-MAP01: Moved line 949 away from secret door so the player can open it
in deathmatch if they spawn where the plasma rifle is.
-MAP04: Adjusted lighting for outdoor area, fixed VPO when all doors
are opened from west side of map. Many texture changes, replaced
marble area with new techbase areas that are easier to navigate. Make
level more straightforward by having the last door require a
key. Changed spiders to pain bringers as it I think the latter is
more appropriate to introduce here. Difficulty tweaks on all skills.
-MAP09: Texture changes in several areas, added monster corpses with
pools of blood. Sector merge cleanup at the crate room. Fixed
potential softlock issue at crate room by making the switch to lower
the bars repeatable. Adjust lighting and minor difficulty tweaks.
-MAP10: Removed many trees, make movement easier and also open up some
areas. Add bonus items and multiplayer only weapons. Rearrange
deathmatch spawns. Adjust difficulty for all skills.
GNOME Shell normally doesn’t display enough of the name on-screen,
leaving “Freedoom: P…” on the icons and making it impossible to
distinguish the games by name.
While not entirely ideal, just having “Phase 1” and “Phase 2” should
be decent enough.
This map mostly relies on tricks of the engine’s gameplay, but didn’t
really stock enough ammo to take on the last tripod realisticly. Add
a large energy pack to the same location the SKAG is located to
increase the chances of doing 100%.
Two commits ago, I softened the effect the red palettes had to avoid
the last one being pure-red. While I still think it should be a
little visible on the last one, it was maybe a bit too visible. This
might be a balance between the two.
GZDoom gets bumped up to second for its support for high screen
resolutions. PrBoom-Plus gets bumped to last-place for its menu
complexity. Eternity got removed due to its difficulty of building
and running on Linux.
This reverts the code changes from
2019-09-05T02:46:59Z!mikeonthecomputer@gmail.com. Keeps the "v" from
appearing in file names, while still being a bit nice to see on the
title screen.
ASCIIDOC and ASCIIDOC_MAN have been added, which default to the
(Python-based) reference implementation, but may be changed to
asciidoctor simply.
The manpages have been modified to use single-line section headings
for AsciiDoctor compatibility.
With WAD merging with certain Doom 2 mods (eg,
doom2/Ports/megawads/strg), using a sprite in this texture causes some
engines to crash on loading the game. The mod makes up its new BOSF*
sprites but omits BOSFA0, which caused our game to crash when trying
to load Freedoom with Struggle.
This can break Plutonia mod compatibility a bit if they try to replace
this sprite too, but let’s hope that will not happen.
Current Desktop Entry and AppStream standards recommend using
reverse-DNS for all relevant files under them.
Adds some more scaffolding targets for install/uninstall, but there
aren’t easy text transformations to the new names.
Bunch of logic to use XDG_DATA_HOME or fallback according to the
actual XDG recommendations.
Use an array to build up paths (can be edited easily in the future or
for whatever custom purpose), which shellcheck warned is a bash-ism,
so change the script interpreter to bash as well. Let’s hope that
doesn’t break anyone (does anyone lack bash even if they don’t use it
as their shell?)