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Author SHA1 Message Date
Simon Howard c079cb00ea
Merge pull request #804 from Xindage/texmerge
Revision one of freedoom textures.
2022-08-26 12:14:51 -04:00
Simon Howard 51222852d5
Merge pull request #805 from fragglet/master
Change skull key colorblind patterns to match keycards.
2022-08-19 11:53:26 -04:00
Simon Howard f8334ae0f4 Tweaks to color blind section.
Adjust table column widths, center image.
2022-08-13 16:22:59 -04:00
Simon Howard 6b08f711d7 Document color blind friendliness in manual. 2022-08-13 16:15:14 -04:00
Simon Howard 3e8b0bdae3 Change skull key colorblind patterns to match keycards.
The idea here is that the horns on the skulls indicate the same shapes
as those used for the keycards:

* Blue: X shape
* Red: Horizontal (horns point horizontally atop head)
* Yellow: Vertical

In order to do this I color-swapped and exchanged the graphics for the
red and blue skull keys. This commit updates the skull key sprites,
status bar key icons and the skull key wall textures. As well as as the
color swap, I've also tweaked the skulls to increase emphasis on the
horn directions.
2022-08-13 15:37:19 -04:00
Xindage f3a108c6a6 Revision one of freedoom textures.
Added new textures with stock patches, check the comments.
Removed broken glasses textures since it was unused.
added a new light patche, t14_4, by korp.
2022-07-13 21:10:15 -03:00
19 changed files with 218 additions and 32 deletions

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@ -717,7 +717,7 @@ METAL-RM 64 128
METAL2BD 64 128
* RW33_1 0 0
* BLOD64B 0 6
METALDR 128 128
METALDR 128 128 ; Revised door.
* WALL47_1 0 0
* WALL47_1 64 0
* WALL42_3 21 0
@ -726,7 +726,7 @@ METALDR 128 128
* W111_3 0 64
* W111_3 64 0
* W111_3 64 64
* SW2_1 52 37
* SW2_4 38 44
M_TEC 256 128
* RW33_1 0 0
* RW33_2 32 0
@ -735,24 +735,24 @@ M_TEC 256 128
* COMP03_5 160 0
* COMP04_1 160 43
* COMP04_8 160 86
M_RDOOR 128 128
* RW33_1 0 0
* RW33_1 64 0
* RIPW15 0 112
* RIPW15 0 0
* W46_38 13 29
* W46_38 45 29
* W46_38 77 29
* W46_38 109 29
M_YDOOR 128 128
* RW33_1 0 0
* RW33_1 64 0
* RIPW15 0 0
* RIPW15 0 112
* W46_39 13 29
* W46_39 44 29
* W46_39 109 29
* W46_39 77 29
M_RDOOR 128 128 ; Revised TNT door, more useable now.
* RW33_4 64 -16
* AQTRIM02 0 112
* AQTRIM08 0 0
* AQTRIM08 64 0
* W46_38 11 22
* W46_38 44 22
* W46_38 75 22
* W46_38 108 22
M_YDOOR 128 128 ; Revised TNT door, more useable now.
* RW33_4 64 -16
* AQTRIM02 0 112
* AQTRIM08 0 0
* AQTRIM08 64 0
* W46_39 11 22
* W46_39 44 22
* W46_39 75 22
* W46_39 108 22
PILLAR 32 128
* PILLAR 0 0
PNK4EXIT 128 128
@ -3408,18 +3408,6 @@ BASE2 128 128
BASE3 128 128
* BASE3 0 0
; Glass textures:
GLASS2B 64 96
* GLASS2B 0 0
GLASS1B 64 96
* GLASS1B 0 0
GLASS2 64 96
* GLASS2 0 0
GLASS1 64 96
* GLASS1 0 0
; Other custom textures:
CEILVINE 128 128
* CEILVINE 0 0
@ -3485,6 +3473,183 @@ ESPIG3 128 128
* ESPI19_3 64 0
* ESPI19_4 0 0
; Custom textures using resources of freedoom.
BROVINE2 256 128 ; Another Brovine, using the real brown halls.
* WALL62_1 0 0
* WALL62_1 128 0
* W107_1 0 0
COMPUTE4 192 128 ; PLANET1 variant in computer.
* COMP04_5 0 0
* COMP04_5 0 64
* COMP04_5 64 0
* COMP04_5 64 64
* COMP04_5 128 0
* COMP04_5 128 64
* TSCRN2 5 69
* TSCRN3 69 69
* TSCRN4 133 69
* TSCRN5 69 5
* TSCRN6 5 5
* TSCRN8 133 5
COMPLIT1 32 128 ; Lite COMPSPAN.
* COMP03_4 0 0
* COMP03_4 0 64
* T14_5 8 27
COMPLIT2 32 128
* COMP03_4 0 0
* COMP03_4 0 64
* WLITA0 8 8
* WLITC0 16 8
* WLITA0 8 112
* WLITC0 16 112
COMPLIT3 32 128
* COMP03_4 0 0
* COMP03_4 0 64
* BLITA0 8 8
* BLITC0 16 8
* BLITA0 8 112
* BLITC0 16 112
COMPVENT 32 128 ; COMPSPAN but is vents.
* COMP03_8 0 0
* COMP03_8 0 64
COMPWERA 64 128 ; Several COMPWERx variants.
* COMP04_5 0 0
* COMP04_5 0 64
COMPWERB 64 128
* COMP04_1 0 0
* COMP04_1 0 64
COMPWERC 64 128
* COMP04_2 0 0
* COMP04_2 0 64
COMPWERE 64 128
* COMP04_7 0 0
* COMP04_8 0 64
COMPWERF 64 128
* COMP02_7 0 0
* COMP02_3 0 56
* COMP03_4 0 64
* COMP03_4 32 64
* PREEL2 6 84
* PREEL1 38 84
M_BDOOR 128 128 ; TNT keyed door, it was missing the blue version.
* RW33_4 0 -16
* RW33_4 64 -16
* AQTRIM02 0 112
* AQTRIM08 0 0
* AQTRIM08 64 0
* W46_37 11 22
* W46_37 44 22
* W46_37 75 22
* W46_37 108 22
GRAY3 64 128 ; W31_1 was mostly used in switchs and cut in gray2.
* W31_1 0 0
* W31_1 0 64
PIPE3 256 128 ; Unused textures in doom beta, now has vines on freedoom.
* TP2_1 0 0
* TP2_2 128 0
* W107_1 0 0
PIPE4 256 128
* TP7_2 128 0
* TP7_1 0 0
* W106_1 0 0
PIPE7 256 128
* RP1_1 0 0
* RP1_2 128 0
* W107_1 0 0
PIPE8 256 128
* TP3_2 128 0
* TP3_1 0 0
* W107_1 0 0
SLADAGN 64 128 : AGM version of sladwall.
* WLA128_1 0 0
* BLUTNT 6 67
LITE1 16 128 ; New lite by korp, based in unused beta doom light,
* T14_4 0 0
LITEBLU5 32 128 ; Variant of LITE3 but blue.
* BLITA0 0 0
* BLITA0 0 8
* BLITA0 0 16
* BLITA0 0 24
* BLITA0 0 32
* BLITA0 0 40
* BLITA0 0 48
* BLITA0 0 56
* BLITA0 0 64
* BLITA0 0 72
* BLITA0 0 80
* BLITA0 0 88
* BLITA0 0 96
* BLITA0 0 104
* BLITA0 0 112
* BLITA0 0 120
* BLITB0 8 120
* BLITB0 8 112
* BLITB0 8 104
* BLITB0 8 96
* BLITB0 8 88
* BLITB0 8 80
* BLITB0 8 72
* BLITB0 8 64
* BLITB0 8 56
* BLITB0 8 40
* BLITB0 8 48
* BLITB0 8 32
* BLITB0 8 24
* BLITB0 8 16
* BLITB0 8 8
* BLITB0 8 0
* BLITB0 16 0
* BLITB0 16 8
* BLITB0 16 16
* BLITB0 16 24
* BLITB0 16 32
* BLITB0 16 40
* BLITB0 16 48
* BLITB0 16 56
* BLITB0 16 64
* BLITB0 16 72
* BLITB0 16 80
* BLITB0 16 88
* BLITB0 16 96
* BLITB0 16 104
* BLITB0 16 112
* BLITB0 16 120
* BLITC0 24 0
* BLITC0 24 8
* BLITC0 24 16
* BLITC0 24 24
* BLITC0 24 32
* BLITC0 24 40
* BLITC0 24 48
* BLITC0 24 56
* BLITC0 24 64
* BLITC0 24 72
* BLITC0 24 80
* BLITC0 24 88
* BLITC0 24 96
* BLITC0 24 104
* BLITC0 24 112
* BLITC0 24 120
; These textures are only in FreeDM
#ifdef FREEDM

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@ -378,6 +378,27 @@ image:../sprites/pinva0.png[Invulnerability Sphere] |
Makes you immune to all damage for a limited time.
|==========================
=== Color blind accessibility
Freedoom's keys are designed to be distinguishable not just by color but
also by shape, to make the game more accessible to color-blind players.
Each key color has an associated unique shape:
[cols="2,3",width="50%",align="center",valign="middle"]
|==========================
| **Key color** | **Shape**
| Red | Horizontal lines
| Yellow | Vertical lines
| Blue | Cross shape (X)
|==========================
These shapes are used consistently throughout the game: in the status bar
icons, the key sprites and on walls indicating keyed doors. For the skull
keys, pay attention to the direction that the horns point. For example,
here is how the different key icons appear in the status bar:
image:images/key-icons.png[Key icons,align="center"]
=== Enemies
The levels are filled with monsters who have no other goal apart from stopping

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