Commit Graph

2364 Commits (master)

Author SHA1 Message Date
Mike Swanson c42cbd218d fancify HTML output using the website style 2019-10-11 11:12:33 -07:00
Mike Swanson d195875f2d patches: convert espi* files from gif to png
Despite the file names from the prior commits, these were actually GIF
files and confused DeuTex so that it wouldn’t build the WADs.
2019-10-10 15:32:43 -07:00
Simon Howard 9e3e802798 textures: Add back old Espi STAR* patches.
These were Espi's second set of STAR* textures that he made for
Freedoom, and he ultimately replaced them with the ones that we have
now. However, I always liked these textures and the fact that they have
a very different and distinctive look compared to the original Doom
STAR* textures.

While this doesn't roll back STAR* to using these textures (and I don't
think we should), it adds them back as a second set of textures under a
different name (s/STAR/ESPI/). It would be nice if some of the Freedoom
maps end up making use of these in places and a nice tribute to Espi who
contributed so much to Freedoom in its early years.
2019-10-10 15:12:06 -04:00
Mike Swanson a9afb194d1 NEWS: mention player sprites and HUD face being changed 2019-10-09 21:57:17 -07:00
Mike Swanson b4c7bca402 CREDITS: add Craneo for his sprite work 2019-10-09 20:47:25 -07:00
Mike Swanson ff8d673d7d Freedoom is now at version v0.12.0 2019-10-09 18:22:22 -07:00
Mike Swanson 03a2baf1ea dist: freedm screenshots and 0.12 release date 2019-10-09 18:20:33 -07:00
Mike Swanson e70899122a lumps: FreeDM 0.12 demos 2019-10-09 17:28:00 -07:00
Mike Swanson 490f603ba2 dist: point metainfo to 0.12 screenshots 2019-10-09 16:23:53 -07:00
Mike Swanson cb48f75d1c lumps: Phase 1+2 demos for 0.12 2019-10-09 16:17:32 -07:00
Mike Swanson db5ef0275f flats: including dummy[123] in all IWAD targets
Xindage had a request to use dummy1 at least in Phase 1, and there
doesn’t seem to be a good reason these were FreeDM-only.

Fixes: #626
2019-10-09 12:20:47 -07:00
Mike Swanson d1be8732e8 manual: comment out unwritten sections 2019-10-09 11:59:33 -07:00
Erick Tenorio 3a0aa6e17a levels: Update MAP03 and MAP30
Changes to MAP03 and MAP30:

-MAP03: Removed self-referencing sectors, edited deathmatch arena.
Fixed potential softlock in co-op at yellow key room.
-MAP30: Fixed monsters being stuck when spawning in the map. Changed
lift to traditional MAP30 lift to fix bug where one sector won't lower
when pressing "use" on the lift. Added new powerups and minor item skill
changes.

Maps rebuilt with ZokumBSP 1.1
2019-10-08 23:28:40 -05:00
Alexandre-Xavier Labonté-Lamoureux b9d1b37b7d DM08: Improve item placement 2019-10-06 19:00:11 -04:00
Mike Swanson cec9c625f2 buildcfg: add stcfn121
Should have been included in the prior commit.
2019-10-02 13:00:51 -07:00
Mike Swanson a3fadb205b graphics: copy stcfn124 to stcfn121
Despite using ASCII for the other definitions, Doom used 121 (“y”) for
the pipe character (“|”) instead.  This repairs a crash on SMMU’s
startup process when it looks for this graphic.
2019-10-02 12:42:16 -07:00
inkoalawetrust ee4cdfd82e c3m6: Add secret exit that leads to c3m9
The new secret exit is behind a door near the existing exit. It's opened
by a switch in a distant secret area.
2019-10-01 07:18:55 -05:00
Mike Swanson a707d93e5e NEWS: mention the overhaul for FreeDM 2019-09-30 19:45:21 -07:00
Mike Swanson 7bfc9d5b03 dehacked: restore FreeDM-specific story text
This was in the pre-merge version of the FreeDM dehacked patch, but
was lost in the merge.

FreeDM doesn’t need to display any long or drawn-out story text.
2019-09-30 18:12:00 -07:00
Luiz Henrique Gasparin Jerônimo 52e1d31a80 c2m6: add a crate to avoid getting stuck if the player can jump
Fixes: #607
2019-09-30 11:09:27 -07:00
Mike Swanson a4810d992a dehacked: fix typo in DM13’s name 2019-09-30 10:21:48 -07:00
Mike Swanson 76c1991d7c map26: move a zombie out of a wall on easy skill 2019-09-30 10:03:07 -07:00
Mike Swanson db07971714 sounds: copy dsoof to dsnoway
dsnoway plays when the use button does nothing on a wall.  As noted by
Blastfrog, the sound effect sounded like a tin-can and could
effectively be replaced by dsoof instead (the sound when falling from
a height).
2019-09-30 09:37:43 -07:00
Proluiz 046d1a6c21 Partial reowork for freedm, extra details on the following changelog.
Note: Namse already applied on the dehacked.txt

Changelog:

DM01 <Tech test>, Big Rework.
> Changed the apaerance of the main layout to differ from dwango.
> Interior was moved to the left of outside.
> Stone pillar with armor was removed.
> Changed the first interior room to looks like to be outside.
> Few weapons are now on a new location.

DM04 <Steel>, Minor Rework.
> Retextured the map to looks like more metal with green bricks.
> Added a new staircase to the east of map to help the flow of the map.

DM05 <Dense Fields>, New map.
- Original map was moved to slot 11
> An edited map that was donated to freedm but was forgot on the forum.

DM06 <Temple of Ammon>, Minor rework.
> Added a new area to the west of map.
> retextured the map to looks like an egypt structure.
> Removed the tomb. {Rip Ledemir :( }

DM07 <Main Stronghold>, Adjustment.
> Balanced out the items of the map.

DM08 <Artifact Base>, ???
> Map last edited by someone else.
> Random edits around.

DM09 <Industrial Outland>, Major Rework.
> Added several new corridor to help with the flow of map.
> Bfg and the teleport path to beserk was removed.
> Retextured the map to be more green.
> The east side of map was done anew.
> Removed lot of bad areas.

DM10 <Detached Grounds>, New map.
- Removed the old map for being to similar to the Greenwar 2.
> This map is a hellish look and similar to the DM08 but still different.

DM11 <Isolated Facility>, DM05 Major rework.
- Old map was Removed for baing plain.
> Improved the flow of map removing most of all the walls on map.
> Outside has a better theme.
> Added an extra side path on north of map.

DM12 <Up 'n Down Canyon>, ???
> Maybe a adjustment, not sure.

DM13 <Unholy Blood>, New map.
- Old map was Removed for being way too small.
> New duel map based on a old Catoptromancy map.

DM14 <Technical Assault>, New map.
- Old map was Removed for being plain.
> New map based on a edited version of my X Duel pack.

DM15 <Shallow Complex>, New map.
- Old map was Removed for being plain.
> New Aquatex map, but nothing so "great" yet.

Dm16 <Barren Alleys>, New map.
- Old map was removed for being bad.
> Duel sized, but still plays ok up to 4 players.
> Square styled arena with each side having it's unique layout apaerance.
> Map wont use offsets and much textures.

DM17 <Underwoods>, New map.
- Old map was removed for being bad.
> Duel sized map, but still plays ok up to 4 players.
> Sort of circle arena, the map under some umcommon trees whitout visible sky.
> It's dark arena and offer a bfg in a high ground.

DM18 <Deserted Courtyard>, New map.
- Old map was Removed for being plain.
> DM sized map..
> New map is a arena with lot of building around for cover.

Dm21 <Refinary>, Minor rework.
> Some thematic changes.
> Outside was simplified to save linedefs and visplanes.
> Removed a lower path to the nortest of map.

Dm24 <Flooded Base>, Medium Rework:
> Plasma was replaced by bfg and vice versa.
> Stealth sphere removed.
> Removed all unused tags from the map.
> Decreased the amount os linedefs used by the map, to avoid Segment overflow:
---> Removed the metal bars at flooded area close to polaric.
---> Simplified the room where red armor is.
---> Replaced the X pattern on ceiling where bfg is by something simpler.
---> Reworked the pillars at the middle of map where soulsphere is.
---> Reworked the staircase to green armor, reducing linedefs used in the area.
---> Removed any useless vertices of the map.
> increased the area close to plasma by 32p to North.
> Increased the outside area close to missile launcher to 64p south.
> Removed all boom actions.
> Softened all missing curves of the walls.
> Added extra lights to polaric area and the path between the outside and skag room.
> Removed a unreachable bonus armor.
> Removed all unused textures and offsets.
> Redone all textures offsets.

Dm26> Name change: Acidic Crypt
Dm29> Name change: Unusual Territory

DM31 <Desolated Fort>, New map.
- Old map was just REALLY BAD.
> New map based on my old X Duel pack.
> Good amount of space for Deathmatch.
> Using a limited amount of textures and flats this map focuses on layout at most.

DM32 <Chocolate>, New map.
- Old map was just REALLY BAD.
> This map is not great too but has a better layout.
> A small circle shaped map, good to duel.
2019-09-30 12:53:08 -03:00
Nathaniel Patasky 93dfd216dc map26: minor tweaks and fixes
- Added more ammo to some areas
- Fixed a couple of heights
- Fixed a secret
- Fixed some linedefs
2019-09-29 19:39:11 -07:00
Mike Swanson e573136535 NEWS: mention map replacements in Phase 2 2019-09-28 22:02:45 -07:00
Nathaniel Patasky 96bbc082e9 levels: new map26
inkoalawetrust helped on the level too, he made the collapsing bridge
2019-09-28 19:09:38 -07:00
Erick Tenorio f5dbf97fc4 levels: edit map01, map04, map09, map10
-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.
2019-09-26 10:20:35 -07:00
MatthewTheGlutton faae9d8312
sprites: new PLAYE/F frames. 2019-09-25 22:33:33 -07:00
Clayton Sobrino d61500202c patches: clean-up brnopen/cavern5 to remove green gunk 2019-09-25 20:52:28 -07:00
Mike Swanson 3631cb028a lumps: new demo3_p1 for v0.12 2019-09-25 20:25:01 -07:00
Mike Swanson b94ffbf299 lumps: document demos for what, who, and when
The information for who played in the FreeDM demos seems a bit lost,
but they should be replaced soon anyway.
2019-09-25 20:22:47 -07:00
Mike Swanson 2b24bca91b rw13_1: add shading 2019-09-25 20:03:33 -07:00
Mike Swanson 6fd4b68523 dist: remove “Freedoom:” from launcher names
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.
2019-09-25 19:34:55 -07:00
Samuel Oliver e19f8f104c map01: texture alignment tweaks and add extra zombies 2019-09-25 10:46:41 -07:00
MatthewTheGlutton c7fa047140
Fix typo in buildcfg 2019-09-22 12:35:22 -07:00
Craneo 717f9bfe1e sprites: rework technospider with good shading 2019-09-22 12:18:43 -07:00
MatthewTheGlutton d1f416441d Fix some player/zombie sprite offsets. 2019-09-22 12:02:06 -07:00
Kevin Caccamo f1125d0681 flats: new RROCK14 based on RW23_3
RW23_3 was replaced for being too similar to the original, and RROCK14 was based on the previous RW23_3
2019-09-22 02:50:05 -04:00
Mike Swanson c35bd7f891 map31: add energy box for better odds
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%.
2019-09-21 03:10:57 -07:00
Mike Swanson be1b9ef8c0 Revert "musics: change d_map30 instruments to add a booming choir"
Has been poorly received by the community.
2019-09-20 11:59:34 -07:00
MatthewTheGlutton c4d15d9fbd
Tileable aqpipe04.
Resolves issue #612
2019-09-20 11:55:05 -07:00
Mike Swanson 55dc88bf5a playpal: make red more intense (again)
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.
2019-09-19 15:21:27 -07:00
Mike Swanson 383854430b automatically generate a GIMP-compatible palette file
Either `make gimp-palette` or `make doom.gpl` will convert the playpal
lump into a file that can be imported into GIMP for paletted image
modes.
2019-09-19 15:17:52 -07:00
Mike Swanson d9c68f376a playpal: slightly soften the red (pain) palettes
Instead of going full red on every entry in palette 9, let there still
be a tiny bit of visibility.
2019-09-18 20:58:44 -07:00
Mike Swanson 409e3888ee dist/metainfo: add categories, expand on content rating 2019-09-17 20:27:02 -07:00
Mike Swanson de55667711 NEWS: remove mention of IDCLIP cheat
On second thought, not worth mentioning.  Most source ports have
allowed it anyway.
2019-09-17 19:41:46 -07:00
Mike Swanson 79aa1e75b5 scripts/makejson: append newline to the end of the file 2019-09-17 19:25:32 -07:00
Mike Swanson 079abe587e NEWS: document post-0.11 changes 2019-09-17 19:06:58 -07:00
Mike Swanson e8eab7ffb3 NEWS: use section headers instead of definition lists
Better to have sub-sections under each release, as in the next commit.
2019-09-17 19:06:11 -07:00