Permalink
Commits on Dec 31, 2017
  1. levels: replace FIRELAV2 textures

    Talon1024 authored and NickZ committed Dec 25, 2017
    Replace static FIRELAV2 textures with FIRELAV3 in C3M2, C3M4, and
    MAP32.
    
    DM23 has static FIRELAV2 textures, but it makes sense because of the
    way they are used.
  2. c4m2: replace inappropriate slime fall textures

    Talon1024 authored and NickZ committed Dec 25, 2017
    Get rid of slime fall textures that don't make sense, and replace them
    with textures that match the textures on the other column.
  3. levels: replace all {S,W,B}FALL textures

    Talon1024 authored and NickZ committed Dec 23, 2017
    Replace all {S,W,B}FALL textures in the levels with their animated
    equivalents, and remove {S,W,B}FALL from textures.cfg.
    
    The {S,W,B}FALL were leftovers from when Freedoom had the goal of
    being Boom-compatible instead of vanilla-compatible.
    
    Also, rebuild these levels' nodes and reject tables with ZenNode.
Commits on Dec 14, 2017
  1. textures: add AQSUPP13

    Talon1024 authored and NickZ committed Dec 9, 2017
    I cut this out from AQSUPP01
  2. textures: add 8-row freetonia textures

    Talon1024 authored and NickZ committed Dec 8, 2017
    These are 8-row versions of the Freedoom/Plutonia brick textures.
  3. textures: add some custom textures

    Talon1024 authored and NickZ committed Nov 22, 2017
    flats: add FCGRATE1 and FCGRATE2
    patches: add CEILVINE and CGRATE1
    buildcfg: add new flats to build config
    textures.cfg: add new textures to build config
    
    FCGRATE1, FCGRATE2, and CGRATE1 are my own work.
    t.v. gave permission to use CEILVINE in Freedoom:
    https://www.doomworld.com/forum/topic/45052-tnt-support/?do=findComment&comment=765129
Commits on Dec 13, 2017
  1. textures.cfg: fix AQTRIM05

    Talon1024 authored and NickZ committed Dec 9, 2017
    AQTRIM05 was missing one row.
  2. texures: improved textures by Blastfrog

    Blastfrog authored and NickZ committed Nov 19, 2017
    Blastfrog included these improved textures in his Freedoom: Phase 2
    cluster 1 demo release.
    https://www.doomworld.com/forum/topic/94645-freedoom-phase-2-cluster-1/
  3. patches: darken DOKODO{1,2}B

    Talon1024 authored and NickZ committed Nov 25, 2017
    Darken DOKODO{1,2}B to better match the flat textures commonly used
    around these textures
  4. patches: new DOKODO{1,2}B

    Talon1024 authored and NickZ committed Nov 20, 2017
    These textures were drawn from scratch.
  5. patches: improve W13_A

    Talon1024 authored and NickZ committed Nov 19, 2017
    I wasn't happy with my previous W13_A, so I decided to revise it.
Commits on Nov 18, 2017
  1. levels: add fdtest_p3.wad to test_levels as MAP01

    Talon1024 authored and NickZ committed Oct 1, 2017
    The old MAP01 is now MAP02
    See this Doomworld forums thread for fdtest_p3.wad:
    https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
  2. Revert "levels: change test_levels.wad"

    Talon1024 authored and NickZ committed Oct 1, 2017
    This reverts commit c7fc210.
  3. levels: change test_levels.wad

    Talon1024 authored and NickZ committed Sep 30, 2017
    - Remove dummy maps
    - Add new MAP01 (fdtest_p3.wad)
    https://www.doomworld.com/forum/topic/92933-freedoom-general-test-map/#comment-1717640
    - Move old MAP01 to MAP02
  4. levels: minor tweaks to MAP25

    Talon1024 authored and NickZ committed Sep 28, 2017
    - Give player 160/320 cells near (X: -1920, 544).
    - Fix switches that open the 6 pickups near (X: -800, Y: 1408).
  5. patches: new light patches

    Talon1024 authored and NickZ committed Nov 18, 2017
    W13_A is based on the existing W13_A
    AGB128_1 is based on BLIT{A,B,C}0 and AGB128_1
    REDLITE2 is based on REDLITE1 and AGB128_1
    YELLITE2 is based on YELLITE1 and AGB128_1
    YELLITE3 is based on AG128_1 and YELLITE1
Commits on Nov 16, 2017
  1. flats: new ceil{4,5}_1 and tlite6_{1,4,5,6}

    Talon1024 authored and NickZ committed Nov 15, 2017
    ceil5_1 was made from scratch in GIMP, and improved in SLADE.
    
    ceil4_1 is a recolour of ceil5_1
    
    tlite6_1 is based on ceil5_1 and a diamond light drawn from scratch
    tlite6_4 is based on ceil5_2 and a diamond light drawn from scratch
    tlite6_5 is based on ceil5_1 and this rendering:
    http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/s/redtlite.png
    tlite6_6 is based on ceil5_2 and this rendering:
    http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/s/brwntlite.png
Commits on Nov 15, 2017
  1. patches: new door patches by Jared Deberjerak

    Jared Deberjerak authored and NickZ committed Nov 15, 2017
    These new patches are from the custom texture thread on ZDoom forums:
    https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=2160#p1025185
    
    Jared Deberjerak gave permission to use these textures in Freedoom:
    https://forum.zdoom.org/viewtopic.php?f=37&t=31139&start=2160#p1025306
Commits on Oct 19, 2017
  1. textures: new RROCK18, DOGRMSC, and STONEW5

    Talon1024 authored and NickZ committed Oct 9, 2017
    RROCK18 is based on IMGP5009.JPG from tex-res-stone-and-moss.zip in
    this texture pack on OpenGameArt:
    http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
    as well as this bumpmap I drew in Blender:
    http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/bigdispl.png
    
    DOGRMSC is based on IMGP3322.JPG from tex-res-stone-and-moss.zip in
    this texture pack on OpenGameArt:
    http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
    as well as this bumpmap I drew in Blender:
    http://www.ciinet.org/kevin/myimages2/doom/freedoom/textures/bigdispl.png
    
    STONEW5 is based on stone wall 3.png from this texture pack on
    OpenGameArt:
    https://opengameart.org/content/wall-grass-rock-stone-wood-and-dirt-480
    IMGP3322.JPG from tex-res-stone-and-moss.zip in this texture pack on
    OpenGameArt:
    http://opengameart.org/content/free-texture-resource-pack-moss-rock-patterns-and-misc
    and this public domain photo from flickr: https://flic.kr/p/muFfXJ
Commits on Oct 2, 2017
  1. flats: new flat5_{7,8}

    Talon1024 authored and NickZ committed Sep 28, 2017
  2. sprites: improve stealth sphere sprites

    Talon1024 authored and NickZ committed Sep 28, 2017
    These ones shouldn't look as flat as the previous ones.
Commits on Sep 26, 2017
Commits on Sep 25, 2017
  1. sprites: new stealth sphere sprite

    Talon1024 committed Sep 25, 2017
    I made this sprite from scratch using Blender.
Commits on Sep 24, 2017
Commits on Sep 23, 2017
  1. levels: vanillafied and improved MAP25

    Talon1024 committed Sep 23, 2017
    https://forum.zdoom.org/viewtopic.php?f=3&t=57684
    - Rebalance monsters and weapons for pistol start (tested on ITYTD-HMP)
    - Fix P_PlayerInSpecialSector issue in Sector #667
    - Fix all(?) visplane overflows, and most drawseg overflows
    - Make staircase near (X: -992, Y: -480) less of a hassle to climb
    - Remove midtex from back side of line #4342 (X: -1504, Y: -928)
    - Change shootable switches near (X: -800, Y: 1408) to regular switches
    - Add shootable switch that opens bars in cave (X: -1344, Y: 448)
    - Shorten room sequence at (X: 2208, Y: -2144) to four rooms
    - Add "coffins" to key switches (X: 1088, Y: 992)
    - Simplify sectors leading to exit (X: 1632, Y: 256)
    - Replace blursphere in secret at (X: -992, Y: 120) with backpack
    - Add small platform, and super shotgun at (X: 2464, Y: -2224)
Commits on Sep 19, 2017
  1. levels: fix inescapable area issue on c2m4

    Talon1024 committed Sep 19, 2017
    Lower the bars blocking the soulsphere secret from behind if the
    player manages to jump over the bars. Also, change the tag and
    triggers for lowering said bars.
    
    Fixes #476.