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.
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.
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
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.
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.
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).
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.
-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.