MAP05: Fixed one secret area so that the game displays the message before the player collects the hidden automap and not after. Also added caution bars for a staircase as a minor decoration.
MAP08: Lowered one platform leading to a secret area so that no jumping is required.
* manual.adoc add chainsaw to tactical tips
* Add Contributing to Freedoom and Reusing sections
Also move cheats section above contributing to Freedoom
* fix links in contributing and reusing section
* Add punctuation to contribution section
* Update manual add discord link update tac tip
* Reword angle grinder tactical tip
only as wide as or narrower than a about right angle -> roughly as wide as or narrower
* fix readme typo in angle grinder tac tip
* Update manual
Updated with terms of software license and link to GNU website
* Update manual distribution terms
* Update manual link to fork and pull guide
* Update manual fix formatting
Mortrixs: "the map is a replacement for Map21, because the current one is bad"
I (xindage) played the map and I find no issues on coop/singleplay, dm spots are present so the map is fine in my point of view.
Mortrixs told me too to keep the original slot name for the map called "Under realm".
c3m2 is quite ammo starved when the ammo conserving angle grinder in
the secret area near the start is not found. Add two boxes of shells,
and convert some loose shells to a box of shells for a total of three
boxes of shells.
Removed unreachable SKAG near the start as well as the bars in front
of it. Added a nominal health potion for symmetry with the pillar to
the right without overly affecting balance.
Near the end of the map there are six monsters on pillars that can get
knocked off. Once knocked off, either from player or monster
projectiles, they're very hard to kill making 100% kills difficult.
Teleport them to where the player can kill them when they get knocked
off.
Add "rebuild-nodes" make target to rebuild nodes for all levels that
match a specified pattern. Document "rebuild-nodes" in
BUILD-SYSTEM.adoc. Modify map06.wad so it adheres to the "no padding
between the lumps" constraint.
This was added in 2019-10-27T03:24:50Z!noreply@github.com to fix a bug
the former wad-image targets created when run on non-bash shell. Its
author now recommends to remove it with the removal of wad-image.
These targets were rather complicated to set up and use and were
geared around a couple very specific use-cases rather than fully
allowing a set of features wad2image can really accomplish.
In favor of keeping Freedoom’s Makefile relevant just to building (and
installing) our own game, let’s remove this. wad2image can be used
independently anyhow. 😃
This makes the "command: command not found" error no longer occur on
systems where the default shell is not `bash`, or does not support the
`bash` builtins. Additionally, a sane environment is set for safer
shell command use and scripting.
The environment settings for `bash` here do the following:
- Terminate on errors, including signal `ERR` traps. (-e, -E)
- Ensure that shell variables are set before use. (-u)
- Print the shell command, and arguments, as they're run. (-x)
- Fail on errors in any command in a pipeline. (-o pipefail)
Causes the installation to be more similar to how the pre-built Zip
files are handled: separating out the multiplayer and
singleplayer-focused games into two targets. This is similar also to
how Debian and Fedora generate their packages for the game and it is a
sensible one.
Also creates a lot of duplicated lines in the make rules, even though
the number of targets is actually reduced.
Weirdly there's a STARBR2 but no STARBR1, and there are also these
SW11_4 and SW11_5 patches which are not used in anything except for
in COMPUTE3 as part of a montage texture. It seems like a natural fit.