a "full page"
size that is rather unusual for a book.
Several changes are needed to allow asciidoctor to successfully produce
a PDF. The main change is to set a bunch of images to 100% width,
especially in tables where this means "100% of cell width". This allows
the tables to scale down successfully to the smaller size. I have also
adjusted the column widths of various tables to accommodate the smaller
size without the text wrapping awkwardly.
Double Impact, distributed through the Doom Unity Port as an addon has several discrepancies to the Freedoom version, and I am adding one back in, which is the supercharge/soulsphere that is in the starting room of E1M8/C4M8, since C4M8 is so dang difficult, thought this would take the edge off the start, although it is still really hard.
Double Impact, distributed through the Doom Unity Port as an addon has several discrepancies to the Freedoom version, and I am adding one back in, which is the supercharge/soulsphere that is in the starting room of E1M8/C4M8, since C4M8 is so dang difficult, thought this would take the edge off the start, although it is still really hard.
The original DISASTER texture has the DOGRNMEN patch at (0, 0) and the DISASTER patch at (0, 32), and with the current DISASTER patch, it is almost cut off.
Korp submitted these on the Discord server. I converted the textures, and cut the "Disaster Area" text out of the texture using the "clean" version of the texture and the original version of the texture.
Turns out #753 applies to all projectiles except the rocket pre-explosion frames.
(Yes, I am aware that this is how it's done in Doom. It's wrong there too and we're under no obligation to perpetuate that error.)
Also fixes a PLYC gibbing sprite copypaste error.