Commit graph

2689 commits

Author SHA1 Message Date
mc776
4a701c2fe4
levels: fix e2m1 trilo warp for gzdoom.
The area behind the line was too short to be recognized by GZDoom though it was working fine in vanilla - I think GZDoom checks the line crossing from the center or something.
2023-07-15 13:15:46 -07:00
mc776
a2998aae7f
sprites: flatten necromancer corpse. 2023-07-15 11:03:45 -07:00
Steven Elliott
573fd2474d
levels: E2M1 Fix serpentipede hot start (#1023)
Two serpentipedes have been rotated 90 degrees to fix a hot start.
2023-07-15 07:27:22 -07:00
mc776
5150494cf3
weapons: rename slot 1 weapon to "ripsaw".
Addresses #1022.
2023-07-14 19:38:12 -07:00
mc776
cc30378022
manual: partially update names in Spanish.
Also correctly refers to the small health pack as a roll of gauze not a canister.
2023-07-14 13:13:44 -07:00
mc776
f5de62efdd
dehacked: imply nanoroll lore.
It's a roll of gauze, not a canister - something I almost forgot until I took a much closer look at the sprite.
2023-07-14 12:06:58 -07:00
mc776
8440307d5c
music: restore korp's dm07; move rost's new tracks (#1018)
* music: restore korp's dm07; move rost's new tracks

Addresses #965 with an edit of the original music rather than an entirely new track.

Moves rost's recent submissions to two other maps that need new music.

* Update CREDITS

Quick fix pending further action re: #1007.
2023-07-14 09:51:53 -07:00
mc776
b125e3e250
music: swap DM05 and Map07 music. (#1014)
* music: use old Map26 music for Map07.

Addresses #675.

* music: use old Map07 music for DM05.

Addresses #10.
2023-07-14 09:51:31 -07:00
mc776
1b53bd5f52
manual: update terminology.
Also tweaked some of the actual help text.
2023-07-14 09:50:13 -07:00
mc776
bb10f0e034
dehacked: imply lore.
- make weird twitchy alien pod thing implied to be consumed by guy stranded on alien world.
- expected: players infer this is some alien critter that has no direct terrestrial taxonomic parallel.
- actual: incessant complaints that the plant has no roots.

Maybe it was a mistake to shy away from more explicit language in the pickup messages.

Did a bunch of other pickup messages to match.

I'm open to suggestions or corrections. I will consider editing the sprite if someone really can't get over "polyp" with no tentacles.
2023-07-13 22:18:04 -07:00
mc776
5fcfb60374
levels: new e2m1. (#994)
* levels: new e2m1.

Starting area by Xindage, cave area and monsters/items by me.

* levels: add secret minigun to new E1M2.

* levels: fix e2m1 fan texture.

Just noticed that mixup in nful2's screenshot.

Not sure how that got changed.

* levels: split E2M1 air/water screens.

Ideally we'd have two more TSCRN1 graphics to fill out COMPUTE4 (and maybe PLANETS?) but let's get it looking right with what we have now.

* Update CREDITS
2023-07-13 11:45:03 -03:00
mc776
4e7b215c0a
levels: more minor fixes. (#1013)
* levels: minor fixes to E3M7-9.



See #999.

E3M7 still had some orthogonal lines that looked misleadingly like secret doors, which would needlessly exacerbate how obscure the actual secret is. I haven't bothered touching the texture alignment since the repetition on the same texture being used over such a huge area is going to be pretty bad anyway.

* levels: rip+tear more lines from e3m7 huge guts.

There should be basically no fake contrast in that area at all now.

Also added a light texture to explain why the doorway is lit up like that.

* levels: minor fixes to E1M1 and Map28.

E1M1
Added a light source to the exit switch room.
Made the COMPUTE4 line only 3 screens wide and filled the empty space with vent speaker thingies.

Map28
Realigned SKSPINE2 on Sector 359.

Both latter fixes motivated by #995.
2023-07-13 08:39:30 -03:00
mc776
383fb42c45
sprites: fix up barrel and octo deaths.
The base of the barrel remained consistent in its last two frames, causing it to seem very static and unaffected before suddenly disappearing. This adds a bit more of a gradual disintegration.

The octaminator has a few fixes:
- the tentacle suddenly appearing behind it in the final frame didn't look right. It's been reduced and a hint of it is given in the preceding frame.
- the antepenultimate frame show the right shoulder falling much further to the side than the frame after it shows. That arm is moved closer to the centre.
- got rid of some of the pillow shading on the right front tentacle-leg in the last two frames.
2023-07-12 22:19:50 -07:00
Kevin Caccamo
0d16f84282
buildcfg: Attempt to fix #1019 (#1020) 2023-07-12 09:20:57 -07:00
KorpKat
ab3b307d21
New batch of midis for FreeDM (#1017)
more music woo
2023-07-11 23:02:40 -07:00
rostuhan
9d6e694bc7
New d_dm32 music (#1016)
* Delete d_dm32.mid

* Add files via upload

* Update CREDITS
2023-07-11 22:09:59 -07:00
northivanastan
0f8641d902
Incorporate MIDI pack for Double Impact (#971)
* Add Double Impact MIDIs with a placeholder for E4M2.

* update credit for e4m3 (author now goes by Matzu)

* New E4M2 by R0rque

* Update credits and add reverb to E4M9 track.

---------

Co-authored-by: mc776 <24984517+mc776@users.noreply.github.com>
2023-07-11 00:09:55 -07:00
Alexandre-Xavier Labonté-Lamoureux
53296099dd
Replace DM22 with another map and move old DM22 to DM32 (#777)
* Add credit for previous contributions

* Move DM22 to DM32 and replace DM22 with new map
2023-07-10 23:49:30 -07:00
rostuhan
15b03eb38e
New d_dm13 music (#1010)
Addresses #10.
2023-07-10 22:08:19 -07:00
mc776
8f8ed90acc
textures: make COMPUTE4 256 wide. (#1012)
Addresses #995.

PLANET1 is already OK.
2023-07-10 08:45:03 -07:00
rostuhan
febb9660f4
New d_dm07 music (#1009)
* Delete d_dm07.mid

* Add files via upload

* Update CREDITS

Added "
S: rostuhan
E: rostuhan123@gmail.com
D: D_DM07 music
"

* Update CREDITS

Moved it to the end.
2023-07-08 11:04:28 -07:00
mc776
d71ac12cf4
levels: another big batch of fixes. (#997)
* level: more fixes.

E1M3
- Minor item floating in one of the staircases.

E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.

E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.

E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)

E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.

E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.

E4M6
- Various thin secrets.

E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.

E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.

Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.

Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.

Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.

* levels: more fixes.

E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.

Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.

Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.

Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.

Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.

Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.

Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.

* Delete map17m.wad

* levels: restore old e2m1.

* levels: address E3M6 softlock.

see #998
2023-06-30 00:15:58 -03:00
mc776
03f157afa0
manual: update some sprites. (#993) 2023-06-27 07:42:39 -07:00
mc776
a0aa5f4343
Merge pull request #989 from fragglet/manual-tables
manual: Reduce number of table columns.
2023-06-24 17:49:44 -07:00
mc776
99149fba2d
levels: various minor fixes. (#990)
* levels: various fixes.

E1M2
Fixed some missing and misaligned textures around the secret lowering computer block.

E2M5
The red key bars could both be squeezed through and jumped around on a jump-enabling sourceport. The red key now raises the stairs instead, and the final door before the exit also requires a red key.

E2M7
Added one more bar in front of the exit to prevent squeeze glides.

E3M2
Expanded yellow key pillar so it would match the flat.

E3M6
Untagged the skylight inside the secret as being itself a secret.

E4M1
That line of health and armour bonuses just inside the big building would have a few floaters. They've all been moved forward and should be fully clear of that ledge.

Map05
The pit with the central column of water and the spectres was being blocked off by said spectres before the player could jump into it. There is now a monster blocking line right in front of the ledge, barely far enough to guarantee space for you to drop but close enough to let the pinkies bite.
You can now freely move through the gaps between any of the objects in the blue key room.
The exit from the blue key building now has a lift instead of stairs, and the wall prevents the nearest pinkies from seeing you until you've actually dropped inside. Hopefully this at least mitigates the problem of being stuck on the stairs with a pinkie right below your ability to target.
Miscellaneous aesthetic tweaks.

Map07
The lift overlooking the big arena was still suffering from monsters blocking from below. It has been moved to the side with an intervening ceiling.
The central grey aquatex nukage trim hub was a cross shape and the exits all had very strong lines turning right, making it look like a swastika. The southern section has been tweaked to throw off the symmetry and avoid that impression.
Made it possible to move all the way around the stack of crates in the eastern area with the switch.
Miscellaneous texture improvements.

Map08
The exit bars are now impossible to squeeze glide through. They are also styled in the same manner as the moving pistons by the big switches, giving the suggestion that they would be moved in a similar manner.

Map09
Fixed some floating pickups at the collapsed roof, the red key room, and the stairs to the warehouse admin area.
Shotgun guys in the admin area switch room are now situated between the deep cracks that were preventing their movement.

Map12
Turned the two wall-facing enemies around near (2016,96).
Added a second trigger line for the minigunner ambush store room so it happens even when you approach it from the other side.
Added a second switch for the bars normally opened before reaching the storage room ambush.
Replaced the BFG secret with a megasphere since you already get a BFG in Map11.

Map18
There were some lamps on the lower floor of the southwest room that were invisible from the higher floor but would block your movement. All major blockers have been deleted or moved to the edge of the room.
The tree near the red armour to the right of the start has been moved for similar reasons.

Map20
Moved some pickups (and the dead body) away from the bottom sides of the steps to reduce the chances of someone bypassing them while moving downwards.
Made the armour/health bonus placement more unambiguous around the cross and star.
Simplified the bridge around the red key so that the rising portion is only one sector.

Map22
Because this map has been disproportionately harder to pistol start than anything near it...
Moved all 4 player starts into the starting elevator to avoid a hot start.
Flagged some ammo pickups as appearing on all skill levels, as well as the southern super shotgun and the starting area armour. The easy-only SSG in the starting area is now a chaingun and appears on all skill levels.
The starting shotgun is now only available on easy, with two shotgunners (one of them guarding the armour) in its place on medium and hard.
Differentiated the walls of the starting elevator so you know which way to face, and made the switch resemble the normal (but broken) SW1TEK.
The switch system itself is simplified and given a simpler implied story: the big switch is broken, so you locate and use the backup system. The switch shooting is gone.
Made the fringe around the lava elevator go all the way around and populated it with health bonuses to make it clear you're actually expected to go down there, because frankly the original is so thoroughly obscured it looks like you're breaking sequence by exploiting an oversight in the map.
Extended the staircase down from the brown platform to mitigate the "pinkie right in front of you below your aim" effect.
Added a medikit near that brown platform.
The armour in the crate hall is now a medikit.

Map24
The hanging bodies in the red key room are now the non-blocking versions.
The trilobite stuck on the teleport pad in the square maze is now an octaminator so it doesn't get stuck.
The lines around the door leading to the serpentipedes with their backs to you no longer block sounds.
Removed the sound block flags on the octaminator ambush doors, so the pinkies can join in if you start shooting at them instead of powering through into the new room.

Map26
Health bonuses under crusher were floating.

Map27
Lizardbaby platform now has a full 72 unit clearance.
Spectres in the red rock area to the northeast are now in the tunnels and only come out when you land in the red water.

* levels: fix one screwy texture.

Monitor in the room west of the westmost shiny lowering shelf thing.

* levels: more minor fixes.

E2M1
Life surge secret was marked on the thin doorway, making it possible to fail to register even after you've taken the surge. The secret is now the room itself, at the cost of that random light effect.

E2M6
Life surge secret was marked on the thin central bit of the sigil, leaving *lots* of room to step around it while grabbing the powerup. (The fact that the red makes it kinda look like a hurtfloor really doesn't help.) The secret is now the larger room itself.

Map12
New eastern storage room trigger wasn't covering the entire hallway. It should also be diagonal to minimize the chance of it being skipped entirely.

Map28
The serps on the ledge by the bloodfalls and fleshy sigil were facing the wall and marked as ambush. They now face the actual play area.

Map29
Moved all the secret pit pickups a little bit further inside the square so they look like they're resting on the surface of the solid floor.

Map30
The multiplayer-only spawn pickups are now flagged as multi-only.

* levels: tiny map04 aesthetic tweak.

The fake contrast exaggerates the shadow on some "AGM" silver columns while eliminating the shadow on others. These are often right next to each other on the screen, producing absurd results. This moves 1 vertex from each affected line 2 pixels so they are no longer orthogonal.
2023-06-24 19:02:43 -03:00
mc776
18b2af875c
Merge pull request #988 from fragglet/dmxopl
genmidi: Import DMXOPL instruments.
2023-06-24 13:19:33 -07:00
mc776
49c68c7973
levels: change map01 secret garden roof texture. (#991) 2023-06-24 14:49:47 -03:00
Simon Howard
413499b432
Merge pull request #983 from selliott512/fix-pngs
build: Add fix-pngs make target and scripts
2023-06-24 02:17:55 -04:00
Simon Howard
6a50fb2eef
Merge pull request #984 from selliott512/fix-gfx-offsets-signed-int
scripts: Signed ints for grAb in fix-gfx-offsets
2023-06-24 02:17:01 -04:00
Simon Howard
87a8b64810 manual: Reduce number of table columns.
commit 89f918f517 last year changed the manual to build as an A5
booklet. However, some of the tables now look very compressed with the
smaller page width. We can make things look a lot nicer by reducing the
number of columns:

* Weapons table: sprite column is eliminated (sprite is kept, but moved
  to the name column), and ammo column (moved to description column).
  This is a reduction from five columns to three in total.
* Special items table: name and description columns are merged. This is
  a reduction from three columns to two.
* Monsters table: name and description columns are merged. This is a
  reduction from three columns to two.
2023-06-24 01:32:16 -04:00
Simon Howard
8c0a4bc4c5 genmidi: Import DMXOPL instruments.
This is ConSiGno's OPL instrument patch table, found here:
<https://github.com/sneakernets/DMXOPL>

This is the result of many years' development and probably the
highest quality Doom OPL instrument set that's ever been developed. I've
obtained permission from ConSiGno to submit it to Freedoom, with the
following small omissions from the upstream version:

* Instrument 107 (Shamisen)
* Percussion 36 (Bass Drum 1)
* Percussion 69 (Cabasa)
* Percussion 76 (Hi Wood Block)
* Percussion 77 (Low Wood Block)

In doing due diligence I found that the patch data for these instruments
matched the patch data from Doom's GENMIDI table. Just to be
meticulously safe we'll keep the old versions of these (nothing, in the
case of the Cabasa). Other than these, every other instrument has been
replaced with a new patch.
2023-06-24 01:09:42 -04:00
Simon Howard
bf01cc746f genmidi: Disable OPL2 waveform checks.
Pretty much every Sound Blaster-compatible card used an OPL3 chip
(everything since the Sound Blaster 2 in October 1991) so it seems
reasonable to add this as a requirement. Because of the way that the new
waveforms are arranged in OPL3, it's a pretty graceful degradation if
they're used on an OPL2 anyway (see datasheet, page 14).
2023-06-24 01:07:50 -04:00
Simon Howard
a94ae50ffb genmidi: Better dumpgenmidi output.
This adds dumping for the tune= field that was just added in commit
276118107, but also:

* Instrument name gets put in a comment at the end of line - like the
  current configuration in config.py.
* Instrument calls get split across two lines when there are many
  parameters, to try to keep to 80 columns.
* off1= and off2= parameters now get outputted as +x or -x rather than
  just x or -x.
2023-06-24 00:50:53 -04:00
Simon Howard
ffb7348b8e genmidi: Strip instrument name trailing whitespace.
Some of the DMXGUS instrument names seem to have long sections of
whitespace like this, and we can clean it up while dumping.
2023-06-24 00:49:26 -04:00
Simon Howard
276118107b genmidi: Add tune= for setting fine tune field.
The fine tuning field was previously being hard-coded to the value of
128 with no option to change it. DMXGUS in particular makes use of this
field to tune individual instruments, so let's add proper support for
it.
2023-06-24 00:46:52 -04:00
mc776
f1c7a44af0
levels: minor fixes. (#986)
* levels: minor fixes.

E1M3
- Nukage level in the bridge before the blue key was  too log, resulting in not only a texture misalignment on the safety lift but also making a secret inaccessible.
- Fixed the tutti-frutti and misaligned terminals near sector 255.

E1M4
- Potential soft-lock if jumping out the window in the starting area. That outside area now has a one-way route back to the map start. (It is still totally inaccessible in vanilla and thus there are no new pickups or monsters there, and the door is "secret" on the map even though it doesn't actually award any secret to open it.)

Map09
- Moved the rocket launcher secret in the southeast to connect with the path leading up to it, preventing the need for an extremely precise jump to get in even when you know where it is.

* levels: change map01 secret sector tag.

The secret tag was on the door sector itself, which made it easy to accidentally jump over it via the raised platform in front of the door so it wouldn't be triggered properly until you were on your way out. The secret tag is now on the little corridor instead.

* levels: fix Map10 issues.

Map10
- Changed the line special in the western super shotgun secret to keep the door sector itself from also becoming a secret sector, while fixing the texture alignment inside the secret itself.
- Moved some shotgun shells to stop them from floating above the sectors directly below where they appear to be.
2023-06-20 10:06:38 -03:00
Steven Elliott
eaca1b65bc
CREDITS: Update GojiBerry, remove merge remnants (#987)
GojiBerry should be credited for "sound" not "levels". Also, the
"=======" at the end is almost certainly left over from a previous git
merge conflict - it has exactly the seven characters expected. I kept
it until now thinking it had some meaning to something, but that's
unlikely.
2023-06-20 10:05:18 -03:00
mc776
6c8977839d
levels: improve e1m7 signposting. (#981)
* levels: improve e1m7 signposting.

Nearly all remote doors with switches more than a room away are now either the big brown door, the big AGM door, or the small tan door with the tan stripe going down the middle.

The first lift into the maze now has something eye-catching on the side.

Fenced-in area around blue key no longer has any invisible blocklines. You can jump down into the nukage if you want - the sequence break won't trap you, even if you fail to pick up the blue key here, and there's no reason in principle it shouldn't be considered a legit way to get through this 3-key, only-yellow-obligatory-for-exit map.

The bars around the armour near the blue key are now the correct silver bars.

The switch to lower the yellow key is now much, much more visible.

The red carpet switch that opens up the exit room is now turned around so you are facing the general direction of the door that it opens.

The windows around (1240,2320) now use a glass texture instead of being invisible and impassable.

That vent shaft bit is now dark, and its doors are no longer the "this is not a real door" texture.

The lift at the northern centre now has its down button right by the platform instead of some ways down the hall from it.

* levels: make first major door in e1m7 obvious.

That big silver pillar was just enough to make  that door unrecognizable to me from a distance. It's poorly lit and surrounded by much more eye-catching details - half the time I manage to find the minigun secret, then run around the room half a dozen times wondering what to do next.

The corpse just behind the very first door has also been moved to draw the player's eye towards that door as well, which also helps move it away from the player corpse in the starting room.

Also fixed the HOM in the first lift into the underground maze, as well as changing the eye-catching thing into something a little bit less of an eyesore compared to its surroundings.

* levels: fully jump-proof e1m7 secret.

The jumpable parts no longer count as secret. Removed a bad secret tag on the new bars.

The platform the minigun is on had to be expanded to ensure the player would be on it before grabbing the gun.
2023-06-19 10:27:11 -03:00
Steven Elliott
de1297fa8f
levels: Rebuild nodes (E4M1) and cleanup Eureka errors in two levels (#985)
* levels: rebuild nodes

Ran "make rebuild-nodes"

* levels: Cleanup Eureka errors in two levels

freedoom1.wad
  E2M2  Fix missing texture linedef  #311 back of teleporter

freedoom2.wad
  MAP09 Fix missing texture linedef #1937 back of teleporter
2023-06-19 10:25:53 -03:00
Steven Elliott
98770096d3 scripts: Signed ints for grAb in fix-gfx-offsets
The fix-gfx-offsets script incorrectly used unsigned integers (I) when
interpreting grAb chunks, which resulted strange large values that are
close to 2^32 in buildcfg.txt. The fix is to use signed integers (i).
2023-06-17 18:03:20 -04:00
Steven Elliott
6e0dc42013 build: Add fix-pngs make target and scripts
Add scripts:
  fix-deutex-pngs - Apply the output of deutex to the build
  map-color-index - Map from one color index to another

Script fix-deutex-pngs is to standardize PNGs by applying the result of
the expanding IWADs produced with deutex to the build. It is invoked by
build target fix-deutex-pngs

Script map-color-index can map from one color index to another. Most
likely it will be used to map form legacy transparency 255 to similar
color 133, which can be done by build target
fix-legacy-transparency-pngs.
2023-06-17 15:52:14 -04:00
&Olga
e88e10208b
Fix name for E2M4 (#980)
Makes capitalization consistent with all the other maps.
2023-06-11 01:48:24 -03:00
mc776
59a9fc2e58
patches: darken and blend fan grill on PREEL fans. (#977) 2023-06-07 08:44:55 -03:00
mc776
79fbb3ee04
levels: minor Phase 1 fixes. (#978)
* levels: minor E1 fixes.

E1M6
Address #976. The diagonal crate at the bottom of the nukage pool was too small and the zombieman was stuck. It is now a slightly larger crate using the big crate textures.

E1M7
Address #976. The bars around the rocket launcher were wrongly marked as secret.

E1M9
Address #976. The walk-over lift line now blocks monsters, preventing from trying (and almost always failing and just annoying everyone) to chase the player into the dead end with the armour. (I had considered raising this dead end and removing the fence, letting the player jump back into the main courtyard, but we'd get the unseen pinkie jump block problem again.)

E2M2
Make the exit into a more E2-typical FIREBLU gate.

E4M1
Make That Room look less like someone tried to draw E1M3 from memory.

* levels: more minor E1 fixes.

E1M6
Addresses #979, point 14. When you grab the chaingun in the north, you'll find 1-2 shotgunners standing at some terminals. Even though you're in plain view and clearly in a place where a person should be able to hear you, they will not hear your shots until you advance out of that grey floor. Removing the grey floor sound block lines cures this, apparently without causing premature alerting of the monsters on the other side of the green American football goal-like thing.

E1M8
Addresses #979, point 19. Lowers the pad to make the face more visible, and instead of the single torch in the middle on some skill levels you get a border of torches coming out of the nukage (which is now a hurtfloor) in all skill levels.

I've also taken the liberty of adding some progression into the southern labyrinth, turning the three "boxes" into distinct-looking columns going from masonry to monstrosity. Its purpose in disorienting the player enough to make the emergence seem to be into a new area should be unaffected. The light level is also significantly reduced, which ironically helps navigation somewhat. The final result should look a bit more like an intentionally disorienting labyrinth rather than a placeholder.
2023-06-07 08:43:53 -03:00
mc776
4b00255082
levels: bugfix: delete map09 testing start. (#974)
sorry
2023-05-15 18:00:27 -03:00
Steven Elliott
f046b8f349
Eureka and rebuild nodes (#973)
* levels: Cleanup Eureka errors in two levels

freedoom1.wad
  E4M8  Fix missing texture on linedef #2304 near teleporter.

freedoom2.wad
  MAP07 Fix missing textures in monster closets.

* levels: rebuild nodes

Ran "make rebuild-nodes"
2023-05-15 06:56:52 -03:00
mc776
a2cc0c82f7
levels: redo Map09 warehouse area. (#972)
* levels: redo Map09 warehouse area.

I've complained about the texture alignment of the crates before. I tried to fix it up, but then I got to the smaller dark areas and realized the longest parts of the map were a great big case of terminal One-Sector Twisty Dark Maze Syndrome and gave it up in favour of trying to recapture the interesting ideas behind this area with a brand new implementation.

- A big warehouse area that has you take a specific path at first, but then opens up after you get the key.
- The key is on the east end, behind a big door, in a big square thing. (Not quite the key itself now, but necessary to reach the key.)
- The way back involves going through some narrower, darker areas to the north and south.
- There are four secrets around the darker areas. One berserk, one plasma, one rockets, and one armour+backpack from a guy who died tragically alone in a dark storage area.
- Fairly constant shooting.

The whole place feels a lot less like Doom Containment Area which is a nice accidental plus.

One small change outside of the warehouse: the monster closets by the hallway no longer open while you're in the warehouse area, but only while you're already walking down towards the exit. (I've also moved the fake door in the final room to line up with some textures better, and replaced the textures on the stray crates in that T-corridor, but those have no effect on gameplay.)

* levels: tweak new map09 warehouse.

Fixed a floaty cell on the forklift.

Broke up some of the monotony in the northernmost aisle. The dirty crate blocking the door is now mysteriously moved back up to the rack rather than disappeared entirely.

Also tweaked the textures in that first grey T-corridor: gave the sides something with a seam that at least kindasorta lines up with the near-door seams, and got rid of the dark lines on the diagonal crate.

* levels: fix map09 co-op softlock.

If the bars are raised and everybody in the warehouse dies before getting the yellow key, everybody will be stuck outside. A teleporter now opens up just outside the warehouse that warps into the main intake room.

* levels: more map09 tweaks.

Since that path has a hurtfloor *and* potentially leads to a megaarmour secret it makes no sense to put armour bonuses there, so they are health now. Also gave a stimpack because hurtfloor.

Restored plain grey to the compy T-corridor, but used the seamless grey for the surrounding columns so there aren't any weird broken line bits. The computers themselves have been moved around and sculpted a bit so they align and no panels (slots?) are twisted into inexplicably inaccessible right angles.

* levels: improve Map09 aesthetics.

Add a trim to the walkable area for a better transition to the tekwall sides.

Adjust some of the tekwall greeble.

Reduce some of the colour clashes in the room.

Fix some texture alignment issues in that cross-corridor linking the red key areas. (There were some stuttering repeats and large objects being cut off in the tekwalls)

* levels: fix tutti frutti in map09 red key room.

Inappropriate TEKWALL3 by the door.

Also adjusted the greebles around the door for some pretence at symmetry.

* levels: more map09 texture adjustments.

The first door didn't quite show the entire orange-to-green gradation.

The minigun pillar had a floor texture that wasn't from that room nor could be explained as part of the red rock. It is now red rock.

That grey T-corridor has had further adjustments. That grey nothing by the armour bonuses is now more terminal/rack; the curved panels have been straightened; the technogreeble across them has been given some more variety.

* levels: map09 consistency issues.

Marked the eastern warp closet as hidden from automap.

Was reminded that this warehouse area is part of a map called "Datacenter" with computers everywhere. An early attempt to intentionally misalign some textures to make everything look a little more janky for that "office space filled with ancient unsorted boxes of legal and accounting whatever that no one ever reads but we can't ever throw away" look that the original has was unsuccessful because of the scale of the main warehouse area, which in turn (combined with the size and prominence of this thing and its relative proximity to the major active areas of the facility) suggests there was stuff regularly going through here and there should be an ongoing digitization project going on with things coming in.

Which implied there should be at least one scanning station on the warehouse floor itself, cleared for relatively low-security items, just to even begin to attempt to mitigate the worst of the backlog.

It's placed right by the entrance to the security/administration area, which recontextualizes the boxes up there as some workers' passive-aggressive attempt at mitigating the constant surveillance of their job.

* levels: map09 fixes.

Last update actually *broke* the pinkie warp closet since SLADE misguessed again which sector should be which when adding details.

Replaced octaminator with more serpentipedes on top of the crates as the faster movement was getting the octaminator stuck.

Blursphere moved forwards a bit to keep the sprite from clipping into the wall.

* levels: move map09 yellow key.

Put it a little further back to prevent a potential bump-grab exploit.

Also changed the strobe lighting around the red key.

* levels: minor map09 fixes.

Southeastern trilobite would only be alerted if the player went all the way to try to uncover the southeastern secret. It is now right in the corner so it always gets LOS when the player hits the second teleport door switch.

Fixed some textures around the death pit escape.

Above said escape, the switch room crack was causing some slime trails and had to be moved around a bit.
2023-05-15 06:56:14 -03:00
Shinosarna
ca31eb31e4
Update e1m4.wad (#970)
Edits to E1M4 by me and m.
Removed superflouous doorway in first room, changed lobby in yellow key building, changed outdoor area to look nicer, other minor tweaks.
2023-05-13 21:26:40 -03:00
mc776
902d359476
levels: address some E2M4 issues. (#966)
Made the lines in the northeast waterfall windows impassable as it is possible to jump through at least the bottom ones in some sourceports.

Made the staircase leading from the first water area back to the start *much* more visible. (Seriously playing this in vanilla with the sun shining through the window IRL this was even harder to find than the red armour secret...)

Replaced nearly all the METAL step faces with AQPIPE09 because they were *really* hard to see in poor lighting conditions.

Changed those insta-walls into something that could plausibly snap shut like that.

Merged a lot of symmetrical detail sectors.
2023-05-06 21:56:16 -03:00
mc776
8c076fcba9
levels: minor Phase 2 fixes. (#964)
* levels: minor Phase 2 fixes.

Mostly for addressing #694.

Map05
Realigned grey hex textures around soulsphere switch. Now the odd one out is the door.

Map09
Fixed up the lighting in the start room.
Reflagged some secret doors as secret rather than hidden.
Consolidated the two W1 Floor to LAC triggers around the yellow key.
The red key rocket launcher sequence could potentially mess someone up who - given the hatchling closet, quite reasonably - avoids grabbing the rocket launcher. It seems needlessly convoluted, but it is a funny prank how the switch makes the red key disappear entirely for a bit. Instead of untangling this I'm just going to add some health bonuses around the rocket launcher so the player will eventually go there.
Tried to mitigate the worst of the various crimes against texture alignment in the crate maze, adding a light source in the process. It would take a *lot* of work to make it actually look good, a lot more than can be done in a batch bugfix PR.

Map10
Lower unpegged sector 70 (red door leading outside) door tracks.
Added matching midtexes to the insides of the fences around the lights by the door leading to the final corridor.
Line 839 (south-southeast red armour behind waterfall) flagged secret and the lines on the other side flagged hidden.

Map11
Realigned grey hexes in corridor around minigunner switch room.
Added an evil eye right in front of the shootwall secret.

Map12
Change line 330 midtex to the new MIDSPCSM with no offset.
Lower-unpegged line 4787 doortrack.

Map13
Sectors 243 no longer uses mismatching TLITE6_5 flat. (Sector 170 actually looks okay ingame.)
Realigned line 260.

Map15
Line 163 W1 changed to WR to prevent a potential softlock.
Aligned COMPSPAN on sector 561 to match surroundings.
Fixed some textures in the green corridor in the west overlooking the nukage. Also set those zombies in there to ambush since that seems to be the intention based on their placement, and made that big block thingy on the east end of that corridor a more normal-looking door.
Touched up greyhex near sector 491.
Flagged linedef 5293 secret.
Sectors 145 and 116 (rock fringe around nukage around red key platform) consolidated into one sector, made non-damaging, and without the invisible blocking lines.

Map16
Changed Line 1089 to SR instead of S1. (Switch that opens the secret to the east)
Realigned all the SUPPORT3s in that little painlord corridor while shrinking the "ribs" a bit; also widened the little exit atrium so the space between the lights is as wide as the door. (After looking at the others I am not going to widen any more corridors at this time.)
Grossly simplified the twisty yellow key corridor, and lowered the ceiling of the outside of the door so the yellow door stripe would fit properly. One doortrack needed to be given the DOORTRAK texture. The remaining "ribs" are recessed further inside the wall so they do not impede movement at all.
Lowered the ceiling above the other yellow marked door as well. The corridor around the corner has been expanded slightly.

Map22
Flagged line 830 secret.

Map23
Fixed candle placement on east end of zombieman corridor.
Consolidated some identical sectors around the big "AGM" floor and lowered the torch platforms so they wouldn't clip into the ceiling.
Raised the ceilings on the techpillars right after the first long lift. The walls in front of them now match their surroundings.
Removed lower unpegged from lines 2066, 2082, 2062, 2075. ("Door"tracks for the route across those pillars in the southeast - they're actually lifts not doors)
SSG secret fixed. (And marked.)

Map28
Lines 2326, 622 lagged secret.
Realigned lines 4594 and 4671.
Realigned scrolling textures around sector 517.
Touched up monster closet around sector 399, changing to to 8 about HAF fast and making the closet a bit taller so there'd be a better natural threshold between those areas. The doortracks were fine, if a bit complex.
Raised sector 474 ceiling to match marble brick seams.
Made sector 147 (cubes hanging over hot rocks) do damage and sectors 91 and 115 (teleport pads) not.

Map29
Swapped out the textures on the sides of the big green skull pad.

* levels: fix up map23 southeast secret textures.

I messed up the texture replacement around the green torch, the extreme sudden darkness ruined the blue AGM text, the pillar lift-doors needed a better division between the tekwall and red rock, and that huge swathe of DOORTRAK hurt to look at in vanilla.

* levels: map07 aesthetic fixes.

Replaced BIGDOOR1 on sector 50 as it was giving tutti-frutti.

Fixed the textures on the lifts in the green area beyond the outdoor area.

Miscellaneous texture alignment fixes and added some more thresholds between materials.
2023-05-06 17:23:28 -03:00