In levels/map0*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
MAP01 Clear lindef Boom transfer light specials #213 and #261
MAP02 Clear lindef Boom transfer light special #213
MAP04 Change transparent AQTRIM03 texture on solids to AQRUST10
MAP06 Add missing textures
MAP07 Fix criss cross linedefs by moving a vertex down 4 units
Move stuck barrel to the left 8 units
Remove unused linedef tag #20
Add missing textures
MAP08 Set impassable on external walls
Remove unused STARTAN3 Medusa texture
In levels/e4m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E4M1 Reduce deathmatch starts from 11 to 10
Remove unused Strife tag #999
Add missing textures
E4M3 Reduce deathmatch starts from 12 to 10
Add missing textures
E4M4 Reduce deathmatch starts from 11 to 10
Add missing textures
E4M5 Reduce deathmatch starts from 11 to 10
Remove unused tag #8 from sector
Add missing textures
E4M6 Reduce deathmatch starts from 15 to 10
Add missing textures
E4M7 Reduce deathmatch starts from 17 to 10
Remove unused Strife tag #999
Remove unused tag #2 from sectors
Add missing textures
E4M8 Reduce deathmatch starts from 12 to 10
Remove transparent unused MIDGRATE texture on solid
Add missing textures
E4M9 Reduce deathmatch starts from 16 to 10
Remove unused tag #13 from sector
Change transparent MIDBRN1 textures on solid to METAL
Remove unused transparent BRNBIGC textures on solid
Add missing textures
In levels/e3m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E3M2 Remove unused texture on an animated switch
E3M3 Split stuck easy medium worm into two worms
Move a few stuck zombies apart
Fix Medusa by changing WOOD1 to WOOD8
Remove crusher linedef that did nothing
Fix transparent wall by changing MIDGRATE to METAL
Fix transparent wall by changing AQTRIM03 to AQRUST10
Fix Missing textures
E3M4 Fix ceiling below floor
Delete doom cameras (#32000)
Fix Medusa secret area with GSTGARG
Fix Medusa red sound tunnel with ROCKRED2
E3M5 Separated two pairs of stuck monsters
Delete two DM starts to get down to ten
E3M6 Fix mismatched sector by deleting extra linedef
E3M7 Clear flag 25 on linedef behind player start
Remove trilobite in the void
Clear hovering Medusa texture in green walled lava pit
Fix Medusa exit sign
Clear unused tag in on linedef
Clear unused tags in sectors
E3M8 Set impassable on all outside walls
E3M9 Clear unknown sector type 72
Clear unknown linedef type 181 multiple places
Clear unknown linedef type 160 in small triangular sector
Fix Medusa by changing SKSPINE2 to SKSNAKE2
Delete doom camera (#32000)
Clear unused tags in sectors
In levels/e2m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E2M1 Cleared non-vanilla slope type (340) on small blue pyramid.
Fix missing textures.
E2M2 Removed unused tag in a door.
Fix missing textures.
E2M3 Fix missing textures.
E2M4 Remove non-visible non-animated switch texture.
Fix missing textures.
E2M5 Fix missing textures.
E2M6 Removed two unused tags in sectors.
Fix missing textures.
E2M7 Replace transparent texture AQTRIM03 with AQRUST10.
Fix missing textures.
E2M8 Cleared non-vanilla linedef type (85).
Replace transparent texture AQTRIM03 with AQRUST10.
E2M9 Reduced deathmatch starts from 17 to 10.
Replace transparent texture T-SLDRP1 with COMPUTE1.
Removed unused tag in a door.
Removed exit signs on either side of secret exit door.
Changed secret exit switch room into a secret area.
Fix missing textures.
For levels/e1m[13].wad I should've used AQRUST10 to replace AQTRIM03
instead of AQCONC03. With the fix the texture changes are:
E1M1 Near floor around 464, 1936
Near ceiling around 2400, -32
E1M3 Behind player spawns at -767, -258
In levels/e1m*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures and similar errors.
E1M1 Replace transparent texture AQTRIM03 on walls with AQCONC03
E1M3 Replace transparent texture AQTRIM03 on walls with AQCONC03
Floor one unit higher than ceiling in a door
Delete unused tags
Replaced transparent texture in a secret room
E1M6 Deleted inner mismatched sector in outdoor water pond
Fix Missing textures
E1M7 Fix missing textures
E1M8 Fix missing textures
Delete unused tags
E1M9 Fix missing textures
* levels: Cleanup Eureka errors in DM levels
In levels/dm*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures. It does not include
removing excess DM player starts.
In levels/dm*.wad files remove excess DM player starts. This is to
accommodate the apparent vanilla limit of ten. See
https://doomwiki.org/wiki/Deathmatch_start for details.
In levels/dm*.wad files remove excess DM player starts. This is to
accommodate the apparent vanilla limit of ten. See
https://doomwiki.org/wiki/Deathmatch_start for details.
In levels/dm*.wad files fix errors flagged by Eureka when F9 (Check /
ALL) is pressed. This is mostly missing textures. It does not include
removing excess DM player starts.
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
The idea here is that the horns on the skulls indicate the same shapes
as those used for the keycards:
* Blue: X shape
* Red: Horizontal (horns point horizontally atop head)
* Yellow: Vertical
In order to do this I color-swapped and exchanged the graphics for the
red and blue skull keys. This commit updates the skull key sprites,
status bar key icons and the skull key wall textures. As well as as the
color swap, I've also tweaked the skulls to increase emphasis on the
horn directions.
Added new textures with stock patches, check the comments.
Removed broken glasses textures since it was unused.
added a new light patche, t14_4, by korp.
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.