Commit graph

2705 commits

Author SHA1 Message Date
mc776
efdd7de2ee
sprites: Shotgun redraws/recolours by Korp. (#1085)
PASG HUD sprites are Blastfrog's originals with significant modifications.

DBSG HUD sprites are Fredrik's originals with not *as* significant modifications but I believe the wires are new. (Did Rei do those?)

PASG pickup sprite is my edit of the current one. (Removed the stock because the guns give a lesser sense of recoil now, and the pump animation makes way more sense if you assume the gun is not shouldered; also I didn't feel like adding a stock to the DBSG pickup for consistency.)

DBSG pickup sprite is my edit of Z86's original.
2023-09-08 20:24:28 -07:00
mc776
33369fce26
patches: new midbars by Korp. (#1088) 2023-09-08 20:17:17 -07:00
Alaux
db3ac014b5
manual: Spanish translation for goals statements. (#1106) 2023-09-06 15:29:01 -07:00
Fabian Greffrath
29bfbd21f1
dehacked: fix obituary string assignment syntax (#1105) 2023-09-05 15:41:42 -07:00
mc776
2798e07db8
sounds: new DSPEDTH. (#1102)
[Undead003's old sound from way back in 2015](c48644582c) never got used because of a typo.

This is that sound, cut off and faded to match the pain elemental's death animation duration and mixed with the hatchling attack and a slowed-down DSBAREXP.
2023-09-05 07:51:52 -07:00
mc776
461a4aada2
music: use tremolo strings for d_map19 not piano. (#1080)
When I first started up Map19 with music for the first time in ages I thought the MIDI had glitched somehow and the instrumentation fell back on "Acoustic Grand" the way a lot of things did when I was younger. When I checked the MIDI it still sounded like it was supposed to be something else and the composer forgot to set the instrument, or it's a *really* experimental thing that frankly doesn't really fit a game - or at least not something that is not itself an extremely experimental abstract concept level which Map19 is not.

After some experimentation tremolo strings stood out by a fairly large margin as the best option.
2023-09-04 11:35:42 -07:00
mc776
a07c7079f5
music: reuse picklehammer's old d_map22 for E3M1. (#1075)
see d74b3024d7/musics/d_map22.mid

Instruments and volume have been adjusted to be less painfully loud outside of OPL.
2023-09-04 11:35:24 -07:00
mc776
c11acd6009
sprites: new fist. (#1046)
Used #1031 as a ref but otherwise entirely hand drawn.
2023-09-03 08:30:30 -07:00
mc776
5e8c798eeb
sounds: fix dsbspsit. (#1099)
I don't know what happened but apparently something got corrupted in the original post that gets fixed in SLADE import but not DEUTEX build.
2023-09-02 16:55:06 -07:00
Simon Howard
f3cdfc0cb6
Merge pull request #1077 from mc776/bspisnd
sounds: new technospider sounds by Goji.
2023-09-02 13:42:58 -04:00
mc776
559ab3f365
levels: more minor fixes. (#1092)
* levels: more minor fixes.

E1M2
- Hide all outdoor inaccessible areas and monster warp closet lines.
- Fix some texture alignments in the blue key room.

E1M3
- Untag 1-sided walk trigger line 821.
- Make the western secret dead end room look less like id E1M3. (Not touching the specific powerups that are also from id just yet.)

E1M9
- Retexture the edges of that ragged hole in the wall revealing the tekwall underneath, now that the rounded-corners STARG textures no longer work like that.
- The stairs just beyond that corridor are also redone, to avoid that perfect line of ickwall bullet holes.

Map28
- The way out of the blood pits in the huge marble skull face courtyard is now much easier to find, rather than being a de facto secret.

* levels: minor fixes.

Map11
Replaced that fake door near the red skull with a drop tunnel.

Map12
A few random texture fixes, especially around the south end of sector 147.
2023-09-02 09:09:15 -07:00
mc776
4e94ffcc65
sprites: new backpack by Cascade. (#1086) 2023-09-02 09:08:43 -07:00
mc776
23c69ee096
patches: switch wall57_3 and 4. (#1084) 2023-09-02 09:08:13 -07:00
Kevin Caccamo
66015808b8
patches: new bronze set by Korp (#1097)
I also re-did the rw25 series based on Korp's work
2023-09-01 17:39:52 -07:00
Kevin Caccamo
ae56184673
patches/flats: New gray bricks by Korp (#1087)
Korp allowed their gray brick textures to be submitted on Discord
2023-09-01 16:49:51 -07:00
Simon Howard
be5708c128
manual: Add a section about Freedoom's true goal. (#1094)
I've seen multiple Youtube videos recently that talk about Freedoom as
though the "free" part in the name refers to price. It's an
understandable misconception but it deserves to be corrected. Let's add
a short section to the manual to discuss this.
2023-08-31 16:55:25 -07:00
Simon Howard
d6c0c1b027
sprites: Improve the skull on the skull column (#1090)
The skull that was here before was kind of a joke from the early days of the project, when it was the only skull graphic we had and used it everywhere to ridiculous extremes. Here I've replaced it with a shrunk-down version of the M_SKULL graphic used on the main menu, with some minor tweaks (the skull looks sadder than the menu one).

The new sprite is two pixels taller than the old one.
2023-08-30 17:21:58 -07:00
Simon Howard
ebae50aa97
graphics: Improve the CD-ROM graphic (#1089)
The original graphic was derived from a scan of a CD-ROM that I scaled down, aeons ago at the start of the project, and it isn't very good. I decided to try my hand at some pixel art and make a new one. I think the end result isn't too bad.
2023-08-30 17:20:24 -07:00
mc776
2d7d798a62
music: new D_BUNNY by Goji. (#1078) 2023-08-27 18:03:34 -03:00
mc776
c824761e71
music: tweak instruments, volume on d_dm05. (#1081)
Take it down from "actually physically painful" to "blaring" - the song is more singing to you (if still aggressively) than shouting at you.

Help bring out some of the harmonics and the bass riffs.
2023-08-27 18:01:39 -03:00
mc776
c3ea67cfc8
levels: more minor fixes. (#1063)
* levels: one more texture fix on that Map17 ramp.

* levels: one more minor Map17 METAL2 alignment.

On the ledge to the right of the yellow door - the seam of the texture actually should not follow the ledge of the path, but continue the tiling pattern.

* levels: fix map03 start room texture.

See PR for screenshots, this one was really hard to see before the new METAL2 textures.

* levels: relocate e3m3 secret missile launcher.

Where it was positioned it was possible to grab it - even sometimes see it in vanilla - before that door even opens.

* levels: move e3m3 start arena hanging corpses.

They're supposed to be hanging from the bottom of the wooden rim, but sometimes vanilla errs in favour of sticking the actor to the higher ceiling in ambiguous rounding-error situations. The centre of each of these actors is now totally unambiguously inside the wooden rim sector.

* levels: address #1053.

* levels: address #1053 properly.

Also un-merge a bunch of sectors because it turns out blocking sounds from certain areas is actually kinda important.

* levels: fix Map31 BFG.

Moved it slightly closer to the teleorter pad so it's less possible to jump over it entirely by mistake, and aligned the textures in there.

* levels: more map31 adjustments.

- Re-merged the doorway sectors so any single gunshot will alarm all tripods.
- Some more texture fixes, replacing a few ceilings that didn't tile properly.
- More adjustments to the squeeze-past chamber, mostly just for texture alignment purposes.
- Made *all* the gore in the switch room point to the switch with the red card.
- Shortened the supersecret door switch so the gargoyle wouldn't repeat like that.

* levels: bring map31 secret closer, but conceal it.

* levels: fix e2m1 easy hot start.

* levels: misc. E3M1 improvements.

Un-doomified the start:
- Hell Keep: start outdoors, touch freaky flesh thing, fight imps, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate cacodemon.
- Land of the Lost: start outdoors, no freaky flesh thing, fight serpentipedes, find red brick gate, grab ammo boxes by door, hit red brick skull switch, receive immediate trilobite.
- Newer, Better Land of the Lost: start outdoors, fight serpentipedes, find red brick building, *shoot* freaky flesh thing, reveal corridor with ammo boxes and *slightly* less immediate trilobite.

Replaced candelabras with evil eyes for the shooting messaging.

Made exit teleporter lines monster blocking.

It is impossible to get through that mandatory northwest area without taking damage from the hurtfloor. Added a catwalk. All the health bonuses are on that catwalk now.

Made the lowering rock wall use the same grey floor as the surrounding area. Now all red surfaces you can reach without jumping are hurtfloors. Its trigger is now the instant-move lowest-ceiling trick so you can't race over to watch it move.

Two stimpacks are now medikits, while the number of medikits in the exit room are reduced to one. This increases the total health by 5 points (in addition to the 5 for losing the obligatory damagefloor) while reducing the likelihood of the player running into the exit room and (unintentionally) turning what should be a dynamic fight around the map into a chokepoint slog.

Broke all the fake contrast orthogonal lines in the ribbed pillars.

* levels: minor e2m4 fixes.

Berserk pack secret sector was too narrow and could sometimes lets you grab the items without triggering the secret. That closet is now deepened (and slightly redecorated to make up for the new blank space).

The area around the waterfall was too dark compared to everything around it. Its light is now all 144 except right next to the light of the silver arch.

The horizontal trim on the silver arches now go all the way around.

* levels: minor E3 improvements.

E3M1
After some discusssion on Discord it was agreed that the trilobite should not be visible until the player has discovered the berserk. The first trilobite is now outside of that hall, its back to the player looking at the berserk, and the hall has some sound blocker lines so it doesn't react if you try to plink at the worms (despite the berserk being right there).

I've also done a bit of redecorating to the front steps since we no longer need the evil eyes: the entire stairway is lined with candles and the eyes/ candelabras are replaced with blood fountains (as too many lights here would imply an area much brighter than what we're dealing with).

E3M3
The starting area lavafall had an unintentional fake contrast. This lavafall is now made more complex, with intentional fake contrasts.

* levels: final E2M4 touchups by Xindage.

* levels: make map06 exit pad line monster blocking.

Also unmerge the sectors on two sides of a door that was causing some monsters to wake prematurely.

* levels: fix textures by map11 warehouse counter.

that new METAL2 sure makes a lot of things more visible...
2023-08-26 18:12:24 -03:00
mc776
75fc5581cf
patches/flats: new snake/tentacle/noodle textures. (#1069) 2023-08-26 18:10:45 -03:00
mc776
378c950cc9
textures: complete AQTRIM03. (#1079)
Addresses #1076.
2023-08-26 18:08:53 -03:00
mc776
c2d16853c3
sounds: new technospider sounds by Goji. 2023-08-23 20:14:37 -07:00
mc776
f04ba71000
patches: new RW33 series by Korp. [dark version] (#1068)
See discussion in #1049.

If RW33_5 really is extraneous we can still get rid of it; otherwise it is now METAL9.

I've also taken the liberty of moving one of my recent textures.cfg additions to their proper place in the "Custom textures using resources of freedoom" section.
2023-08-23 08:09:05 -07:00
mc776
22b041d398
patches: implement new AQCOMP01 properly. (#1062)
Fixes error introduced in #1039.
2023-08-23 08:08:08 -07:00
mc776
9c4ca2045d
levels: Map19 fixes. (#1071)
Originally meant to address #1070.

Redid green armor secret. The ugly (and alternative-sequence-breaking) railings are gone, and instead of SR50+luck you have to find the way up to a much higher platform.

Allowed jumping from the semifinal puzzle platform into the guard tower areas because there was nothing showing you could not. It doesn't actually achieve anything besides letting you grab the ammo from the zombies inside.

Flipped a bunch of linedefs to address #996.

Also add a switch for that platform-gate since its non-orthogonal shape and large size can't help but signal that it is expected to be remote-lowered.
2023-08-19 16:52:11 -07:00
mc776
e80e4e9c3b
levels: E2M4 overhaul by Xindage. (#1073)
* levels: E2M4 overhaul by Xindage.

Better flow, better aesthetics, better robustness against softlocks related to jumping.
2023-08-19 09:28:56 -07:00
mc776
a12ed30d5d
Merge pull request #1064 from mc776/evileye
sprites: new evil eye.
2023-08-13 10:20:04 -07:00
mc776
15f0f3e3fa
Merge pull request #1067 from mc776/skrock
sprites: new skull rock.
2023-08-13 10:11:42 -07:00
mc776
f94292ec50
sprites: slim down FSKUs. 2023-08-13 10:06:32 -07:00
mc776
2d24ff4423
sprites: crush CEYEB0. 2023-08-11 22:31:34 -07:00
mc776
8637f226ed
sprites: make green CEYE pixel change.
That one pixel would stay weirdly constant throughout the animation. This makes it darken on the B.
2023-08-11 22:29:29 -07:00
mc776
40298c08f2
sprites: new skull rock.
Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
2023-08-11 22:21:09 -07:00
mc776
70cd57f55c
Add files via upload (#1066) 2023-08-11 18:14:12 -03:00
mc776
d59d7d3f7e
textures: add a few unused patches. (#1061)
* textures: add GRAYRED and GRAYWIDE.

Also address #48 with respect to GRAYRED.

* textures: add AQPIPE06-7 and BROWN4.

The latter is called "BIGDOR6A" as the alternative BIGDOOR6.
2023-08-11 17:44:49 -03:00
mc776
f2ee5927e0
sprites: new evil eye.
Based on the current "skull rock".
2023-08-11 11:51:31 -07:00
Steven Elliott
b067e91875
levels: Small missing texture fix for MAP26 (#1060)
freedoom2.wad
  MAP26 Fix missing texture on the back of linedef #163
2023-08-10 08:48:32 -07:00
mc776
e2ab397c31
sprites: add Cascade's pickups (etc.). (#1059)
* sprites: add Cascade's pickups (etc.).

Incidental upgrades to a couple other sprites to better match this higher-contrast style.

Took the opportunity to fix the scaling on the missile projectile and give it longer, simpler-looking fins.
2023-08-08 21:36:50 -07:00
mc776
a7c71011f3
graphics: make status bar cell ammo icon blue. (#1058) 2023-08-08 07:58:17 -03:00
mc776
346cc673a9
patches: new door15_3. (#1056)
Missed in #1050.
2023-08-08 07:54:46 -03:00
mc776
ad604a5344
textures: add SPCDOOR0 and STARG4. (#1055)
Addresses #1054.

Also removes two redundant lines I'd mistakenly added in #948.
2023-08-05 14:40:37 -03:00
Xindage
b4727d6676
New Gray/ick wall by korp. (#948)
* New Gray/ick wall by korp.
AS well new ones using stock patches.

* textures: add changes after April 2023.

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-08-05 14:13:19 -03:00
mc776
c567ade611
levels: minor fixes. (#1052)
* levels: minor fixes.

Map14
- With jump enabled you could skip the floor raisers in the blue key area and get yourself stuck inside one of the monster ambush pits. This has been replaced with a simple warp-in.

Map15
- Redecorated the starting area to make it feel less like id. (As someone who really enjoys Industrial Zone I find the subtle homage creates misleading expectations when literally nothing else in this map plays or looks anything like the id map.)
- Replaced a texture in the lift to avoid a rarely seen tutti-frutti.
- Reduced all nukage floors to 5%-10% from 20%.

* levels: remove bad Map11 secret tags.

Also changed the west side door entrance in the southern branch to take advantage of #1050.
2023-08-05 14:11:25 -03:00
mc776
52292fe420
patches/flats: new textures by Korp. (#1050)
Replaces:
- all hex patterns
- all STARG
- the big tech doors
- some of the narrow doors
2023-08-05 08:24:30 -07:00
mc776
5649831a73
manual: minor fixes. (#1051)
- Edited out the references to "Cannon".
- Clarified that F11 isn't an on/off toggle. (The Spanish seemed fine?)
- Reworded the missile description to do damage to imply it works better on *lower*-level monsters rather than higher, since the tripod and bigtech are both immune to the blast.
- Created new illustration of the savegame menu to replace that "C" with an "E".
2023-08-05 08:15:45 -07:00
mc776
a3dbe95ff3
sprites: add Korp's minigun edit. (#1041)
* sprites: add Korp's minigun edit.

I've shrunk down the flash to make it more consistent with the pistol and PEW (it's actually still much too big relative to the pistol and shotgun but at least it doesn't look jarringly distracting and obscuring the target), and made a few tiny adjustments to the weapon body to deal with some palette issues.

* sprites: fix CHG* offsets.
2023-08-03 14:20:26 -03:00
mc776
a828330d25
levels: more minor fixes. (#1040)
* levels: fix e1m2 tutti frutti around exit door.

Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)

* levels: fix floating candle on map22.

It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.

* levels: more minor fixes.

Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.

E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)

Map03
Floaties by the first door switch.

Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).

Map25
1-pixel vertical misalignment on line 44.

Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.

Map29
Floaty shellbox 444.

* levels: more minor fixes.

Mostly to address #1043.

Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.

Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.

Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.

Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.

Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.

* levels: more minor fixes.

Map13
Exit teleport pad lines now block monsters.

Map18
End soulsphere secret is now tagged as secret.

Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.

* levels: readjust map28 skull.

The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.

* levels: map26 minor fixes.

The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.

The red armour secret is now player-shoot only, and the wall breach effect is instant.

* levels: fix high jump platform texture alignment.
2023-08-03 14:16:55 -03:00
mc776
6a263b857a
music: use old d_e1m2 for dm23. (#1044)
Replaces the last remaining track known to be affected by #847.

The old d_e1m2 found in 0.11.3 and earlier.
2023-08-03 07:55:35 -03:00
mc776
23705eb07d
patches: raise sloppy skull. (#1047)
* patches: raise sloppy skull.

The skull now better fits the original patch's skull position, making for a better Map28 start.

* patches: fix seams on adjusted rw48s.
2023-08-03 07:41:38 -03:00