de-symlinkify: fraggle

master
Mike Swanson 2015-12-16 23:47:46 -08:00
parent 9a479cae22
commit e17a34d9ea
95 changed files with 963 additions and 1043 deletions

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These are stopgap endgame screens created from screenshots of the last
levels of each episode.
VICTORY2: screenshot from E2M8 showing killed boss monster. I took this
screenshot with the full brightness cheat on and "artificially"
darkened it afterwards.
PFUB1/2: screenshot from E3M8 showing killed boss monster. I took this
in PrBoom+ at 640x480, then cropped it down into two 320x200 images
that seamlessly scroll together. The marine sprite was added in
afterwards.
ENDPIC: screenshot from E4M8 showing killed boss monsters.
All screenshots were taken with the game running in 640x480, and were
resized to 640x400 to take into account Doom's aspect ratio issues.

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@ -49,7 +49,7 @@ $(TEXTGEN_GRAPHICS): graphics.stamp
$(MAKE) data.stamp; \
fi
graphics.stamp: config.py fontchars ../../lumps/fraggle/freedoom.bex
graphics.stamp: config.py fontchars ../../lumps/dehacked.lmp
@rm -f graphics.tmp
@touch graphics.tmp
./textgen

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fraggle/freedoom.bex

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lumps/dehacked.lmp Normal file
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Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the freedoom project nor the names of its
# contributors may be used to endorse or promote products derived from
# this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
[PARS]
# Par times. The BEX format requires these to be specified in number
# of seconds, but for convenience we include the min:sec value in a
# comment. Comment also indicates when the run was done - ideally
# this should be re-done for every new release. Times are rounded
# to nearest half-minute.
par 1 60 # 01:00 - Catoptromancy for v0.8 - 2013/12
par 2 240 # 04:00 - Catoptromancy for v0.8 - 2013/12
par 3 390 # 06:30 - Catoptromancy for v0.8 - 2013/12
par 4 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
par 5 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
par 6 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
par 7 210 # 03:30 - Catoptromancy for v0.8 - 2013/12
par 8 570 # 09:30 - Catoptromancy for v0.8 - 2013/12
par 9 690 # 11:30 - Catoptromancy OLD run for v0.7
par 10 30 # 00:30 - Catoptromancy for v0.8 - 2013/12
par 11 930 # 15:30 - Catoptromancy for v0.8 - 2013/12
par 12 1650 # 27:30 - Catoptromancy OLD run for v0.7
par 13 1740 # 29:00 - Catoptromancy OLD run for v0.7
par 14 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
par 15 1200 # 20:00 - Catoptromancy OLD run for v0.7
par 16 480 # 08:00 - Catoptromancy for v0.8 - 2013/12
par 17 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
par 18 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
par 19 660 # 11:00 - Catoptromancy for v0.8 - 2013/12
par 20 720 # 12:00 - Catoptromancy for v0.8 - 2013/12
par 21 750 # 12:30 - Catoptromancy OLD run for v0.7
par 22 1620 # 27:00 - Catoptromancy for v0.8 - 2013/12
par 23 120 # 02:00 - Catoptromancy for v0.8 - 2013/12
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
par 25 1440 # 24:00 - Catoptromancy for v0.8 - 2013/12
par 26 690 # 11:30 - Catoptromancy for v0.8 - 2013/12
par 27 2910 # 48:30 - Catoptromancy OLD run for v0.7
par 28 1350 # 22:30 - Catoptromancy OLD run for v0.7
par 29 600 # 10:00 - Catoptromancy OLD run for v0.7
par 30 510 # 08:30 - Catoptromancy for v0.8 - 2013/12
par 31 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
par 32 0 # 00:00 - Catoptromancy OLD run for v0.7
[STRINGS]
# Text shown on startup in Boom-compatible ports. This is all in
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
GOTARMOR = picked up a light armor vest.
GOTMEGA = picked up a heavy armor vest.
GOTHTHBONUS = got a 1% health bonus.
GOTARMBONUS = got a 1% armor bonus.
GOTSTIM = picked up a small health pack.
GOTMEDINEED = found a large health pack, just in time!
GOTMEDIKIT = picked up a large health pack.
GOTSUPER = you got the overdrive sphere!
GOTBLUECARD = picked up a blue passcard.
GOTYELWCARD = picked up a yellow passcard.
GOTREDCARD = picked up a red passcard.
GOTBLUESKUL = picked up a blue skeleton key.
GOTYELWSKUL = picked up a yellow skeleton key.
GOTREDSKULL = picked up a red skeleton key.
GOTINVUL = temporary invulnerability!
GOTBERSERK = you got the steroid pack!
GOTINVIS = you got the stealth sphere!
GOTSUIT = picked up a hazard suit.
GOTMAP = got the tactical survey map.
GOTVISOR = got the night vision goggles.
GOTMSPHERE = you got the ultra-overdrive sphere!
GOTCLIP = picked up an ammo clip.
GOTCLIPBOX = picked up a box of ammo.
GOTROCKET = picked up a missile.
GOTROCKBOX = picked up a crate of missiles.
GOTCELL = picked up a small energy recharge.
GOTCELLBOX = picked up a large energy recharge.
GOTSHELLS = picked up some shotgun shells.
GOTSHELLBOX = picked up a box of shotgun shells.
GOTBACKPACK = second backpack!
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
GOTCHAINGUN = you got the minigun!
GOTCHAINSAW = you got the angle grinder!
GOTLAUNCHER = you got the missile launcher!
GOTPLASMA = you got the polaric energy cannon!
GOTSHOTGUN = you got the pump-action shotgun!
GOTSHOTGUN2 = you got the double-barrelled shotgun!
PD_BLUEO = this object requires a blue key.
PD_REDO = this object requires a red key.
PD_YELLOWO = this object requires a yellow key.
PD_BLUEK = this door requires a blue key.
PD_REDK = this door requires a red key.
PD_YELLOWK = this door requires a yellow key.
PD_BLUEC = this door requires the blue passcard.
PD_REDC = this door requires the red passcard.
PD_YELLOWC = this door requires the yellow passcard.
PD_BLUES = this door requires the blue skeleton key.
PD_REDS = this door requires the red skeleton key.
PD_YELLOWS = this door requires the yellow skeleton key.
PD_ANY = this door requires any key.
PD_ALL3 = this door requires all three keys.
PD_ALL6 = this door requires all six keys and passcards!
HUSTR_E1M1 = C1M1: Starport
HUSTR_E1M2 = C1M2: Communications Center
HUSTR_E1M3 = C1M3: Waste Disposal
HUSTR_E1M4 = C1M4: Supply Depot
HUSTR_E1M5 = C1M5: Control Center
HUSTR_E1M6 = C1M6: Training Center
HUSTR_E1M7 = C1M7: Research Labs
HUSTR_E1M8 = C1M8: Quarry
HUSTR_E1M9 = C1M9: Armory
HUSTR_E2M1 = C2M1: Ruins
HUSTR_E2M2 = C2M2: Power Plant
HUSTR_E2M3 = C2M3
HUSTR_E2M4 = C2M4: Sample Holding Center
HUSTR_E2M5 = C2M5: Fortress 31
HUSTR_E2M6 = C2M6
HUSTR_E2M7 = C2M7
HUSTR_E2M8 = C2M8: Containment Center
HUSTR_E2M9 = C2M9
HUSTR_E3M1 = C3M1: Land of the Lost
HUSTR_E3M2 = C3M2: Infernal Caverns
HUSTR_E3M3 = C3M3
HUSTR_E3M4 = C3M4
HUSTR_E3M5 = C3M5
HUSTR_E3M6 = C3M6: Igneous Intrusion
HUSTR_E3M7 = C3M7
HUSTR_E3M8 = C3M8: The Lair
HUSTR_E3M9 = C3M9: Acquainted With Grief
HUSTR_E4M1 = C4M1: Maintenance Area
HUSTR_E4M2 = C4M2: Research Complex
HUSTR_E4M3 = C4M3: Central Computing
HUSTR_E4M4 = C4M4: Hydroponic Facility
HUSTR_E4M5 = C4M5: Engineering Station
HUSTR_E4M6 = C4M6: Command Center
HUSTR_E4M7 = C4M7: Waste Treatment
HUSTR_E4M8 = C4M8: Launch Bay
HUSTR_E4M9 = C4M9: Operations
CC_ZOMBIE = zombie
CC_SHOTGUN = shotgun zombie
CC_HEAVY = minigun zombie
CC_IMP = serpent
CC_DEMON = worm
CC_LOST = deadflare
CC_CACO = orb monster
CC_HELL = pain bringer
CC_BARON = pain lord
CC_ARACH = small technospider
CC_PAIN = deadflare ball
CC_REVEN = dark soldier
CC_MANCU = combat slug
CC_ARCH = flame bringer
CC_SPIDER = large technospider
CC_CYBER = assault tripod
CC_HERO = savior of humanity
HUSTR_1 = MAP01: Hydroelectric Plant
HUSTR_2 = MAP02: Filtration Tunnels
HUSTR_3 = MAP03: Crude Processing Center
HUSTR_4 = MAP04: Containment Bay
HUSTR_5 = MAP05: Waste Water Basin
HUSTR_6 = MAP06
HUSTR_7 = MAP07: Outer Storage Warehouse
HUSTR_8 = MAP08
HUSTR_9 = MAP09: Mine HM09
HUSTR_10 = MAP10
HUSTR_11 = MAP11
HUSTR_12 = MAP12
HUSTR_13 = MAP13: Return to Earth
HUSTR_14 = MAP14: The Acid Trip
HUSTR_15 = MAP15: Hostile Takeover
HUSTR_16 = MAP16: Urban Jungle
HUSTR_17 = MAP17: The Capitol
HUSTR_18 = MAP18: Abandoned Monastery
HUSTR_19 = MAP19: Castle
HUSTR_20 = MAP20: The Blood Ember Fortress
HUSTR_21 = MAP21: The Under-Realm
HUSTR_22 = MAP22
HUSTR_23 = MAP23
HUSTR_24 = MAP24: Tertiary Loading Bay
HUSTR_25 = MAP25
HUSTR_26 = MAP26
HUSTR_27 = MAP27
HUSTR_28 = MAP28: Grim Redoubt
HUSTR_29 = MAP29
HUSTR_30 = MAP30: Jaws of Defeat
HUSTR_31 = MAP31: Safety in Numbers
HUSTR_32 = MAP32: Summer Residence
PHUSTR_1 = MAP01
PHUSTR_2 = MAP02
PHUSTR_3 = MAP03
PHUSTR_4 = MAP04
PHUSTR_5 = MAP05
PHUSTR_6 = MAP06
PHUSTR_7 = MAP07
PHUSTR_8 = MAP08
PHUSTR_9 = MAP09
PHUSTR_10 = MAP10
PHUSTR_11 = MAP11
PHUSTR_12 = MAP12
PHUSTR_13 = MAP13
PHUSTR_14 = MAP14
PHUSTR_15 = MAP15
PHUSTR_16 = MAP16
PHUSTR_17 = MAP17
PHUSTR_18 = MAP18
PHUSTR_19 = MAP19
PHUSTR_20 = MAP20
PHUSTR_21 = MAP21
PHUSTR_22 = MAP22
PHUSTR_23 = MAP23
PHUSTR_24 = MAP24
PHUSTR_25 = MAP25
PHUSTR_26 = MAP26
PHUSTR_27 = MAP27
PHUSTR_28 = MAP28
PHUSTR_29 = MAP29
PHUSTR_30 = MAP30
PHUSTR_31 = MAP31
PHUSTR_32 = MAP32
THUSTR_1 = MAP01
THUSTR_2 = MAP02
THUSTR_3 = MAP03
THUSTR_4 = MAP04
THUSTR_5 = MAP05
THUSTR_6 = MAP06
THUSTR_7 = MAP07
THUSTR_8 = MAP08
THUSTR_9 = MAP09
THUSTR_10 = MAP10
THUSTR_11 = MAP11
THUSTR_12 = MAP12
THUSTR_13 = MAP13
THUSTR_14 = MAP14
THUSTR_15 = MAP15
THUSTR_16 = MAP16
THUSTR_17 = MAP17
THUSTR_18 = MAP18
THUSTR_19 = MAP19
THUSTR_20 = MAP20
THUSTR_21 = MAP21
THUSTR_22 = MAP22
THUSTR_23 = MAP23
THUSTR_24 = MAP24
THUSTR_25 = MAP25
THUSTR_26 = MAP26
THUSTR_27 = MAP27
THUSTR_28 = MAP28
THUSTR_29 = MAP29
THUSTR_30 = MAP30
THUSTR_31 = MAP31
THUSTR_32 = MAP32
HUSTR_PLRGREEN = g:
HUSTR_PLRINDIGO = i:
HUSTR_PLRBROWN = b:
HUSTR_PLRRED = r:
AMSTR_FOLLOWON = map following player
AMSTR_FOLLOWOFF = map no longer following player
AMSTR_GRIDON = map grid on
AMSTR_GRIDOFF = map grid off
AMSTR_MARKEDSPOT = added map bookmark
AMSTR_MARKSCLEARED = all map bookmarks cleared.
STSTR_MUS = music changed
STSTR_NOMUS = unknown music track?
STSTR_DQDON = god mode on
STSTR_DQDOFF = god mode off
STSTR_KFAADDED = keys, weapons and ammo added.
STSTR_FAADDED = weapons and ammo added.
STSTR_NCON = noclip on
STSTR_NCOFF = noclip off
STSTR_CHOPPERS = vroom!
STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
NIGHTMARE = this is the highest skill level.\n\
not recommended unless you're experienced.\n\n\
(press y to confirm)
#HUSTR_CHATMACRO1
#HUSTR_CHATMACRO2
#HUSTR_CHATMACRO3
#HUSTR_CHATMACRO4
#HUSTR_CHATMACRO5
#HUSTR_CHATMACRO6
#HUSTR_CHATMACRO7
#HUSTR_CHATMACRO8
#HUSTR_CHATMACRO9
#HUSTR_CHATMACRO0
#HUSTR_TALKTOSELF1
#HUSTR_TALKTOSELF2
#HUSTR_TALKTOSELF3
#HUSTR_TALKTOSELF4
#HUSTR_TALKTOSELF5
#HUSTR_MESSAGESENT
# Temporary end-of-chapter texts. Please replace them.
E1TEXT = You've completed chapter 1!!\n\n\
But your work isn't done yet.\n\n\
There are more monsters still to kill.\n\n\
Play Chapter 2: Military Labs to\n\
continue the madness.
E2TEXT = You've defeated Chapter 2!\n\n\
Hordes of monsters lie dead by your\n\
hand. But there are still more waiting.\n\
Your work is not yet done.\n\n\
Onward to Chapter 3: Event Horizon\n\
- if you dare!
E3TEXT = Hundreds of monsters couldn't stop you.\n\
So much for Chapter 3.\n\n\
But there's a whole other game to play!\n\n\
Play Freedoom: Phase 2 and continue the\n\
carnage!\n\n\
-or play Chapter 4: Double Impact!
E4TEXT = Despite having an entire army against\n\
you, you manage to reach the\n\
spacecraft by the skin of your teeth.\n\n\
"Can I go back to fixing things yet?"\n\
You mutter to yourself and let out an\n\
exasperated sigh.\n\n\
You initiate navigation systems and\n\
power-up thrusters, time to get the\n\
hell outta dodge. Destination: anywhere\n\
but this suck-hole. As you lift off to the\n\
safety of outerspace, you wonder if you're\n\
going to be paid overtime.
# After MAP06, before MAP07:
C1TEXT = You've found your way to the complex's\n\
outer storage warehouse. A whole\n\
squadron of soldiers were\n\
dispatched here, but after 2 hours they\n\
were never heard from again. What can have\n\
happened to them? You feel a knot in\n\
your stomach and try to put the question\n\
out of your mind.\n\n\
Guess you'll find out soon.
# After MAP11, before MAP12:
C2TEXT = You make your way to the outskirts of\n\
the city. This was once the planet's\n\
most important economic powerhouse,\n\
and headquarters of the AGM conglomerate.\n\n\
Now it's a wreck.\n\n\
Every entrance has been heavily fortified,\n\
but you find one small forgotten doorway,\n\
it must be an industrial loading bay\n\
of some kind. Guess this is your way in.
# After MAP20, before MAP21:
C3TEXT = You never thought you'd see a literal\n\
river of blood. These bastards have a\n\
lot to answer for. But it just makes you\n\
more determined to make them pay for\n\
what they've done.\n\n\
Stepping through the portal you pause to\n\
catch your breath, but there's no time\n\
to waste.
# After MAP30 (endgame text):
C4TEXT = Explosions erupt from all around the\n\
skull. You've done it. It's finally\n\
over. These monsters won't bother you\n\
any more.\n\n\
The saying goes, live free or die.\n\
Guess that doesn't always mean the\n\
latter.
# Before MAP31 (secret level #1):
C5TEXT = You step onto the teleport and after a\n\
strange flash you find yourself in an\n\
old castle. What is this place? Before\n\
you can wonder further, you hear\n\
noises coming towards you.
# Before MAP32 (secret level #2):
C6TEXT = You place your hand on the strange\n\
yellow column, and quickly remember\n\
how your mother always warned you\n\
to not touch things that don't belong\n\
to you.\n\n\
As the glow of the alien teleport\n\
subsides, it looks like you may have\n\
made a wrong turn.\n\n\
Again.
#P1TEXT
#P2TEXT
#P3TEXT
#P4TEXT
#P5TEXT
#P6TEXT
#T1TEXT
#T2TEXT
#T3TEXT
#T4TEXT
#T5TEXT
#T6TEXT
#BGFLATE1
#BGFLATE2
#BGFLATE3
#BGFLATE4
#BGFLAT06
#BGFLAT11
#BGFLAT20
#BGFLAT30
#BGFLAT15
#BGFLAT31
#BGCASTCALL
#STARTUP1
#STARTUP2
#STARTUP3
#STARTUP4
#STARTUP5
#SAVEGAMENAME
# Obituary texts, for ZDoom-based ports.
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
OB_STEALTHDEMON=%o thought %g saw a Worm.
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
OB_STEALTHIMP=%o thought %g saw an Serpent.
OB_STEALTHFATSO=%o thought %g saw a Combat Slug.
OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier.
OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie.
OB_STEALTHZOMBIE=%o thought %g saw a Zombie.
OB_UNDEADHIT=%o was punched by a Dark Soldier.
OB_IMPHIT=%o was slashed by a Serpent.
OB_CACOHIT=%o got too close to an Orb Monster.
OB_DEMONHIT=%o was bitten by a Worm.
OB_SPECTREHIT=%o was eaten by a Stealth Worm.
OB_BARONHIT=%o was torn open by a Pain Lord.
OB_KNIGHTHIT=%o was gutted by a Pain Bringer.
OB_ZOMBIE=%o was killed by a Zombie.
OB_SHOTGUY=%o was gunned down by a Shotgun Zombie.
OB_VILE=%o was incinerated by a Flame Bringer.
OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball.
OB_FATSO=%o was blasted by a Combat Slug.
OB_CHAINGUY=%o was perforated by a Minigun Zombie.
OB_SKULL=%o was slammed by a Deadflare.
OB_IMP=%o was burned by an Serpent.
OB_CACO=%o was smitten by an Orb Monster.
OB_BARON=%o was bruised by a Pain Lord.
OB_KNIGHT=%o was splayed by a Pain Bringer.
OB_SPIDER=%o stood in awe of the Large Technospider.
OB_BABY=%o let a Small Technospider get %h.
OB_CYBORG=%o was splattered by an Assault Tripod.
OB_WOLFSS=%o met a Sailor.
OB_MPFIST=%k punched %o to death.
OB_MPCHAINSAW=%o was shredded by %k's angle grinder.
OB_MPPISTOL=%o was tickled by %k's handgun.
OB_MPSHOTGUN=%o chewed on %k's boomstick.
OB_MPSSHOTGUN=%k swapped two barrels upside %o's head.
OB_MPCHAINGUN=%o was perforated by %k's minigun.
OB_MPROCKET=%o was mutilated by %k's missile.
OB_MPR_SPLASH=%o couldn't dodge %k's missile.
OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy.
OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG!
OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG.
OB_MPTELEFRAG=%o stood where %k was teleporting.
OB_RAILGUN=%o was railed by %k.
OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!

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fraggle/endoomdm.lmp

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lumps/endoomdm.lmp Normal file

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fraggle/freedm.bex

435
lumps/fdm_deh.lmp Normal file
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Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the freedoom project nor the names of its
# contributors may be used to endorse or promote products derived from
# this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
[PARS]
# Par times don't matter so much for FreeDM, just set all to zero.
par 1 0
par 2 0
par 3 0
par 4 0
par 5 0
par 6 0
par 7 0
par 8 0
par 9 0
par 10 0
par 11 0
par 12 0
par 13 0
par 14 0
par 15 0
par 16 0
par 17 0
par 18 0
par 19 0
par 20 0
par 21 0
par 22 0
par 23 0
par 24 0
par 25 0
par 26 0
par 27 0
par 28 0
par 29 0
par 30 0
par 31 0
par 32 0
[STRINGS]
# Text shown on startup in Boom-compatible ports. This is all in
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
STARTUP5============================================================================\nThis is FreeDM, the free content deathmatch FPS.\n\nFreeDM is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
GOTARMOR = picked up a light armor vest.
GOTMEGA = picked up a heavy armor vest.
GOTHTHBONUS = got a 1% health bonus.
GOTARMBONUS = got a 1% armor bonus.
GOTSTIM = picked up a small health pack.
GOTMEDINEED = found a large health pack, just in time!
GOTMEDIKIT = picked up a large health pack.
GOTSUPER = you got the overdrive sphere!
GOTBLUECARD = picked up a blue passcard.
GOTYELWCARD = picked up a yellow passcard.
GOTREDCARD = picked up a red passcard.
GOTBLUESKUL = picked up a blue skeleton key.
GOTYELWSKUL = picked up a yellow skeleton key.
GOTREDSKULL = picked up a red skeleton key.
GOTINVUL = temporary invulnerability!
GOTBERSERK = you got the steroid pack!
GOTINVIS = you got the stealth sphere!
GOTSUIT = picked up a hazard suit.
GOTMAP = got the tactical survey map.
GOTVISOR = got the night vision goggles.
GOTMSPHERE = you got the ultra-overdrive sphere!
GOTCLIP = picked up an ammo clip.
GOTCLIPBOX = picked up a box of ammo.
GOTROCKET = picked up a missile.
GOTROCKBOX = picked up a crate of missiles.
GOTCELL = picked up a small energy recharge.
GOTCELLBOX = picked up a large energy recharge.
GOTSHELLS = picked up some shotgun shells.
GOTSHELLBOX = picked up a box of shotgun shells.
GOTBACKPACK = second backpack!
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
GOTCHAINGUN = you got the minigun!
GOTCHAINSAW = you got the angle grinder!
GOTLAUNCHER = you got the missile launcher!
GOTPLASMA = you got the polaric energy cannon!
GOTSHOTGUN = you got the pump-action shotgun!
GOTSHOTGUN2 = you got the double-barrelled shotgun!
PD_BLUEO = this object requires a blue key.
PD_REDO = this object requires a red key.
PD_YELLOWO = this object requires a yellow key.
PD_BLUEK = this door requires a blue key.
PD_REDK = this door requires a red key.
PD_YELLOWK = this door requires a yellow key.
PD_BLUEC = this door requires the blue passcard.
PD_REDC = this door requires the red passcard.
PD_YELLOWC = this door requires the yellow passcard.
PD_BLUES = this door requires the blue skeleton key.
PD_REDS = this door requires the red skeleton key.
PD_YELLOWS = this door requires the yellow skeleton key.
PD_ANY = this door requires any key.
PD_ALL3 = this door requires all three keys.
PD_ALL6 = this door requires all six keys and passcards!
HUSTR_E1M1 = E1M1
HUSTR_E1M2 = E1M2
HUSTR_E1M3 = E1M3
HUSTR_E1M4 = E1M4
HUSTR_E1M5 = E1M5
HUSTR_E1M6 = E1M6
HUSTR_E1M7 = E1M7
HUSTR_E1M8 = E1M8
HUSTR_E1M9 = E1M9
HUSTR_E2M1 = E2M1
HUSTR_E2M2 = E2M2
HUSTR_E2M3 = E2M3
HUSTR_E2M4 = E2M4
HUSTR_E2M5 = E2M5
HUSTR_E2M6 = E2M6
HUSTR_E2M7 = E2M7
HUSTR_E2M8 = E2M8
HUSTR_E2M9 = E2M9
HUSTR_E3M1 = E3M1
HUSTR_E3M2 = E3M2
HUSTR_E3M3 = E3M3
HUSTR_E3M4 = E3M4
HUSTR_E3M5 = E3M5
HUSTR_E3M6 = E3M6
HUSTR_E3M7 = E3M7
HUSTR_E3M8 = E3M8
HUSTR_E3M9 = E3M9
HUSTR_E4M1 = E4M1
HUSTR_E4M2 = E4M2
HUSTR_E4M3 = E4M3
HUSTR_E4M4 = E4M4
HUSTR_E4M5 = E4M5
HUSTR_E4M6 = E4M6
HUSTR_E4M7 = E4M7
HUSTR_E4M8 = E4M8
HUSTR_E4M9 = E4M9
CC_ZOMBIE = zombie
CC_SHOTGUN = shotgun zombie
CC_HEAVY = minigun zombie
CC_IMP = serpent
CC_DEMON = worm
CC_LOST = deadflare
CC_CACO = orb monster
CC_HELL = pain bringer
CC_BARON = pain lord
CC_ARACH = small technospider
CC_PAIN = deadflare ball
CC_REVEN = dark soldier
CC_MANCU = combat slug
CC_ARCH = flame bringer
CC_SPIDER = large technospider
CC_CYBER = assault tripod
CC_HERO = savior of humanity
HUSTR_1 = DM01: Tech Test
HUSTR_2 = DM02: Natural Station
HUSTR_3 = DM03: Issues of Claveria
HUSTR_4 = DM04: Metal
HUSTR_5 = DM05: Protox Hideout
HUSTR_6 = DM06: Tomb of Ledemir
HUSTR_7 = DM07: Main Stronghold
HUSTR_8 = DM08: Artifact Base
HUSTR_9 = DM09: Forgotten Ruins
HUSTR_10 = DM10: Substation 45
HUSTR_11 = DM11: Gate for Hell
HUSTR_12 = DM12: Up 'n Down Canyon
HUSTR_13 = DM13: Sacred Dead
HUSTR_14 = DM14: Hazard Store
HUSTR_15 = DM15: AGM Ammo Depot
HUSTR_16 = DM16: Single Barreled
HUSTR_17 = DM17: Punk Tech
HUSTR_18 = DM18: Energy Facility
HUSTR_19 = DM19: Tech Isle
HUSTR_20 = DM20: Warehouse
HUSTR_21 = DM21: Water Recycling
HUSTR_22 = DM22: Fourplay
HUSTR_23 = DM23: Confrontation
HUSTR_24 = DM24: Flooded Base
HUSTR_25 = DM25: Mansion Yard
HUSTR_26 = DM26: All Green
HUSTR_27 = DM27: The Exile
HUSTR_28 = DM28: Weapons Factory
HUSTR_29 = DM29: Tag Deathmatch
HUSTR_30 = DM30: Last Man Standing
HUSTR_31 = DM31
HUSTR_32 = DM32
PHUSTR_1 = DM01
PHUSTR_2 = DM02
PHUSTR_3 = DM03
PHUSTR_4 = DM04
PHUSTR_5 = DM05
PHUSTR_6 = DM06
PHUSTR_7 = DM07
PHUSTR_8 = DM08
PHUSTR_9 = DM09
PHUSTR_10 = DM10
PHUSTR_11 = DM11
PHUSTR_12 = DM12
PHUSTR_13 = DM13
PHUSTR_14 = DM14
PHUSTR_15 = DM15
PHUSTR_16 = DM16
PHUSTR_17 = DM17
PHUSTR_18 = DM18
PHUSTR_19 = DM19
PHUSTR_20 = DM20
PHUSTR_21 = DM21
PHUSTR_22 = DM22
PHUSTR_23 = DM23
PHUSTR_24 = DM24
PHUSTR_25 = DM25
PHUSTR_26 = DM26
PHUSTR_27 = DM27
PHUSTR_28 = DM28
PHUSTR_29 = DM29
PHUSTR_30 = DM30
PHUSTR_31 = DM31
PHUSTR_32 = DM32
THUSTR_1 = DM01
THUSTR_2 = DM02
THUSTR_3 = DM03
THUSTR_4 = DM04
THUSTR_5 = DM05
THUSTR_6 = DM06
THUSTR_7 = DM07
THUSTR_8 = DM08
THUSTR_9 = DM09
THUSTR_10 = DM10
THUSTR_11 = DM11
THUSTR_12 = DM12
THUSTR_13 = DM13
THUSTR_14 = DM14
THUSTR_15 = DM15
THUSTR_16 = DM16
THUSTR_17 = DM17
THUSTR_18 = DM18
THUSTR_19 = DM19
THUSTR_20 = DM20
THUSTR_21 = DM21
THUSTR_22 = DM22
THUSTR_23 = DM23
THUSTR_24 = DM24
THUSTR_25 = DM25
THUSTR_26 = DM26
THUSTR_27 = DM27
THUSTR_28 = DM28
THUSTR_29 = DM29
THUSTR_30 = DM30
THUSTR_31 = DM31
THUSTR_32 = DM32
HUSTR_PLRGREEN = g:
HUSTR_PLRINDIGO = i:
HUSTR_PLRBROWN = b:
HUSTR_PLRRED = r:
AMSTR_FOLLOWON = map following player
AMSTR_FOLLOWOFF = map no longer following player
AMSTR_GRIDON = map grid on
AMSTR_GRIDOFF = map grid off
AMSTR_MARKEDSPOT = added map bookmark
AMSTR_MARKSCLEARED = all map bookmarks cleared.
STSTR_MUS = music changed
STSTR_NOMUS = unknown music track?
STSTR_DQDON = god mode on
STSTR_DQDOFF = god mode off
STSTR_KFAADDED = keys, weapons and ammo added.
STSTR_FAADDED = weapons and ammo added.
STSTR_NCON = noclip on
STSTR_NCOFF = noclip off
STSTR_CHOPPERS = vroom!
STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
NIGHTMARE = this is the highest skill level.\n\
not recommended unless you're experienced.\n\n\
(press y to confirm)
#HUSTR_CHATMACRO1
#HUSTR_CHATMACRO2
#HUSTR_CHATMACRO3
#HUSTR_CHATMACRO4
#HUSTR_CHATMACRO5
#HUSTR_CHATMACRO6
#HUSTR_CHATMACRO7
#HUSTR_CHATMACRO8
#HUSTR_CHATMACRO9
#HUSTR_CHATMACRO0
#HUSTR_TALKTOSELF1
#HUSTR_TALKTOSELF2
#HUSTR_TALKTOSELF3
#HUSTR_TALKTOSELF4
#HUSTR_TALKTOSELF5
#HUSTR_MESSAGESENT
# For FreeDM we shouldn't be seeing these...
E1TEXT = You've finished chapter 1!
E2TEXT = You've finished chapter 2!
E3TEXT = You've finished chapter 3!
E4TEXT = You've finished chapter 4!
# After MAP06, before MAP07:
C1TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP11, before MAP12:
C2TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP20, before MAP21:
C3TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP30 (endgame text):
C4TEXT = Thank you for playing FreeDM, the\n\
Freedoom deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP31 (secret level #1):
C5TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP32 (secret level #2):
C6TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
#P1TEXT
#P2TEXT
#P3TEXT
#P4TEXT
#P5TEXT
#P6TEXT
#T1TEXT
#T2TEXT
#T3TEXT
#T4TEXT
#T5TEXT
#T6TEXT
#BGFLATE1
#BGFLATE2
#BGFLATE3
#BGFLATE4
#BGFLAT06
#BGFLAT11
#BGFLAT20
#BGFLAT30
#BGFLAT15
#BGFLAT31
#BGCASTCALL
#STARTUP1
#STARTUP2
#STARTUP3
#STARTUP4
#STARTUP5
#SAVEGAMENAME
# Obituary texts, for ZDoom-based ports.
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
OB_STEALTHDEMON=%o thought %g saw a Worm.
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
OB_STEALTHIMP=%o thought %g saw an Serpent.
OB_STEALTHFATSO=%o thought %g saw a Combat Slug.
OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier.
OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie.
OB_STEALTHZOMBIE=%o thought %g saw a Zombie.
OB_UNDEADHIT=%o was punched by a Dark Soldier.
OB_IMPHIT=%o was slashed by a Serpent.
OB_CACOHIT=%o got too close to an Orb Monster.
OB_DEMONHIT=%o was bitten by a Worm.
OB_SPECTREHIT=%o was eaten by a Stealth Worm.
OB_BARONHIT=%o was torn open by a Pain Lord.
OB_KNIGHTHIT=%o was gutted by a Pain Bringer.
OB_ZOMBIE=%o was killed by a Zombie.
OB_SHOTGUY=%o was gunned down by a Shotgun Zombie.
OB_VILE=%o was incinerated by a Flame Bringer.
OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball.
OB_FATSO=%o was blasted by a Combat Slug.
OB_CHAINGUY=%o was perforated by a Minigun Zombie.
OB_SKULL=%o was slammed by a Deadflare.
OB_IMP=%o was burned by an Serpent.
OB_CACO=%o was smitten by an Orb Monster.
OB_BARON=%o was bruised by a Pain Lord.
OB_KNIGHT=%o was splayed by a Pain Bringer.
OB_SPIDER=%o stood in awe of the Large Technospider.
OB_BABY=%o let a Small Technospider get %h.
OB_CYBORG=%o was splattered by an Assault Tripod.
OB_WOLFSS=%o met a Sailor.
OB_MPFIST=%k punched %o to death.
OB_MPCHAINSAW=%o was shredded by %k's angle grinder.
OB_MPPISTOL=%o was tickled by %k's handgun.
OB_MPSHOTGUN=%o chewed on %k's boomstick.
OB_MPSSHOTGUN=%k swapped two barrels upside %o's head.
OB_MPCHAINGUN=%o was perforated by %k's minigun.
OB_MPROCKET=%o was mutilated by %k's missile.
OB_MPR_SPLASH=%o couldn't dodge %k's missile.
OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy.
OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG!
OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG.
OB_MPTELEFRAG=%o stood where %k was teleporting.
OB_RAILGUN=%o was railed by %k.
OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!

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fraggle/freedm_mapinfo.txt

46
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// MAPINFO lump for FreeDM. This doesn't do much, except strip out
// most of the normal Doom II story for ZDoom-based ports.
// After finishing MAP30, loop back to MAP01 and start again.
map MAP30 lookup "HUSTR_30"
{
next = "MAP01"
titlepatch = "CWILV29"
sky1 = "SKY3"
cluster = 8
allowmonstertelefrags
music = "$MUSIC_OPENIN"
}
// Show no intermissions text between levels.
cluster 5
{
exittext = ""
}
cluster 6
{
exittext = ""
}
cluster 7
{
exittext = ""
}
cluster 8
{
exittext = ""
}
cluster 9
{
exittext = ""
}
cluster 10
{
exittext = ""
}

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#include <stdio.h>
#include <stdlib.h>
void print_byte(int i)
{
unsigned char c = i;
printf("%c", c);
}
int main(int argc, char *argv[])
{
// header
print_byte(109); // version
print_byte(0); // skill
print_byte(1); // episode
print_byte(1); // level
print_byte(0); // mode (single/coop)
print_byte(0); // respawn
print_byte(0); // fast monsters
print_byte(0); // nomonsters
print_byte(0); // viewpoint
print_byte(1); // player 1 present
print_byte(0); // player 2 present
print_byte(0); // player 3 present
print_byte(0); // player 4 present
// one frame and then quit
print_byte(0);
print_byte(0);
print_byte(0);
print_byte(0);
// end of demo
print_byte(0x80); // end of demo
}

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Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the freedoom project nor the names of its
# contributors may be used to endorse or promote products derived from
# this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
[PARS]
# Par times don't matter so much for FreeDM, just set all to zero.
par 1 0
par 2 0
par 3 0
par 4 0
par 5 0
par 6 0
par 7 0
par 8 0
par 9 0
par 10 0
par 11 0
par 12 0
par 13 0
par 14 0
par 15 0
par 16 0
par 17 0
par 18 0
par 19 0
par 20 0
par 21 0
par 22 0
par 23 0
par 24 0
par 25 0
par 26 0
par 27 0
par 28 0
par 29 0
par 30 0
par 31 0
par 32 0
[STRINGS]
# Text shown on startup in Boom-compatible ports. This is all in
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
STARTUP5============================================================================\nThis is FreeDM, the free content deathmatch FPS.\n\nFreeDM is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
GOTARMOR = picked up a light armor vest.
GOTMEGA = picked up a heavy armor vest.
GOTHTHBONUS = got a 1% health bonus.
GOTARMBONUS = got a 1% armor bonus.
GOTSTIM = picked up a small health pack.
GOTMEDINEED = found a large health pack, just in time!
GOTMEDIKIT = picked up a large health pack.
GOTSUPER = you got the overdrive sphere!
GOTBLUECARD = picked up a blue passcard.
GOTYELWCARD = picked up a yellow passcard.
GOTREDCARD = picked up a red passcard.
GOTBLUESKUL = picked up a blue skeleton key.
GOTYELWSKUL = picked up a yellow skeleton key.
GOTREDSKULL = picked up a red skeleton key.
GOTINVUL = temporary invulnerability!
GOTBERSERK = you got the steroid pack!
GOTINVIS = you got the stealth sphere!
GOTSUIT = picked up a hazard suit.
GOTMAP = got the tactical survey map.
GOTVISOR = got the night vision goggles.
GOTMSPHERE = you got the ultra-overdrive sphere!
GOTCLIP = picked up an ammo clip.
GOTCLIPBOX = picked up a box of ammo.
GOTROCKET = picked up a missile.
GOTROCKBOX = picked up a crate of missiles.
GOTCELL = picked up a small energy recharge.
GOTCELLBOX = picked up a large energy recharge.
GOTSHELLS = picked up some shotgun shells.
GOTSHELLBOX = picked up a box of shotgun shells.
GOTBACKPACK = second backpack!
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
GOTCHAINGUN = you got the minigun!
GOTCHAINSAW = you got the angle grinder!
GOTLAUNCHER = you got the missile launcher!
GOTPLASMA = you got the polaric energy cannon!
GOTSHOTGUN = you got the pump-action shotgun!
GOTSHOTGUN2 = you got the double-barrelled shotgun!
PD_BLUEO = this object requires a blue key.
PD_REDO = this object requires a red key.
PD_YELLOWO = this object requires a yellow key.
PD_BLUEK = this door requires a blue key.
PD_REDK = this door requires a red key.
PD_YELLOWK = this door requires a yellow key.
PD_BLUEC = this door requires the blue passcard.
PD_REDC = this door requires the red passcard.
PD_YELLOWC = this door requires the yellow passcard.
PD_BLUES = this door requires the blue skeleton key.
PD_REDS = this door requires the red skeleton key.
PD_YELLOWS = this door requires the yellow skeleton key.
PD_ANY = this door requires any key.
PD_ALL3 = this door requires all three keys.
PD_ALL6 = this door requires all six keys and passcards!
HUSTR_E1M1 = E1M1
HUSTR_E1M2 = E1M2
HUSTR_E1M3 = E1M3
HUSTR_E1M4 = E1M4
HUSTR_E1M5 = E1M5
HUSTR_E1M6 = E1M6
HUSTR_E1M7 = E1M7
HUSTR_E1M8 = E1M8
HUSTR_E1M9 = E1M9
HUSTR_E2M1 = E2M1
HUSTR_E2M2 = E2M2
HUSTR_E2M3 = E2M3
HUSTR_E2M4 = E2M4
HUSTR_E2M5 = E2M5
HUSTR_E2M6 = E2M6
HUSTR_E2M7 = E2M7
HUSTR_E2M8 = E2M8
HUSTR_E2M9 = E2M9
HUSTR_E3M1 = E3M1
HUSTR_E3M2 = E3M2
HUSTR_E3M3 = E3M3
HUSTR_E3M4 = E3M4
HUSTR_E3M5 = E3M5
HUSTR_E3M6 = E3M6
HUSTR_E3M7 = E3M7
HUSTR_E3M8 = E3M8
HUSTR_E3M9 = E3M9
HUSTR_E4M1 = E4M1
HUSTR_E4M2 = E4M2
HUSTR_E4M3 = E4M3
HUSTR_E4M4 = E4M4
HUSTR_E4M5 = E4M5
HUSTR_E4M6 = E4M6
HUSTR_E4M7 = E4M7
HUSTR_E4M8 = E4M8
HUSTR_E4M9 = E4M9
CC_ZOMBIE = zombie
CC_SHOTGUN = shotgun zombie
CC_HEAVY = minigun zombie
CC_IMP = serpent
CC_DEMON = worm
CC_LOST = deadflare
CC_CACO = orb monster
CC_HELL = pain bringer
CC_BARON = pain lord
CC_ARACH = small technospider
CC_PAIN = deadflare ball
CC_REVEN = dark soldier
CC_MANCU = combat slug
CC_ARCH = flame bringer
CC_SPIDER = large technospider
CC_CYBER = assault tripod
CC_HERO = savior of humanity
HUSTR_1 = DM01: Tech Test
HUSTR_2 = DM02: Natural Station
HUSTR_3 = DM03: Issues of Claveria
HUSTR_4 = DM04: Metal
HUSTR_5 = DM05: Protox Hideout
HUSTR_6 = DM06: Tomb of Ledemir
HUSTR_7 = DM07: Main Stronghold
HUSTR_8 = DM08: Artifact Base
HUSTR_9 = DM09: Forgotten Ruins
HUSTR_10 = DM10: Substation 45
HUSTR_11 = DM11: Gate for Hell
HUSTR_12 = DM12: Up 'n Down Canyon
HUSTR_13 = DM13: Sacred Dead
HUSTR_14 = DM14: Hazard Store
HUSTR_15 = DM15: AGM Ammo Depot
HUSTR_16 = DM16: Single Barreled
HUSTR_17 = DM17: Punk Tech
HUSTR_18 = DM18: Energy Facility
HUSTR_19 = DM19: Tech Isle
HUSTR_20 = DM20: Warehouse
HUSTR_21 = DM21: Water Recycling
HUSTR_22 = DM22: Fourplay
HUSTR_23 = DM23: Confrontation
HUSTR_24 = DM24: Flooded Base
HUSTR_25 = DM25: Mansion Yard
HUSTR_26 = DM26: All Green
HUSTR_27 = DM27: The Exile
HUSTR_28 = DM28: Weapons Factory
HUSTR_29 = DM29: Tag Deathmatch
HUSTR_30 = DM30: Last Man Standing
HUSTR_31 = DM31
HUSTR_32 = DM32
PHUSTR_1 = DM01
PHUSTR_2 = DM02
PHUSTR_3 = DM03
PHUSTR_4 = DM04
PHUSTR_5 = DM05
PHUSTR_6 = DM06
PHUSTR_7 = DM07
PHUSTR_8 = DM08
PHUSTR_9 = DM09
PHUSTR_10 = DM10
PHUSTR_11 = DM11
PHUSTR_12 = DM12
PHUSTR_13 = DM13
PHUSTR_14 = DM14
PHUSTR_15 = DM15
PHUSTR_16 = DM16
PHUSTR_17 = DM17
PHUSTR_18 = DM18
PHUSTR_19 = DM19
PHUSTR_20 = DM20
PHUSTR_21 = DM21
PHUSTR_22 = DM22
PHUSTR_23 = DM23
PHUSTR_24 = DM24
PHUSTR_25 = DM25
PHUSTR_26 = DM26
PHUSTR_27 = DM27
PHUSTR_28 = DM28
PHUSTR_29 = DM29
PHUSTR_30 = DM30
PHUSTR_31 = DM31
PHUSTR_32 = DM32
THUSTR_1 = DM01
THUSTR_2 = DM02
THUSTR_3 = DM03
THUSTR_4 = DM04
THUSTR_5 = DM05
THUSTR_6 = DM06
THUSTR_7 = DM07
THUSTR_8 = DM08
THUSTR_9 = DM09
THUSTR_10 = DM10
THUSTR_11 = DM11
THUSTR_12 = DM12
THUSTR_13 = DM13
THUSTR_14 = DM14
THUSTR_15 = DM15
THUSTR_16 = DM16
THUSTR_17 = DM17
THUSTR_18 = DM18
THUSTR_19 = DM19
THUSTR_20 = DM20
THUSTR_21 = DM21
THUSTR_22 = DM22
THUSTR_23 = DM23
THUSTR_24 = DM24
THUSTR_25 = DM25
THUSTR_26 = DM26
THUSTR_27 = DM27
THUSTR_28 = DM28
THUSTR_29 = DM29
THUSTR_30 = DM30
THUSTR_31 = DM31
THUSTR_32 = DM32
HUSTR_PLRGREEN = g:
HUSTR_PLRINDIGO = i:
HUSTR_PLRBROWN = b:
HUSTR_PLRRED = r:
AMSTR_FOLLOWON = map following player
AMSTR_FOLLOWOFF = map no longer following player
AMSTR_GRIDON = map grid on
AMSTR_GRIDOFF = map grid off
AMSTR_MARKEDSPOT = added map bookmark
AMSTR_MARKSCLEARED = all map bookmarks cleared.
STSTR_MUS = music changed
STSTR_NOMUS = unknown music track?
STSTR_DQDON = god mode on
STSTR_DQDOFF = god mode off
STSTR_KFAADDED = keys, weapons and ammo added.
STSTR_FAADDED = weapons and ammo added.
STSTR_NCON = noclip on
STSTR_NCOFF = noclip off
STSTR_CHOPPERS = vroom!
STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
NIGHTMARE = this is the highest skill level.\n\
not recommended unless you're experienced.\n\n\
(press y to confirm)
#HUSTR_CHATMACRO1
#HUSTR_CHATMACRO2
#HUSTR_CHATMACRO3
#HUSTR_CHATMACRO4
#HUSTR_CHATMACRO5
#HUSTR_CHATMACRO6
#HUSTR_CHATMACRO7
#HUSTR_CHATMACRO8
#HUSTR_CHATMACRO9
#HUSTR_CHATMACRO0
#HUSTR_TALKTOSELF1
#HUSTR_TALKTOSELF2
#HUSTR_TALKTOSELF3
#HUSTR_TALKTOSELF4
#HUSTR_TALKTOSELF5
#HUSTR_MESSAGESENT
# For FreeDM we shouldn't be seeing these...
E1TEXT = You've finished chapter 1!
E2TEXT = You've finished chapter 2!
E3TEXT = You've finished chapter 3!
E4TEXT = You've finished chapter 4!
# After MAP06, before MAP07:
C1TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP11, before MAP12:
C2TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP20, before MAP21:
C3TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP30 (endgame text):
C4TEXT = Thank you for playing FreeDM, the\n\
Freedoom deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP31 (secret level #1):
C5TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP32 (secret level #2):
C6TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
#P1TEXT
#P2TEXT
#P3TEXT
#P4TEXT
#P5TEXT
#P6TEXT
#T1TEXT
#T2TEXT
#T3TEXT
#T4TEXT
#T5TEXT
#T6TEXT
#BGFLATE1
#BGFLATE2
#BGFLATE3
#BGFLATE4
#BGFLAT06
#BGFLAT11
#BGFLAT20
#BGFLAT30
#BGFLAT15
#BGFLAT31
#BGCASTCALL
#STARTUP1
#STARTUP2
#STARTUP3
#STARTUP4
#STARTUP5
#SAVEGAMENAME
# Obituary texts, for ZDoom-based ports.
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
OB_STEALTHDEMON=%o thought %g saw a Worm.
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
OB_STEALTHIMP=%o thought %g saw an Serpent.
OB_STEALTHFATSO=%o thought %g saw a Combat Slug.
OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier.
OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie.
OB_STEALTHZOMBIE=%o thought %g saw a Zombie.
OB_UNDEADHIT=%o was punched by a Dark Soldier.
OB_IMPHIT=%o was slashed by a Serpent.
OB_CACOHIT=%o got too close to an Orb Monster.
OB_DEMONHIT=%o was bitten by a Worm.
OB_SPECTREHIT=%o was eaten by a Stealth Worm.
OB_BARONHIT=%o was torn open by a Pain Lord.
OB_KNIGHTHIT=%o was gutted by a Pain Bringer.
OB_ZOMBIE=%o was killed by a Zombie.
OB_SHOTGUY=%o was gunned down by a Shotgun Zombie.
OB_VILE=%o was incinerated by a Flame Bringer.
OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball.
OB_FATSO=%o was blasted by a Combat Slug.
OB_CHAINGUY=%o was perforated by a Minigun Zombie.
OB_SKULL=%o was slammed by a Deadflare.
OB_IMP=%o was burned by an Serpent.
OB_CACO=%o was smitten by an Orb Monster.
OB_BARON=%o was bruised by a Pain Lord.
OB_KNIGHT=%o was splayed by a Pain Bringer.
OB_SPIDER=%o stood in awe of the Large Technospider.
OB_BABY=%o let a Small Technospider get %h.
OB_CYBORG=%o was splattered by an Assault Tripod.
OB_WOLFSS=%o met a Sailor.
OB_MPFIST=%k punched %o to death.
OB_MPCHAINSAW=%o was shredded by %k's angle grinder.
OB_MPPISTOL=%o was tickled by %k's handgun.
OB_MPSHOTGUN=%o chewed on %k's boomstick.
OB_MPSSHOTGUN=%k swapped two barrels upside %o's head.
OB_MPCHAINGUN=%o was perforated by %k's minigun.
OB_MPROCKET=%o was mutilated by %k's missile.
OB_MPR_SPLASH=%o couldn't dodge %k's missile.
OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy.
OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG!
OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG.
OB_MPTELEFRAG=%o stood where %k was teleporting.
OB_RAILGUN=%o was railed by %k.
OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!

View File

@ -1,46 +0,0 @@
// MAPINFO lump for FreeDM. This doesn't do much, except strip out
// most of the normal Doom II story for ZDoom-based ports.
// After finishing MAP30, loop back to MAP01 and start again.
map MAP30 lookup "HUSTR_30"
{
next = "MAP01"
titlepatch = "CWILV29"
sky1 = "SKY3"
cluster = 8
allowmonstertelefrags
music = "$MUSIC_OPENIN"
}
// Show no intermissions text between levels.
cluster 5
{
exittext = ""
}
cluster 6
{
exittext = ""
}
cluster 7
{
exittext = ""
}
cluster 8
{
exittext = ""
}
cluster 9
{
exittext = ""
}
cluster 10
{
exittext = ""
}

View File

@ -1,481 +0,0 @@
Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# Copyright (c) Contributors to the Freedoom project. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the freedoom project nor the names of its
# contributors may be used to endorse or promote products derived from
# this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
[PARS]
# Par times. The BEX format requires these to be specified in number
# of seconds, but for convenience we include the min:sec value in a
# comment. Comment also indicates when the run was done - ideally
# this should be re-done for every new release. Times are rounded
# to nearest half-minute.
par 1 60 # 01:00 - Catoptromancy for v0.8 - 2013/12
par 2 240 # 04:00 - Catoptromancy for v0.8 - 2013/12
par 3 390 # 06:30 - Catoptromancy for v0.8 - 2013/12
par 4 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
par 5 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
par 6 360 # 06:00 - Catoptromancy for v0.8 - 2013/12
par 7 210 # 03:30 - Catoptromancy for v0.8 - 2013/12
par 8 570 # 09:30 - Catoptromancy for v0.8 - 2013/12
par 9 690 # 11:30 - Catoptromancy OLD run for v0.7
par 10 30 # 00:30 - Catoptromancy for v0.8 - 2013/12
par 11 930 # 15:30 - Catoptromancy for v0.8 - 2013/12
par 12 1650 # 27:30 - Catoptromancy OLD run for v0.7
par 13 1740 # 29:00 - Catoptromancy OLD run for v0.7
par 14 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
par 15 1200 # 20:00 - Catoptromancy OLD run for v0.7
par 16 480 # 08:00 - Catoptromancy for v0.8 - 2013/12
par 17 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
par 18 420 # 07:00 - Catoptromancy for v0.8 - 2013/12
par 19 660 # 11:00 - Catoptromancy for v0.8 - 2013/12
par 20 720 # 12:00 - Catoptromancy for v0.8 - 2013/12
par 21 750 # 12:30 - Catoptromancy OLD run for v0.7
par 22 1620 # 27:00 - Catoptromancy for v0.8 - 2013/12
par 23 120 # 02:00 - Catoptromancy for v0.8 - 2013/12
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
par 25 1440 # 24:00 - Catoptromancy for v0.8 - 2013/12
par 26 690 # 11:30 - Catoptromancy for v0.8 - 2013/12
par 27 2910 # 48:30 - Catoptromancy OLD run for v0.7
par 28 1350 # 22:30 - Catoptromancy OLD run for v0.7
par 29 600 # 10:00 - Catoptromancy OLD run for v0.7
par 30 510 # 08:30 - Catoptromancy for v0.8 - 2013/12
par 31 450 # 07:30 - Catoptromancy for v0.8 - 2013/12
par 32 0 # 00:00 - Catoptromancy OLD run for v0.7
[STRINGS]
# Text shown on startup in Boom-compatible ports. This is all in
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
GOTARMOR = picked up a light armor vest.
GOTMEGA = picked up a heavy armor vest.
GOTHTHBONUS = got a 1% health bonus.
GOTARMBONUS = got a 1% armor bonus.
GOTSTIM = picked up a small health pack.
GOTMEDINEED = found a large health pack, just in time!
GOTMEDIKIT = picked up a large health pack.
GOTSUPER = you got the overdrive sphere!
GOTBLUECARD = picked up a blue passcard.
GOTYELWCARD = picked up a yellow passcard.
GOTREDCARD = picked up a red passcard.
GOTBLUESKUL = picked up a blue skeleton key.
GOTYELWSKUL = picked up a yellow skeleton key.
GOTREDSKULL = picked up a red skeleton key.
GOTINVUL = temporary invulnerability!
GOTBERSERK = you got the steroid pack!
GOTINVIS = you got the stealth sphere!
GOTSUIT = picked up a hazard suit.
GOTMAP = got the tactical survey map.
GOTVISOR = got the night vision goggles.
GOTMSPHERE = you got the ultra-overdrive sphere!
GOTCLIP = picked up an ammo clip.
GOTCLIPBOX = picked up a box of ammo.
GOTROCKET = picked up a missile.
GOTROCKBOX = picked up a crate of missiles.
GOTCELL = picked up a small energy recharge.
GOTCELLBOX = picked up a large energy recharge.
GOTSHELLS = picked up some shotgun shells.
GOTSHELLBOX = picked up a box of shotgun shells.
GOTBACKPACK = second backpack!
GOTBFG9000 = the SKAG 1337 ... time to kick some ass!
GOTCHAINGUN = you got the minigun!
GOTCHAINSAW = you got the angle grinder!
GOTLAUNCHER = you got the missile launcher!
GOTPLASMA = you got the polaric energy cannon!
GOTSHOTGUN = you got the pump-action shotgun!
GOTSHOTGUN2 = you got the double-barrelled shotgun!
PD_BLUEO = this object requires a blue key.
PD_REDO = this object requires a red key.
PD_YELLOWO = this object requires a yellow key.
PD_BLUEK = this door requires a blue key.
PD_REDK = this door requires a red key.
PD_YELLOWK = this door requires a yellow key.
PD_BLUEC = this door requires the blue passcard.
PD_REDC = this door requires the red passcard.
PD_YELLOWC = this door requires the yellow passcard.
PD_BLUES = this door requires the blue skeleton key.
PD_REDS = this door requires the red skeleton key.
PD_YELLOWS = this door requires the yellow skeleton key.
PD_ANY = this door requires any key.
PD_ALL3 = this door requires all three keys.
PD_ALL6 = this door requires all six keys and passcards!
HUSTR_E1M1 = C1M1: Starport
HUSTR_E1M2 = C1M2: Communications Center
HUSTR_E1M3 = C1M3: Waste Disposal
HUSTR_E1M4 = C1M4: Supply Depot
HUSTR_E1M5 = C1M5: Control Center
HUSTR_E1M6 = C1M6: Training Center
HUSTR_E1M7 = C1M7: Research Labs
HUSTR_E1M8 = C1M8: Quarry
HUSTR_E1M9 = C1M9: Armory
HUSTR_E2M1 = C2M1: Ruins
HUSTR_E2M2 = C2M2: Power Plant
HUSTR_E2M3 = C2M3
HUSTR_E2M4 = C2M4: Sample Holding Center
HUSTR_E2M5 = C2M5: Fortress 31
HUSTR_E2M6 = C2M6
HUSTR_E2M7 = C2M7
HUSTR_E2M8 = C2M8: Containment Center
HUSTR_E2M9 = C2M9
HUSTR_E3M1 = C3M1: Land of the Lost
HUSTR_E3M2 = C3M2: Infernal Caverns
HUSTR_E3M3 = C3M3
HUSTR_E3M4 = C3M4
HUSTR_E3M5 = C3M5
HUSTR_E3M6 = C3M6: Igneous Intrusion
HUSTR_E3M7 = C3M7
HUSTR_E3M8 = C3M8: The Lair
HUSTR_E3M9 = C3M9: Acquainted With Grief
HUSTR_E4M1 = C4M1: Maintenance Area
HUSTR_E4M2 = C4M2: Research Complex
HUSTR_E4M3 = C4M3: Central Computing
HUSTR_E4M4 = C4M4: Hydroponic Facility
HUSTR_E4M5 = C4M5: Engineering Station
HUSTR_E4M6 = C4M6: Command Center
HUSTR_E4M7 = C4M7: Waste Treatment
HUSTR_E4M8 = C4M8: Launch Bay
HUSTR_E4M9 = C4M9: Operations
CC_ZOMBIE = zombie
CC_SHOTGUN = shotgun zombie
CC_HEAVY = minigun zombie
CC_IMP = serpent
CC_DEMON = worm
CC_LOST = deadflare
CC_CACO = orb monster
CC_HELL = pain bringer
CC_BARON = pain lord
CC_ARACH = small technospider
CC_PAIN = deadflare ball
CC_REVEN = dark soldier
CC_MANCU = combat slug
CC_ARCH = flame bringer
CC_SPIDER = large technospider
CC_CYBER = assault tripod
CC_HERO = savior of humanity
HUSTR_1 = MAP01: Hydroelectric Plant
HUSTR_2 = MAP02: Filtration Tunnels
HUSTR_3 = MAP03: Crude Processing Center
HUSTR_4 = MAP04: Containment Bay
HUSTR_5 = MAP05: Waste Water Basin
HUSTR_6 = MAP06
HUSTR_7 = MAP07: Outer Storage Warehouse
HUSTR_8 = MAP08
HUSTR_9 = MAP09: Mine HM09
HUSTR_10 = MAP10
HUSTR_11 = MAP11
HUSTR_12 = MAP12
HUSTR_13 = MAP13: Return to Earth
HUSTR_14 = MAP14: The Acid Trip
HUSTR_15 = MAP15: Hostile Takeover
HUSTR_16 = MAP16: Urban Jungle
HUSTR_17 = MAP17: The Capitol
HUSTR_18 = MAP18: Abandoned Monastery
HUSTR_19 = MAP19: Castle
HUSTR_20 = MAP20: The Blood Ember Fortress
HUSTR_21 = MAP21: The Under-Realm
HUSTR_22 = MAP22
HUSTR_23 = MAP23
HUSTR_24 = MAP24: Tertiary Loading Bay
HUSTR_25 = MAP25
HUSTR_26 = MAP26
HUSTR_27 = MAP27
HUSTR_28 = MAP28: Grim Redoubt
HUSTR_29 = MAP29
HUSTR_30 = MAP30: Jaws of Defeat
HUSTR_31 = MAP31: Safety in Numbers
HUSTR_32 = MAP32: Summer Residence
PHUSTR_1 = MAP01
PHUSTR_2 = MAP02
PHUSTR_3 = MAP03
PHUSTR_4 = MAP04
PHUSTR_5 = MAP05
PHUSTR_6 = MAP06
PHUSTR_7 = MAP07
PHUSTR_8 = MAP08
PHUSTR_9 = MAP09
PHUSTR_10 = MAP10
PHUSTR_11 = MAP11
PHUSTR_12 = MAP12
PHUSTR_13 = MAP13
PHUSTR_14 = MAP14
PHUSTR_15 = MAP15
PHUSTR_16 = MAP16
PHUSTR_17 = MAP17
PHUSTR_18 = MAP18
PHUSTR_19 = MAP19
PHUSTR_20 = MAP20
PHUSTR_21 = MAP21
PHUSTR_22 = MAP22
PHUSTR_23 = MAP23
PHUSTR_24 = MAP24
PHUSTR_25 = MAP25
PHUSTR_26 = MAP26
PHUSTR_27 = MAP27
PHUSTR_28 = MAP28
PHUSTR_29 = MAP29
PHUSTR_30 = MAP30
PHUSTR_31 = MAP31
PHUSTR_32 = MAP32
THUSTR_1 = MAP01
THUSTR_2 = MAP02
THUSTR_3 = MAP03
THUSTR_4 = MAP04
THUSTR_5 = MAP05
THUSTR_6 = MAP06
THUSTR_7 = MAP07
THUSTR_8 = MAP08
THUSTR_9 = MAP09
THUSTR_10 = MAP10
THUSTR_11 = MAP11
THUSTR_12 = MAP12
THUSTR_13 = MAP13
THUSTR_14 = MAP14
THUSTR_15 = MAP15
THUSTR_16 = MAP16
THUSTR_17 = MAP17
THUSTR_18 = MAP18
THUSTR_19 = MAP19
THUSTR_20 = MAP20
THUSTR_21 = MAP21
THUSTR_22 = MAP22
THUSTR_23 = MAP23
THUSTR_24 = MAP24
THUSTR_25 = MAP25
THUSTR_26 = MAP26
THUSTR_27 = MAP27
THUSTR_28 = MAP28
THUSTR_29 = MAP29
THUSTR_30 = MAP30
THUSTR_31 = MAP31
THUSTR_32 = MAP32
HUSTR_PLRGREEN = g:
HUSTR_PLRINDIGO = i:
HUSTR_PLRBROWN = b:
HUSTR_PLRRED = r:
AMSTR_FOLLOWON = map following player
AMSTR_FOLLOWOFF = map no longer following player
AMSTR_GRIDON = map grid on
AMSTR_GRIDOFF = map grid off
AMSTR_MARKEDSPOT = added map bookmark
AMSTR_MARKSCLEARED = all map bookmarks cleared.
STSTR_MUS = music changed
STSTR_NOMUS = unknown music track?
STSTR_DQDON = god mode on
STSTR_DQDOFF = god mode off
STSTR_KFAADDED = keys, weapons and ammo added.
STSTR_FAADDED = weapons and ammo added.
STSTR_NCON = noclip on
STSTR_NCOFF = noclip off
STSTR_CHOPPERS = vroom!
STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
NIGHTMARE = this is the highest skill level.\n\
not recommended unless you're experienced.\n\n\
(press y to confirm)
#HUSTR_CHATMACRO1
#HUSTR_CHATMACRO2
#HUSTR_CHATMACRO3
#HUSTR_CHATMACRO4
#HUSTR_CHATMACRO5
#HUSTR_CHATMACRO6
#HUSTR_CHATMACRO7
#HUSTR_CHATMACRO8
#HUSTR_CHATMACRO9
#HUSTR_CHATMACRO0
#HUSTR_TALKTOSELF1
#HUSTR_TALKTOSELF2
#HUSTR_TALKTOSELF3
#HUSTR_TALKTOSELF4
#HUSTR_TALKTOSELF5
#HUSTR_MESSAGESENT
# Temporary end-of-chapter texts. Please replace them.
E1TEXT = You've completed chapter 1!!\n\n\
But your work isn't done yet.\n\n\
There are more monsters still to kill.\n\n\
Play Chapter 2: Military Labs to\n\
continue the madness.
E2TEXT = You've defeated Chapter 2!\n\n\
Hordes of monsters lie dead by your\n\
hand. But there are still more waiting.\n\
Your work is not yet done.\n\n\
Onward to Chapter 3: Event Horizon\n\
- if you dare!
E3TEXT = Hundreds of monsters couldn't stop you.\n\
So much for Chapter 3.\n\n\
But there's a whole other game to play!\n\n\
Play Freedoom: Phase 2 and continue the\n\
carnage!\n\n\
-or play Chapter 4: Double Impact!
E4TEXT = Despite having an entire army against\n\
you, you manage to reach the\n\
spacecraft by the skin of your teeth.\n\n\
"Can I go back to fixing things yet?"\n\
You mutter to yourself and let out an\n\
exasperated sigh.\n\n\
You initiate navigation systems and\n\
power-up thrusters, time to get the\n\
hell outta dodge. Destination: anywhere\n\
but this suck-hole. As you lift off to the\n\
safety of outerspace, you wonder if you're\n\
going to be paid overtime.
# After MAP06, before MAP07:
C1TEXT = You've found your way to the complex's\n\
outer storage warehouse. A whole\n\
squadron of soldiers were\n\
dispatched here, but after 2 hours they\n\
were never heard from again. What can have\n\
happened to them? You feel a knot in\n\
your stomach and try to put the question\n\
out of your mind.\n\n\
Guess you'll find out soon.
# After MAP11, before MAP12:
C2TEXT = You make your way to the outskirts of\n\
the city. This was once the planet's\n\
most important economic powerhouse,\n\
and headquarters of the AGM conglomerate.\n\n\
Now it's a wreck.\n\n\
Every entrance has been heavily fortified,\n\
but you find one small forgotten doorway,\n\
it must be an industrial loading bay\n\
of some kind. Guess this is your way in.
# After MAP20, before MAP21:
C3TEXT = You never thought you'd see a literal\n\
river of blood. These bastards have a\n\
lot to answer for. But it just makes you\n\
more determined to make them pay for\n\
what they've done.\n\n\
Stepping through the portal you pause to\n\
catch your breath, but there's no time\n\
to waste.
# After MAP30 (endgame text):
C4TEXT = Explosions erupt from all around the\n\
skull. You've done it. It's finally\n\
over. These monsters won't bother you\n\
any more.\n\n\
The saying goes, live free or die.\n\
Guess that doesn't always mean the\n\
latter.
# Before MAP31 (secret level #1):
C5TEXT = You step onto the teleport and after a\n\
strange flash you find yourself in an\n\
old castle. What is this place? Before\n\
you can wonder further, you hear\n\
noises coming towards you.
# Before MAP32 (secret level #2):
C6TEXT = You place your hand on the strange\n\
yellow column, and quickly remember\n\
how your mother always warned you\n\
to not touch things that don't belong\n\
to you.\n\n\
As the glow of the alien teleport\n\
subsides, it looks like you may have\n\
made a wrong turn.\n\n\
Again.
#P1TEXT
#P2TEXT
#P3TEXT
#P4TEXT
#P5TEXT
#P6TEXT
#T1TEXT
#T2TEXT
#T3TEXT
#T4TEXT
#T5TEXT
#T6TEXT
#BGFLATE1
#BGFLATE2
#BGFLATE3
#BGFLATE4
#BGFLAT06
#BGFLAT11
#BGFLAT20
#BGFLAT30
#BGFLAT15
#BGFLAT31
#BGCASTCALL
#STARTUP1
#STARTUP2
#STARTUP3
#STARTUP4
#STARTUP5
#SAVEGAMENAME
# Obituary texts, for ZDoom-based ports.
OB_STEALTHBABY=%o thought %g saw a Small Technospider.
OB_STEALTHVILE=%o thought %g saw an Flame Bringer.
OB_STEALTHBARON=%o thought %g saw a Pain Lord.
OB_STEALTHCACO=%o thought %g saw an Orb Monster.
OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie.
OB_STEALTHDEMON=%o thought %g saw a Worm.
OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer.
OB_STEALTHIMP=%o thought %g saw an Serpent.
OB_STEALTHFATSO=%o thought %g saw a Combat Slug.
OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier.
OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie.
OB_STEALTHZOMBIE=%o thought %g saw a Zombie.
OB_UNDEADHIT=%o was punched by a Dark Soldier.
OB_IMPHIT=%o was slashed by a Serpent.
OB_CACOHIT=%o got too close to an Orb Monster.
OB_DEMONHIT=%o was bitten by a Worm.
OB_SPECTREHIT=%o was eaten by a Stealth Worm.
OB_BARONHIT=%o was torn open by a Pain Lord.
OB_KNIGHTHIT=%o was gutted by a Pain Bringer.
OB_ZOMBIE=%o was killed by a Zombie.
OB_SHOTGUY=%o was gunned down by a Shotgun Zombie.
OB_VILE=%o was incinerated by a Flame Bringer.
OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball.
OB_FATSO=%o was blasted by a Combat Slug.
OB_CHAINGUY=%o was perforated by a Minigun Zombie.
OB_SKULL=%o was slammed by a Deadflare.
OB_IMP=%o was burned by an Serpent.
OB_CACO=%o was smitten by an Orb Monster.
OB_BARON=%o was bruised by a Pain Lord.
OB_KNIGHT=%o was splayed by a Pain Bringer.
OB_SPIDER=%o stood in awe of the Large Technospider.
OB_BABY=%o let a Small Technospider get %h.
OB_CYBORG=%o was splattered by an Assault Tripod.
OB_WOLFSS=%o met a Sailor.
OB_MPFIST=%k punched %o to death.
OB_MPCHAINSAW=%o was shredded by %k's angle grinder.
OB_MPPISTOL=%o was tickled by %k's handgun.
OB_MPSHOTGUN=%o chewed on %k's boomstick.
OB_MPSSHOTGUN=%k swapped two barrels upside %o's head.
OB_MPCHAINGUN=%o was perforated by %k's minigun.
OB_MPROCKET=%o was mutilated by %k's missile.
OB_MPR_SPLASH=%o couldn't dodge %k's missile.
OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy.
OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG!
OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG.
OB_MPTELEFRAG=%o stood where %k was teleporting.
OB_RAILGUN=%o was railed by %k.
OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!

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Egypt textures.
These are remakes of the textures that tnt.wad included these for its
Egyptian-themed MAP31 secret level. The base is nb_nmare's rw23_3
patch, recolored to a brighter shade of yellow - this can be seen in
STWALL. This was then altered into a "plain" (no bricks) version for the
murals.
The mural images come from "EGYPTIAN IDEAS OF THE FUTURE LIFE" by
E.A. Wallis Budge, pubished 1908 and found on Project Gutenberg. Due
to its age its copyright has expired; the original murals are ancient
so no copyright on those, either. Two of the larger images from the
book were cut up to make the various images found here.

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