I'm still stuck with grossly subpar recording gear right now, but this is urgent (or rather *long* overdue) as per discussion in #1486.
DSPUNCH is just me punching myself in the arm run through a *bunch* of stuff in Saucedacity until it started to sound like a punch ingame instead of a weird tinny click.
DSSKEPCH is that same sound remixed with a bit of DSSWTCHN for a vague impression of a metallic echo.
Since these will be printed on real dead paper and sent out in the
world, it seems like it may be a very good idea if we can identify what
version they were built from.
Without this it looks a little bare. Note that this is not an actual
heading, because otherwise the Table of Contents will appear in itself,
which is weird.
This bigdoor texture is weird as the patch is off center, then used twice in the texture to re-center it: once offset by -4 (-5 in id), then once again to fill in the gap on the right.
The id skulls are miscentered: they're in the middle of the *patch*, but get shifted off center on the *texture*.
The Freedoom skulls overcompensate, as though the offset were -8 instead of -4, with the result that the final texture is off to the right by 4.
This edit shifts it back towards the center of the final texture, as well as exposing a bit more of the wood around and between the skulls where it had been a solid dark brown.
By setting the `role=bare` property on these links, the URLs do not get
included in the text of the print PDFs. While we want to include the
URLs for most links, in some cases it doesn't add anything and is just
disruptive to the flow of the text.
Specifying `media=print` changes Asciidoctor so that URLs are included
inline in a way that can be read in printed media. For printed manuals
this is obviously what we want, though we should still keep the regular
version around for the binary distributions, since they retain the
internal links.
When uploading to Lulu.com an error was being produced, and with some
experimentation I discovered it was due to the `[%always]` tag used to
force page breaks; removing it fixes the problem. To ensure the Table of
Contents appears on the right page, I added a small amount of copyright
blurb to page 2.
This required some adjustment of the template to increase the size of
the box on the rear cover containing the text.
Text was translated by Google Translate; I have not yet had native
speakers verify the accuracy of the translations.
We generate the previous SVG by doing sed substitutions to insert the
front cover and spine titles, plus the rear cover text. A follow-up
commit will generate the French and Spanish covers as well.
This is not invoked as part of the normal build process, and shouldn't
be: we only ever want to build the cover PDFs when we're uploading them
for printing, and don't want everyone who wants to build Freedoom to
have to install Inkscape. However, we should nonetheless include it in
the CI to check that the build step works.
Since we want this to become an actual book, we need the generated PDF
to properly look like one. This required a bit of Asciidoc mangling but
mostly looks right.
Having this will allow us to put up printed Freedoom manuals for sale.
The SVG here is compatible with the template provided by lulu.com, which
is where I'm planning to put up the online store. Lulu expects a PDF, so
there's a Makefile target that uses Inkscape to convert the SVG to PDF
format.
The cover artwork here is by Reddit user Illustrious-Gift4206 who
created fanart of many of the Freedoom monsters. Ony my request he has
graciously agreed to donate his artwork to the project for use.
Currently this is just the English version of the manual cover. I'm
planning in a follow-up commit to convert the SVG into a template, so
that we can autogenerate covers for all the different translations.
This fixes#1489, where the keys were being obscured by the menu skull
that is drawn on the help screen by vanilla Doom. Rather than just
shuffle around the contents of the help screen, I opted to simplify it
by removing a lot of the clutter.
The old help screen was created before the Freedoom manual was added, so
there's no need for us to include every in-game item. Instead, we can
delegate to the manual by including a link to it, and cut things back to
just a small selection of example items.
Kind of messed up the way it looks on Doom palette, fixed it up a bit, also lowering the contrast from prior because of the shimmering it caused, there's less of it here.
I've had a few situations where I've had to design something awkwardly or avoid using this texture altogether, so hopefully this can add a bit more flexibility for mappers.
> Map developed using an old deathzor donated map for freedm prior to v0.9.
> The map is city themed and big, well suited for 4 players or more.
> Replaces last man standing for being just as well big and dont plays well.
Name: Violent Vicinity