* removed a few crates outside
* reworked scenic vista in SW of map
* fixed all 1S lines to have the impassible flag
* fixed two stuck monsters at (-960, 1024)
* removed unneeded tag from sector 239
* removed a multi-patch mid-texture on a linedef
* Simplified lighting gradients in a few places, especially the
numerous circles in the room to the E (large visplane overflows)
* Changed translucent glass window in S of map.
* Reworked the diagonal translucent window (near 434,-1364) and lowered
the room on SE side to accommodate MIDGRATE texture.
* Replaced generalized linetype in backpack secret (in W of map).
* Lowered the corner area just past the broken sky room. By chance this
fixes the odd-looking stairs a bit further on.
* Made the translucent glass in SE of map simply be opaque (the player could
not see much through it anyway).
* Changed doorway near (900, -1700) to look more like a doorway (it was
previously looking too much like a window).
* Replaced translucent window just S of the broken sky room -- now solid
(this window was high and player could not see much through it).
* For teleporting monsters into blue key room, replaced BOOM silent teleport
linetype #269 with vanilla compatible #97 (vanilla has no silent ones).
* Replaced BOOM scroll linetype #85 with vanilla linetype #48.
* In blue key room, changed monster closet to use a vanilla linetype instead
of a BOOM generalized one. Also made closet have a lowering floor instead
of a raising ceiling (to preserve the geometry there).
* Cleared a line with tag #7 and a BOOM generalized type, there was no matching sector.
* Replaced BOOM generalized type for switch just past red-keyed door,
reworking the door so the lights do not get cut off.
* Fixed linedefs with missing textures.
* Large rework of the "blue room" -- can no longer use BOOM colormap fx,
hence made all the walls, floors and ceilings use blue textures.
This normalizes line endings when doing a checkout on a Windows system.
It was previously adding the carriage return, which screwed up the build
process.
This should be the last of the symlinks.
do*day,hell,nite patches were just symlinked to the appropriate sky patches, so I just copied the sky patches.
donhell.gif -> sky3.gif
donhell.gif -> sky3.gif
donnite.gif -> sky4a.gif
donday.gif -> rsky1.gif
doenite.gif -> sky4a.gif
dosday.gif -> rsky1.gif
dowday.gif -> rsky1.gif
doshell.gif -> sky3.gif
downite.gif -> sky4a.gif
dosnite.gif -> sky4b.gif
doeday.gif -> rsky1.gif
dowhell.gif -> sky3.gif
doehell.gif -> sky3.gif
These images contain the names of the FreeDM intermission screen
level names and need to be copied to the parent directory along
with the CWILV* and WILV* graphics. This fixes a bug introduced
by the earlier desymlinkification of the textgen graphics.
* The item pickup sound has changed to not be a truncated powerup sound.
* The second and third sets of Zombie and Serpent sounds are also now off-pitch.
Some textures which appear in both doom.wad and doom2.wad are defined
differently in each. We were always using the same definition in both
Phase 1 and Phase 2, causing compatibility problems with some levels
which expected a particular version of the texture.
To resolve, add both versions of the conflicting textures, controlled by
a new DOOM1_VERSIONS #define that allows which the version to be
selected. Use the doom.wad versions for Freedoom: Phase 1, and the
doom2.wad versions for Freedoom: Phase 2. This resolves part of #194.
This was written by Jon a long time ago to do a "clean room" recreation
of the Freedoom texture lumps. I'm not sure it was ever actually
finished or the result used, but regardless, it doesn't seem necessary
to keep the script around any more.
This script was previously used for checking the correctness of the
assignment list files used for coordination of work in the earlier
stages of the project. As these files were removed over a year ago
in commit 7df4a6881c, this script is
now obsolete.
Some editors like to save cruft into a wad, along with the map data.
Unfortunately, it is pulled into the build targets by deutex, which
simply includes every lump in each map wad into the final build.
- c1m1: remove __EUREKA
- c1m5: remove DEHACKED
- c2m9: remove __EUREKA
- dm18: remove __EUREKA, GL_*
- dm32: remove __EUREKA
- map03: remove __EUREKA
- map05: remove __EUREKA
- map14: remove __EUREKA
- map17: remove __EUREKA
- map32: remove UPLTEMPL
- Remove inaccessible secrets: teleporter pad on west side of map, box
behind marble face by rocket launcher
- Remove unneeded interiors: a couple of pillars, and a crate, had
backsectors with floor==ceiling
- Allow shortcut door from blue key warehouse back to main area to be
opened. It looks like there was a button to open several doors, with
tag 1, but the switch was apparently removed and replaced with a key.
- Clean up some unnecessary linedef and sector tags
- Remove or redistribute some of the incredible excess of ammunition.
- sectors 50-62 were marked as secret areas, but could not be entered
- line 7: change type from 24706 to 23 S1 lower floor to LEF
- lines 225, 236, 247: change type from 16308 to 46 GR open door
Boom scrollers remain in the secret area, however they don't seem to
break vanilla (Chocolate Doom played my test recording successfully)
This is an old relic of the project: long ago when the project had
a shortage of sound effects, any missing sound effects would be
substituted with this recording I made of the PC speaker 'beep' from
my Linux desktop. The idea was that the beeping would alert people
that the sound effect was missing and encourage it to be replaced.
This idea ultimately proved counterproductive as the beeping just
proved annoying for anyone wanting to try to play the game. I later
replaced it with a dummy.wav that is just silent.
This eliminates another author-name directory. PLAYPAL and COLORMAP
generation are separate operations that are really only very vaguely
related to one another. Move these into separate, logically-named
directories.
As part of this we eliminate the symlinks for the PLAYPAL and various
colormap lump files, and instead copy these into the parent directory
for use by deutex. This brings further progress on #202.
This texture is supposed to have a monster corpse hanging on the wall,
but is currently just an empty marble stone wall, and so is a symlink to
avoid duplication. But for simplicity it's probably easier to just
include a copy of the file; this will make it easier to be improved in
the future.
These symlinks are used to indicate to use an alternate file for certain
graphics. But we can achieve the same by specifying the file in the
deutex config file with the = syntax.