diff --git a/COPYING b/COPYING index 6eac2e98..deb25e66 100644 --- a/COPYING +++ b/COPYING @@ -1,4 +1,4 @@ -Copyright (c) 2001-2017 +Copyright (c) 2001-2024 Contributors to the Freedoom project. All rights reserved. Redistribution and use in source and binary forms, with or without diff --git a/CREDITS-MUSIC.txt b/CREDITS-MUSIC.txt index 16e10b00..bffc784e 100644 --- a/CREDITS-MUSIC.txt +++ b/CREDITS-MUSIC.txt @@ -1,14 +1,10 @@ ---Unused in 0.14.0-- - -E1M1: "Revvin' the Ripsaw" by Josephus "J.Astartes" Astartes and Davester2296 (Based loosely on Ralphis' E1M1) -MAP20: "The Rivers Run Red" by Josephus "J.Astartes" Astartes -MAP22: "Beasts of Horizon" by Josephus "J.Astartes" Astartes - --Previously Featured in 0.13.0-- E1M5: "The Raging Sun" by Kevin "Velvetic" Martins & Jonathan "julnen" Martins, modified by Goji + MAP07: "Fun is Infinite at AGM" by continuum.mid -MAP30: Remix of "Paranoia" by Korp (original by Tyler "Picklehammer" P.) + +DM04: "Pit" by Anthony "Ajanddino" Pierce --Previously Featured in 0.12.1-- @@ -74,3 +70,23 @@ DM26: dave3d09.mid by jute DM27: "Music for Freedoom 7" by Jeremy "Vandalorian" Emerson DM30: dave3d01.mid by jute DM32: "Munt Battle" by Mark "TheMisterCat" McGill-Smith + +--Previously Featured-- + +E2M8: "Why?" by Joshua "wastedjamacan" Masek +E3M1: "Toll" by Joshua "wastedjamacan" Masek + +MAP31: depress.mid by Joshua "wastedjamacan" Masek + +--Unused-- + +E1M1: "Revvin' the Ripsaw" by Josephus "J.Astartes" Astartes and Davester2296 (Based loosely on Ralphis' E1M1) +E1M5: "A bloody Legacy" by Mr795, remix of dave3d25.mid by jute +E3M8: "The vampire's Choir" by Mr795 + +MAP19: "The shotgunner bit me!" by Mr795, remix of "Toll" by Joshua "wastedjamacan" Masek +MAP20: "The Rivers Run Red" by Josephus "J.Astartes" Astartes +MAP22: "Beasts of Horizon" by Josephus "J.Astartes" Astartes +MAP30: Remix of "Paranoia" by Korp (original by Tyler "Picklehammer" P.) + +DM29: "Before the end" by rostuhan diff --git a/README.md b/README.md index af1cd615..b05b291a 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Freedoom Attic -Since starting in 2003, [Freedoom](https://freedoom.github.io) has changed a lot since its inception, and the Attic is proof of this, as it contains resources previously submitted to Freedoom, but have since been replaced or were _never_ used in the first place due to a number of wild reasons, such as being outdated, not up to snuff, not a vanilla map, only test levels, etc - despite this, the many people behind Freedoom are grateful for the work of others who have made content for the game, even if it is no longer used. +Since starting in 2001, [Freedoom](https://freedoom.github.io) has changed a lot since its inception, and the Attic is proof of this, as it contains resources previously submitted to Freedoom, but have since been replaced or were _never_ used in the first place due to a number of wild reasons, such as being outdated, not up to snuff, not a vanilla map, only test levels, etc - despite this, the many people behind Freedoom are grateful for the work of others who have made content for the game, even if it is no longer used. Be aware that, unlike now, Freedoom was not always meant to be a vanilla-only set of IWADs, meaning that to play some of the WADs here, an advanced Doom source port, such as [QZDoom](https://doomwiki.org/wiki/QZDoom), [PrBoom](https://doomwiki.org/wiki/PrBoom), [Pooch](https://doomwiki.org/wiki/Pooch) or any other port that is [Boom-compatible](https://doomwiki.org/wiki/Category:Boom_compatible) may be needed. diff --git a/docs/johnson_level_design.txt b/docs/johnson_level_design.txt new file mode 100644 index 00000000..e78485ed --- /dev/null +++ b/docs/johnson_level_design.txt @@ -0,0 +1,3077 @@ +Level Design patterns for Doom level design + +Written by: Wesley D. Johnson 7/1/2009 + Application is for FreeDoom project, using Doom and Boom wad specs. + Having only one floor and middle texture is the engine limitation that causes + the most problems, and providing known solutions is what this document + addresses. + + Legacy, ReMooD, XDoom, ZDoom, in different ways, have expanded sector + associations so that many of the things that this document says cannot + be done, those engines have a way of doing. This mostly lies in allowing + multiple levels of floors and viewing. See the editing specifications for + those engines to expand on these solutions. + + I expect that for some of the things that I think cannot be done, someone + will say they can. Please make addendums and appendix to this document, + not complaints to me. Remember that this is limited to normal Doom, with + Boom extensions, and that in many places I have kept Doom and + Boom distinct too. + +Sources: + Unofficial Doom Spec by Matthew S. Fell + BOOM reference v1.3 4/12/98 + Special FX & WAD Tricks by Mark Glenn + DESIGN12.FAQ by Tom Neff + DOOM METRICS by Scott Ampoker + TEXTURES by Scott Amspoker + + + +Scale + Derived from METRICS doc. + 1 foot = 16 units horz., 10 units vert. + 2 feet = 32 units horz., 20 units vert. + 3 feet = 48 units horz., 30 units vert. + 4 feet = 64 units horz., 40 units vert. + 5.6 feet = 56 units vert. + 6.4 feet = 64 units vert. + 7.2 feet = 72 units vert. + 8 feet = 128 units horz., 80 units vert. + 16 feet = 256 units horz., 160 units vert. + + This may be due to the screen size of 200 x 320 pixels which is ratio of + 10 x 16, but more likely because the pixels were not square. + 200x320 + -> 270mm/200 x 340mm/320 + -> 12.7 x 10, rectangular pixel, + depending upon the monitor and adjustments used + 480x640 + -> 270mm/480 x 340mm/640 + -> 10.5 x 10, almost square pixel, + depending upon the monitor and adjustments used + + +Heights of building structures, in Doom units + Shelve 25 to 40 + Step 6 to 8 + Table 22 to 24 + Loading Dock 36 to 40 + Railing 25 to 26 + Low fence 4ft 40 + High fence 6ft 60 + Window bottom 28 to 33 + Window top 55 to 60 + Window with glass (48x96) bottom=28, top=124 (or smaller) + Guard window bottom= 32, top= 60 + + +Sizes + Small Office door (2.5 x 6.5 ft) 40 x 65, 40x64 + tight fit, too small for monsters + Big office door (3 x 7 ft) 48 x 70, 48x72 + Small desk height=24 to 25, width=24 length=48 + Big desk height=24 to 25, width=28 length=64 + File Cab. height=43 to 45, width=20, depth=33 + Chair seat height=15, back height=26, seat=21x21 + Sofa seat height=14, back height=24, seat=20x72 + +Objects on shelves + Make sure the center of any object on a shelve is within 16 units of the + edge, or else it will be difficult to pick up. + +Player + Height: 56 units. (5.6 feet) + Player can pass any opening of this size or more headroom. + A passageway with a door must be 60 units high or more, unless special + tricks are used. + Width: 32 units. (2 feet) + Only a lost soul can follow a player down a passageway that is 32 units + wide. + Step height: 24 units max. (2.4 feet) + + +Passageway + Must be 56 units high or more. + Common heights are 64, 72, 120, 128. + Can use 80, 88, 96, but may need to make textures lower unpegged. + Common widths are 64 and 128, as these widths tile nicely when patterned + floors are used. + + The METRICS document has the results of tests of monsters and the + passageways that they will enter. + Monsters will take a long time entering a passageway that is near their size. + The passageway must be at least 1 larger than the monster and + preferably 8 larger. + + Monster sizes and usable passages (from METRICS, UDS) + ?? are unknown, gives the probable minimum based on other examples + Monster WxH minimum passageway usable passage + Player 32x56 34x56 40x60 + Lost soul 32x56 ?? 34x56 + already within 40x60 + to enter (because they jump about so much) 48x60 + Human monster 40x56 44x56 48x60 + Imp 40x56 44x56 48x60 + Revenant 40x56 ?? 44x56 48x60 + Vile 40x56 ?? 44x56 48x60 + Demon 60x56 64x56 72x60 + Cacodemon 62x56 64x56 72x60 + Baron 48x64 ?? 50x64 56x64 + Mancubus 48x64 ?? 50x64 56x64 + Cyberdemon 80x110 ?? 32x110 88x110 + Spiderdemon 256x100 ?? 258x100 272x120 + (no door textures are large enough to pass) + + Suggested sizes + W x H + 34 x 56 (2.125 x 5.6 feet) + Ducts and secret passages meant only for the player, + tight squeeze around machines. + Will pass player, small monsters, lost souls. + Minimum size, without doors nor projections. + + 48 x 60 (3 x 6 feet) + Cramped passageway, sewer, serviceway. + The minimum that some building codes allow. + Will pass player, human monsters, imps, lost souls. + Allows doors, but their sides and tops will be cut off. + Use flat textures. + + 56 x 64 (3.5 x 6.4 feet) + Narrow passageway, basement, shack, cabin hallway. + Will pass player, human monsters, imps, lost souls, baron + Allows doors, but their sides and tops will be cut off. + Use flat textures. + + 56 x 72 (3.5 x 7.2 feet) + Narrow passageway. + Residential hallway. + Will pass player, human monsters, imps, lost souls, baron. + Allows narrow doors, but their sides will be cut off. + Use flat textures. + + 64 x 64 (4 x 6.4 feet) + Low industrial passageway. + Wide, common doorway. + Will pass player, human monsters, imps, lost souls. + Few doors, but their tops will be cut off. + + 64 x 72 (4 x 7.2 feet) + Normal older industrial hallway, before modern building codes. + Doorway for industrial hallway. + Wide hallway for residential. + Will pass player, human monsters, imps, lost souls. + Few doors, but their tops will be cut off. + + 64 x 80 (4 x 8 feet) + Normal industrial and commercial hallway, with normal ceiling height. + Full size residential hallway. + The minimum that some building codes allow for public places. + Will pass player, all monsters except Cyberdemon and Spiderdemon. + No door textures, must use an alternative texture. + + 64 x 88 (4 x 8.8 feet) + + 64 x 96 (4 x 9.6 feet) + Common tall hallway, properly proportioned. + Older commercial buildings. + The minimum that some building codes allow for public places. + Will pass player, all monsters except Cyberdemon and Spiderdemon. + No door textures, must use an alternative texture. + + 64 x 128 (4 x 12.8 feet) + Tall passageway + Has many doors of this size. + + 128 x 96 (8 x 9.6 feet) + Wide industrial. + Will pass player, all monsters except Spiderdemon. + Has door. + + 128 x 112 (8 x 11.2 feet) + Industrial. + Will pass player, all monsters except Spiderdemon. + Has door. + + 128 x 128 (8 x 12.8 feet) + Large Industrial. + Will pass player, all monsters except Spiderdemon. + Has many doors. + + + + When a pattern is used for the ceiling or floor, then to get that pattern + to line up with the passageway the walls must be on the grid lines. + Editors will show the grid lines (when enabled) (usually shown in blue) + to make this easier. + + To make an unusual width passageway select a 64 unit width grid and locate + the center of it on the center of your passageway. This will put the + lights on any ceiling texture, and the pattern on any floor texture, down + the center of your passageway. Now the width of the passageway can be + varied by moving both walls equal distance from that center line. + Do not move the passageway center, or else floor textures and ceiling + lights will appear off center. + +Off center passageway. + 1. Choose a non-patterned ceiling texture and floor texture, such as rock. + Use wall textures with lights, or lamps (things) for lighting. + 2. Make the passageway 64 units wide and 32 units off center, then there + will be lights down the edges of the passageway. + +Passageway with door. + A door stops 4 units lower than the ceiling, so: + 1. Make passageway exactly the height of the door. + This results in best appearance as the top of the door will not be + cut off. + 2. Make passageway 60 units or more high, but lower than size of door. + A short passageway will cut off top of door, but will function. + 3. Make passageway whatever height you want, but put sectors on both + sides of any door (at least full width of the door). + The guard sectors are the height of the door, but can be very thin, + such as 1 unit. The guard sectors become the adjacent sectors for + the door operation and disconnects such operation from the passageway + height. Fill in the upper texture for the guard sectors sidedefs, + where visible. + + + +Texture coverage. + See the TEXTURES document for a full explanation. What follows uses + different terms but is directly useful. + * For doors the ceiling moves. + * For lifts the floor moves. + * Generalized linedefs can move floors and ceiling heights in many ways. + * Windows in wall, and other holes, modify the rules. + The floor of a window is at the window sill, not the room floor. + + The texture will be repeated, vertically and horizontally, if necessary + to fill the area. + * Textures that are 128 high will tile vertically correctly, but shorter + ones will show visual garbage because + * The engine assumes that any tiled texture is 128 high. + * Do not allow textures to tile vertically unless you know what is going + to happen. For many textures it looks bad. + + Walls that are longer than a few thousand units can have bad round-off + effects in display. + It is recommended to put in extra vertices when a wall exceeds 1024. + + If a wall has many segments, such as steps have, then it will benefit from + texture alignment. + Some editors have a function to do this. + + Horizontal texture alignment. + 1. Start at the left edge, with an offset of 0. + 2. For each linedef + Add the length of all the linedef to its left and put that in + for offset_x. + This is easily done by adding the previous offset_x to the length + of the previous linedef. + 3. If you reach a texture change you can stop. + 4. Use negative offsets when they are easier, such as the textures to + the left of a long one, or a special texture. + 5. The engine will accept offsets from -32767 to +32767, and will wrap + when this exceeds the texture. + + Vertical texture alignment. + 1. Start at some good normal wall and align the others to it. Try to + pick the highest as this one needs the 0 offset. + Negative offsets cause the bottom of the texture to be displayed at + the top, and this does not work well for most textures. + 2. If the wall segment has a window, try the upper unpegged and lower + unpegged first, as this will usually align the texture. + 3. If the wall segment has a lower ceiling than the reference wall + segment, then subtract the ceiling levels and use the difference as + the offset_y (positive number). + 4. If the wall segment has a higher ceiling than the reference wall + segment, then subtract the ceiling levels and use the difference as + the offset_y (negative number). + This will look bad if there is any decoration on the bottom of the + texture. It works well for brick, plain stone, and uniform textures. + 5. If you need to align to some shelf. + a. Try adjusting the shelf to the texture instead as it gives a + better appearance when a shelf is on a brick boundary. + b. Positive increments to offset_y will lower the texture. + c. Positive increments to the shelf will raise the shelf. + + If a linedef is one-sided then only the one sidedef applies. + Upper texture: NONE + Middle texture: floor and ceiling of sidedef1 + Lower texture NONE + + + If a linedef has both sidedefs and the 2s bit (two-sided) is set + then it is a divider between two sectors that interact. + * The middle is the area where things can move from one side of the + linedef to the other, as determined by floor and ceiling heights of the + sector. + * Nothing can pass through upper and lower areas. + * If an upper or lower texture is missing, it will appear as HOM + (Hall of mirrors). + * Only the two sidedef sectors are considered for each linedef texturing. + + Texture Heights: + Upper texture: (independent for each sidedef) + If sector ceiling is F_SKY1 then upper texture is F_SKY1. + Only visible on higher ceiling side of linedef. + Top: The sector ceiling of this sidedef + (which can be different on each side). + Bottom: Same as middle top (the other sector ceiling. + Middle texture: (the SAME height for both sidedefs of the linedef) + Top: Lowest of the ceilings. + Bottom: Highest of the floors. + Lower texture: (independent for each sidedef) + Only visible on lower floor side of linedef. + Top: Same as middle bottom (the other sector floor). + Bottom: The sector floor of this sidedef. + + Window Texture Heights: Applies when a window sector is made in a wall. + Upper texture: + Top: Room ceiling + (which can be different on each side of wall). + Bottom: Same as middle top (top of window opening). + Middle texture: The window opening, usually has no middle texture. + Top: Top of the window opening (window sector ceiling). + If the adjacent sector ceiling is lower then it will + block part of the window, and an upper texture will + have to be applied to the window side sidedef. + Bottom: Bottom of the window opening (window sector floor), + unless the neighboring sector floor is higher. + If the adjacent sector floor is higher then it will + block part of the window, and a lower texture will + have to be applied to the window side sidedef. + Lower texture: + Top: Same as middle bottom (bottom of window opening). + Bottom: Room floor + (which can be different on each side of wall). + + +Texture pegging. + All textures are drawn relative to some room reference position. In that + respect they are pegged to that reference and will move with it. + To a viewer within the room, the texture does not appear to move when + the room floor or ceiling moves, but to viewer from another room + they clearly move with the room (such as in an elevator). + The upper pegged and lower pegged attributes "mostly" refer to being pegged + to a NEIGHBOR sector ceiling or floor. + + Normal pegging: Upper unpegged off, Lower unpegged off + Upper texture: + Texture bottom is pegged to the lowest ceiling, such as top of window + opening (textures misaligned), or bottom of door (GOOD). + The texture will move with this ceiling. + Middle texture: + Texture top is pegged to the lowest ceiling. + The texture will move with this ceiling. + This applies to the space above the highest floor and below the + lowest ceiling. + Used on lift walls (GOOD), it stops the walls from moving with + the lift. + Lower texture: + Texture top is pegged to the highest floor, such as bottom of window + opening (textures misaligned), or floor of lift (GOOD). + The texture will move with this floor. + + Upper unpegged: + Upper texture: + Texture top is pegged to the sector ceiling. + Used above window opening (GOOD) it makes textures align with + adjacent wall (of same sector). + The texture will move with the sector ceiling, ignoring neighbor + sector. + Middle texture: (Unaffected, see Normal) + Lower texture: (Unaffected, see Normal) + + Lower unpegged: + Upper texture: (Unaffected, see Normal) + Middle texture: + Texture bottom is pegged to the highest floor. + The texture will move with this floor. + This applies to the space above the highest floor and below the + lowest ceiling. + Used on door track (GOOD), it stops the door track from moving with + the door. + Lower texture: + Texture top is pegged to the sector ceiling of this sidedef. + Appears like texture bottom pegged to sector floor, but only when + texture is same height as the sector. + The texture will move with the sector ceiling, ignoring neighbor + sector. + Used below window opening (GOOD) it will make textures align with + adjacent wall (of same sector). + Used on door track (GOOD), it stops the door track from moving with + the door. + + +Transparent textures. + These textures have transparent areas. + Use as the middle texture only, where the next sector will show through + in the transparent areas. + If used on an upper or lower texture, they will display multi-colored dots + because the doom engine considers upper and lower + textures to have nothing behind them, so random bits show instead. + Sometimes some other texture displays in the transparent regions. + + Transparent textures: + * Do not tile vertically, they appear once at the top of middle texture. + * They tile across the horizontal normally. + * The space below and above a transparent texture is transparent. + + The offset_y can be used to position transparent textures. + + Positive offset_y raises the transparent texture. + * It will cross into the upper texture area and appear there, if there is no upper texture. + * If there is an upper texture, then that appears. + + Negative offset_y lowers the transparent texture. + * It will cross into the lower texture area and appear there, if there is + no lower texture. + * If there is an lower texture, then that appears. + * At all times the lower texture area is solid as a wall and will not + pass anything. + + The IMPASSABLE flag stops walking through the transparent wall. + The flag allows shooting through the wall, and it does not matter where + the holes are in the texture. + It is recommended on bars, chain-link fence, and similar. + + Textures with transparent areas: + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + BRNBIGC 128x128 brown wall with slots + BRNBIGL,R 32x128 brown wall with slots, end pieces + BRNSMALC 64x64 brown small wall with slots + BRNSMALL,R 32x64 brown small wall with slots, end pieces + BRNSMAL1,2 64x64 brown slotted square + MIDBARS1 64x128 vert bars + MIDBARS3 64x72 vert bars + MIDBRN1 64x112 vert bars + MIDBRONZ 64x128 panel with hole + MIDGRATE 128x128 vert bars + MIDSPACE 64x128 chain link fence + MIDVINE1,2 256x128 vine pattern on transparent + GLASS1,1B,2,2B 64x96 broken window (48x96), transparent + STEPTOP 128x16 single brown bar with rounded edge, + transparent above and below. + STEPLAD1 64x16 brown rung of ladder, + transparent above and below. + NOT TRANSPARENT + BLAKWAL1,2 64x128 black, with frame (but not transparent) + + +Walk-through walls/door. + Looks like a wall but the player can walk through the texture. + + This can be a cruel trick. When it is done with a regular wall texture + it requires the player to randomly walk at all walls to find one or more + that are "fake". + It is more playable when special textures are used, that the player might + suspect to be able to walk through. + + Textures that work well as walk-through: + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + GLASS1,1B,2,2B 64x96 broken window, transparent + MIDVINE1,2 256x128 vine pattern on transparent + WFALL,1..4 64x128 waterfall + BFALL1..3 64x128 blood-fall (like a waterfall) + SFALL,1..4 64x128 green-fall (like waterfall) + BRWINDOW 64x128 pretend you went through the window + FIREBLUE1,2 128x128 blue and red speckle + FIRELAVA,2,3 128x128 orange and red fire + FIREMAG1..3 128x128 red fire + FIREWALL,A,B 128x128 red fire + BLAKWAL1,2 64x128 black, with frame + AASTINKY 32x72 vert red and white stripes, like canvas + CRACKLE2 64x128 very red, with crackle pattern + REDWALL 128x128 blotchy red + DBRAIN1..4 64x32 black and red blotches + SKY1 256x128 nebulous clouds + SLOPPY1,2 64x128 pink blotches + DO NOT USE textures made up of patches in a walk-through wall. + Some may be tempting, but used in a walk-through wall they will provoke + the "Medusa" effect. + The "Medusa" effect is a failure by the rendering engine in the original + Doom that slows the game to a crawl. All engines derived from + the original can be expected to have it, while other rendering engines + might not produce it. + + +Textures that are made up of patches. + These textures should not be used for walk-through walls, as they will + provoke the "Medusa" effect. + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + AASTINKY red and white stripes + BIGDOOR1 shiny with logo + BIGDOOR5 wood and metal + BIGDOOR6, BIGDOOR7 wood and metal with skull + BRICK5 old brick + BRNPOIS, BRNPOIS2 greenish/brown metal with poison sign + BROVINE, BROVINE2 tan/green metal, with vines + BROWN1 tan metal + BROWN144 brown smeared + BROWNHUG leather brown + BROWNPIP tan metal with pipes + BROWNWEL brown leather with two things + CEMPOIS cement wall, poison sign + COMP2 computer panel + COMPBLUE blue + COMPOHSO blue traces + COMPSPAN gray + COMPSTA1, COMPSTA2 shiny metal with monitors + COMPTALL computer panel + COMPTILE blue and gray + COMPUTE1, COMPUTE2, COMPUTE3 computer panel + COMPWERD 2 gray comp panels + CRATE1, CRATE2 tan crate, gray crate + CRATE3, CRATELIT tan crate and gray crate + CRATEINY small crates + CRATEWIDE wide crates + DOORBLU, DOORBLU2 blue door trim + DOORHI white striped door + DOORRED, DOORRED2 red door trim + DOORYEL, DOORYEL2 yellow door trim + EXITDOOR fancy door + EXITSIGN EXIT sign + EXITSTON exit sign on gray stone + GRAY1, GRAY2 gray panel + GRAY4 gray 2 panel + GRAY5, GRAY7 gray, warning stripe + GRAYBIG gray panel + GRAYDANG gray, danger sign + GRAYPOIS gray, poison sign + GRAYTALL gray, red stripe + GRAYVINE gray panel, with vines + GSTONE1 green stone + GSTVINE1, GSTVINE2 green stone, with vines + ICKDOOR1 gray door + ICKWALL1 gray panel + ICKWALL2, ICKWALL3, ICKWALL4 gray 2 panel + ICKWALL5, ICKWALL6, ICKWALL7 gray 2 panel + LITE2 brown metal, with light + LITE3, LITE4, LITE5 row of light bars + LITE96 brown metal, with 2 lights + LITEBLU3, LITEBLU4 blue light bars + LITEMET hex metal, with lights + LITERED red light bars + LITESTON gray stone, with 2 lights + METAL1 gray hex metal + NUKEDGE1 brown with nukage edge + NUKPOIS brown with nukage and poison sign + PIPE1 pipes with red edge + PIPE2, PIPE4 pipes wall + PIPE6 pipes, with nukage edge + PLANET1 shiny metal, 6 monitors + REDWALL1 red + SHAWN1 shiny metal door, with logo + SKIN2 pink skin + SKINBORD pink and tan + SKINCUT red and metal + SKINEDGE, SKINFACE pink + SKINLOW dark tan + SKINMET1, SKINMET2 skin and metal + SKINSCAB, SKINSYMB skin and metal + SKINTEK1 skin and pipes + SKSPINE2 skin + SKULWAL3, SKULWALL skulls and metal + SLADPOIS SLAD wall, poison sign + SLADSKUL SLAD wall, skull + SP_HOT1 red block + STARBR2 brown + STARG1, STARG2, STARG3 green, gray + STARGR1, STARGR2 gray + STARTAN, STARTAN2, STARTAN3 tan, gray + STEP1, STEP2, STEP3, STEP4, STEP5, STEP6 steps + STONE gray and warning stripe + STONE2, STONE3 gray block + STONGARG gray block, gargoyle + STONPOIS gray, poison sign + SUPPORT2 shiny metal with pattern + SUPPORT3 dark metal + SW1.. all switches + SW2.. all switches + TEKBRON1 tan pattern + TEKWALL1, TEKWALL6 machinery + WOOD1, WOOD3, WOOD4, WOOD5 wood wall + WOODGARG, WOODSKUL wood wall, gargoyle, skull + + +Animated Textures + Textures only animate when they are used as the middle texture. + WFALL,1..4 64x128 waterfall + BFALL1..3 64x128 blood-fall (like a waterfall) + SFALL,1..4 64x128 green-fall (like waterfall) + BLODGR1..4 32x128 pipe wall with green dripping + BLODRIP1..4 32x128 pipe wall with red dripping + FIRELAVA,2,3 128x128 orange and red fire + FIREMAG1..3 128x128 red fire + FIREWALL,A,B 128x128 red fire + FIREBLU1..3 128x128 blue and red + GSTFONT1..3 64x128 green block wall, head with red flowing from mouth + ROCKRED1..3 128x128 red and block stone, glowing red + SLADRIP1..3 64x128 SLAD wall with grate, falling nukage + DBRAIN1..4 64x32 black and red blotches + +Animated Flats + BLOOD1..3 red + FWATER1..4 blue + SWATER1..4 + NUKAGE1..3 green + SLIME1..4 tan with brown specks + SLIME5..8 tan with gray specks + SLIME9..12 gray with pink cracks + LAVA1..3 black and red + RROCK05..08 + + + + +Paneling a room. + Some texture panels have borders. This looks awful with random sized + linedefs. + If the room is too short for the texture it will cut off the bottom of + the texture. + + Solutions: + * Make each linedef the exact size of the texture. + This limits the room to multiples of 64 units. + * For short rooms, make normal wall linedefs lower unpegged. + This will peg the texture to the floor instead of the ceiling, so the + tops get cut off instead. + For windows, lower unpegged. + * Cut off the borders. + Adjust the texture offset_x by the border width, for every texture. + This will allow adjacent short linedefs to tile without a border. + Pick where you want the borders to appear, and eliminate them + everywhere else. + Be aware that the border is generally made to appear in pairs on both + adjacent textures, not just one. Otherwise it appears chopped off. + The corner of the room is an exception. + This will involve cutting long linedefs into ones shorter than 64 units, + so the borders can be cut off. This prevents tiling or the border on the + other edge showing. + * Adjust the border position, or cut it off. + Adjust the texture offset so the border appears where desired. + Possibilities: + * Force the border to appear at uniform increments across room. + * Force the border to only appear symmetrically around windows and + other structures. + It looks weird if it is right under the window edge. + * Eliminate the border except at the room corners. + * Eliminate the border everywhere + * Use the border only for special decoration, such as around a + fireplace or other opening. + + + +Making a door. + Many editors have a function to make a door from a sector. + Make a narrow sector the width and thickness of the door. + Select it and invoke the editor function "Make door from sector". + + A door is a sector where the ceiling is lowered to the floor to close + the door. There are special controls to open and controls such doors. + The door is opened by raising the ceiling of the door sector to the + lowest adjacent sector ceiling height - 4. + A strip of the lowest part of the door will show when it is open. + + If you make a door sector flush with a room sector then: + * The door texture will repeat over the door + * When the door opens, the whole wall over the door will move up too. + * The map will see the door as being open, and will show the room + behind the door, even if it is secret. + + To make a decent appearing door it is necessary to block the view over + the door. + * Put the door in a hallway that is the same size as the door. + * Inset the door (a very short hallway that is same height as door height, + and usually same width). + * Create a beam or other wall overhang over the door. This requires a + sector in front of the door where the ceiling is at door height. + * A shallow facade over the door. This requires a sector in front of + the door where the ceiling is at the door height. + +Initial state of the door: + * Most editors will make the door closed, with the ceiling to the floor. + * The ceiling height can be changed to make the door partially or + fully open, with no other side-effect. + +Operation of the door: + * The behavior of a door is determined by the linedef type that triggers it. + * When more than one linedef can trigger a door, then each can have a + different operation. + +Door difficulties + * Doors cannot be in adjacent sectors and operate independently. + Each will block the other from opening any farther than the bottom of + the other because it is a low ceiling (they move only 4 units). + Put a narrow buffer sector (non-door) between them so they have + independent operation. + * If the doortrack is a sector then those sector ceiling and floor heights + matter. + A door operated using any Boom ceiling moves such as Highest neighbor + floor, or Lowest neighbor ceiling, will have problems with a + doortrack that is a sector. + Try making the doortrack sector floor=ceiling= 10 units below any other + floor. + * If a door is split into segments then each segment behaves independently. + * Cannot trigger them all from a door push operation. + * A button push operation will trigger them all, and those that get stuck + due to neighboring ceilings or floor will not affect those + parts that move. + * When the door floor is higher than the neighboring rooms then the + automapper will treat the door as always being open, and will + show the room on the other side of the door on the map. + * DO NOT put a linedef trigger within 20 units of a door, or else the + player will not be able to open the door. + Put it back around 36 units from the door to avoid all complications. + +Put a sill on your doors + * Every door should have floor on each side of the door, that is at the + same height as the floor under the door. + * When the floor of the room is lower than the door, then DO NOT make the + door the step, have at least a sill. + * The sill (a thin sector), such as the sector that insets the door into + the wall, will isolate the door from the room floor height. + * Without the sill, the map will be able to see past the door because it + sees the door as being open when the door is higher than the + floor of the neighboring sector. + +Door Operations: + Door activation: + * By Push (P1,PR)(D1,DR), which does not use the tag value. + * Boom uses the tag (for all P1,PR actions), and changes the lighting + of any sectors with the same tag, to max neighbor lighting upon + opening, and to min neighbor lighting on close. + * By Switch (S1,SR) with same tag, and a door action. + * By walkover of a linedef (W1,WR) with same tag and a door action. + * By shooting a linedef (G1,GR) with same tag and a door action. + + There can be more than one linedef trigger, and they do not need to be + alike. One may open door, and another close it. + One may open it slow and another silently. + + For regular door actions: + * door speed: fast or slow + * monsters cannot trigger doors (except for one case) + Boom generalized door actions allow select of: + * wait time: 1, 4, 9, 30 sec. + * door speed: slow, normal, fast, turbo + * monsters can trigger door: no or yes + Functions: + * Door Open, stay open (manual). + * Door Close, stay closed (manual). + * Door Open, wait, re-close (normal automatic door). + For regular doors, the open wait time is 4 sec. + Door type=1 allows monsters to open door. + Boom generalized doors allow selection of: 1, 4, 9, 30 sec. + * Door Close, wait, re-open (unusual). + For regular and extended doors the closed wait time is 30 sec. + Boom generalized doors allow selection of: 1, 4, 9, 30 sec. + Only slow doors. + Locks: + * The linedef action determines whether the door has a lock, it is the + action that requires a key, not the door. + * It may have a different color lock for each trigger, and for each side + of the door. + * Only door actions have locks. + * Doom locked door actions allow only a few lock/key actions. + (red key, blue key, yellow key (key= card or skull) + (open or open-wait-close) + * Boom generalized doors allow any combination of door action and + lock/key. + (red key, blue key, yellow key (key= card or skull), + red card, blue card, yellow card, red skull, blue skull, yellow skull, + any key, all 3 colors, all 6 keys) + + + +Door textures W x H. + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + Wide door 128 wide. + BIGDOOR2 128x128 gray metal cross-beamed + BIGDOOR3 128x128 greenish tint version of BIGDOOR2 + BIGDOOR4 128x128 brownish tint version of BIGDOOR2 + BIGDOOR6 128x128 metal and wood, with skull + BIGDOOR7 128x128 metal and wood, with gold skulls + ZDOORB1 128x128 big silver metal door + ZELDOOR 128x128 big silver metal door, with cross brace, symbols + BIGDOOR1 128x96 flat silver with logo + BIGDOOR5 128x112 metal and wood + EXITDOOR 128x72 use left side or right side (xoffset=64) + Small door 64 wide + DOOR1 64x72 standard tan door + DOOR3 64x72 shiny metal door + ICKDOOR1 64x72 gray version of DOOR1 + DOORHI 64x128 narrow door of tan and silver stripes + SPCDOOR1 64x128 brown tinted door, with warning stripe + SPCDOOR2 64x128 gray tinted door, with warning stripe + SPCDOOR3 64x128 gray, modern 7 panel door + SPCDOOR4 64x128 brown tinted door + EXITDOOR 128x72 use left side or right side (xoffset=64) + + Could be used as a door, especially if door is shorter than full texture + height: + BROWNGRN 64x128 greenish metal + BROWNHUG 64x128 brownish something + COMPBLUE 64x128 blue pattern + COMPSPAN 32x128 gray + COMPTALL 256x128 computer motif, has grill at offset=64, + that would make a 64x64 door + CRATE1, CRATE2, CRATE3, CRATELIT + 64x64 one way to open a crate to get whats inside. + CRATWIDE 128x128 wide crate, use 128x64 door to open bottom crate + (inset door at least 1 or else top crate will move) + FIREBLU1, FIREBLU2 128x128, blue and red speckle + FIRELAVA, FIRELAV2, FIRELAV3 128x128 orange and red fire + FIREMAG1, FIREMAG2, FIREMAG3 128x128 red fire + GLASS1, GLASS1B, GLASS2, GLASS2B + 64x96 glass doors that open + GRAY1 64x128 gray panel + GRAY2 64x72 gray small panel + GRAY4 64x128 gray two panel door + GRAY5 64x128 gray panel with warning stripe + GRAY7 256x128 gray wall with warning strip, use any section + GRAYBIG 128x128 plain gray panel + GRAYDANG 64x128 gray panel with warning sign + GRAYPOIS 64x72 gray panel with warning sign + GRAYTALL 128x128 gray panel with red stripe + ICKWALL1 64x128 gray panel + ICKWALL2 64x128 gray two panel door + ICKWALL3, ICKWALL4, ICKWALL5, ICKWALL6, ICKWALL7 + 64x128 gray two panel + MARBFAC4 64x128 gray marble, with green skull + MARBGRAY 64x128 gray marble + METAL 64x128 brown metal + METAL1 64x128 gray hex metal + METAL2 64x128 brown metal 4 panel + METAL3 64x128 brown metal 4 panel, with electrical markings + METAL5 64x128 brown metal 6 panel + MODWALL1 64x128 brown and gray panel + MODWALL2 64x128 brown, gray, black panel + MODWALL3 64x128 gray and black panel + MODWALL4 64x128 gray and black panel + PANCASE2 64x128 plain wood panel + PANEL2 64x128 wood and gray 3 panel + PANEL3 64x128 wood and gray 3 panel + REDWALL 128x128 very red + SHAWN1 128x128 shiny metal with logo + SHAWN2 64x128 shiny metal + SHAWN3 64x72 shiny metal with logo + SILVER1 64x128 shiny metal + SILVER2 64x128 shiny metal with blue + SLADPOIS 64x128 patterned metal with danger sign + SLADSKUL 64x128 patterned metal with skull + SLADWALL 64x128 patterned metal + SLOPPY1, SLOPPY2, 64x128 pink slop + SPACEW3 64x128 dark gray louvered panel + SPACEW4 64x128 brown 8 panel + STARG1 64x128 green tinted 12 panel + STARG3 128x128 green and gray 23 panel + STARGR1 64x128 gray tinted 12 panel + STARTAN1 64x128 tan tinted 12 panel + STARTAN3 128x128 tan and tray 23 panel + STONE 256x128 mottled gray, with 2 warning stripes + STONE4, STONE5 64x128 cracked gray stone + STONE6, STONE7 64x128 cracked brown stone + STONPOIS 64x128 gray stone with danger sign + STUCCO 64x128 light brown panel + SUPPORT2 64x128 shiny metal, with 3x7 pattern + SUPPORT3 64x128 dark metal + TANROCK2 64x128 mottled tan + TANROCK3 64x128 darker mottled tan + TANROCK4 64x128 mottled tan with pattern + TANBRON1 128x128 patterned tan panel, use left or right + TEKGRN2 64x128 TEK pattern + TEKGRN3 64x128 TEK pattern with blue grill + WOOD1 256x128 wood boards + WOOD10 128x128 wood board panel with crossbrace, use whole + WOOD12 64x128 wood panel, horz boards + WOOD3 256x128 wood squares, 4 sections, use any section + WOOD4 64x128 wood 2 panel, 2 skulls + WOOD5 256x128 wood boards with metal bracing + WOODMET1 64x128 wood boards with metal bracing + WOODMET2 64x128 wood boards with metal bracing, gargoyle + WOODMET3, WOODMET4 64x128 wood boards with metal bracing, blood + WOOD6 64x128 2 wood boards, with center brace + WOOD7 64x128 2 wood boards, with claw marks + WOOD8 64x128 2 wood boards + WOOD9 64x128 2 wood boards, distressed + WOODGARG 64x128 wood boards with gargoyle + WOODSKUL 64x128 wood boards with skull + WOODVERT 64x128 vertical wood boards + ZIMMER1 64x128 green ZIM pattern panel + ZIMMER2 64x128 green panel + ZIMMER3 64x128 brown ZIM pattern panel + ZIMMER4 64x128 brown panel + ZZWOLF10 128x128 2 silver doors, use one or both + + +Door accessories: + This is decoration and is not enforced, so designer could purposely + use wrong color strip, or even use them for the door itself. + These can also be used to make bars, where the player must use key to + make the bars open. + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + DOORTRAK 8x128 Every door should have this as side textures of the door. + DOORBLU, DOORRED, DOORYEL + 8x128 narrow colored light strip, used alongside door to + indicate that need key to operate it. + DOORBLU2, DOORRED2, DOORYEL2 + 16x128 wider colored light strip with skulls. + EXITSIGN, 64x16 EXIT sign + LITE3 32x128 light strip + LITE4, LITE5 16x128 light strip, can use top or bottom + LITEBLU1 8x128 blue light strip + LITEBLU2 16x72 blue light strip + LITEBLU3 16x128 blue light strip + LITEBLU4 16x128 blue light strip + LITERED 16x128 red light strip + +Inset a door: + An inset door is a hallway that is the same size as the door. It can be + very short. + Many times it has special door trim next to the door. These special trim + are 8 or 16 units thick. + Construction: + 1. Get the room/hallway sectors for both sides of the door created. + Start with a single box and then immediately assign some textures for + those walls. This helps because the editor will copy those textures as + you split walls and make more complicated nooks and pillars. + 2. Where the doorway will be, make a nook in one room. Add a linedef and + split the nook off as a new sector. This will be the hallway between + the rooms, which contains the door. + 3. Connect the door sector to the other room by moving the vertices + on top of the room's linedef. Have the editor split the linedef and + combine lines. + 4. Remove the middle texture in the door opening. + 5. Add the upper texture over the inset doorway, using the same texture as + the rest of the room. + For each upper texture set the linedef to upper unpegged. + This is the main achievement of the inset door, that the upper texture + over the door matches the room and does not move with the door. + + +Door with different floor levels on each side. + Must set lower unpegged on the floor step lower texture, or it will move + with the door. + The door will close to the lower of the floors. + + +Door that stops partway up. + This door goes up and down, but will stop at a specified level partway up. + 1. Make a normal door. + 2. In the door frame linedef, where the DOORTRAK normally is, make a nook + and split it into a separate sector. This can be made to be + completely hidden in the door track, so it does not have to affect + anything the player can see. + * It does not need to be any particular size, but it must be a sector + adjacent to the door sector. + * A shallow triangle is adequate, only the linedef and its sidedefs are + relevant. + * A linked sidedef to a sector somewhere else will also work, even if it + is shared with other linedefs. + * The doortrack sector only needs to be adjacent in the sense that the + doortrack linedef sidedef references it. + 3. Set the doortrack sector ceiling to where the door should stop rising. + Set the floor to the room floor. + + The door will stop at 4 units above the lowest ceiling, which is now in the + doortrack. + Ceiling raise and lower actions upon the doortrack sector can control the + height of the door. + +Door that has a midpoint stop. + 1. Setup a door with a doortrack sector, or sector reference. + The sector must be adjacent to the door sector, but otherwise is + hidden in the doortrack. + 2. Set the lower and middle textures of the doortrack. + 3. Set the doortrack floor to the desired door stop point. + 4. Set switches or walkovers to activate the door. + 206,204,202,200 Raise ceiling to highest neighbor floor. + The door will move to the doortrack sector floor + height, and stay there. + +Remotely locked door. + This door will open only when all the locks are released. + It still will make a noise. + 1. Make a normal door. + 2. In the door frame linedef, where the DOORTRAK normally is, make a + doortrack sector. + This can be made to be completely hidden in the door track, so it does + not have to affect anything the player can see. + 3. Set the doortrack sector floor=room floor and the + ceiling=( open door height + 4). + 4. Within the doortrack, make a sector for each lock. + Each lock sector must be adjacent to the door, and adjacent to the + doortrack sector, but not adjacent to each other. + If the locks are adjacent to each other they might interact badly. + The sectors can be very thin, triangles work very nice. + You can use both door tracks. + 5. Set the lock sector ceilings to the floor. The door cannot rise above + the lowest of these. + It may more consistent with the noise to set them a few units above + the floor so the door appears to get stuck. + Set the lock sector floors to the room floor. + 6. Set the middle textures of the lock sectors to DOORTRAK, or other + appropriate texture. + 7. Tag each of the lock sectors. + 8. Set switches and walkovers, using the sector tags, to release the locks. + + This can also be done with remote doortrack sectors, and remote lock sectors. + The actual sectors can reside anywhere, they only need + their sidedefs to reference the sector as being adjacent. + The problem will be with your editor's checking routine seeing them as + incomplete sectors, and wanting to fix them. + I know that some editors support such sector linking, but I do not know if + all engines are tolerant of it. + + To release a lock use actions. + 186,166,151,40 Raise ceiling to highest neighbor ceiling, + will cause lock to rise to doortrack sector + ceiling height. + To lock the door use actions. + 43,41,152,145 Lower ceiling to floor, + stops door from opening at all. + The lock floor can be set to any height desired. Must set lower + texture to DOORTRAK to cover this up. + To set a unique lock position. + Set the doortrack sector floor above the room floor. + 206,204,202,200 Raise ceiling to highest neighbor floor, + will cause the lock to move to the doortrack floor. + + +Invisible door, or door with holes + Difficulties: + * Normally a door cannot use the transparent textures because those only + work on the middle texture. + * In the upper texture a transparent texture will display video garbage + in the transparent regions. + * When the door closes on a floor that is level with the adjacent floor, + the transparent effect disappears. + * When a transparent texture displays from below the floor, it displays + over the floor texture. + Having a lower texture on the same linedef will stop this. + * When an offset transparent texture displays above the ceiling, it + displays over the ceiling texture. + Having an upper texture on the same linedef will stop this, but only + as long as it is in view. + Having a different light level than the neighbor sector also seems + to stop this, for unknown reasons. + * When an offset transparent texture displays over a missing upper + texture, the effect works only some + of the time. When the door ceiling goes above eye level then the + transparent areas get filled with something, like HOM. + * A transparent texture over the middle texture does not stop anything. + Monsters and players can walk through it. + If it is set impassable, then it is impassable to everything. + * When the transparent texture is positioned over the door, and the door + is made invisible using linedef type 242, + then can see through it, but cannot shoot through it. + + This is from Boom Editing Tricks by Rellik imd. (sic), and Andre Majorel. + To make a door with iron bars, using Boom linedef 242. + 1. Make your hallway and door. + Give the door a tag number, which you may need anyway to open it. + 2. Make the doortrack lower unpegged, but leave it a normal wall texture + because there will not be a visible door. + 3. Make the door sector floor at least 1 unit higher than the surrounding + sectors, which usually are the door inset sectors in front and back. + * Without this the middle texture and all the transparent texture + effects will cease to be displayed when the ceiling meets the floor. + * This keeps the middle texture displayed all the time. + * The lower texture on the tiny step stops the transparent texture from + displaying into the floor. + * One other thing this does is allow the automapper to see through + the transparent door. + 4. Make a linedef (on a sector of the same height as the doorway) + a doom deep water type. + * type = 242 + tag = door sector tag number + * The sector on the sidedef_1 side will be the control sector + whose ceiling and floor heights will be used for the door. + * It must not be adjacent to the door itself, but the door frame + in front or in back will work. + * This could be any linedef but the sector must be the same height + as the door, and the door frame is convienent. + * This fixes the upper texture above the control sector ceiling height, + and thus makes the closing door invisible. + * The door floor will be displayed at the control sector floor height. + * The door ceiling will be displayed at the control sector ceiling + height, even when the door closes. + 5. Make the door sector light level one unit brighter than the surrounding. + It is a mystery why it works, it may be engine dependent, or + nodebuilder dependent. + 6. Put a bars texture as the middle texture of the door. + * Use positive offset_y (same as height of texture) to raise it so + it covers the upper texture. + * For these transparent textures, the engine displays them even when + they are offset over the upper, or lower texture area. + * When the door is closed, the transparent middle texture will be + displayed. + * The deep water effect hides the upper texture, so the transparent + bars display without interference from it. + +Door over a secret niche + A hidden shelf or niche with a valuable object. + The shelf has an object, that is close enough to the edge to be taken off + the shelf. + A door is put over the niche to hide the valuable object. + Problem: + * The door does not protect the object from being taken. + If the player brushes the outside of the door, they will get + the object, without opening the door, or even knowing it is there. + Suggestions: + A. Make it a walk-in secret area. + B. Start a scroller with the door opening, to bring the object to the + player. + The object can then be kept a safe distance back from the edge. + C. No door. The texture triggers a scroller that delivers the object. + D. Make the door a lift instead, the whole depth of the niche, with + the object on the lift. + Then the object will too high, until the lift/door is opened. + + +Steps + Players can use steps up to 24 unit in height. + Can be any depth and width, as long as it can be stepped upon. + + Monsters can be reluctant to use steps. + This is engine dependent so you cannot depend upon what you witness play + testing on one engine. + Generally, monsters will not descend or ascend a stair: + 1. If the step height is greater than 24 units + 2. If the next step is smaller than they are. + If monsters need to use the stairs then they should have + 32 unit deep treads. + 3. If the steps are too steep. + + Normal steps are: + 6 high x 16 deep = 7.2 in high x 12 in deep common modern + 7 high x 15 deep = 8.4 in high x 11.25 in deep industrial + 7 high x 14 deep = 8.4 in high x 10.5 in deep older buildings + 8 high x 13 deep = 9.6 in high x 9.75 in deep castle towers, + very old buildings + + Step height + 24 units 2.4 feet climbable + 12 units 1.2 feet steps for giants + 10 units 1.0 feet huge steps, barely usable, + castle towers, ladders + 8 units 9.6 in ** old buildings, difficult locations + 7 units 8.4 in *** common modern normal steps + 6 units 7.2 in *** common modern normal steps + 5 units 6 in ** normal steps, easy to use + 4 units 4.8 in * shallow steps + 3 units 3.6 in step between levels + 2 units 2.4 in step between levels + 1 unit 1.2 in minimal + + There are some stair textures (STAIR1, STAIR2), but they require + 64 unit width, 32 unit depth stairs, + and the stairs must be aligned on the 64 unit grid. + + The step face textures assume that the step is 16 units or less. + Do not use them on steps higher than 16 (such as 17 to 20 units high), + as they will not tile correctly, + and you will get multicolored visual garbage (sometimes). + Any normal step where you would consider using them should be + 8 units high or less. + + + Monster sizes and usable steps + Monsters will go up first step when height is <24. + Monsters will go up 1 or 2 high steps, where they would not + go up 3 or 4 lower steps. + ?? are uncertain + Monster (WxH) step 2 step 3 step + height depth depth + Human monster, Imp, Revenant, Vile (40x56) + 8 4..68 4..68 + 10 4..68 18..68 + 12 8..68 18..68 + 14 32..68 34..68 + 16 34..68 34..68 + Baron, Mancubus (48x64) + 8 4..68 4..68 + 10 4..68 20..68 + 12 8..68 20..68 + 14 42..68 40..68 + 16 42..68 40..68 + Demon (60x56) + 8 4..68 4..68 + 10 4..68 26..68 + 12 8..68 26..68 + 14 54..68 52..68 + 16 52..68 52..68 + Cyberdemon (80x110) + 8 4..68 4..68 + 10 4..68 34..68 + 12 8..68 34..68 + 14 66..68 66..68 + 16 66..68 68 + Spiderdemon (256x100) + 8 4..68 4..68 + 10 4..68 >112 ?? + 12 8..68 >112 ?? + 14 >218 ?? >218 ?? + 16 >218 ?? >218 ?? + + Lost soul 32x56 floater + Cacodemon 62x56 floater + + +Step face textures + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + STEP1 32x16 brown, with hilight + STEP2 32x16 tan, with stripe + STEP3 32x16 dark, with stripes + STEP4 32x16 light gray + STEP5 32x16 brown and tan, 8 panel + STEP6 32x16 tan brick + STEPLAD1 64x16 brown and tan, ladder rung + STEPTOP 128x16 dark brown + + +Step ceilings + Real ceilings over steps do not descend with each step. They stay flat + until the headroom becomes too high, then there is one drop to + a new ceiling level. + Too high depends upon the building, how much space is wasted, and if it + could be part of a room or a storage area. + This is done because many little walls are expensive to build, one larger + drop is much cheaper to do. You only see sloped ceilings over + stairs when there is another stair over it on the floor above, or for + asthetic reasons such as in public buildings. + Older building designs did not waste effort and materials on slanted + ceilings in stairwells. + + Tunnels cut into solid rock are likely to have ceilings that are just + high enough at each step. + + Because the player and monsters stand on a previous step until their entire + width passes, steps must have much heigher ceilings than passageways. + When the player is moving they cover even more distance, and steps. + If the player runs down the steps, they will bang their head. This also + applies to going up the steps. + + This table was started by experimentation, then filled in by calculation. + The player is 32 units wide, but for this calculation consider the player + to be 40 units long. + Each step could be tested against the MIN in this table, but really only + needs to be tested for those steps where the ceiling changes levels. + + Step depth Stair Num stairs Minimum headroom Suggested + rise under player where ceiling drops headroom (MIN) + 14..20 16 3 (56+48) = 104 112 + 14..20 11 3 (56+33) = 89 96 + 14..20 8 3 (56+24) = 80 88 + 14..20 6 3 (56+18) = 74 88 + 14..20 4 3 (56+12) = 68 72 + 20..40 16 2 (56+32) = 88 96 + 20..40 11 2 (56+22) = 78 88 + 20..40 8 2 (56+16) = 72 80 + 20..40 6 2 (56+12) = 68 80 + 20..40 4 2 (56+ 8) = 64 72 + + + +Ladder + A ladder is just a set of steps with very little depth. + Use the textures STEPLAD1 and STEPTOP as the lower texture of each rung. + Construction: + 1. Create a sector box out the wall where the steps will be. + This will have to be a sector, not empty space. + Make it large enough to work with, it will be reduced in size as the + last step. + 2. Set the box textures. + lower texture = STEPLAD1 + set lower unpegged + floor texture = FLOOR4_5, MFLR8_2, FLAT10, or some other color choice. + 3. Divide the box into ladder steps. + Set the height of each rung. + Make each step less than 16 high or else the transparent texture will + show HOM. + Set offset_x = 8 to make narrow ladders have an even appearance. + Set offset_y = 4 to make smaller visible rungs. + 4. Put a dark texture on the wall next to the ladder so the black areas + on the rungs look like see-through. + 5. Move the rung lines so each step is only 2 units deep. + The player will still be able to climb it, but monsters will not. + +Ladder with see through steps. + Looks like a stepladder. + + The obvious methods do not work. + The transparent step textures do not work over lower textures, + as the transparent areas display HOM. + They would not display the room on the other side of the ladder anyway, + as the transparent effect would have to see through the lower texture + area of every ladder rung. + + Use the Boom deep water effect to make the steps invisible. This puts the + visible floor on the room floor and allows seeing through the ladder rungs. + The transparent textures STEPLAD1 and STEPTOP will float in their + usual locations, set by offset_y = -16. + + The STEPLAD1 and STEPTOP textures are too thick (16 units) to make this + look good. A transparent texture with a rung of 4 units would look + much better. + + Construction + 1. Create a sector box out the wall where the steps will be. + Make it large enough to work with, it will be reduced in size as the + last step. + 2. If ladder side rails are desired (otherwise the rungs just float in + mid-air), then divide them from the box now and narrow them. + The rest of this procedure does not apply to them. + 2. Set the box textures. + middle texture = STEPLAD1, STEPTOP, or some custom texture + offset_y = -16 + set lower unpegged + floor texture = room floor, there will be no floor on the steps + sector tag = new sector tag + 3. Create a Boom linedef type 242 to hide the rungs. + Any of the room walls next to the ladder will do, as long as the + sidedef_1 is into the room. + type = 242 + tag = ladder sector tag + 3. Divide the box into ladder steps. + Set the height of each rung. + Make each step more than 16 high or else there will be no + transparent texture exposed. + Set offset_x = 8 to make narrow ladders have an even appearance. + 4. Move the rung lines so each step is only 2 units deep. + The player will still be able to climb it, but monsters will not. + + + +Linedef actions + The actions as categorized as P1,PR,W1,WR,S1,SR,M1. + Some editors denote P1,PR as D1,DR, as they are push door operations. + * P1,W1,S1,M1, etc. operate only once. + Avoid these if the door will close again, or if the action might need + to be repeated. + Use them if the action is a one-time event that is permanent. + These are recommended if the action is a +12 or +24 movement, + as it prevents moving the target another increment. + * PR,SR,WR, operate more than once (repetitive). + They are recommended if the door or lift operated will return to its + starting condition. + * P1, PR (D1,DR) operate doors. + The door is also its own switch. + * W1, WR are walkover triplines, operated by the players + * M1 are walkover triplines, operated by monsters. + * S1, SR are switches. + * G1, GR are switches (or walls) activated by being shot. + + Linedef triggers will not start a new action if the sector is already + performing an action. + Doom only allows a sector to be performing one action at any one time. + Boom allows one floor action, one ceiling action, and one lighting action + on a sector simultaneously. + + If there are two linedef triggers nearby, Doom will activate the one that is + closer to the player position. + Effects: + * A trigger linedef in front of another one will block triggering of the + one behind. + * A door can be put over a switch to prevent the player from pushing it. + If the door is too thin (I don't know how thin) + then a push on the door may trigger the switch behind it. + Giving the door linedef a trigger action prevents this. + The trigger action can be something unnoticable like close the door + (which is already closed). + *** I tried this and a trigger on the door will always block the switch + behind the door, even when the door is open. + * DO NOT put a linedef trigger within 20 units of a door, or else the + trigger will intercept pushes to open the door. + +Tripline + A tripline is a linedef that when a player (or monster) walks over it, + it invokes some specific action. + It is legal to have a linedef that is not part of a wall. Such a linedef + will be double sided, with both sidedef having the same adjacent sector, + and usually the sidedefs have no textures. + Change the linedef type to the desired action, usually W1 or WR. + Change the linedef tag to the same tag value as the sector to be affected + (only sectors can be affected). + More than one sector can have the same tag value, and all will be affected. + Be careful to not use a tag value that is already in use. + Ask the editor for the next unused tag value. + + +Simple Switches + * The S1 switch is a one time switch, once activated it does not reset. + * This does not stop other switches and triggers from operating on the same + tagged sector. + * The SR switch (BUTTON) activates a door or other operation, and when that + operation terminates it resets itself, and then is ready to be + activated again. + * Other operations on the same tagged sector are blocked until the first + operation is done. + * Boom extended this to one floor action, one ceiling action, and one + light action per tagged sector at one time. + * To make a switch, select a switch operation for the linedef (S1 or SR), + and select a switch texture for the sidedef. + * Switch textures have automatic indication. When the switch operates and + it has a SW1... texture, then it will display the corresponding + SW2... texture until the operation is done. + * Switches without an appropriate texture are hard on the player and + must be considered an usual difficulty. They also will not display any + automatic indication. + * Switches are in textures with a wall background. Select the wall + background that matches the adjacent wall. + * If a switch in an appropriate wall background is not available, then + put the switch in an inset that is just big enough for the switch. + +Wall switches + When the wall is shorter than the full height of the texture, then it will + be drawn top down, so the switch is closer to the floor than normal. + Use the lower-unpegged attribute on the switch and all the walls to + force drawing from the floor up. + +Inset switch + The texture of the inset switch is not necessary for the switch to + function, but it looks better if it is centered and of the proper size. + 1. Start with a wall where switch will be inset, note the texture name + and style. + 2. Determine the switch type, + * get its dimensions (switch.width, switch.height) + * get its offsets (switch.x, switch.y) + (see following tables). + * These can be adjusted if more or less of the surrounding texture is + to be seen. + If the background texture of the switch matches the wall, then more + of it can be allowed to be seen. + Whatever is added to the width and height, then subtract half that + amount from the offsets x and y. + 3. Determine the switch position height (pos.y). + It does not have to be at the switch height in the texture. + 2. Make an inset nook using editor function. + (Make 4 more vertexes in the wall and arrange them to form a nook). + 3. Move the middle line segment to the switch location, and adjust + the other vertices to square up the inset. + 4. Make the inset width the width of the switch = switch.width. + 5. Connect the outermost vertices with a linedef to split the sector, + thus the switch inset is a separate sector. + 6. Set the inset sector floor = pos.y. + 7. Set the inset sector ceiling = pos.y + switch.height + 8. The linedef that is inline with the wall has no middle texture, + set the upper and lower textures to be the same as the wall. + 9. Set the switch linedef texture to the switch texture. + This is the linedef in the back of the inset. + Set offset_x = switch.x + Set offset_y = switch.y + + +Push-Push switch + *** This does not work. It is included so others do not waste time trying + to make it work. + When a pushbutton linedef is in front of another, the front one will + intercept all the pushes, even when one is on a door and the door is opened. + The linedef trigger logic does not check for any such floor or ceiling + changes. + + From idea in DESIGN12. + Push switch that opens door when pushed, and then lowers the door when + pushed again. + 1. Make an inset switch, that will control the door. + Put it at eye height to make it harder to see the switch door operate. + 2. Make a thin door over the switch, as close and as thin as possible. + Give it the same sector tag number as the target door, so it goes up + when that door goes up. + 3. Set the texture on the switch door to upper unpegged, so it does not + rise with the door. + 4. Make both the switch texture and the switch door upper texture identical. + They will need different offset_x and offset_y to align them. + 5. Give the switch door texture an action, and the door tag number. + 61 SR, open and stay open, slow + 115 SR, open and stay open, fast + 6. Give the underneath switch an action, and the door tag number. + 42 SR, close and stay closed, slow + 116 SR, close and stay closed, fast + +Switch types and dimensions + FreeDoom switches are described, but they are expected to be + representative of any texture implemented for the name. + SWITCH SIZE + Silver-handle switch 32x32 + Has handle as indicator + + Silver-grn-red-comm-comm switch 32x32 + Has green and red indicators, red goes out and green turns on. + two indicators 8x16 @ 5,5 + + Silver-green-comm switch 32x32 + Large lighted green indicator, green goes out. + green indicator 11x11 @ 6,6 + + Green-keypad switch 24x24 + Metal with keypad, one green indicator, green turns on. + green indicator 9x9 @ 3,7 + + Red switch 17x23 + Red rectangle with bezel, red lights up + + Blue skull switch 32x32 + + Skull 36x38 + Eyes light up + not rectangular, background will show + + Gargoyle, line, satyr 34x44 + + +Switch textures + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + For each SW1, there is a SW2 with the switch activated. + The engine takes care of this automatically, use the SW1 textures only. + The offset of the switch is from the top left corner. + Normal switches + NAME W x H OFFSET x,y SWITCH W x H + SW1BRCOM, SW1BRN1 + brown metal wall with silver-grn-red-comm switch + 128x128 48,72 32x32 + SW1STARG, SW1STONE, SW1STON2 + brown metal wall with silver-grn-red-comm switch + 128x128 47,72 32x32 + SW1BROWN brown metal wall with silver-handle switch + 128x128 48,72 32x32 + SW1MET2 brown metal, with silver-grn-red-comm switch on upper panel + 64x128 16,19 32x32 + SW1METAL gray hex metal, with green-keypad switch + 64x128 20,68 24x24 + SW1BRIK, SW1STON1 + gray large block wall with silver-grn-red-comm switch + 64x128 16,72 32x32 + SW1BRN2 tan metal wall with green-keypad switch + 64x128 20,79 24x24 + SW1BRNGN greenish metal wall with green-keypad switch + 64x128 20,80 24x24 + SW1CMT grey cement wall with silver-handle switch + 64x128 16,72 32x32 + SW1COMM shiny panel with silver-grn-red-comm switch centered + 64x72 15,18 32x32 + SW1COMP dark computer, with silver-green-comm switch lower panel center + 64x128 16,72 32x32 + SW1DIRT dirt panel, with silver-grn-red-comm switch top half center + 64x128 16,20 32x32 + SW1MOD1 brown and grey mod wall, with green-keypad switch + 64x128 20,80 24x24 + SW1EXIT silver panel, warning stripe, silver-green-comm switch + 32x72 0,16 32x32 + SW1GRAY gray 2 panel, with silver-green-comm switch in lower panel + 64x128 16,70 32x32 + SW1GRAY1 gray 2 panel, with green-keypad in lower panel + 64x128 19,79 24x24 + SW1SLAD SLAD wall, with red switch + 64x128 24,73 17x23 + SW1PIPE pipe wall, with silver-handle switch + 128x128 48,76 32x32 + SW1STON6 cracked stone, with silver-green-comm switch + 64x128 16,72 32x32 + SW1STRTN STARTAN, with silver-grn-red-comm switch + 64x128 16,72 32x32 + SW1TEK TEK panel, with green-keypad switch + 64x128 20,80 24x24 + SW1VINE vine panel, with green-keypad switch + 64x128 20,84 24x24 + Skull switches + NAME W x H + SW1BLUE blue panel with skull + 64x128 14,66 36x38 + SW1WOOD wood panel with skull + 64x128 14,66 36x38 + SW1GSTON green stone, with skull + 64x128 14,67 36x38 + SW1ZIM green zim pattern with skull + 64x128 16,65 36x38 + SW1HOT red stone, with skull + 64x128 13,66 36x38 + SW1MARB green marble, with skull + 64x128 13,55 36x38 + SW1PANEL wood panel, with skull + 64x128 14,64 36x38 + SW1ROCK gray rock wall, with skull + 64x128 14,66 36x38 + SW1SKULL pink sloppy wall, with skull + 64x128 14,59 38x54 + SW1WDMET wood and metal, with blue skull switch + 64x128 16,48 32x32 + SW1GARG brown panel, with gargoyle + 64x128 14,67 34x42 + SW1LION brown panel, with lion + 64x128 15,66 34x44 + SW1SAYYR brown panel, with saytr + 64x128 15,64 34x44 + SW1SKIN tan with pink skin as switch, eye opens + 64x128 2,61 60x46 + + + +Lift + A sector that lowers to a floor, then returns to higher floor. + Always returns to its original sector height. + Can be made of multiple sectors. All sectors will move in unison, + and to same level. + +Lift face textures + Lifts are tagged sectors that respond to linedef triggers to move + between floor levels. + Create a lift: + 1. Make a sector for the lift. + 2. Have editor make it a lift. + 3. Leave the linedef unpegged for a normal lift. + 4. Give the lift an appropriate lower texture. + 5. Remove any middle texture from the lift linedefs on the sides it + is to be entered from. + 6. If there are any sides it is not to be entered from, make those + linedefs impassable. + 7. Arrange for switches and walkover linedefs to lower the lift. + It generally will go back up again automatically. + 8. Set the lift sector height to the starting position. If you only have + lower-lift linedef actions, then you must set the lift to the upper + position. + + FreeDoom Textures are described, but they are expected to be + representative of any texture implemented for the name. + PLAT1 128x128 hydraulic lift + +Lift pulled up from above. + Make the lift, but set the walls unpegged lower so they move with the lift. + The moving walls must go to the ceiling. + +Lift with railing, fixed increments. + Makes a lift with border railings that move with the lift. + The lift can only move in 24 or 32 unit increments. + 1. Make a lift. + 2. Make railing (walls) around the lift and make them a lift too, + and give them the same sector tag. + 3. Set your railing an appropriate height above the lift floor. + 4. Put an appropriate lower texture on the railing, middle and upper + are clear. Cannot use chain-link or MID textures. + 4. Use the fixed movement BOOM actions, or else your railing will sink + into the floor upon the first use. + raise floor by 24, lower floor by 24 + raise floor by 32, lower floor by 32 + +Lift with railing. + Makes a lift with a railing that moves with the lift. + 1. Make a lift. + 2. Make railing on sides of lift only, make them a lift too, and give + them the same sector tag. + Set their height. + 3. Make matching railings (or walls) on the lower level the exact width + and height of the lift railing (in the lift down position). + This can be done by cutting off a thin slice of railing, zeroing + its tag, and setting its height. + These provide the stops (lowest floor) for the down position of + the railing, and so must be at height= lowest floor + railing. + If they are too low, then the railings will be still be moving after + the lift stops, and the railings will get shorter. + Any floor adjacent to the railing, that is lower at the time of the + lift trigger, must be separated from the railing by a guard sector + with a floor at the height of the railing when the lift is down. + 4. Any section of railing without a lower stop will sink to the floor + and disappear when the lift is down. + This may be used like a gate. + It will reappear AFTER the lift gets back to the top. + 5. Put an appropriate lower texture on the walls, middle and upper are + clear. Cannot use chain-link or MID textures. + 6. Create switches and walkovers to trigger the lift. + They can use general lower lift actions. + + +Elevator + A lift where the ceiling moves with the floor. + + + +Outdoor areas. + Outdoor is difficult if there are going to be any buildings that the + player can enter. + When there is a mixture of buildings and outdoor areas. + * Minimize the outdoor areas. + * Each outdoor area should only be able to see one building in each + direction. + * Block views toward your other buildings. + * Organize the outdoor areas so the view is away into the distance. + + Any atrium, or hole in the roof, presents the same problems. + * Use F_SKY1 as the ceiling texture. + * Can see the sky. + * Cannot see through the hole to any other parts of the level, even when + they are tall enough. + This is the upper texture area, there is either a texture, sky, or HOM. + + Any construction that cannot be entered can be made using the floor level. + * The sides use the lower texture. + * The middle texture is empty, and allows seeing other things in your + level over the construction. + * Can be walked over, going through the middle texture area. + * The ceiling level is the default sky level (128, 256, 512), which only + needs to be tall enough to see any surrounding constructions. + Too short and it will cut the view off short. + + Any construction that can be entered (a building). + * Cannot see other parts of the level over the building. + * The only thing visible over the building is the sky. + * Must be made using the middle texture area to walk through. + * The upper texture is only usable to finish the building over the doors + and windows. + * The top of the upper texture is determined by the height of the + neighboring sector. + * The lower texture can be used for pillars that are solid all the way + to the top of the building, but the non-solid parts of the building + prevent doing anything more useful. + * Can get a better appearance by using the upper texture for all parts of + the roof edge. + Solid posts would then stop at the bottom of the roof edge. + * Put narrow outdoor sectors around the building as needed, + as the ceiling of these sectors controls the building roof height. + Put these on the SHORTER of buildings of different heights. + +Porch with pillars, and roof. + * Make the windows + * If the porch has windows down to the floor, then can skip this step, + that area can be part of the larger porch sector. + * Set walls around the porch. + * Set the wall floor to the bottom of the window, + set the wall ceiling to the top of the window. + * The top of the window is usually a few units below the porch ceiling. + Although it can go completely to the roof, it looks spindlely. + * Fill in all the upper and lower textures, and set upper and lower + textures unpegged. + * Make the posts + * A post is just a bit of wall that goes entirely to the bottom of the roof. + * Set the floor to be as high as the bottom of the ceiling, and the + post ceiling to the same value. + * There is no need of a middle texture. For a fancy look, you could lower + the floor a little and put in a contrasting middle texture. + * Must not have F_SKY as ceiling. Give the post the same ceiling as the + rest of the ceiling. Otherwise the engine will skip + drawing anything on the post above the ceiling. + * Make the upper texture of the post the same as the roof. + Set the texture unpegged the same as the walls, so the roof matches + all around. + * Make the roof + * The height of the roof is set by the sector neighbors. + The ones with F_SKY as ceiling will allow seeing the sky over this roof. + * If the neighbor sectors are too high, your roof will be too high. + Make a narrow sector next to the porch and set its ceiling + to the external height of the porch roof. + * Make sure all the sector neighbors have the same ceiling height. + Add narrow guard sectors if necessary to fix this. + + + +Exterior facade: + The height of exterior walls is set by the height of the sector adjacent + to the sidedef. Set them as middle texture, do not use upper and + lower texture. + +Courtyard: + Set the ceiling to be F_SKY1. F_SKY1 is not the actual SKY, it is a + special key value that means transparent so the sky shows through. + The height of the courtyard sector controls the height of the walls. + The height will also cut off the view of adjacent sectors. + ** If the courtyard ceiling height is the same as an adjacent floor + height then there will be HOM. + +View over building + To make a building edge that can be viewed over. + Only use this method if viewing over a corner or edge of the wall + is sufficient. Otherwise it will only move the problem to another spot. + * Make the edge of the void space wall a sector. + Give the floor the height of the building. + Give the sides the texture of the building. + * Only the void space of the wall can be used, upto the edge of + any interior sector. + Move interior sectors of the building when necessary. + * Make the open area next to the wall higher than the building + (or else there will be HOM), and high enough to view any other + nearby constructions. + * Make a very narrow sector between the void space to the interior of + the building and the new sector wall. + Give it a ceiling height equal to the height of the building. + This prevents the void space behind it from having a middle texture + displayed. + ** There must be such a sector between every building wall and any + adjacent void space. + * The end points of these sectors should all come to the same vertex. + Otherwise there will be visible textures to deal with. + +Overhead beams in room or in open courtyard: + Make the room (or courtyard), then make sectors for the beams. + Decide on a beam.height, such as 6 or 4. + Set beam.ceiling = (room.ceiling - beam.height), and beam.floor = room.floor. + For the beam sidedefs, leave the lower and middle texture as -, set the + upper texture to the beam texture. + Set the beam.floor.texture = room.floor.texture. + Set the beam.ceiling.texture = beam.texture. + Be careful in choosing beam textures, as you need + a ceiling texture, and a sidedef texture that look the same. + + In an open courtyard, if the beam will be visible from above, + then must fill in top texture using BOOM feature. + + +Adjacent courtyard with different sky. + The ASSIGN_SKY linedef can change the sky pattern in tagged sectors. + + If two adjacent sectors have different sky textures then the border is + very evident. The outline of every post, fence-line, etc., + will be seen in the sky. + Adding any kind of solid ceiling, even a thin overhead beam at the junction, + will cover the problem. + This gives upper textures that will cover the sky of the neighboring sector. + + +Solid Fence + To make a fence where other parts of the level can be seen over it. + * Make solid fence as sector with floor at the top of the fence. + * Set the fence ceiling to be the same as the neighboring sectors. + * Set the fence texture (such as WOOD1) as the lower texture of both sides. + * Do not set the textures of the inner sidedefs. + * No middle or upper texture. + * The ceiling height of the fence (and the surrounding sectors) must be + equal or greater than the height of any structure + that needs to be seen, otherwise the view will be cut off. + +Chain-link fence or bars. + * The chain-link or bars must be the middle texture of a linedef between + sectors. + * Only the middle texture can be viewed through, and it is already used for the chain-link. But there is a trick using offsets + and transparent textures. + * If there is no upper texture, then the sky (background) will be seen, + but any other structures of the level will not be seen. + Construction: + 1. Set the ceiling of the adjacent sectors to a height adequate to see + over the fence and not clip the view. + 2. Set a floor and a lower texture where the bottom of the fence will be. + 3. Set the middle texture to a transparent texture. + MIDGRATE, MIDBARS1, MIDBARS3, MIDSPACE, etc.. + 4. Adjust the offset_y of the middle texture negative to set the + fence height. + 5. Set the impassable attribute of the linedef. + This stops players and monsters, but allows bullets and rockets to cross. + + +Railing + 1. Make the sectors that the railing will separate + 2. Make some small posts to hold the railing. + 3. Set a transparent texture as the middle texture. + STEPTOP, STEPLAD1 + MIDGRATE, MIDSPACE + 4. Adjust the offset_y of the middle texture to set the railing on the posts. + 5. Set the impassable attribute of the linedef. + This stops players and monsters, but allows bullets and rockets to cross. + +Bars + The transparent bars have 4 bars, on a 64 unit texture. + Spacing between bars = 16 units. + Bar width = 5 units. + Bewteen bar width = 11 units. + Offset to first bar: edge = 6 units, center = 8 units + Align bar at left: offset_x = 6, reverse side offset_x = (length - 6) + Align bar at right: offset_x = (length MOD 16) - 6 + which equals -6 for all multiples of 16 + Length where bars can align on both left and right: (16 * i) + 5 + which is: 5, 21, 37, 53, 69, 85, 101, 117, 133, 149, 165, 181, 197 + + Do not allow a view of the edge of the bars or they will be seen to be + paper thin. + Put a post on each edge if necessary, square (better) or triangular. + A post can be 5x5, texture = MIDBARS1, offset_x=6 + + Even a T across the end of the bars will help. + Center it on the end so it is not possible to see the thinness of the bars. + The larger the better, at least 4 or 5. + If more than 5 then use texture METAL2, or SUPPORT3, instead of MIDBARS. + + Trying to put bars on both side of a thin sector does not look good. + It looks like two very thin sets of bars, and makes it even more obvious. + + +Boom Generalized actions + Combination of a base code and option bits, + by OR of HEX numbers, or ADD DEC numbers. + Base Required, select one + HEX DEC + 6000 24576 Generalized Floor action + 4000 16384 Generalized Ceiling action + 3C00 15360 Generalized Door action + 3800 14336 Generalized Locked Door action + 3400 13312 Generalized Lift action + 3000 12288 Generalized Stairs action + 2F80 12160 Generalized Crusher action + +Some Boom generalized options + Trigger type + HEX DEC + 0 0 Walkover, once + 1 1 Walkover, repeatable + 2 2 Switch, once + 3 3 Switch, repeatable + 4 4 Gun-sense, once + 5 5 Gun-sense, repeatable + 6 6 Push, once + 7 7 Push, repeatable + +Boom Generalized Door + 3C00 15360 Generalized Door action + + Plain Door Function + + Door Delay + + Speed + + Monster trigger + + Trigger type + + Plain Door Function + HEX DEC + 0 0 Open, wait, close + 0020 32 Open, and stay open + 0040 64 Close, wait, then open + 0060 96 Close, and stay closed + + Door Delay + 0 0 1 sec + 0100 256 4 sec + 0200 512 9 sec + 0300 768 30 sec + + Door Monster trigger + 0080 128 Monster can trigger door + +Boom Generalized Locked Door + 3800 14336 Generalized Locked Door action + + Locked Door Function + + Key needed + + Trigger type + + Locked Door Function + HEX DEC + 0 0 Open, wait, close + 0020 32 Open, and stay open + + Key by color only + 0200 512 Both Skull and Card keys work + This is already in the table below. + + Key needed (w/base) (w/base/PR) + 0 0 14336 14343 Any key + 0040 64 14440 14447 Red Card + 0080 128 14464 14471 Blue Card + 00C0 192 14528 14535 Yellow Card + 0100 256 14592 14599 Red Skull + 0140 320 14656 14663 Blue Skull + 0180 384 14720 14727 Yellow Skull + 01C0 448 14784 14791 All 6 keys are needed + 0200 512 14848 14855 Any key + 0240 576 14912 14919 Red Card or Skull + 0280 640 14976 14983 Blue Card or Skull + 02C0 704 15040 15047 Yellow Card or Skull + 0300 768 15104 15111 Red Card or Skull + 0340 832 15168 15175 Blue Card or Skull + 0380 896 15232 15239 Yellow Card or Skull + 03C0 960 15296 15303 All 3 color keys are needed + + The Boom reference mentions locked doors having delay, and Close + door functions, but those functions are not present on locked doors. + Monsters cannot trigger the door. + +Boom Generalized Ceiling + HEX DEC + 4000 16384 Generalized Ceiling action + + Ceiling target level + + Floor/ceiling texture copy option + + Floor/ceiling model source + + Crusher option + + Speed + + Trigger type + + Ceiling Target level + HEX DEC + 0 0 HnC, highest neighbor ceiling + 0080 128 LnC, lowest neighbor ceiling + 0100 256 NnC, next neighbor ceiling + 0180 384 HnF, highest neighbor floor + 0200 512 F, floor this sector + 0280 640 sT, by height of shortest lower texture + 0300 768 24, by 24 units + 0380 896 32, by 32 units + + +Boom Generalized Floor + HEX DEC + 6000 24576 Generalized Floor action + + Floor target level + + Floor/ceiling texture copy option + + Floor/ceiling model source + + Crusher option + + Speed + + Trigger type + + Floor Target level + HEX DEC + 0 0 HnF, highest neighbor floor + 0080 128 LnF, lowest neighbor floor + 0100 256 NnF, next neighbor floor + 0180 384 LnC, lowest neighbor ceiling + 0200 512 C, ceiling this sector + 0280 640 sT, by height of shortest lower texture + 0300 768 24, by 24 units + 0380 896 32, by 32 units + + + Floor/ceiling texture copy option + HEX DEC + 0400 1024 Tx0, copy the floor texture from the model sector, + then erase this type to 0 so the + action cannot be repeated. + 0800 2048 Tx, copy the floor texture from the model sector, repeatable. + 0C00 3072 TxTy, copy the floor texture from the model sector, + then copy the type from the model sector, so this action + cannot be repeated, but something else wierd could be done. + + Floor/ceiling model source + 0 0 Trigger sidedef_1 is model sector. + 0020 32 Lowest numbered 2s linedef of target sector, + use sector from sidedef_1 as model sector. + + Crusher option + 1000 4096 Floor/ceiling acts as crusher + + Direction + 0 0 DOWN + 0040 64 UP + + Speed + 0 0 SLOW + 0008 12 NORMAL speed + 0010 16 FAST + 0018 24 TURBO + + Trigger type + 0 0 Walkover, once + 1 1 Walkover, repeatable + 2 2 Switch, once + 3 3 Switch, repeatable + 4 4 Gun-sense, once + 5 5 Gun-sense, repeatable + 6 6 Push, once + 7 7 Push, repeatable + + +Boom Generalized Lift + HEX DEC + 3400 13312 Generalized Lift action + + Lift target level + + Lift Delay + + Speed + + Monster trigger + + Trigger type + + Lift Target level + 0 0 LnF, lowest neighbor floor + 0080 128 NnF, nearest neighbor floor + 0100 256 LnC, lowest neighbor ceiling + 0180 384 Perpetual LnF to HnF, + lowest neighbor floor to highest neighbor floor + Lift Delay + 0 0 1 sec + 0040 64 3 sec + 0080 128 5 sec + 00C0 192 10 sec + + Speed + 0 0 SLOW + 0008 12 NORMAL speed + 0010 16 FAST + 0018 24 TURBO + + Monster trigger + 0020 32 Monster can trigger lift + +Boom Generalized Crusher + 2F80 12160 Generalized Crusher action + + Silent option + + Speed + + Monster trigger + + Trigger type + + Silent option + 0040 64 Silent crusher operation + + Speed + 0 0 SLOW + 0008 12 NORMAL speed + 0010 16 FAST + 0018 24 TURBO + + Monster trigger + 0020 32 Monster can trigger crusher + +Boom Generalized Stairs + HEX DEC + 3000 12288 Generalized Stairs action + + Stair Direction + + Stair step size + + Ignore texture differences + + Speed + + Monster trigger + + Trigger type + + Stair Direction + 0 0 DOWN + 0100 256 UP + + Stair step size + 0 0 4 + 0040 64 8 + 0080 128 16 + 00C0 192 32 + + Speed + 0 0 SLOW + 0008 12 NORMAL speed + 0010 16 FAST + 0018 24 TURBO + + Monster trigger + 0020 32 Monster can trigger lift + Ignore texture differences + 0200 512 Do not stop when encountering a different texture + + +Boom property transfer linedef + Linedef type 242. + * Creates a false ceiling and floor in the tagged sector. + * Make sure that sidedef_1 of the linedef is the control sector. + * Textures on this linedef type are colormaps. They will be ignored if + they are the wrong size for a colormap (34x256=8704). + Missing colormap + * A missing colormap invokes using the default normal COLORMAP. + * This looks like a missing texture to most editors. + * Can give it dummy textures of size 128x128, which should be invalid as + colormaps and thus ignored. + * For some editors that check for missing textures, can make the linedef + within the control sector instead of on its edge. + * Editors will bother it less if it has the 2s attribute, and a second + sidedef. + + Create the actual sector in the level. + * This will define the limits of movement of players and monsters. + * The actual sector floor and ceiling heights will be used for all + collision detection, and for door and lift stopping points. + Create control sector outside the level. + * This will an give an additional ceiling and floor, ceiling and floor + textures, light levels and colormaps. + * The control sector floor and ceiling heights will be used for all + texture display. + Use an existing sector as the control sector. + * Make one the border lines the control linedef, choosing one with + sidedef_1 having the desired sector. + + Views relative to the control sector: + * Outside the actual sector, and outside of any sector with the same + tag number. + * Appears as normal but with the control sector ceiling and floor heights. + * The actual sector floor texture, ceiling texture, and light level are + used. + * The control sector floor and ceiling level are used + * floor and ceiling display height + * determine middle, upper, and lower texture boundaries + * If the control sector has a middle texture, then it is used as a colormap + on those textures of sidedefs in the actual sector. + * When moving horizontally between outside actual sector, and actual sector + middle area. + * There is no change in the view, nor any change in the view + of other sectors with the same tag. + * When moving horizontally between outside actual sector, and actual sector + upper or lower area. + * The view of the actual sector instantly changes greatly, as when + raising above the water line. + The view of any other sectors with the same tag also changes similarily. + * Within the actual sector middle area, between the control sector ceiling + and floor. + * Appears as normal but with the control sector ceiling and floor heights. + * The actual sector floor texture, ceiling texture, and light level are + used. + * The control sector floor and ceiling level are used + * floor and ceiling display height + * determine middle, upper, and lower texture boundaries + * If the control sector has a middle texture, then it is used as a + colormap on those textures of sidedefs in the actual sector. + * In the actual sector upper area, above the control sector ceiling. + * The control sector floor texture, ceiling texture, and light level are + used. + * The control sector ceiling level is used for the floor, and the actual + ceiling level for the ceiling. + * floor and ceiling display height + * determine middle, upper, and lower texture boundaries + * If the control sector has an upper texture, then it is used as a colormap on those textures of sidedefs + in the actual sector. + * In the actual sector lower area, below the control sector floor. + * The control sector floor texture, ceiling texture, and light level + are used. + * The control sector ceiling level is used for the floor, and the actual + ceiling level for the ceiling. + * floor and ceiling display height + * determine middle, upper, and lower texture boundaries + * If the control sector has an lower texture, then it is used as a + colormap on those textures of sidedefs in the actual sector. + + Effects seen by viewer: + * The control sector ceiling and floor levels determine the level of the + false ceiling and floor displayed. + The floor and ceiling are displayed at those levels even when they are + above or below the actual ceiling or floor. + * The currently displayed floor and ceiling levels also affect the middle, + lower, and upper textures displayed. + * For 1s walls, the same middle texture appears on the wall aligned to the + view floor and ceiling, for all view levels. + * Under water the same wall pattern appears now aligned to the top of + the water. + To hide this, do not use a texture with a vertically distinct pattern, + horizontal lines, etc.. + * Using unpegged lower does not help, it just changes both alignments to + lower. + * For 2s walls, the same texture can appear on the wall aligned to the + view floor and ceiling, for all view levels. + * The normal upper, middle, and lower texture alignments are applied + independently of the view level, without taking into account any of + the other view levels, nor the actual ceiling position. + To hide this, do not use a texture with a vertically distinct pattern, + horizontal lines, etc.. + * The middle texture does not tile normally. + * It appears once, and is positionable by offset like it was a + transparent texture, even when it is not. + * It is aligned to the actual middle texture, from all views. + * When the viewer moves into or out of a lower level, or an upper level, + then all upper and lower textures in all sectors with that same + tag number also change their display at the same time. + This causes: + * Passages made up of multiple sectors to display like one sector. + * Other non-adjacent sectors with the same tag to flip outer textures + up and down like instant window shades. + If the viewer rises above the control ceiling, viewing neighboring + sectors of the same tag, their upper textures will + flip from the control ceiling level to the actual ceiling. + If the viewer sinks below the control floor, viewing neighboring + sectors of the same tag, their lower textures will + flip from the control floor level to the actual floor. + * When adjacent sectors that do not have the same tag number, have access + to upper or lower area, then can observe strange effects. + * Upper and lower textures that can be walked through. + * Sudden changes in view of other sectors with same tag. + To prevent this: + * Adjacent floors should be higher than the control sector floor. + * Adjacent ceilings should be lower than the control sector ceiling. + * Whenever the control sector floor is lower than the actual sector floor: + a. The actual floor will be invisible, but solid. + It will support walkers, act as a step, and will block moving into + the sector. + b. The floor seen will be at the control sector floor level. + c. It will display the actual sector floor texture. + * Whenever the control sector ceiling is higher than the actual sector + ceiling: + a. The actual ceiling will be invisible, but solid. + Collisions with the actual ceiling still occur, it can block moving + into the sector, and it can still crush. + b. The visible ceiling seen will be at the control sector ceiling level. + c. It will display the actual sector ceiling texture. + * When the control floor is + a. Higher than the neighbor sector floor. + * A lower texture will be seen from outside the actual sector, and it + will be up to the control sector floor, no matter where it is in + relation to the actual floor. + * If the lower texture is missing then HOM. + b. Lower than or the same as the neighbor sector floor. + * A lower texture will be seen within the actual sector, limited by + the area the viewer is within. + * When the actual floor is higher than the neighbor sector floor. + There will be a lower texture seen from outside the actual sector, and + it will be upto the control sector floor, no matter where it is. + * Whenever the control sector is a door or a lift, it will create an + identical illusion of a door or lift in the actual sector, + but they can be walked through. + * If the control sector is a crusher then the visible ceiling will follow + the crusher ceiling. + + +Actual sector with F_SKY1 as the ceiling. + * The visible ceiling in the middle section will display sky. + * The actual ceiling will display the control sector ceiling, which should + not be F_SKY1. + The actual ceiling should be made very high to hide this. + * All upper textures inside the actual sector will see sky, when seen from + inside the sector or from outside it. + * Missing outside upper textures display transparent like middle textures. + This allows a view into the sector even when the control ceiling is low. + If the control ceiling meets the neighbor floor then they display HOM. + * When the control sector is a door and the door closes, missing upper + textures (inside and outside) display HOM in spite of having + F_SKY1 ceiling. + * Expect the same effect for any other movable control sector. + * This occurs where the control sector ceiling meets or goes below + a neighbor sector floor. + * Otherwise outside upper textures display normally. + * Low control sector ceilings will make the upper textures display + sky low enough to block the view of valid neighbor sectors. + + +Problems with linedef type 242: + * Missing upper and lower textures will display HOM. + The actual sector heights do not determine which are missing. + The control sector must also be considered. + * A missing lower or upper texture can easily look like a failure of the + linedef, and you can end up seeing completely through everything. + Make sure these textures are set when you are having problems. + * When the control sector ceiling meets or goes below a neighbor sector's + floor, the display rules change radically. + * Do not use F_SKY1 as the control sector ceiling. + * F_SKY1 causes HOM when used as a fake ceiling. + * When under the control sector floor, it causes the control sector floor + to appear everywhere. + * Do not use F_SKY1 as the control sector floor. + * When over the control sector ceiling, it causes the control sector + ceiling to appear everywhere. + * Do not use in actual sector that uses F_SKY1. + * The control ceiling can block the view of things of interest in a + neighboring sectors. + * Will display upper textures and HOM in the sky. + * The F_SKY1 visual effects on the upper texture will be overridden by + the control sector, which either will display upper textures that + are not wanted, or HOM. + * The F_SKY1 has to be in the actual sector because it also affects the + physical properties of the sector. + The control sector ceiling will be displayed instead. + F_SKY1 cannot be used in the control sector because of the + bad side effects. + + +Water pool, pond, river, etc.. + Water pool, with water level, with a separate view from below the water. + Same effect with nukage, but substitute nukage texture and nukage colormaps. + 1. Get a sector tag number for the water effect. + 2. Create a control sector outside the playing area, for the water effect. + a. ceiling level = actual ceiling level + b. floor level = water level + c. ceiling texture = FWATER1 (as seen from below water) + (NUKAGE1) + d. floor texture = actual floor texture + usually MFLR8_3 which has a nice pattern + 3. Set a linedef of the control sector with type 242, and the sector tag. + Make sure that sidedef_1 of the linedef is the control sector. + * Textures on this linedef type are colormaps, so do not give it any + default textures. + (It will ignore textures that are not colormap size, so you end + up giving it a texture to shut up the editor) + * For some editors that check for missing textures, it is easier to make + the linedef within the control sector instead of on its edge. + * Editors will bother it less if it has the 2s attribute, and a second + sidedef. + a. middle texture = none + b. upper texture = none + c. lower texture = WATERMAP + (NUKEMAP) + How to set this is a problem for many editors that do not know the + colormap names. + This colormap is not absolutely necessary, it just changes the + colors when underwater. + 4. Set a parent bathtub sector for the water. Split off all other + bathtub sectors from it. + Give the parent bathtub sector the sector tag number. + a. ceiling level = actual ceiling level + b. floor level = actual floor level + c. ceiling texture = actual ceiling texture + d. floor texture = FWATER1 (as seen from above water) + (NUKAGE1) + 5. Create actual sectors for the bathtub that contains the water, by + splitting the parent bathtub sector. + The bathtub can have multiple sectors sharing the same tag number and + control sector. + The sectors adjacent the bathtub need to have a floor higher than the + water level, or else there will be strange effects. One strange effect + is the appearance of a lower texture that can be walked through. + 6. Try to keep the ceiling level constant over the pool. If there are any + differing ceiling levels then each combination must have its own control + sector and its own sector tag number. + * Another control sector will be needed for each unique combination of: + - water or nukage type + - water level + - ceiling level + - floor texture (under the water) + + +Box or building with fake roof. + Use the deep-water linedef to put a fake roof on a building or box. + This is necessary when the floor and ceiling are already used, such as an + outdoor scene where looking over the top of the box is desired. + + Fake ceiling as roof: + ** The expected roof does not appear. + Set the actual sector ceiling to F_SKY. + Set the control sector + floor = actual floor + ceiling = 1 higher than any adjacent sector floor + (top of the box). + (If this is not done, then there will be HOM in the sky) + Set the middle textures of the box by adjusting the offsets. + They will float in the sky otherwise. + Fake floor as roof: + ** The wall textures will become transparent and the box will + become see-through. + ** The expected roof will appear. + Set the actual sector ceiling to F_SKY. + Set the control sector + floor = 1 higher than any adjacent sector floor + (top of the box). + (If this is not done, then there will be HOM in the sky) + ceiling = actual ceiling + Set the middle textures of the box by adjusting the offsets. + They will float in the sky otherwise. + + + + +Stepping stones + TRICKS has a description of stepping stones. + The BOOM ref has a general descriptions of property transfer linedefs. + + +Stepping stones isolated. + To make stepping stones rise out of the nukage (or other damaging sector) + and become walkable, where the stones are not touching any other sectors. + The floor type of the stones will change to match the sector next to the + switch or walkover trigger. + + Before the stepping stones are raised: + * Will be the same height as the surrounding damaging sector. + * Will have the texture and type as originally set + (to match the damaging sector). + + After the stepping stones are raised: + * Will have type, damaging, of the adjacent target sector (normal floor). + * Will be the target height, above the damaging sector. + * Will have the target floor texture. + + Choose a linedef action (Model sector is trigger sidedef_1). + 59 W1, One shot, rising stone, + model sector from trigger, slow speed, + by 24 units. + Set all stones 24 units below desired + end height. + 160 S1, One shot, rising stone, + model sector from trigger, slow speed, + by 24 units. + Set all stones 24 units below desired + end height. + Boom generalized linedef action (a few of many) + 6440H 25664 W1, One shot, rising stone, + model sector from trigger, slow speed. + End height will be level with damaging sector. + 6442H 25666 S1, One shot, rising stone, + model sector from trigger, slow speed. + End height will be level with damaging sector. + 6448H 25676 W1, One shot, rising stone, + model sector from trigger, normal speed. + End height will be level with damaging sector. + 67C0H 26560 W1, One shot, rising stone, + model sector from trigger, slow speed, + by 32 units. + Set all stones 32 units below desired + end height. + 67C2H 26562 S1, One shot, rising stone, + model sector from trigger, slow speed, + by 32 units. + Set all stones 32 units below desired + end height. + + Construction: + 1. Make the surrounding damaging sector. + 2. Form a simple walkway sector, that all stones will be cut from. + By setting properties to this sector first, and then dividing it into + individual stones, it saves having to set each stone individually. + An alternative is to use editor group functions to set all the stone + properties at the same time. + 3. Give your stones the correct edge textures. + 4. Give your stones a floor texture, and a ceiling texture, that matches the + damaging sector. + 5. Give your stone sectors a tag number, to be used by the trigger switch. + 6. Create a switch or walkover with the tag number of the stepping stones. + Make sure the sector on the sidedef_1 side of the switch is what you + want for the stones. + 7. Leave the stones at the floor height of the damaging sector, so they + are not visible. + 8. If the stone floor height is set below the damaging sector, the stones + will be visible as depressions in the damaging sector. + All stones of the same height will appear at the same time. + Deeper stones will appear later. + + +Stepping stone sequential walkway. + These stepping stones rise sequentially out of the damaging sector forming + a walkway. + Transfer property can only be from sectors that are already at the + target level at the trigger time. + + Choose a linedef action + (Model sector is lowest numbered adjacent sector in each tagged sector). + 78,241,240,239 Do not move up nor down, just transfer. + 177,159,84,37 Down slow to lowest neighbor floor, + model sector from neighbor. + Boom generalized linedef action (a few of many) + 6460H 25696 W1, One shot, rising stone, + model sector from neighbor, slow speed. + End height will be highest neighbor floor. + 6468H 25704 W1, One shot, rising stone, + model sector from neighbor, normal speed. + End height will be level with damaging sector. + 67E0H 26592 W1, One shot, rising stone, + model sector from neighbor, slow speed, + by 32 units. + Set all stones 32 units below desired + end height. + 6462H 25698 S1, One shot, rising stone, + model sector from neighbor, slow speed. + End height will be highest neighbor floor. + 6863H 26723 SR, repeatable, rising stone, + model sector from neighbor, slow speed. + End height will be highest neighbor floor. + + Problems: + * The complications are so bad with the copy neighbor action that there + are few ways to successfully use it. + End up with the end stones at shore height, but all the center stones + stop at fluid height and get wrong texture. + * The target height of the floor raise and floor down linedef actions is + determined at the start of movement. + * An adjacent stepping stone that also is moving, is considered at its + current height. + * This means that the height of the first edge of the stepping stones, + WILL NOT transfer to all the stepping stones. + * Only the two end stones will be above the fluid level. + * To have all stepping stones triggered by a single trigger, and raise + above the surrounding fluid, then there must be a reference sector + adjacent to every stepping stone + (to set the target level for that stone). + * They must be in position before the trigger. + * They do not have to be all at the same level. + * They can be very small (but will be very visible). + * Two stepping stones can share a reference sector, but they will behave + as one sector. + * A shared reference sector can be split so it gives a different height + to the adjacent stepping stones. + * They can be hidden among similar tiny peaks sticking out of the fluid. + * The reference sector could supply the floor texture too, and thus the + order of rising is unimportant. + * Stepping stones that are set below the level of the fluid will show as + depressions in the fluid. + Attempting to hide the depressions using Deep-water action will result + in invisible stepping stones. + * Because of this, stepping stones usually start at the height of the + surrounding fluid. + * Side textures of the sunken stones are very visible. + * The holes in the fluid need side textures. + * To have a stepping stone copy the height or texture of the previous + stepping stone, it must not be triggered before the previous stone + is done moving. + * To have a stepping stone copy the texture of the previous stepping stone + * It must be at the target level at the time of the trigger. + * Even if another stone arrives to the target level first, + it is not considered. + * The lowest numbered linedef (the first found) is used. + * It can be sidedef_1 or sidedef_2, whichever is on the other side of + the affected sector. + * The texture copy takes effect when the stone stops moving. + * Side textures do not change, and are very visible whenever the + stone is above or below the fluid. + + + The lowest numbered linedef with adjacent sector at the target height, + at the time of the trigger, will be used for type and texture copy. + * Using an editor with a swap id number function. + * For each stepping stone, in order of sequence. + Find lowest number linedef in all edges of this stepping stone, + and all that follow it. + Swap the id number with linedef edge adjacent to previous + stepping stone. + * To remove a low number linedef split the edge linedef into two linedef. + One segment will be the original low number, and a new segment with + a new higher linedef number. + Remove the low numbered linedef of the two and stretch the high + numbered linedef to span the original linedef. + A simple method is to move the new vertex onto the other end of + the undesired linedef. + + Construction + 1. Make your damaging sector, (or it may just be a deep sector). + 2. Form a simple rectangular walkway sector across the damaging sector + 3. Give the rectangular walkway the correct edge textures + 4. Leave the walkway with the floor texture, and ceiling texture, that + matches the damaging sector. + 5. Give the walkway a sector tag for the switch that will operate it. + 6. Decide how many steps and where they will be. + 7. Cut the walkway into individual stones in the order that they will rise. + 9. Create a walkover trigger on the first stepping stone edge, that + raises the second stone, using a new tag number. + The second stone will copy texture from the first. + Repeat for however many sequences are desired. + 10. For each stepping stone that is triggered when there is no other + stone already risen adjacent to it + * Create an adjacent reference sector that determines the target + height and texture. + * Otherwise it will stop at the height of the damaging sector, + and keep its texture. + + + +Sinking stepping stones + As the player steps on the stones they slowly sink out from under them. + Each stone acts independently. + 1. Make stepping stones + 2. For each stepping stone + a. Give each stone sector a different tag number + b. Make all the linedef around the stone an action on that stone's + tag number. + Action 37: W1 Floor down slow to LnF, copy floor texture, + copy sector type. + c. Set the stone height above the surrounding damaging sector. + Higher gives more time. + + + +Computer equipment + * The computer textures can be used as wall textures, but that is not the + best use. + * The textures are made up of patches that are best used as sides of a + computer box. + * Select the part of the texture you want to appear, and set the linedef + length, offset_x, and offset_y, and sector height. + * Use the normal offset_x,y when putting a panel on the wall. + * Use the normal offset_x,y when making a computer on the floor. + * Use the lower_unpegged offset_x,y when making a computer on the floor, + or under a window, with lower unpegged. + + Normal Lower_unpegged + Texture Part length x height offset_x,y offset_x,y +On silver + COMPSTA1, COMPSTA2 128x128 + monitor 1 56x46 0,0 0,-82 + monitor 2 34x46 56,0 56,-82 + monitor 3,4 36x46 92,0 92,-82 + 40x46 90,0 90,-82 + monitor 3 36x24 92,0 92,-104 + monitor 4 36x22 92,24 92,-82 +On white + COMPUTE1 128x128 + control 128x64 0,0 0,64 + indicators 128x64 0,64 0,0 +On gray + COMP2 256x128 + large monitor 64x64 128,0 128,64 + med monitor 64x64 0,64 0,0 + small monitor 64x64 64,64 64,0 + tiny monitor 64x64 192,64 192,0 + ind. 1 64x64 0,0 0,64 + ind. 2 64x64 64,0 64,64 + ind. 3 64x64 192,0 192,64 + ind. 4 64x64 192,64 192,0 + COMPTALL 256x128 + narrow grill 32x64 0,0 0,64 + med grill 64x64 96,0 96,64 + large grill 64x64 64,64 64,0 + COMPUTE2 256x56 + pane1 1 64x56 0,0 0,0 + panel 2 64x56 64,0 64,0 + panel 3 64x56 128,0 128,0 + panel 4 64x56 192,0 192,0 + COMPUTE3 + gray/STARTAN 128x128 + comp panel 128x64 0,0 0,64 + COMPWERD + guts 64x64 0,0 0,64 0,64 0,0 + COMPSPAN + gray side 32x128 + COMPTILE + gray/blue side 128x128 + COMPBLUE + blue panel 64x128 + COMPOHSO + blue lines 128x128 + +Computer Flats + CEIL4_1 blue speckle + CEIL4_2 blue grid + CEIL4_3 blue grid circle + CEIL5_1 gray + FLAT1 gray + FLAT14 blue + FLAT22 silver, blue circle + FLAT23 silver + COMP01 white, two rectangles + CONS1_1 console, small green screen (keyboard north) + CONS1_5 console, small green screen (keyboard south) + CONS1_7 console, small green screen (keyboard west) + CONS1_9 console, small green screen (keyboard east) + + + To make a computer unit. + 1. Make a sector 64x64, 128x64, or longer. + Long and rectangular is best. Can have L and T shaped units too. + 2. Make the floor 64 units high. + If you want a tall unit, then use 128, but you will be limited in textures + 3. Give the sector the same ceiling as the rest of the room, but a floor that + is the color of the computer (silver, white, blue, or gray) + 4. For each side choose a texture, or texture portion, from the above tables. + * Position the textures using offset_x and offset_y. + * Put the monitors on the side facing the people, and the grills on the + backside. + * Real computers are grills and plain panels on three sides. + * Make the the backside a grill and then divide it into 64 unit segments. + + +Teleport Line-to-sector + + Problems: + * There must be a teleport dest object in the sector with the sector + tag number. + * There can be more than one sector area with the same sector tag number. + * Only the first found target will ever be used. + +Teleport Line-to-line + Boom teleport types + * Teleport to first line found (lowest number) that has same tag as + the teleport line. + * W1 or WR only. + * Preserve orientation, or reverse orientation (Rev). + * Monsters and Player (MP), or just monsters (M). + 244 WR, MP + 263 WR, MP, Rev + 267 WR, M + 265 WR, M, Rev + 243 W1, MP + 262 W1, MP, Rev + 266 W1, M + 264 W1, M, Rev + + Problems: + * Do not split lines that are line-to-line teleport. + It will very likely use the other half of the split teleport line as the + destination. + Solutions: + * Different tag numbers for each teleport line segment. + * Swap linedef id numbers until the dest line you want has the + lowest number. + * Do not put teleport lines too close to a wall for a player or monster + to fit. + * Cannot enter a teleport line that is the face of a wall. + Must be > 16 units. + * Can exit a teleport line that is the face of a wall, if are going fast + enough. + * When exit teleport line is too close to wall, the traveler may get stuck. + Can walk without getting stuck if > 16 units. + * For monsters (demon, cacodemon) to go through teleport line, then it must + 32 units from wall or more. + + + + +Silent teleport + When the level needs to have a secret passageway cross over another + passageway, one way is to use a Boom line-to-line teleport to move the + player without them noticing. + + There are several problems in using this method + * The player may notice a sudden change in view if it is not identical. + * The player may turn around just after going through the teleport, and + could see a dead-end where they came from. + * Things in the passageway will reveal the teleport, because they disappear, + appear, or change, when the player teleports. + * Monsters and other players. + * Objects that can be picked up. + * Shot marks, and splats on the walls. + + Solutions: + * Put the teleport at a zig in the passageway. Put the teleport line in the + middle of the zig. + * At such a spot the forward view is limited. + * The player will disappear around the corner from either direction, + which agrees with what any cooperative player might see. + * Put the teleport at a vertical change in height. Put the teleport line + in the middle of the ladder or steps. + At such a spot the forward view is limited. + The upward view of other players is limited in Doom so they cannot see + much. If the passageway is low they will not be able to see the + teleport at all. + + Construction + 1. Make the passageway up to the point where it must cross another. + * There will be a part missing where it crosses the other passageway. + * Make it so there is not much length that is visible, and reduced light + will help. + * Make it hard for monsters to enter, because if there are any when the + player goes through it they will suddenly disappear when the player + teleports to the other side. + 2. Make an absolutely identical passageway off to the side of the level, + but including the missing part. + 3. Pick a teleport point along the passageway. + It must be far, or around the corner from the dead-end, or else the + player will see it before they teleport, and the view will suddenly + change. + 4. At the teleport point put a linedef trigger across the passageway, + indentical in both. + type = Boom teleport line type + tag = same as other teleport line. + Flip the linedef around so sidedef_1 is toward the side the player will + enter from. + The teleport is from the sidedef_1 side of the one teleport line, to + the sidedef_1 side of the other teleport line. + 5. Put a second teleport line on the other end of the copy passagemway. + 6. Decorate the passageway and its copy with identical fixed objects, but no + monsters, and no pickup objects, and no barrels. There must be nothing + that can change. + + + +Scrollers + +Simple scrollers + Only affect the one wall. + 255 scroll sidedef_1, offset_x= horz speed, offset_y= vert speed + 48 scroll sidedef_1, left @ 1 + 85 scroll sidedef_1, right @ 1 + +Tagged scrollers + Scroller linedef affect all that carry the same tag. + Some affect ceilings, some floors, and some walls. + + Speed control methods: + * Fixed rate + The movement is in the direction of the linedef, + at a speed dependent upon the linedef length. + Speed = ( 1 unit per frame / 32 ) * length. + = length (units/sec) + * Displacement + The movement is in the direction of the linedef. The movement is by + the amount of height change (divided by 32) in the sidedef_1 sector. + Speed = 0 + Displacement = length * height_change / 32 + Multiple linedef on the same control sector generate synchronized + ceiling, floor, and wall scrolling. + * Variable rate + The movement is in the direction of the linedef, at a speed dependent + upon the height change (divided by 32) in sidedef_1 sector. + Speed = (1 unit per frame / 32) * length * height_change. + = length * height_change (units/sec) + Multiple linedef on the same control sector generate synchronized + ceiling, floor, and wall scrolling. + + TYPE TARGET CONTROL + 250 ceiling fixed + 251 floor fixed + 252 objects fixed + 253 floor,objects fixed + 254 wall fixed + 245 ceiling displacement + 246 floor displacement + 247 objects displacement + 248 floor,objects displacement + 249 wall displacement + 214 ceiling variable + 215 floor variable + 216 objects variable + 217 floor,objects variable + 218 wall variable + + + 254,249,218 Scroll wall texture + * The tag of the linedef determines the walls affected. + * Only the sidedef_1 texture scrolls. + * The scrolling effect upon the wall matches the scrolling effect of the + similar linedef upon floor and ceiling. + * Multiple linedef of the same CONTROL on the same control sector generate + synchronized ceiling, floor, and wall scrolling. + If there are multiple scrolling linedefs of the same tag number, then + their effects add. + + * The orientation relative to the target wall controls horz. and + vert. scrolling. + * The length of the linedef multiplies the wall scrolling speed, + divided by 32, in the direction that the linedef points. + * When the wall itself has the scrolling linedef then it scrolls horz. + at speed = source_speed * length / 32. + * When the wall is distinct from the linedef then the wall is scrolled + horz. and vert.: + Horz. scrolling is proportional to the component of the wall linedef vector in line with this wall. + Vert. scrolling is proportional to the component of the wall linedef vector across the line of the wall. + + Suggested synchronized scrolling usage. + 1. Make the control sector and the target sectors and walls. + 2. Carefully snap the scrolling target walls to grid points because + their orientation is critical. + 3. Copy a wall of each orientation and paste it into the control sector, + keeping the same orientation. + * It helps if the walls are of an easy orientation, such as 3N+1E. + * Shorten the control wall to a length of 1 (because the length + multiplies the speed) without changing the orientation. + If this is not done perfectly, then vertical scrolling of the wall + will creep in. + * Misalignment of a scrolling wall with a transparent texture will + cause that texture to creep into the sky or sink into the ground. + 4. For floor scrolling, take a wall of the control sector, make it a + floor scroll linedef and give it a tag, and give the same + tag to the target sectors. + * If the target sectors already have a tag, then separate control + linedef on the control sector will have to be created for them, + using the existing tag. + 5. For ceiling scrolling do the same thing as for floor scrolling, + but use a new tag number. + * If a target sector already has a tag, such as for floor scrolling, + then create a separate ceiling scroll linedef + for them, using the existing tag. + 6. For wall scrolling, give each wall orientation use the wall copied + to the control sector make it a wall scroll linedef. + * Give each wall scrolling linedef and a separate tag number. + * Give each scrolling wall the tag number of the control linedef + of the same orientation. + 7. If vertical wall scrolling is wanted, then change the orientation + of the wall scroll linedef in the control sector. + +Scroller problems: + * Vertical scrolling a transparent texture will cause it to climb into + the sky, or sink into the floor. + +Conveyor + * Has a floor that moves objects in a specified direction. + * There can be multiple linedef affecting the same sector, combining by + vector addition. + * There can be one linedef contributing a fixed rate, and another connected + to a door sector providing changes. + + These are all Boom effects. + + Linedef types of interest: + 252 Carry objects on tagged floor, fixed rate + Objects on the floor move, but the floor texture does not. + 253 Scroll and carry objects on tagged floor, fixed rate + Objects on the floor move with the floor texture. + 247 Carry objects on tagged floor, displacement + Objects on the floor move, but the floor texture does not. + 248 Scroll and carry objects on tagged floor, displacement + Objects on the floor move with the floor texture. + 216 Carry objects on tagged floor, variable rate + Objects on the floor move, but the floor texture does not. + 217 Scroll and carry objects on tagged floor, variable rate + Objects on the floor move with the floor texture. + + + Examples: + Escalator: 30 units/sec length = 30 + Industrial conveyor: 32 units/sec length = 32 + Fast floor: 48 units/sec length = 48 + Fast change to conveyor speed: length= 32, height_change=1 + Slow change to conveyor speed: length=1, height_change=32 + + +Conveyor problems: +* Transfers between conveyors are speed dependent. + A design may only work at one speed. +* Barrels moving from one conveyor to another will skid, depending on + their speed. + * They can skid a long distance. + * Guides or walls around a conveyor do not work as expected. + They look good, but monsters and barrels will climb them at the slightest + chance. + * If a guide wall is 24 units or less high, then the barrels on the conveyor + will climb them, making a great pile. + * A barrel that touches a guide wall that it cannot climb, + will stick, and get stuck. + * A barrel that starts exactly on the joint between conveyors will be stuck. + * A player can stop a barrel on a conveyor from moving, but cannot + budge one that is stuck. + * They work better if the are higher than the floor by a unit. + * Make a conveyor at least 64 units wide if you want monsters to be + carried by it. + + +Start/Stop conveyor + 1. Make a sector for the conveyor. + Assign it a new sector tag. + Assign it a floor texture, ceiling texture. + Set the floor and ceiling height. + Assign wall textures. + Add sides or depress the conveyor to keep things on it. + 2. Divide the conveyor into the needed sectors, all with + the sector tag. + 3. Off the map make a control box sector. + Cut it into two sectors. + Make one of the sectors a door, and give it a sector tag. + 4. Set the other control box sector to have a ceiling and floor height + difference which equals the conveyor speed desired (nominally 32). + 5. Close the door. Set its floor and ceiling to the other sector floor. + 6. Set one side of the door sector as the trigger linedef. + a. Choose a linedef that points in the direction of desired floor + movement. Move the end-points if necessary. + The door does not need to be not square, it could even be a + triangle. + b. Make sure sidedef_1 is to the door. + If not then go back to previous step. + c. Set the linedef length = 1. + d. Set the linedef type = 217 + (or 216 if the floor texture is to be still) + 7. Make switches to control the door. + The ON switch raises the door, and leaves it up + (type 103, S1 open door, tag = door sector tag). + The OFF switch closes the door, and leaves it closed. + (type 50, S1 close door, tag = door sector tag). + + +Multi-speed conveyor + Each push of one of the switches will change the speed to + the next higher (or lower) speed. + 1. Make the conveyor + 2. Make a control sector off the map. + 3. Divide the control sector into a control sector that changes level, + and a static reference sector. + 4. The control sector gets a tag number for the switches. + 5. Create the scroller linedef type 216 or 217 on the side of the + control sector. + The length is a multiplier of the speed, and it direction sets the + direction of the conveyor. + Give it the tag number of the conveyor. + 6. Divide the reference sector into steps, all adjacent to the control + sector. + Set the steps to the speed increments desired. + 7. Create speed up and speed down switches. + Give them the tag number of the control sector. + Set the speed up switch to move the control sector to next-higher-floor. + Set the speed down switch to move the control sector to next-lower-floor. + + +Crushers + Behavior: + * Crush any player, monster, or barrel that gets under them. + * Fast or slow movement. + * Heavy or light damage to player and monsters. + * Makes a noise that can be used for other effects. + * Limits of movement are determined by sector floor and ceiling heights. + Start in up position, and this is their highest movement. + Moves down to 8 units above floor. + * Can be started and stopped by buttons, walkover. + When they are stopped they stop in whatever position they were in. + * Boom generalized crusher control + Switch, Walkover, Push, and Shoot control modes. + Slow, normal, fast, and turbo speeds + Can be silent. + + diff --git a/flats/airraid/readme.txt b/flats/airraid/readme.txt new file mode 100755 index 00000000..8013529e --- /dev/null +++ b/flats/airraid/readme.txt @@ -0,0 +1,5 @@ +Hey. Some more flats done. +The rrock14 flat is a direct rip from nb_nmares rw23_3 wall patch. + +AirRaid + diff --git a/flats/airraid/rrock14.gif b/flats/airraid/rrock14.gif new file mode 100755 index 00000000..bc82298a Binary files /dev/null and b/flats/airraid/rrock14.gif differ diff --git a/flats/airraid/rrock20.gif b/flats/airraid/rrock20.gif new file mode 100755 index 00000000..dc44bffe Binary files /dev/null and b/flats/airraid/rrock20.gif differ diff --git a/flats/cheapalert/fwater.gif b/flats/cheapalert/fwater.gif new file mode 100755 index 00000000..1f6a26cf Binary files /dev/null and b/flats/cheapalert/fwater.gif differ diff --git a/flats/gargoylol/fwater1.gif b/flats/cheapalert/fwater1.gif similarity index 100% rename from flats/gargoylol/fwater1.gif rename to flats/cheapalert/fwater1.gif diff --git a/flats/gargoylol/fwater2.gif b/flats/cheapalert/fwater2.gif similarity index 100% rename from flats/gargoylol/fwater2.gif rename to flats/cheapalert/fwater2.gif diff --git 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from this image: + +http://www.photolib.noaa.gov/htmls/wea03065.htm + +Image ID: wea03065, NOAA's National Weather Service (NWS) Collection +Location: Colorado Rocky Mountains +Photographer: Sean Linehan, NOAA NOS/NGS + +This is a public domain image, as it is created by an agent of the +United States Government. + diff --git a/flats/fraggle/f_sky1_src.jpg b/flats/fraggle/f_sky1_src.jpg new file mode 100755 index 00000000..7b7208e7 Binary files /dev/null and b/flats/fraggle/f_sky1_src.jpg differ diff --git a/flats/fraggle/slime_textures/slime01.gif b/flats/fraggle/slime_textures/slime01.gif new file mode 100755 index 00000000..77ba8043 Binary files /dev/null and b/flats/fraggle/slime_textures/slime01.gif differ diff --git a/flats/fraggle/slime_textures/slime02.gif b/flats/fraggle/slime_textures/slime02.gif new file mode 100755 index 00000000..052217e9 Binary files /dev/null and b/flats/fraggle/slime_textures/slime02.gif differ diff --git a/flats/fraggle/slime_textures/slime03.gif 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b/flats/jewellds/README new file mode 100755 index 00000000..156137eb --- /dev/null +++ b/flats/jewellds/README @@ -0,0 +1,5 @@ +These teleporter flats use a wholly new background and the symbols +within them are based on old medieval and Swedish runic symbols, which +were placed in the public domain and available from: + * https://commons.wikimedia.org/wiki/File:Dalrunor.svg + * https://commons.wikimedia.org/wiki/File:Medeltida_runor.svg diff --git a/flats/jewellds/gate1.gif b/flats/jewellds/gate1.gif new file mode 100755 index 00000000..6ebc2dd7 Binary files /dev/null and b/flats/jewellds/gate1.gif differ diff --git a/flats/jewellds/gate1_alt.gif b/flats/jewellds/gate1_alt.gif new file mode 100755 index 00000000..21bbe7ec Binary files /dev/null and b/flats/jewellds/gate1_alt.gif differ diff --git a/flats/jewellds/gate2.gif b/flats/jewellds/gate2.gif new file mode 100755 index 00000000..1bcf4d53 Binary files /dev/null and b/flats/jewellds/gate2.gif differ diff --git a/flats/jewellds/gate2_alt.gif b/flats/jewellds/gate2_alt.gif new file mode 100755 index 00000000..d32aeb4d Binary files /dev/null and b/flats/jewellds/gate2_alt.gif differ diff --git a/flats/jewellds/gate3.gif b/flats/jewellds/gate3.gif new file mode 100755 index 00000000..06e1a693 Binary files /dev/null and b/flats/jewellds/gate3.gif differ diff --git a/flats/jewellds/gate3_alt.gif b/flats/jewellds/gate3_alt.gif new file mode 100755 index 00000000..e91ea592 Binary files /dev/null and b/flats/jewellds/gate3_alt.gif differ diff --git a/flats/jewellds/gate4.gif b/flats/jewellds/gate4.gif new file mode 100755 index 00000000..f6b1ec82 Binary files /dev/null and b/flats/jewellds/gate4.gif differ diff --git a/flats/jewellds/gate_template_red_metallic.gif b/flats/jewellds/gate_template_red_metallic.gif new file mode 100755 index 00000000..bdcd98c1 Binary files /dev/null and b/flats/jewellds/gate_template_red_metallic.gif differ diff --git a/flats/jewellds/gate_template_silver.gif b/flats/jewellds/gate_template_silver.gif new file mode 100755 index 00000000..8c124365 Binary files /dev/null and b/flats/jewellds/gate_template_silver.gif differ diff --git a/flats/jond/blah.txt b/flats/jond/blah.txt new file mode 100755 index 00000000..330a2d67 --- /dev/null +++ b/flats/jond/blah.txt @@ -0,0 +1 @@ +I'll almost certainly change the rw28_1 texture a lot when I update all the concrete ones but it'll do for now. I do like flat1_3 a lot... good work Jon! :P flat1_2 coming soon (should be quick) - Jon jon@frad.org \ No newline at end of file diff --git a/flats/jond/floor4_1.gif b/flats/jond/floor4_1.gif new file mode 100755 index 00000000..02e109f7 Binary files /dev/null and b/flats/jond/floor4_1.gif differ diff --git a/flats/jond/floor4_5.gif b/flats/jond/floor4_5.gif new file mode 100755 index 00000000..0f150444 Binary files /dev/null and b/flats/jond/floor4_5.gif differ diff --git a/flats/jond/rrock17.txt b/flats/jond/rrock17.txt new file mode 100755 index 00000000..50b78847 --- /dev/null +++ b/flats/jond/rrock17.txt @@ -0,0 +1,2 @@ +rrock17.. hm yes. might need to brighten this one up +- jon@frad.org \ No newline at end of file diff --git a/flats/jond/rrock18.gif b/flats/jond/rrock18.gif new file mode 100755 index 00000000..992fb45e Binary files /dev/null and b/flats/jond/rrock18.gif differ diff --git a/flats/jond/rrock19.gif b/flats/jond/rrock19.gif new file mode 100755 index 00000000..5e2a50c2 Binary files /dev/null and b/flats/jond/rrock19.gif differ diff --git a/flats/jond/rrock19.txt b/flats/jond/rrock19.txt new file mode 100755 index 00000000..61023c9e --- /dev/null +++ b/flats/jond/rrock19.txt @@ -0,0 +1,4 @@ +rrock19.. the other rrock's I reserved will be done in due course, just thought I'd submit something at long last! oh yeah those cement ones I promised too yeah. I'm inheriting the texture equivalent of feature creep with those ;) +- jon@frad.org + +NEW: replaced bmps with gif/jpg (heh) \ No newline at end of file diff --git a/flats/julian/floor1_1.txt b/flats/julian/floor1_1.txt new file mode 100755 index 00000000..e2e3f8ff --- /dev/null +++ b/flats/julian/floor1_1.txt @@ -0,0 +1,3 @@ +AGM Logo on the floor! + +by Julian \ No newline at end of file diff --git a/flats/locust/cons1_1.gif b/flats/locust/cons1_1.gif new file mode 100755 index 00000000..b8d22ed5 Binary files /dev/null and b/flats/locust/cons1_1.gif differ diff --git a/flats/locust/cons1_5.gif b/flats/locust/cons1_5.gif new file mode 100755 index 00000000..63d3e065 Binary files /dev/null and b/flats/locust/cons1_5.gif differ diff --git a/flats/locust/cons1_7.gif b/flats/locust/cons1_7.gif new file mode 100755 index 00000000..6c7a42e3 Binary files /dev/null and b/flats/locust/cons1_7.gif differ diff --git a/flats/locust/cons1_9.gif b/flats/locust/cons1_9.gif new file mode 100755 index 00000000..e6dfb04f Binary files /dev/null and b/flats/locust/cons1_9.gif differ diff --git a/flats/locust/console.txt b/flats/locust/console.txt new file mode 100755 index 00000000..40243d07 --- /dev/null +++ b/flats/locust/console.txt @@ -0,0 +1,3 @@ +by locust@iinet.net.au +replacements for the computer console flats +(just the same flat, rotated a few different ways) diff --git a/flats/maonth/ceil1_1.gif b/flats/maonth/ceil1_1.gif new file mode 100755 index 00000000..f4de1201 Binary files /dev/null and b/flats/maonth/ceil1_1.gif differ diff --git a/flats/maonth/ceil1_1.txt b/flats/maonth/ceil1_1.txt new file mode 100755 index 00000000..7e527e3d --- /dev/null +++ b/flats/maonth/ceil1_1.txt @@ -0,0 +1 @@ +this texture (Ceil1_1) by maonth - Maonth@nautrup.com \ No newline at end of file diff --git a/flats/maonth/flat5_1.txt b/flats/maonth/flat5_1.txt new file mode 100755 index 00000000..5792391a --- /dev/null +++ b/flats/maonth/flat5_1.txt @@ -0,0 +1 @@ +this texture (Flat5_1) by maonth - Maonth@nautrup.com \ No newline at end of file diff --git a/flats/maonth/grass2.gif b/flats/maonth/grass2.gif new file mode 100755 index 00000000..e2d0750e Binary files /dev/null and b/flats/maonth/grass2.gif differ diff --git a/flats/nb_nmare/floor6_1.gif b/flats/nb_nmare/floor6_1.gif new file mode 100755 index 00000000..9944f9a0 Binary files /dev/null and b/flats/nb_nmare/floor6_1.gif differ diff --git a/flats/nb_nmare/tlite6_1.gif b/flats/nb_nmare/tlite6_1.gif new file mode 100755 index 00000000..4a443aa0 Binary files /dev/null and b/flats/nb_nmare/tlite6_1.gif differ diff --git a/flats/nb_nmare/tlite6_4.gif b/flats/nb_nmare/tlite6_4.gif new file mode 100755 index 00000000..8a6b9bb4 Binary files /dev/null and b/flats/nb_nmare/tlite6_4.gif differ diff --git a/flats/nb_nmare/tlite6_5.gif b/flats/nb_nmare/tlite6_5.gif new file mode 100755 index 00000000..f9bbdc0a Binary files /dev/null and b/flats/nb_nmare/tlite6_5.gif differ diff --git a/flats/nb_nmare/tlite6_6.gif b/flats/nb_nmare/tlite6_6.gif new file mode 100755 index 00000000..1d41f5f5 Binary files /dev/null and b/flats/nb_nmare/tlite6_6.gif differ diff --git a/flats/tarin/ceil5_1.gif b/flats/tarin/ceil5_1.gif new file mode 100755 index 00000000..cbc29b2c Binary files /dev/null and b/flats/tarin/ceil5_1.gif differ diff --git a/flats/tarin/flat5_5.gif b/flats/tarin/flat5_5.gif new file mode 100755 index 00000000..d18cb94d Binary files /dev/null and b/flats/tarin/flat5_5.gif differ diff --git a/flats/tarin/moo.txt b/flats/tarin/moo.txt new file mode 100755 index 00000000..ea9bdb9a --- /dev/null +++ b/flats/tarin/moo.txt @@ -0,0 +1,3 @@ +ok, I know that they may be a bit too different from the originals, but I tried them in the game and they fit quite good. map04 is a good test for the flats. + +-Tarin \ No newline at end of file diff --git a/graphics/ajapted/ammonum_readme.txt b/graphics/ajapted/ammonum_readme.txt new file mode 100755 index 00000000..325d6365 --- /dev/null +++ b/graphics/ajapted/ammonum_readme.txt @@ -0,0 +1,9 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM graphics: AMMNUM0 to AMMNUM9 (small gray digits). + +Trivially created using existing FreeDOOM graphics (STYSNUM#). + +======================================================================== diff --git a/graphics/ajapted/bossback_readme.txt b/graphics/ajapted/bossback_readme.txt new file mode 100755 index 00000000..83ba6cb7 --- /dev/null +++ b/graphics/ajapted/bossback_readme.txt @@ -0,0 +1,10 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM graphic: BOSSBACK (picture behind cast parade). + +Trivially created from the existing FreeDOOM image: + art/deathmaster213/Icon Of Sin_Full.png + +======================================================================== diff --git a/graphics/ajapted/m_doom_readme.txt b/graphics/ajapted/m_doom_readme.txt new file mode 100755 index 00000000..497c29fe --- /dev/null +++ b/graphics/ajapted/m_doom_readme.txt @@ -0,0 +1,15 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM graphic: M_DOOM (appears above main menu). + +Drawn from scratch, scanned, then edited. +Transparent color is (0,255,255). + +Deutex info: + +[GRAPHICS] +M_DOOM 0 -2 + +======================================================================== diff --git a/graphics/ajapted/m_ls_readme.txt b/graphics/ajapted/m_ls_readme.txt new file mode 100755 index 00000000..b7e07e4b --- /dev/null +++ b/graphics/ajapted/m_ls_readme.txt @@ -0,0 +1,10 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM graphics: + M_LSLEFT, M_LSCNTR, M_LSRGHT (load/save input boxes). + +Drawn from scratch. + +======================================================================== diff --git a/graphics/mc776/bossback.png b/graphics/apophis/bossback.png similarity index 100% rename from graphics/mc776/bossback.png rename to graphics/apophis/bossback.png diff --git a/graphics/mc776/older-pfub/pfub1.png b/graphics/apophis/older-pfub/pfub1.png similarity index 100% rename from graphics/mc776/older-pfub/pfub1.png rename to graphics/apophis/older-pfub/pfub1.png diff --git a/graphics/mc776/older-pfub/pfub2.png b/graphics/apophis/older-pfub/pfub2.png similarity index 100% rename from graphics/mc776/older-pfub/pfub2.png rename to graphics/apophis/older-pfub/pfub2.png diff --git a/graphics/mc776/pfub1.png b/graphics/apophis/pfub1.png similarity index 100% rename from graphics/mc776/pfub1.png rename to graphics/apophis/pfub1.png diff --git a/graphics/mc776/pfub2.png b/graphics/apophis/pfub2.png similarity index 100% rename from graphics/mc776/pfub2.png rename to graphics/apophis/pfub2.png diff --git a/graphics/apophis/stkeys7.png b/graphics/apophis/stkeys7.png new file mode 100644 index 00000000..49f6bb82 Binary files /dev/null and b/graphics/apophis/stkeys7.png differ diff --git a/graphics/mc776/victory2.png b/graphics/apophis/victory2.png similarity index 100% rename from graphics/mc776/victory2.png rename to graphics/apophis/victory2.png diff --git a/graphics/axdoomer/info.txt b/graphics/axdoomer/info.txt new file mode 100755 index 00000000..da746495 --- /dev/null +++ b/graphics/axdoomer/info.txt @@ -0,0 +1,4 @@ +I, Alexandre-Xavier Labonté-Lamoureux, agree to distribute these graphics under Freedoom's license, the BSD license. + +If you'd like me to make changes to these graphics, I can be contacted at this email address: alexandrexavier@live.ca + diff --git a/graphics/blastfrog/keys/stkeys0.png b/graphics/blastfrog/keys/stkeys0.png new file mode 100644 index 00000000..e7f2e3ba Binary files /dev/null and b/graphics/blastfrog/keys/stkeys0.png differ diff --git a/graphics/blastfrog/keys/stkeys1.png b/graphics/blastfrog/keys/stkeys1.png new file mode 100644 index 00000000..9fc96a7e Binary 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b/graphics/blastfrog/nums/sttnum9.png new file mode 100644 index 00000000..0bb2c530 Binary files /dev/null and b/graphics/blastfrog/nums/sttnum9.png differ diff --git a/graphics/blastfrog/nums/sttprcnt.png b/graphics/blastfrog/nums/sttprcnt.png new file mode 100644 index 00000000..d1bd55df Binary files /dev/null and b/graphics/blastfrog/nums/sttprcnt.png differ diff --git a/graphics/blastfrog/old-stbar/stbarl.gif b/graphics/blastfrog/old-stbar/stbarl.gif new file mode 100644 index 00000000..1c226288 Binary files /dev/null and b/graphics/blastfrog/old-stbar/stbarl.gif differ diff --git a/graphics/blastfrog/older-stbar/stbar.gif b/graphics/blastfrog/older-stbar/stbar.gif new file mode 100644 index 00000000..7775a02a Binary files /dev/null and b/graphics/blastfrog/older-stbar/stbar.gif differ diff --git a/graphics/blastfrog/stbar/readme.txt b/graphics/blastfrog/stbar/readme.txt new file mode 100644 index 00000000..ae665528 --- /dev/null +++ b/graphics/blastfrog/stbar/readme.txt @@ -0,0 +1,2 @@ +This status bar was originally designed by Da Werecat and modified to +fit with the Freedoom styling. diff --git a/graphics/blastfrog/stbar/stbar.png b/graphics/blastfrog/stbar/stbar.png new file mode 100644 index 00000000..e00c85e5 Binary files /dev/null and b/graphics/blastfrog/stbar/stbar.png differ diff --git a/graphics/blastfrog/stbar/stbarl.gif b/graphics/blastfrog/stbar/stbarl.gif new file mode 100644 index 00000000..4b6e6909 Binary files /dev/null and b/graphics/blastfrog/stbar/stbarl.gif differ diff --git a/graphics/blastfrog/stbar/stbarr.gif b/graphics/blastfrog/stbar/stbarr.gif new file mode 100644 index 00000000..b1d94393 Binary files /dev/null and b/graphics/blastfrog/stbar/stbarr.gif differ diff --git a/graphics/espi/interpic.gif b/graphics/espi/interpic.gif new file mode 100644 index 00000000..4f16fefc Binary files /dev/null and b/graphics/espi/interpic.gif differ diff --git a/graphics/fraggle/endgame.txt b/graphics/fraggle/endgame.txt new file mode 100755 index 00000000..4a7c0029 --- /dev/null +++ b/graphics/fraggle/endgame.txt @@ -0,0 +1,17 @@ +These are stopgap endgame screens created from screenshots of the last +levels of each episode. + +VICTORY2: screenshot from E2M8 showing killed boss monster. I took this +screenshot with the full brightness cheat on and "artificially" +darkened it afterwards. + +PFUB1/2: screenshot from E3M8 showing killed boss monster. I took this +in PrBoom+ at 640x480, then cropped it down into two 320x200 images +that seamlessly scroll together. The marine sprite was added in +afterwards. + +ENDPIC: screenshot from E4M8 showing killed boss monsters. + +All screenshots were taken with the game running in 640x480, and were +resized to 640x400 to take into account Doom's aspect ratio issues. + diff --git a/graphics/fraggle/stkeys4.png b/graphics/fraggle/stkeys4.png new file mode 100644 index 00000000..d82044ea Binary files /dev/null and b/graphics/fraggle/stkeys4.png differ diff --git a/graphics/fraggle/victory2.gif b/graphics/fraggle/victory2.gif new file mode 100755 index 00000000..fb4c9221 Binary files /dev/null and b/graphics/fraggle/victory2.gif differ diff --git a/graphics/isle/m_skull1.gif b/graphics/isle/m_skull1.gif new file mode 100755 index 00000000..cecb35ee Binary files /dev/null and b/graphics/isle/m_skull1.gif differ diff --git a/graphics/isle/m_skull2.gif b/graphics/isle/m_skull2.gif new file mode 100755 index 00000000..bf8b6abf Binary files /dev/null and b/graphics/isle/m_skull2.gif differ diff --git 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b/graphics/mazmon/stftr10.gif new file mode 100644 index 00000000..4b16a9d0 Binary files /dev/null and b/graphics/mazmon/stftr10.gif differ diff --git a/graphics/mazmon/stftr20.gif b/graphics/mazmon/stftr20.gif new file mode 100644 index 00000000..cb9ddb01 Binary files /dev/null and b/graphics/mazmon/stftr20.gif differ diff --git a/graphics/mazmon/stftr30.gif b/graphics/mazmon/stftr30.gif new file mode 100644 index 00000000..d31ee115 Binary files /dev/null and b/graphics/mazmon/stftr30.gif differ diff --git a/graphics/mazmon/stftr40.gif b/graphics/mazmon/stftr40.gif new file mode 100644 index 00000000..8514314d Binary files /dev/null and b/graphics/mazmon/stftr40.gif differ diff --git a/graphics/mazmon/wadinfo.txt b/graphics/mazmon/wadinfo.txt new file mode 100644 index 00000000..54748aa3 --- /dev/null +++ b/graphics/mazmon/wadinfo.txt @@ -0,0 +1,43 @@ + +STFST01 -3 -2 +STFST00 -3 -2 +STFST02 -3 -2 +STFTL00 -3 -1 +STFTR00 -1 -2 +STFOUCH0 -3 -1 +STFEVL0 -3 -2 +STFKILL0 -3 -2 +STFST11 -3 -2 +STFST10 -3 -2 +STFST12 -3 -2 +STFTL10 -3 -2 +STFTR10 -1 -2 +STFOUCH1 -3 -1 +STFEVL1 -3 -2 +STFKILL1 -3 -2 +STFST21 -3 -2 +STFST20 -3 -2 +STFST22 -3 -2 +STFTL20 -2 -1 +STFTR20 -2 -1 +STFOUCH2 -3 -1 +STFEVL2 -3 -2 +STFKILL2 -3 -2 +STFST31 -3 -1 +STFST30 -3 -1 +STFST32 -3 -1 +STFTL30 0 -1 +STFTR30 -1 -2 +STFOUCH3 -3 -1 +STFEVL3 -3 -2 +STFKILL3 -3 -2 +STFST41 -3 -1 +STFST40 -3 -1 +STFST42 -3 -1 +STFTL40 1 -1 +STFTR40 -1 -2 +STFOUCH4 -3 -1 +STFEVL4 -3 -2 +STFKILL4 -3 -2 +STFGOD0 -3 -2 +STFDEAD0 -3 -1 diff --git a/graphics/mewse/stbar/stfb0.gif b/graphics/mewse/stbar/stfb0.gif new file mode 100755 index 00000000..de25008c Binary files /dev/null and b/graphics/mewse/stbar/stfb0.gif differ diff --git a/graphics/mewse/stbar/stfb1.gif b/graphics/mewse/stbar/stfb1.gif new file mode 100755 index 00000000..c748471c Binary files /dev/null and b/graphics/mewse/stbar/stfb1.gif differ diff --git a/graphics/mewse/stbar/stfb2.gif b/graphics/mewse/stbar/stfb2.gif new file mode 100755 index 00000000..5646dee6 Binary files /dev/null and b/graphics/mewse/stbar/stfb2.gif differ diff --git a/graphics/mewse/stbar/stfb3.gif b/graphics/mewse/stbar/stfb3.gif new file mode 100755 index 00000000..4e715ad2 Binary files /dev/null and b/graphics/mewse/stbar/stfb3.gif differ diff --git a/graphics/mewse/stbar/stkeys0.gif b/graphics/mewse/stbar/stkeys0.gif new file mode 100755 index 00000000..9160c08f Binary files /dev/null and b/graphics/mewse/stbar/stkeys0.gif differ diff --git a/graphics/mewse/stbar/stkeys1.gif b/graphics/mewse/stbar/stkeys1.gif new file mode 100755 index 00000000..6519c96e Binary files /dev/null and b/graphics/mewse/stbar/stkeys1.gif differ diff --git a/graphics/mewse/stbar/stkeys2.gif b/graphics/mewse/stbar/stkeys2.gif new file mode 100755 index 00000000..eb41e013 Binary files /dev/null and b/graphics/mewse/stbar/stkeys2.gif differ diff --git a/graphics/mewse/stbar/stkeys3.gif b/graphics/mewse/stbar/stkeys3.gif new file mode 100755 index 00000000..4c00b455 Binary files /dev/null and b/graphics/mewse/stbar/stkeys3.gif differ diff --git a/graphics/mewse/stbar/stkeys4.gif b/graphics/mewse/stbar/stkeys4.gif new file mode 100755 index 00000000..092da245 Binary files /dev/null and b/graphics/mewse/stbar/stkeys4.gif differ diff --git a/graphics/mewse/stbar/stkeys5.gif b/graphics/mewse/stbar/stkeys5.gif new file mode 100755 index 00000000..f403b99f Binary files /dev/null and b/graphics/mewse/stbar/stkeys5.gif differ diff --git a/graphics/mewse/stbar/stpb0.gif b/graphics/mewse/stbar/stpb0.gif new file mode 100755 index 00000000..9ba5283c Binary files /dev/null and b/graphics/mewse/stbar/stpb0.gif differ diff --git a/graphics/mewse/stbar/stpb1.gif b/graphics/mewse/stbar/stpb1.gif new file mode 100755 index 00000000..612afb18 Binary files /dev/null and b/graphics/mewse/stbar/stpb1.gif differ diff --git a/graphics/mewse/stbar/stpb2.gif b/graphics/mewse/stbar/stpb2.gif new file mode 100755 index 00000000..eae75d3e Binary files /dev/null and b/graphics/mewse/stbar/stpb2.gif differ diff --git a/graphics/mewse/stbar/stpb3.gif b/graphics/mewse/stbar/stpb3.gif new file mode 100755 index 00000000..4732f0bb Binary files /dev/null and b/graphics/mewse/stbar/stpb3.gif differ diff --git a/graphics/robotdog1/boom-keys.png b/graphics/robotdog1/boom-keys.png new file mode 100644 index 00000000..a609b5ff Binary files /dev/null and b/graphics/robotdog1/boom-keys.png differ diff --git a/graphics/scubasteve/stfdead0.gif b/graphics/scubasteve/stfdead0.gif new file mode 100755 index 00000000..1498b554 Binary files /dev/null and b/graphics/scubasteve/stfdead0.gif differ diff --git a/graphics/scubasteve/stfevl0.gif b/graphics/scubasteve/stfevl0.gif new file mode 100755 index 00000000..a0d4c05f Binary files /dev/null and b/graphics/scubasteve/stfevl0.gif differ diff --git a/graphics/scubasteve/stfevl1.gif b/graphics/scubasteve/stfevl1.gif new file mode 100755 index 00000000..43dbcb6d Binary files /dev/null and b/graphics/scubasteve/stfevl1.gif differ diff --git a/graphics/scubasteve/stfevl2.gif b/graphics/scubasteve/stfevl2.gif new file mode 100755 index 00000000..69774710 Binary files /dev/null and b/graphics/scubasteve/stfevl2.gif differ diff --git a/graphics/scubasteve/stfevl3.gif b/graphics/scubasteve/stfevl3.gif new file mode 100755 index 00000000..be393198 Binary files /dev/null and b/graphics/scubasteve/stfevl3.gif differ diff --git a/graphics/scubasteve/stfevl4.gif b/graphics/scubasteve/stfevl4.gif new file mode 100755 index 00000000..020e47e9 Binary files /dev/null and b/graphics/scubasteve/stfevl4.gif differ diff --git a/graphics/scubasteve/stfgod0.gif b/graphics/scubasteve/stfgod0.gif new file mode 100755 index 00000000..6ca2e5ec Binary files /dev/null and b/graphics/scubasteve/stfgod0.gif differ diff --git a/graphics/scubasteve/stfkill0.gif b/graphics/scubasteve/stfkill0.gif new file mode 100755 index 00000000..f4ca0077 Binary files /dev/null and b/graphics/scubasteve/stfkill0.gif differ diff --git a/graphics/scubasteve/stfkill1.gif b/graphics/scubasteve/stfkill1.gif new file mode 100755 index 00000000..d7e0a076 Binary files /dev/null and b/graphics/scubasteve/stfkill1.gif differ diff --git a/graphics/scubasteve/stfkill2.gif b/graphics/scubasteve/stfkill2.gif new file mode 100755 index 00000000..6d5a666d Binary files /dev/null and b/graphics/scubasteve/stfkill2.gif differ diff --git a/graphics/scubasteve/stfkill3.gif b/graphics/scubasteve/stfkill3.gif new file mode 100755 index 00000000..6d2b45b7 Binary files /dev/null and b/graphics/scubasteve/stfkill3.gif differ diff --git a/graphics/scubasteve/stfkill4.gif b/graphics/scubasteve/stfkill4.gif new file mode 100755 index 00000000..86dfbdb2 Binary files /dev/null and b/graphics/scubasteve/stfkill4.gif differ diff --git a/graphics/scubasteve/stfouch0.gif b/graphics/scubasteve/stfouch0.gif new file mode 100755 index 00000000..dbb375f4 Binary files /dev/null and b/graphics/scubasteve/stfouch0.gif differ diff --git a/graphics/scubasteve/stfouch1.gif b/graphics/scubasteve/stfouch1.gif new file mode 100755 index 00000000..a5c1310f Binary files /dev/null and b/graphics/scubasteve/stfouch1.gif differ diff --git a/graphics/scubasteve/stfouch2.gif b/graphics/scubasteve/stfouch2.gif new file mode 100755 index 00000000..86c27568 Binary files /dev/null and b/graphics/scubasteve/stfouch2.gif differ diff --git a/graphics/scubasteve/stfouch3.gif b/graphics/scubasteve/stfouch3.gif new file mode 100755 index 00000000..e397864d Binary files /dev/null and b/graphics/scubasteve/stfouch3.gif differ diff --git a/graphics/scubasteve/stfouch4.gif b/graphics/scubasteve/stfouch4.gif new file mode 100755 index 00000000..6a92f4d9 Binary files /dev/null and b/graphics/scubasteve/stfouch4.gif differ diff --git a/graphics/scubasteve/stfst00.gif b/graphics/scubasteve/stfst00.gif new file mode 100755 index 00000000..6f6a2e63 Binary files /dev/null and b/graphics/scubasteve/stfst00.gif differ diff --git a/graphics/scubasteve/stfst01.gif b/graphics/scubasteve/stfst01.gif new file mode 100755 index 00000000..ec512cd7 Binary files /dev/null and b/graphics/scubasteve/stfst01.gif differ diff --git a/graphics/scubasteve/stfst02.gif b/graphics/scubasteve/stfst02.gif new file mode 100755 index 00000000..3df1f4db Binary files /dev/null and b/graphics/scubasteve/stfst02.gif differ diff --git a/graphics/scubasteve/stfst10.gif b/graphics/scubasteve/stfst10.gif new file mode 100755 index 00000000..f0d6e3c6 Binary files /dev/null and b/graphics/scubasteve/stfst10.gif differ diff --git a/graphics/scubasteve/stfst11.gif b/graphics/scubasteve/stfst11.gif new file mode 100755 index 00000000..d0f08a2a Binary files /dev/null and b/graphics/scubasteve/stfst11.gif differ diff --git a/graphics/scubasteve/stfst12.gif b/graphics/scubasteve/stfst12.gif new file mode 100755 index 00000000..c1160817 Binary files /dev/null and b/graphics/scubasteve/stfst12.gif differ diff --git a/graphics/scubasteve/stfst20.gif b/graphics/scubasteve/stfst20.gif new file mode 100755 index 00000000..e6569cbd Binary files /dev/null and b/graphics/scubasteve/stfst20.gif differ diff --git a/graphics/scubasteve/stfst21.gif b/graphics/scubasteve/stfst21.gif new file mode 100755 index 00000000..05e675b3 Binary files /dev/null and b/graphics/scubasteve/stfst21.gif differ diff --git a/graphics/scubasteve/stfst22.gif b/graphics/scubasteve/stfst22.gif new file mode 100755 index 00000000..352202ca Binary files /dev/null and b/graphics/scubasteve/stfst22.gif differ diff --git a/graphics/scubasteve/stfst30.gif b/graphics/scubasteve/stfst30.gif new file mode 100755 index 00000000..bb2768e9 Binary files /dev/null and b/graphics/scubasteve/stfst30.gif differ diff --git a/graphics/scubasteve/stfst31.gif b/graphics/scubasteve/stfst31.gif new file mode 100755 index 00000000..72eb36ac Binary files /dev/null and b/graphics/scubasteve/stfst31.gif differ diff --git a/graphics/scubasteve/stfst32.gif b/graphics/scubasteve/stfst32.gif new file mode 100755 index 00000000..197f12c3 Binary files /dev/null and b/graphics/scubasteve/stfst32.gif differ diff --git a/graphics/scubasteve/stfst40.gif b/graphics/scubasteve/stfst40.gif new file mode 100755 index 00000000..cbb47275 Binary files /dev/null and b/graphics/scubasteve/stfst40.gif differ diff --git a/graphics/scubasteve/stfst41.gif b/graphics/scubasteve/stfst41.gif new file mode 100755 index 00000000..41b4ee73 Binary files /dev/null and b/graphics/scubasteve/stfst41.gif differ diff --git a/graphics/scubasteve/stfst42.gif b/graphics/scubasteve/stfst42.gif new file mode 100755 index 00000000..8a9afc73 Binary files /dev/null and b/graphics/scubasteve/stfst42.gif differ diff --git a/graphics/scubasteve/stftl00.gif b/graphics/scubasteve/stftl00.gif new file mode 100755 index 00000000..add3e3f4 Binary files /dev/null and b/graphics/scubasteve/stftl00.gif differ diff --git a/graphics/scubasteve/stftl10.gif b/graphics/scubasteve/stftl10.gif new file mode 100755 index 00000000..990c9848 Binary files /dev/null and b/graphics/scubasteve/stftl10.gif differ diff --git a/graphics/scubasteve/stftl20.gif b/graphics/scubasteve/stftl20.gif new file mode 100755 index 00000000..2339c020 Binary files /dev/null and b/graphics/scubasteve/stftl20.gif differ diff --git a/graphics/scubasteve/stftl30.gif b/graphics/scubasteve/stftl30.gif new file mode 100755 index 00000000..5128e529 Binary files /dev/null and b/graphics/scubasteve/stftl30.gif differ diff --git a/graphics/scubasteve/stftl40.gif b/graphics/scubasteve/stftl40.gif new file mode 100755 index 00000000..ebd72935 Binary files /dev/null and b/graphics/scubasteve/stftl40.gif differ diff --git a/graphics/scubasteve/stftr00.gif b/graphics/scubasteve/stftr00.gif new file mode 100755 index 00000000..5968dab8 Binary files /dev/null and b/graphics/scubasteve/stftr00.gif differ diff --git a/graphics/scubasteve/stftr10.gif b/graphics/scubasteve/stftr10.gif new file mode 100755 index 00000000..822bb81a Binary files /dev/null and b/graphics/scubasteve/stftr10.gif differ diff --git a/graphics/scubasteve/stftr20.gif b/graphics/scubasteve/stftr20.gif new file mode 100755 index 00000000..ea51344b Binary files /dev/null and b/graphics/scubasteve/stftr20.gif differ diff --git a/graphics/scubasteve/stftr30.gif b/graphics/scubasteve/stftr30.gif new file mode 100755 index 00000000..a799836d Binary files /dev/null and b/graphics/scubasteve/stftr30.gif differ diff --git a/graphics/scubasteve/stftr40.gif b/graphics/scubasteve/stftr40.gif new file mode 100755 index 00000000..317c9eec Binary files /dev/null and b/graphics/scubasteve/stftr40.gif differ diff --git a/graphics/scubasteve/wadinfo.txt b/graphics/scubasteve/wadinfo.txt new file mode 100644 index 00000000..04698438 --- /dev/null +++ b/graphics/scubasteve/wadinfo.txt @@ -0,0 +1,43 @@ + +STFST01 -5 -2 +STFST00 -5 -2 +STFST02 -5 -2 +STFTL00 -5 -1 +STFTR00 -3 -2 +STFOUCH0 -5 -1 +STFEVL0 -5 -2 +STFKILL0 -5 -2 +STFST11 -5 -2 +STFST10 -5 -2 +STFST12 -5 -2 +STFTL10 -5 -2 +STFTR10 -3 -2 +STFOUCH1 -5 -1 +STFEVL1 -5 -2 +STFKILL1 -5 -2 +STFST21 -5 -2 +STFST20 -5 -2 +STFST22 -5 -2 +STFTL20 -4 -1 +STFTR20 -4 -1 +STFOUCH2 -5 -1 +STFEVL2 -5 -2 +STFKILL2 -5 -2 +STFST31 -5 -1 +STFST30 -5 -1 +STFST32 -5 -1 +STFTL30 -2 -1 +STFTR30 -3 -2 +STFOUCH3 -5 -1 +STFEVL3 -5 -2 +STFKILL3 -5 -2 +STFST41 -5 -1 +STFST40 -5 -1 +STFST42 -5 -1 +STFTL40 -1 -1 +STFTR40 -3 -2 +STFOUCH4 -5 -1 +STFEVL4 -5 -2 +STFKILL4 -5 -2 +STFGOD0 -5 -2 +STFDEAD0 -5 -1 diff --git a/graphics/slashdevslashurandom/new-stkeys1/stkeys0.png b/graphics/slashdevslashurandom/new-stkeys1/stkeys0.png new file mode 100644 index 00000000..23844cab Binary files /dev/null and b/graphics/slashdevslashurandom/new-stkeys1/stkeys0.png differ diff --git a/graphics/slashdevslashurandom/stkeys0.png b/graphics/slashdevslashurandom/stkeys0.png new file mode 100644 index 00000000..45c95249 Binary files /dev/null and b/graphics/slashdevslashurandom/stkeys0.png differ diff --git a/graphics/slashdevslashurandom/stkeys1.png b/graphics/slashdevslashurandom/stkeys1.png new file mode 100644 index 00000000..3dec3219 Binary files /dev/null and b/graphics/slashdevslashurandom/stkeys1.png differ diff --git a/graphics/slashdevslashurandom/stkeys2.png b/graphics/slashdevslashurandom/stkeys2.png new file mode 100644 index 00000000..ab249b9b Binary files /dev/null and b/graphics/slashdevslashurandom/stkeys2.png differ diff --git a/graphics/slashdevslashurandom/stkeys3.png b/graphics/slashdevslashurandom/stkeys3.png new file mode 100644 index 00000000..701a7c20 Binary files /dev/null and b/graphics/slashdevslashurandom/stkeys3.png differ diff --git a/graphics/slashdevslashurandom/stkeys4.png b/graphics/slashdevslashurandom/stkeys4.png new file mode 100644 index 00000000..2727e1c2 Binary files /dev/null and b/graphics/slashdevslashurandom/stkeys4.png differ diff --git a/graphics/slashdevslashurandom/stkeys5.png b/graphics/slashdevslashurandom/stkeys5.png new file mode 100644 index 00000000..d3c5b5ef Binary files /dev/null and b/graphics/slashdevslashurandom/stkeys5.png differ diff --git a/graphics/text/help.gif b/graphics/text/help.gif new file mode 100755 index 00000000..854a7577 Binary files /dev/null and b/graphics/text/help.gif differ diff --git a/graphics/text/helpbg.png b/graphics/text/helpbg.png new file mode 100755 index 00000000..8fbaeebd Binary files /dev/null and b/graphics/text/helpbg.png differ diff --git a/graphics/titlepic/Makefile b/graphics/titlepic/Makefile new file mode 100755 index 00000000..b0c16555 --- /dev/null +++ b/graphics/titlepic/Makefile @@ -0,0 +1,21 @@ +titlepic: fd1title.gif fd2title.gif fdmtitle.gif + +m_doom.gif: ../m_doom.gif + convert -transparent '#00ffff' ../m_doom.gif m_doom.gif + +m_dm.gif: ../m_dm.gif + convert -transparent '#00ffff' ../m_dm.gif m_dm.gif + +fd1title.gif: titlepic.gif m_doom.gif + ./create_caption titlepic.gif m_doom.gif "Phase 1" $@ + +fd2title.gif: titlepic.gif m_doom.gif + ./create_caption titlepic.gif m_doom.gif "Phase 2" $@ + +fdmtitle.gif: ../captainw/fdmtitle.gif + ./create_caption ../captainw/fdmtitle.gif $@ + +clean: + rm -f m_dm.gif m_doom.gif fd1title.gif fd2title.gif fdmtitle.gif + +.PHONY: clean diff --git a/graphics/titlepic/create_caption b/graphics/titlepic/create_caption new file mode 100755 index 00000000..223d6260 --- /dev/null +++ b/graphics/titlepic/create_caption @@ -0,0 +1,28 @@ +#!/bin/sh + +draw_with_footer() { + input_file=$1; + output_file=$2; + shift; shift + + convert $input_file -fill white -font Helvetica-Bold \ + -pointsize 11 \ + -gravity southwest \ + -draw "text 5,5 'https://freedoom.github.io/'" \ + -gravity southeast \ + -draw "text 10,5 'Version: $VERSION'" \ + "$@" \ + $output_file +} + +if [ $# = 4 ]; then + draw_with_footer "$1" "$4" \ + -gravity north \ + -draw "image over -6,2 0,0 '$2'" \ + -pointsize 20 \ + -draw "fill black stroke-width 4 stroke black text -5,65 '$3'" \ + -draw "text -4.5,65 '$3'" +else + draw_with_footer "$1" "$2" +fi + diff --git a/graphics/titlepic/fd1title.gif b/graphics/titlepic/fd1title.gif new file mode 100755 index 00000000..b7a03335 Binary files /dev/null and b/graphics/titlepic/fd1title.gif differ diff --git a/graphics/titlepic/fd2title.gif b/graphics/titlepic/fd2title.gif new file mode 100755 index 00000000..f658e643 Binary files /dev/null and b/graphics/titlepic/fd2title.gif differ diff --git a/graphics/titlepic/fdmtitle.gif b/graphics/titlepic/fdmtitle.gif new file mode 100755 index 00000000..9bf6e470 Binary files /dev/null and b/graphics/titlepic/fdmtitle.gif differ diff --git a/lumps/anonysussy/alt-endoom/endoom.lmp b/lumps/anonymoister/alt-endoom/endoom.lmp similarity index 100% rename from lumps/anonysussy/alt-endoom/endoom.lmp rename to lumps/anonymoister/alt-endoom/endoom.lmp diff --git a/lumps/anonysussy/alt-endoom/endoomdm.lmp b/lumps/anonymoister/alt-endoom/endoomdm.lmp similarity index 100% rename from lumps/anonysussy/alt-endoom/endoomdm.lmp rename to lumps/anonymoister/alt-endoom/endoomdm.lmp diff --git a/lumps/anonysussy/donopal-edit/COLORMAP.cmp b/lumps/anonymoister/donopal-edit/COLORMAP.cmp similarity index 100% rename from lumps/anonysussy/donopal-edit/COLORMAP.cmp rename to lumps/anonymoister/donopal-edit/COLORMAP.cmp diff --git a/lumps/anonysussy/donopal-edit/PLAYPAL.pal b/lumps/anonymoister/donopal-edit/PLAYPAL.pal similarity index 100% rename from lumps/anonysussy/donopal-edit/PLAYPAL.pal rename to lumps/anonymoister/donopal-edit/PLAYPAL.pal diff --git a/lumps/anonysussy/endoom/authors.txt b/lumps/anonymoister/endoom/authors.txt similarity index 100% rename from lumps/anonysussy/endoom/authors.txt rename to lumps/anonymoister/endoom/authors.txt diff --git a/lumps/anonysussy/endoom/endoom.lmp b/lumps/anonymoister/endoom/endoom.lmp similarity index 100% rename from lumps/anonysussy/endoom/endoom.lmp rename to lumps/anonymoister/endoom/endoom.lmp diff --git a/lumps/anonysussy/endoom/endoomdm.lmp b/lumps/anonymoister/endoom/endoomdm.lmp similarity index 100% rename from lumps/anonysussy/endoom/endoomdm.lmp rename to lumps/anonymoister/endoom/endoomdm.lmp diff --git a/lumps/blastfrog/palette-r1/colormap.lmp b/lumps/blastfrog/palette-r1/colormap.lmp new file mode 100644 index 00000000..6e5cad47 Binary files /dev/null and b/lumps/blastfrog/palette-r1/colormap.lmp differ diff --git a/lumps/blastfrog/palette-r1/playpal.lmp b/lumps/blastfrog/palette-r1/playpal.lmp new file mode 100644 index 00000000..76f0385d Binary files /dev/null and b/lumps/blastfrog/palette-r1/playpal.lmp differ diff --git a/lumps/blastfrog/sbarinfo.lmp b/lumps/blastfrog/sbarinfo.lmp new file mode 100644 index 00000000..79ff6bf9 --- /dev/null +++ b/lumps/blastfrog/sbarinfo.lmp @@ -0,0 +1,118 @@ +//This file is used to add widescreen +//support to Freedoom's status bar. +height 32; +monospacefonts true, "0"; + +statusbar fullscreen, fullscreenoffsets // ZDoom HUD +{ + //health + drawimage "MEDIA0", 20, -2, centerbottom; + drawnumber 3, HUDFONT_DOOM, untranslated, health, drawshadow, 82, -20; + + //armor + drawimage armoricon, 20, -24, centerbottom; + drawnumber 3, HUDFONT_DOOM, untranslated, armor, drawshadow, whennotzero, 82, -39; + + //ammo + drawimage ammoicon1, -14, -4, centerbottom; + drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, drawshadow, -25, -20; + + usesammo + { + //secondary ammo and inventory + usessecondaryammo + { + drawimage ammoicon2, -14, -22, centerbottom; + drawnumber 3, HUDFONT_DOOM, untranslated, ammo2, drawshadow, -25, -38; + inventorybarnotvisible + { + drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, untranslated; + } + } + //no secondary ammo + usessecondaryammo not + { + inventorybarnotvisible + { + drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, untranslated; + } + } + } + + // no ammo but inventory + usesammo not + { + inventorybarnotvisible + { + drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, untranslated; + } + } + + gamemode deathmatch + { + drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1; + } + gamemode singleplayer, cooperative, teamgame + { + drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto; + } +} + +statusbar normal // Freedoom status bar with widescreen enhancements +{ + drawimage "STBAR", 0, 168; + drawimage "STBARL", -120, 168; + drawimage "STBARR", 320, 168; + drawimage "STTPRCNT", 90, 171; + drawimage "STTPRCNT", 221, 171; + drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 44, 171; + drawnumber 3, HUDFONT_DOOM, untranslated, health, 90, 171; + drawnumber 3, HUDFONT_DOOM, untranslated, armor, 221, 171; + + //keys + drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 239, 171; + drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181; + drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191; + + drawnumber 3, INDEXFONT, gold, ammo Clip, 288, 173; + drawnumber 3, INDEXFONT, gold, ammo Shell, 288, 179; + drawnumber 3, INDEXFONT, gold, ammo RocketAmmo, 288, 185; + drawnumber 3, INDEXFONT, gold, ammo Cell, 288, 191; + + drawnumber 3, INDEXFONT, gold, ammocapacity Clip, 314, 173; + drawnumber 3, INDEXFONT, gold, ammocapacity Shell, 314, 179; + drawnumber 3, INDEXFONT, gold, ammocapacity RocketAmmo, 314, 185; + drawnumber 3, INDEXFONT, gold, ammocapacity Cell, 314, 191; + gamemode deathmatch, teamgame + { + drawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171; + } + gamemode cooperative, singleplayer + { + drawimage "STARMS", 104, 168; + drawswitchableimage weaponslot 2, "STGNUM2", "STYSNUM2", 111, 172; + drawswitchableimage weaponslot 3, "STGNUM3", "STYSNUM3", 123, 172; + drawswitchableimage weaponslot 4, "STGNUM4", "STYSNUM4", 135, 172; + drawswitchableimage weaponslot 5, "STGNUM5", "STYSNUM5", 111, 182; + drawswitchableimage weaponslot 6, "STGNUM6", "STYSNUM6", 123, 182; + drawswitchableimage weaponslot 7, "STGNUM7", "STYSNUM7", 135, 182; + } + gamemode cooperative, deathmatch, teamgame + { + drawimage translatable "STFBANY", 144, 169; + } + drawselectedinventory alternateonempty, INDEXFONT, 143, 168 + { + drawmugshot 5, 143, 168; + } +} + +statusbar inventory // Standard bar overlay (ZDoom Addition) +{ + drawinventorybar Doom, 7, INDEXFONT, 50, 170; +} + +statusbar inventoryfullscreen // ZDoom HUD overlay. +{ + drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170; +} diff --git a/lumps/catoptromancy/cato_demo2_fdm.lmp b/lumps/catoptromancy/cato_demo2_fdm.lmp new file mode 100755 index 00000000..7cf9958b Binary files /dev/null and b/lumps/catoptromancy/cato_demo2_fdm.lmp differ diff --git a/lumps/catoptromancy/cato_demo4_fdm.lmp b/lumps/catoptromancy/cato_demo4_fdm.lmp new file mode 100755 index 00000000..9110aa82 Binary files /dev/null and b/lumps/catoptromancy/cato_demo4_fdm.lmp differ diff --git a/lumps/catoptromancy/demo1_p1.lmp b/lumps/catoptromancy/demo1_p1.lmp new file mode 100755 index 00000000..4ea100d3 Binary files /dev/null and b/lumps/catoptromancy/demo1_p1.lmp differ diff --git a/lumps/catoptromancy/demo1_p2.lmp b/lumps/catoptromancy/demo1_p2.lmp new file mode 100755 index 00000000..86eaac50 Binary files /dev/null and b/lumps/catoptromancy/demo1_p2.lmp differ diff --git a/lumps/catoptromancy/demo2_p1.lmp b/lumps/catoptromancy/demo2_p1.lmp new file mode 100755 index 00000000..e847308a Binary files /dev/null and b/lumps/catoptromancy/demo2_p1.lmp differ diff --git a/lumps/catoptromancy/demo2_p2.lmp b/lumps/catoptromancy/demo2_p2.lmp new file mode 100755 index 00000000..d636c3e0 Binary files /dev/null and b/lumps/catoptromancy/demo2_p2.lmp differ diff --git a/lumps/catoptromancy/demo3_p1.lmp b/lumps/catoptromancy/demo3_p1.lmp new file mode 100755 index 00000000..3411b559 Binary files /dev/null and b/lumps/catoptromancy/demo3_p1.lmp differ diff --git a/lumps/catoptromancy/demo3_p2.lmp b/lumps/catoptromancy/demo3_p2.lmp new file mode 100755 index 00000000..6b7b7809 Binary files /dev/null and b/lumps/catoptromancy/demo3_p2.lmp differ diff --git a/lumps/catoptromancy/demo4_p1.lmp b/lumps/catoptromancy/demo4_p1.lmp new file mode 100755 index 00000000..b708cacd Binary files /dev/null and b/lumps/catoptromancy/demo4_p1.lmp differ diff --git a/lumps/catoptromancy/demo4_p2.lmp b/lumps/catoptromancy/demo4_p2.lmp new file mode 100755 index 00000000..4154146a Binary files /dev/null and b/lumps/catoptromancy/demo4_p2.lmp differ diff --git a/lumps/chungy/chun_demo1.lmp b/lumps/chungy/chun_demo1.lmp new file mode 100755 index 00000000..277bf174 Binary files /dev/null and b/lumps/chungy/chun_demo1.lmp differ diff --git a/lumps/cph/misc-lumps/COPYING b/lumps/cph/misc-lumps/COPYING new file mode 100755 index 00000000..d60c31a9 --- /dev/null +++ b/lumps/cph/misc-lumps/COPYING @@ -0,0 +1,340 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc. + 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. 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See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Library General +Public License instead of this License. diff --git a/lumps/cph/misc-lumps/Makefile b/lumps/cph/misc-lumps/Makefile new file mode 100755 index 00000000..13c2ba92 --- /dev/null +++ b/lumps/cph/misc-lumps/Makefile @@ -0,0 +1,51 @@ +COLORMAPS = colormap.lmp \ + bloodmap.lmp bluemap.lmp lavamap.lmp nukemap.lmp \ + fogmap.lmp mfademap.lmp + +all: playpal.lmp $(COLORMAPS) + +playpal.lmp: playpal-base.lmp playpal.py + ./playpal.py playpal-base.lmp > playpal.lmp + +colormap.lmp: playpal.lmp colormap.py + ./colormap.py playpal.lmp > colormap.lmp + +# Blue colormap applies a full blue tint. The brightness here is +# adjusted slightly because the default is too dark. + +bluemap.lmp: playpal.lmp colormap.py + ./colormap.py --tint_color='#0000ff' --tint_pct=100 \ + --tint_bright=0.6 playpal.lmp > bluemap.lmp + +# "Fog" effect maps that darken to a color other than black: + +fogmap.lmp: playpal.lmp colormap.py + ./colormap.py --dark_color='#505050' playpal.lmp > fogmap.lmp + +mfademap.lmp: playpal.lmp colormap.py + ./colormap.py --dark_color='#2b230f' playpal.lmp > mfademap.lmp + +# "Liquid" colormaps that apply a tint. With a liquid effect we also +# usually want to use --dark_color as well, because we want to darken +# to something like the liquid color instead of black. + +bloodmap.lmp: playpal.lmp colormap.py + ./colormap.py --tint_color='#ff0000' --dark_color='#500000' \ + --tint_pct=100 playpal.lmp > bloodmap.lmp + +# TODO: The current lava effect is just very bright orange. Before the +# change to programatically-generated lavamap we had a better effect. +lavamap.lmp: playpal.lmp colormap.py + ./colormap.py --tint_color='#ff6000' --tint_pct=80 \ + --tint_bright=0.8 --dark_color='#ff6000' \ + playpal.lmp > lavamap.lmp + +nukemap.lmp: playpal.lmp colormap.py + ./colormap.py --tint_color='#00ff00' --tint_pct=70 \ + --dark_color='#005000' playpal.lmp > nukemap.lmp + +clean: + rm -f playpal.lmp $(COLORMAPS) + +.PHONY: clean + diff --git a/lumps/cph/misc-lumps/bloodmap.lmp b/lumps/cph/misc-lumps/bloodmap.lmp new file mode 100755 index 00000000..e1b93829 Binary files /dev/null and b/lumps/cph/misc-lumps/bloodmap.lmp differ diff --git a/lumps/cph/misc-lumps/bluemap.lmp b/lumps/cph/misc-lumps/bluemap.lmp new file mode 100755 index 00000000..76d5a0f8 Binary files /dev/null and b/lumps/cph/misc-lumps/bluemap.lmp differ diff --git a/lumps/cph/misc-lumps/colormap.lmp b/lumps/cph/misc-lumps/colormap.lmp new file mode 100755 index 00000000..e2002451 Binary files /dev/null and b/lumps/cph/misc-lumps/colormap.lmp differ diff --git a/lumps/cph/misc-lumps/colormap.py b/lumps/cph/misc-lumps/colormap.py new file mode 100755 index 00000000..9cdaebfc --- /dev/null +++ b/lumps/cph/misc-lumps/colormap.py @@ -0,0 +1,243 @@ +#!/usr/bin/env python +# +# Copyright (C) 2001 Colin Phipps +# Copyright (C) 2008, 2013 Simon Howard +# Parts copyright (C) 1999 by id Software (http://www.idsoftware.com/) +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +# +# +# Takes PLAYPAL as input (filename is the only parameter) +# Produces a light graduated COLORMAP on stdout +# O(n^2) +# +# This was originally a Perl script by Colin Phipps; it was converted +# to Python and now is a more generic tool for generating all kinds of +# COLORMAP effects. +# + +import os +import sys +import struct + +# Parameters affecting colormap generation: + +# "Darkness" is this color, which is usually black, but can be +# overridden (RGB 0-255): +dark_color = (0, 0, 0) + +# Color to tint the colormap (RGB 0.0-1.0): +tint_color = (255, 255, 255) + +# Fractional balance between tint and normal color. 0 is no tint applied, +# 1.0 is full tint. +tint_frac = 0 + +# Fudge factor to adjust brightness when calculating 'tinted' version +# of colors. Larger values are brighter but may cause color clipping. +# A value of 0.33 is a straight-average of the RGB channels. Maximum +# sensible value is 1.0, though it can be overdriven for fancy +# brightness effects. +tint_bright = 0.5 + +def read_palette(filename): + """Read palette from file and return a list of tuples containing + RGB values.""" + f = open(filename, "rb") + + colors = [] + + for i in range(256): + data = f.read(3) + + color = struct.unpack("BBB", data) + colors.append(color) + + return colors + +# Return closest palette entry to the given RGB triple + +def search_palette(palette, target): + """Search the given palette and find the nearest matching + color to the given color, returning an index into the + palette of the color that best matches.""" + best_diff = None + best_index = None + + def square(x): + return x * x + + for i in range(len(palette)): + color = palette[i] + + diff = square(target[0] - color[0]) \ + + square(target[1] - color[1]) \ + + square(target[2] - color[2]) + + if best_index is None or diff < best_diff: + best_diff = diff + best_index = i + + return best_index + +def generate_colormap(colors, palette): + """Given a list of colors, translate these into indexes into + the given palette, finding the nearest color where an exact + match cannot be found.""" + result = [] + + for color in colors: + index = search_palette(palette, color) + result.append(index) + + return result + +def tint_colors(colors, tint, bright=0.5): + """Given a list of colors, tint them a particular color.""" + + result = [] + for c in colors: + # I've experimented with different methods of calculating + # intensity, but this seems to work the best. This is basically + # doing an average of the full channels, but a straight + # average causes the picture to get darker - eg. (0,0,255) + # maps to (87,87,87). So we have a controllable brightness + # factor that allows the brightness to be adjusted. + intensity = min((c[0] + c[1] + c[2]) * bright, 255) / 255.0 + result.append(( + tint[0] * intensity, + tint[1] * intensity, + tint[2] * intensity, + )) + + return result + +def blend_colors(colors1, colors2, factor=0.5): + """Blend the two given lists of colors, with 'factor' controlling + the mix between the two. factor=0 is exactly colors1, while + factor=1 is exactly colors2. Returns a list of blended colors.""" + result = [] + + for index, c1 in enumerate(colors1): + c2 = colors2[index] + + result.append(( + c2[0] * factor + c1[0] * (1 - factor), + c2[1] * factor + c1[1] * (1 - factor), + c2[2] * factor + c1[2] * (1 - factor), + )) + + return result + +def invert_colors(colors): + """Given a list of colors, translate them to inverted monochrome.""" + result = [] + + for color in colors: + average = (color[0] + color[1] + color[2]) // 3 + inverse = 255 - average + + result.append((inverse, inverse, inverse)) + + return result + +def solid_color_list(color): + """Generate a 256-entry palette where all entries are the + same color.""" + return [color] * 256 + +def output_colormap(colormap): + """Output the given palette to stdout.""" + for c in colormap: + x = struct.pack("B", c) + os.write(sys.stdout.fileno(), x) + +def print_palette(colors): + for y in range(16): + for x in range(16): + color = colors[y * 16 + x] + + print("#%02x%02x%02x" % color) + + print() + +def parse_color_code(s): + """Parse a color code in HTML color code format, into an RGB + 3-tuple value.""" + if not s.startswith('#') or len(s) != 7: + raise Exception('Not in HTML color code form: %s' % s) + return (int(s[1:3], 16), int(s[3:5], 16), int(s[5:7], 16)) + +def set_parameter(name, value): + """Set configuration value, from command line parameters.""" + global dark_color, tint_color, tint_frac, tint_bright + + if name == 'dark_color': + dark_color = parse_color_code(value) + elif name == 'tint_color': + tint_color = parse_color_code(value) + elif name == 'tint_pct': + tint_frac = int(value) / 100.0 + elif name == 'tint_bright': + tint_bright = float(value) + else: + raise Exception("Unknown parameter: '%s'" % name) + +# Parse command line. + +playpal_filename = None + +for arg in sys.argv[1:]: + if arg.startswith('--') and '=' in arg: + key, val = arg[2:].split('=', 2) + set_parameter(key, val) + else: + playpal_filename = arg + +if playpal_filename is None: + print("Usage: %s playpal.lmp > output-file.lmp" % sys.argv[0]) + sys.exit(1) + +palette = read_palette(playpal_filename) +colors = palette + +# Apply tint, if enabled. +# The tint is intentionally applied *before* the darkening effect is +# applied. This allows us to darken to a different color than the tint +# color, if so desired. +if tint_frac > 0: + colors = blend_colors(palette, + tint_colors(colors, tint_color, tint_bright), + tint_frac) + +# Generate colormaps for different darkness levels, by blending between +# the default colors and a palette where every entry is the "dark" color. +dark = solid_color_list(dark_color) + +for i in range(32): + darken_factor = (32 - i) / 32.0 + darkened_colors = blend_colors(dark, colors, darken_factor) + output_colormap(generate_colormap(darkened_colors, palette)) + +# Inverse color map for invulnerability effect. +inverse_colors = invert_colors(palette) +output_colormap(generate_colormap(inverse_colors, palette)) + +# Last colormap is all black, and is actually unused in Vanilla Doom +# (it was mistakenly included by the dcolors.c utility). It's +# strictly unneeded, though some utilities (SLADE) do not detect a +# lump as a COLORMAP unless it is the right length. +output_colormap(generate_colormap(dark, palette)) + diff --git a/lumps/cph/misc-lumps/fogmap.lmp b/lumps/cph/misc-lumps/fogmap.lmp new file mode 100755 index 00000000..cff529b9 Binary files /dev/null and b/lumps/cph/misc-lumps/fogmap.lmp differ diff --git a/lumps/cph/misc-lumps/lavamap.lmp b/lumps/cph/misc-lumps/lavamap.lmp new file mode 100755 index 00000000..72033784 Binary files /dev/null and b/lumps/cph/misc-lumps/lavamap.lmp differ diff --git a/lumps/cph/misc-lumps/mfademap.lmp b/lumps/cph/misc-lumps/mfademap.lmp new file mode 100755 index 00000000..e9db1ddf Binary files /dev/null and b/lumps/cph/misc-lumps/mfademap.lmp differ diff --git a/lumps/cph/misc-lumps/nukemap.lmp b/lumps/cph/misc-lumps/nukemap.lmp new file mode 100755 index 00000000..fba67d33 Binary files /dev/null and b/lumps/cph/misc-lumps/nukemap.lmp differ diff --git a/lumps/cph/misc-lumps/playpal-base.lmp b/lumps/cph/misc-lumps/playpal-base.lmp new file mode 100755 index 00000000..8946a522 Binary files /dev/null and b/lumps/cph/misc-lumps/playpal-base.lmp differ diff --git a/lumps/cph/misc-lumps/playpal.lmp b/lumps/cph/misc-lumps/playpal.lmp new file mode 100755 index 00000000..cc5ed98f Binary files /dev/null and b/lumps/cph/misc-lumps/playpal.lmp differ diff --git a/lumps/cph/misc-lumps/playpal.py b/lumps/cph/misc-lumps/playpal.py new file mode 100755 index 00000000..2be6b48a --- /dev/null +++ b/lumps/cph/misc-lumps/playpal.py @@ -0,0 +1,212 @@ +#!/usr/bin/env python +# Script to generate the PLAYPAL lump used by the Doom engine, specifically the +# which contains 14 alternative palettes which are used for various +# environmental effects. The base palette from which these are derived is either +# generated, or taken from a file. +# +# This is a Python version of the original Perl script. +# +# Copyright (C) 2008 Simon Howard +# Copyright (C) 2001 Colin Phipps +# Parts copyright (C) 1999 by id Software (http://www.idsoftware.com/) +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + +import os +import sys +import struct + +# IHS (Intensity Hue Saturation) to RGB conversion, utility function +# +# Obtained from a web page, which credited the following for the algorithm +# Kruse, F.A. and G.L. Raines, 1984. "A Technique For Enhancing Digital +# Colour Images by Contrast Stretching in Munsell Colour Space", +# Proceedings of the International Symposium on Remote Sensing of +# Environment, 3rd Thematic Conference, Environmental Research Institute +# of Michigan, Colorado Springs, Colorado, pp. 755-773. +# Bonham-Carter, Graeme F., 1994. Geographic Informations Systems for +# Geoscientists: Modelling with GIS. Computer Methods in the +# Geosciences, Volume 13, published by Pergamon (Elsevier Science Ltd), +# pp. 120-125. + +R2 = 1.0 / 2 +R3 = 1.0 / 3 +R6 = 1.0 / 6 +PI = 3.141592 + +def ihs_to_rgb(i, h, s): + i = (i * 422) / 255 + h = (h * 2 * PI) / 255 + s = (s * 208.2066) / 255 + + b, x = s * math.cos(h), s * math.sin(h) + + return (R3 * i - R6 * b - R2 * x, + R3 * i - R6 * b + R2 * x, + R3 * i + R6 * 2 * b) + +# New palette builder + +def make_pal_range(i, h, s, n): + + map_function = lambda x: ihs_to_rgb(i * (n - x) / n, + h, + s * (n - x) / n), + + return map(map_function, range(n)) + +# Very crude traversal of the IHS colour ball + +def make_palette_new(): + result = [] + + result += make_pal_range(255, 0, 0, 32) + + for i in range(7): + result += make_pal_range(127, 171 + (i + 1) * 256 / 7, 255, 16) + + for i in range(7): + result += make_pal_range(256, (i + 1) * 256 / 7, 127, 16) + +# Return palette read from named file + +def read_palette(filename): + f = open(filename, "rb") + + colors = [] + + for i in range(256): + data = f.read(3) + color = struct.unpack("BBB", data) + + colors.append(color) + + f.close() + + return colors + +def make_palette(filename): + if filename is None: + return make_palette_new + else: + return read_palette(filename) + +# Old palette builder +#sub make_pal_range($$$$$$) +#{ +# my ($rs,$gs,$bs,$re,$ge,$be) = @_; +# return map { my $e = $_/16; my $s = 1-$e; +# [$rs*$s + $re*$e, $gs*$s + $ge*$e, $bs*$s + $be * $e] } (1..16); +#} +# +#sub make_palette () +#{ +# my @p = ( +# make_pal_range(0,0,0,0,0,0), # hmmm +# make_pal_range(255,255,255,255,0,0), # pinks +# make_pal_range(255,0,0,0,0,0), # dull reds +# make_pal_range(255,128,255,192,192,0), # yellows +# make_pal_range(255,255,0,0,0,0), # yellows +# make_pal_range(255,255,255,0,0,0), # white +# make_pal_range(127,127,127,0,0,0), # gray +# make_pal_range(255,255,255,0,255,0), # light greens +# make_pal_range(0,255,0,0,0,0), # greens +# make_pal_range(0,0,0,0,0,0), # hmmm +# make_pal_range(0,0,255,0,0,0), # dark blues +# make_pal_range(255,255,255,0,0,255), # bright blues +# make_pal_range(255,0,255,0,0,0), # magenta +# make_pal_range(0,255,255,0,0,0), # cyan +# make_pal_range(0,0,0,0,0,0), # hmmm +# make_pal_range(0,0,0,0,0,0)); # hmmm +# return \@p; +#} + +# Now the PLAYPAL stuff - take the main palette and construct biased versions +# for the palette translation stuff + +# Bias an entire palette + +def bias_palette_towards(palette, target, p): + + def bias_rgb(rgb): + r = [] + + for i in range(3): + r.append(rgb[i] * (1 - p) + target[i] * p) + + return r + + return map(bias_rgb, palette) + +# Encode palette in the 3-byte RGB triples format expected by the engine + +def clamp_pixval(v): + if v < 0: + return 0 + elif v > 255: + return 255 + else: + return int(v) + +def output_palette(pal): + + for color in palette: + color = tuple(map(clamp_pixval, color)) + + encoded = struct.pack("BBB", *color) + os.write(sys.stdout.fileno(), encoded) + +# Main program - make a base palette, then do the biased versions + +if len(sys.argv) < 2: + print("Usage: %s > playpal.lmp" % sys.argv[0]) + sys.exit(1) + +base_pal = read_palette(sys.argv[1]) + +# From st_stuff.c, Copyright 1999 id Software, license GPL +#define STARTREDPALS 1 +#define STARTBONUSPALS 9 +#define NUMREDPALS 8 +#define NUMBONUSPALS 4 +#define RADIATIONPAL 13 + +palettes = [] + +# Normal palette + +palettes.append(base_pal) + +# STARTREDPALS + +for i in range(8): + p = (i + 1) / 8.0 + + palettes.append(bias_palette_towards(base_pal, (255, 0, 0), p)) + +# STARTBONUSPALS + +for i in range(4): + p = (i + 1) * 0.4 / 4 + + palettes.append(bias_palette_towards(base_pal, (128, 128, 128), p)) + +# RADIATIONPAL + +palettes.append(bias_palette_towards(base_pal, (0, 255, 0), 0.2)) + +for palette in palettes: + output_palette(palette) + diff --git a/lumps/fraggle/blackmap.lmp b/lumps/fraggle/blackmap.lmp new file mode 100755 index 00000000..2b20a3a6 Binary files /dev/null and b/lumps/fraggle/blackmap.lmp differ diff --git a/lumps/fraggle/dummy_demo.c b/lumps/fraggle/dummy_demo.c new file mode 100755 index 00000000..e705b398 --- /dev/null +++ b/lumps/fraggle/dummy_demo.c @@ -0,0 +1,40 @@ +#include +#include + +void print_byte(int i) +{ + unsigned char c = i; + + printf("%c", c); +} + +int main(int argc, char *argv[]) +{ + // header + + print_byte(109); // version + print_byte(0); // skill + print_byte(1); // episode + print_byte(1); // level + print_byte(0); // mode (single/coop) + print_byte(0); // respawn + print_byte(0); // fast monsters + print_byte(0); // nomonsters + print_byte(0); // viewpoint + print_byte(1); // player 1 present + print_byte(0); // player 2 present + print_byte(0); // player 3 present + print_byte(0); // player 4 present + + // one frame and then quit + + print_byte(0); + print_byte(0); + print_byte(0); + print_byte(0); + + // end of demo + + print_byte(0x80); // end of demo +} + diff --git a/lumps/fraggle/endoomdm.lmp b/lumps/fraggle/endoomdm.lmp new file mode 100755 index 00000000..2a5db924 Binary files /dev/null and b/lumps/fraggle/endoomdm.lmp differ diff --git a/lumps/fraggle/freedm.bex b/lumps/fraggle/freedm.bex new file mode 100755 index 00000000..c3ee4d09 --- /dev/null +++ b/lumps/fraggle/freedm.bex @@ -0,0 +1,435 @@ +Patch File for DeHackEd v3.0 +Doom version = 19 +Patch format = 6 + +# Copyright (c) Contributors to the Freedoom project. All rights reserved. +# +# Redistribution and use in source and binary forms, with or without +# modification, are permitted provided that the following conditions are +# met: +# +# * Redistributions of source code must retain the above copyright +# notice, this list of conditions and the following disclaimer. +# * Redistributions in binary form must reproduce the above copyright +# notice, this list of conditions and the following disclaimer in the +# documentation and/or other materials provided with the distribution. +# * Neither the name of the freedoom project nor the names of its +# contributors may be used to endorse or promote products derived from +# this software without specific prior written permission. +# +# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS +# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED +# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A +# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER +# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF +# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING +# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +# This is a magic comment recognized by Chocolate Doom, so that the +# BEX [STRINGS] section below will be parsed: +# +# *allow-extended-strings* + +[PARS] +# Par times don't matter so much for FreeDM, just set all to zero. +par 1 0 +par 2 0 +par 3 0 +par 4 0 +par 5 0 +par 6 0 +par 7 0 +par 8 0 +par 9 0 +par 10 0 +par 11 0 +par 12 0 +par 13 0 +par 14 0 +par 15 0 +par 16 0 +par 17 0 +par 18 0 +par 19 0 +par 20 0 +par 21 0 +par 22 0 +par 23 0 +par 24 0 +par 25 0 +par 26 0 +par 27 0 +par 28 0 +par 29 0 +par 30 0 +par 31 0 +par 32 0 + +[STRINGS] +# Text shown on startup in Boom-compatible ports. This is all in +# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown. +STARTUP5============================================================================\nThis is FreeDM, the free content deathmatch FPS.\n\nFreeDM is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================ +GOTARMOR = picked up a light armor vest. +GOTMEGA = picked up a heavy armor vest. +GOTHTHBONUS = got a 1% health bonus. +GOTARMBONUS = got a 1% armor bonus. +GOTSTIM = picked up a small health pack. +GOTMEDINEED = found a large health pack, just in time! +GOTMEDIKIT = picked up a large health pack. +GOTSUPER = you got the overdrive sphere! +GOTBLUECARD = picked up a blue passcard. +GOTYELWCARD = picked up a yellow passcard. +GOTREDCARD = picked up a red passcard. +GOTBLUESKUL = picked up a blue skeleton key. +GOTYELWSKUL = picked up a yellow skeleton key. +GOTREDSKULL = picked up a red skeleton key. +GOTINVUL = temporary invulnerability! +GOTBERSERK = you got the steroid pack! +GOTINVIS = you got the stealth sphere! +GOTSUIT = picked up a hazard suit. +GOTMAP = got the tactical survey map. +GOTVISOR = got the night vision goggles. +GOTMSPHERE = you got the ultra-overdrive sphere! +GOTCLIP = picked up an ammo clip. +GOTCLIPBOX = picked up a box of ammo. +GOTROCKET = picked up a missile. +GOTROCKBOX = picked up a crate of missiles. +GOTCELL = picked up a small energy recharge. +GOTCELLBOX = picked up a large energy recharge. +GOTSHELLS = picked up some shotgun shells. +GOTSHELLBOX = picked up a box of shotgun shells. +GOTBACKPACK = second backpack! +GOTBFG9000 = the SKAG 1337 ... time to kick some ass! +GOTCHAINGUN = you got the minigun! +GOTCHAINSAW = you got the angle grinder! +GOTLAUNCHER = you got the missile launcher! +GOTPLASMA = you got the polaric energy cannon! +GOTSHOTGUN = you got the pump-action shotgun! +GOTSHOTGUN2 = you got the double-barrelled shotgun! +PD_BLUEO = this object requires a blue key. +PD_REDO = this object requires a red key. +PD_YELLOWO = this object requires a yellow key. +PD_BLUEK = this door requires a blue key. +PD_REDK = this door requires a red key. +PD_YELLOWK = this door requires a yellow key. +PD_BLUEC = this door requires the blue passcard. +PD_REDC = this door requires the red passcard. +PD_YELLOWC = this door requires the yellow passcard. +PD_BLUES = this door requires the blue skeleton key. +PD_REDS = this door requires the red skeleton key. +PD_YELLOWS = this door requires the yellow skeleton key. +PD_ANY = this door requires any key. +PD_ALL3 = this door requires all three keys. +PD_ALL6 = this door requires all six keys and passcards! +HUSTR_E1M1 = E1M1 +HUSTR_E1M2 = E1M2 +HUSTR_E1M3 = E1M3 +HUSTR_E1M4 = E1M4 +HUSTR_E1M5 = E1M5 +HUSTR_E1M6 = E1M6 +HUSTR_E1M7 = E1M7 +HUSTR_E1M8 = E1M8 +HUSTR_E1M9 = E1M9 +HUSTR_E2M1 = E2M1 +HUSTR_E2M2 = E2M2 +HUSTR_E2M3 = E2M3 +HUSTR_E2M4 = E2M4 +HUSTR_E2M5 = E2M5 +HUSTR_E2M6 = E2M6 +HUSTR_E2M7 = E2M7 +HUSTR_E2M8 = E2M8 +HUSTR_E2M9 = E2M9 +HUSTR_E3M1 = E3M1 +HUSTR_E3M2 = E3M2 +HUSTR_E3M3 = E3M3 +HUSTR_E3M4 = E3M4 +HUSTR_E3M5 = E3M5 +HUSTR_E3M6 = E3M6 +HUSTR_E3M7 = E3M7 +HUSTR_E3M8 = E3M8 +HUSTR_E3M9 = E3M9 +HUSTR_E4M1 = E4M1 +HUSTR_E4M2 = E4M2 +HUSTR_E4M3 = E4M3 +HUSTR_E4M4 = E4M4 +HUSTR_E4M5 = E4M5 +HUSTR_E4M6 = E4M6 +HUSTR_E4M7 = E4M7 +HUSTR_E4M8 = E4M8 +HUSTR_E4M9 = E4M9 +CC_ZOMBIE = zombie +CC_SHOTGUN = shotgun zombie +CC_HEAVY = minigun zombie +CC_IMP = serpent +CC_DEMON = worm +CC_LOST = deadflare +CC_CACO = orb monster +CC_HELL = pain bringer +CC_BARON = pain lord +CC_ARACH = small technospider +CC_PAIN = deadflare ball +CC_REVEN = dark soldier +CC_MANCU = combat slug +CC_ARCH = flame bringer +CC_SPIDER = large technospider +CC_CYBER = assault tripod +CC_HERO = savior of humanity +HUSTR_1 = DM01: Tech Test +HUSTR_2 = DM02: Natural Station +HUSTR_3 = DM03: Issues of Claveria +HUSTR_4 = DM04: Metal +HUSTR_5 = DM05: Protox Hideout +HUSTR_6 = DM06: Tomb of Ledemir +HUSTR_7 = DM07: Main Stronghold +HUSTR_8 = DM08: FreeDM Maze +HUSTR_9 = DM09: Forgotten Ruins +HUSTR_10 = DM10: Substation 45 +HUSTR_11 = DM11: Gate for Hell +HUSTR_12 = DM12: Up 'n Down Canyon +HUSTR_13 = DM13: Sacred Dead +HUSTR_14 = DM14: Hazard Store +HUSTR_15 = DM15: AGM Ammo Depot +HUSTR_16 = DM16: Single Barreled +HUSTR_17 = DM17: Punk Tech +HUSTR_18 = DM18: Energy Facility +HUSTR_19 = DM19: Tech Isle +HUSTR_20 = DM20: Warehouse +HUSTR_21 = DM21: Water Recycling +HUSTR_22 = DM22: Fourplay +HUSTR_23 = DM23: Confrontation +HUSTR_24 = DM24: Flooded Base +HUSTR_25 = DM25: Mansion Yard +HUSTR_26 = DM26: All Green +HUSTR_27 = DM27: The Exile +HUSTR_28 = DM28: Weapons Factory +HUSTR_29 = DM29: Tag Deathmatch +HUSTR_30 = DM30: Last Man Standing +HUSTR_31 = DM31 +HUSTR_32 = DM32 +PHUSTR_1 = DM01 +PHUSTR_2 = DM02 +PHUSTR_3 = DM03 +PHUSTR_4 = DM04 +PHUSTR_5 = DM05 +PHUSTR_6 = DM06 +PHUSTR_7 = DM07 +PHUSTR_8 = DM08 +PHUSTR_9 = DM09 +PHUSTR_10 = DM10 +PHUSTR_11 = DM11 +PHUSTR_12 = DM12 +PHUSTR_13 = DM13 +PHUSTR_14 = DM14 +PHUSTR_15 = DM15 +PHUSTR_16 = DM16 +PHUSTR_17 = DM17 +PHUSTR_18 = DM18 +PHUSTR_19 = DM19 +PHUSTR_20 = DM20 +PHUSTR_21 = DM21 +PHUSTR_22 = DM22 +PHUSTR_23 = DM23 +PHUSTR_24 = DM24 +PHUSTR_25 = DM25 +PHUSTR_26 = DM26 +PHUSTR_27 = DM27 +PHUSTR_28 = DM28 +PHUSTR_29 = DM29 +PHUSTR_30 = DM30 +PHUSTR_31 = DM31 +PHUSTR_32 = DM32 +THUSTR_1 = DM01 +THUSTR_2 = DM02 +THUSTR_3 = DM03 +THUSTR_4 = DM04 +THUSTR_5 = DM05 +THUSTR_6 = DM06 +THUSTR_7 = DM07 +THUSTR_8 = DM08 +THUSTR_9 = DM09 +THUSTR_10 = DM10 +THUSTR_11 = DM11 +THUSTR_12 = DM12 +THUSTR_13 = DM13 +THUSTR_14 = DM14 +THUSTR_15 = DM15 +THUSTR_16 = DM16 +THUSTR_17 = DM17 +THUSTR_18 = DM18 +THUSTR_19 = DM19 +THUSTR_20 = DM20 +THUSTR_21 = DM21 +THUSTR_22 = DM22 +THUSTR_23 = DM23 +THUSTR_24 = DM24 +THUSTR_25 = DM25 +THUSTR_26 = DM26 +THUSTR_27 = DM27 +THUSTR_28 = DM28 +THUSTR_29 = DM29 +THUSTR_30 = DM30 +THUSTR_31 = DM31 +THUSTR_32 = DM32 +HUSTR_PLRGREEN = g: +HUSTR_PLRINDIGO = i: +HUSTR_PLRBROWN = b: +HUSTR_PLRRED = r: +AMSTR_FOLLOWON = map following player +AMSTR_FOLLOWOFF = map no longer following player +AMSTR_GRIDON = map grid on +AMSTR_GRIDOFF = map grid off +AMSTR_MARKEDSPOT = added map bookmark +AMSTR_MARKSCLEARED = all map bookmarks cleared. +STSTR_MUS = music changed +STSTR_NOMUS = unknown music track? +STSTR_DQDON = god mode on +STSTR_DQDOFF = god mode off +STSTR_KFAADDED = keys, weapons and ammo added. +STSTR_FAADDED = weapons and ammo added. +STSTR_NCON = noclip on +STSTR_NCOFF = noclip off +STSTR_CHOPPERS = vroom! +STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision +NIGHTMARE = this is the highest skill level.\n\ + not recommended unless you're experienced.\n\n\ + (press y to confirm) +#HUSTR_CHATMACRO1 +#HUSTR_CHATMACRO2 +#HUSTR_CHATMACRO3 +#HUSTR_CHATMACRO4 +#HUSTR_CHATMACRO5 +#HUSTR_CHATMACRO6 +#HUSTR_CHATMACRO7 +#HUSTR_CHATMACRO8 +#HUSTR_CHATMACRO9 +#HUSTR_CHATMACRO0 +#HUSTR_TALKTOSELF1 +#HUSTR_TALKTOSELF2 +#HUSTR_TALKTOSELF3 +#HUSTR_TALKTOSELF4 +#HUSTR_TALKTOSELF5 +#HUSTR_MESSAGESENT +# For FreeDM we shouldn't be seeing these... +E1TEXT = You've finished chapter 1! +E2TEXT = You've finished chapter 2! +E3TEXT = You've finished chapter 3! +E4TEXT = You've finished chapter 4! +# After MAP06, before MAP07: +C1TEXT = You're playing FreeDM, the Freedoom\n\ + deathmatch spinoff project.\n\n\ + For more information about Freedoom\n\ + and FreeDM, see:\n\n\ + https://freedoom.github.io/ +# After MAP11, before MAP12: +C2TEXT = You're playing FreeDM, the Freedoom\n\ + deathmatch spinoff project.\n\n\ + For more information about Freedoom\n\ + and FreeDM, see:\n\n\ + https://freedoom.github.io/ +# After MAP20, before MAP21: +C3TEXT = You're playing FreeDM, the Freedoom\n\ + deathmatch spinoff project.\n\n\ + For more information about Freedoom\n\ + and FreeDM, see:\n\n\ + https://freedoom.github.io/ +# After MAP30 (endgame text): +C4TEXT = Thank you for playing FreeDM, the\n\ + Freedoom deathmatch spinoff project.\n\n\ + For more information about Freedoom\n\ + and FreeDM, see:\n\n\ + https://freedoom.github.io/ +# Before MAP31 (secret level #1): +C5TEXT = You're playing FreeDM, the Freedoom\n\ + deathmatch spinoff project.\n\n\ + For more information about Freedoom\n\ + and FreeDM, see:\n\n\ + https://freedoom.github.io/ +# Before MAP32 (secret level #2): +C6TEXT = You're playing FreeDM, the Freedoom\n\ + deathmatch spinoff project.\n\n\ + For more information about Freedoom\n\ + and FreeDM, see:\n\n\ + https://freedoom.github.io/ +#P1TEXT +#P2TEXT +#P3TEXT +#P4TEXT +#P5TEXT +#P6TEXT +#T1TEXT +#T2TEXT +#T3TEXT +#T4TEXT +#T5TEXT +#T6TEXT +#BGFLATE1 +#BGFLATE2 +#BGFLATE3 +#BGFLATE4 +#BGFLAT06 +#BGFLAT11 +#BGFLAT20 +#BGFLAT30 +#BGFLAT15 +#BGFLAT31 +#BGCASTCALL +#STARTUP1 +#STARTUP2 +#STARTUP3 +#STARTUP4 +#STARTUP5 +#SAVEGAMENAME +# Obituary texts, for ZDoom-based ports. +OB_STEALTHBABY=%o thought %g saw a Small Technospider. +OB_STEALTHVILE=%o thought %g saw an Flame Bringer. +OB_STEALTHBARON=%o thought %g saw a Pain Lord. +OB_STEALTHCACO=%o thought %g saw an Orb Monster. +OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie. +OB_STEALTHDEMON=%o thought %g saw a Worm. +OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer. +OB_STEALTHIMP=%o thought %g saw an Serpent. +OB_STEALTHFATSO=%o thought %g saw a Combat Slug. +OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier. +OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie. +OB_STEALTHZOMBIE=%o thought %g saw a Zombie. +OB_UNDEADHIT=%o was punched by a Dark Soldier. +OB_IMPHIT=%o was slashed by a Serpent. +OB_CACOHIT=%o got too close to an Orb Monster. +OB_DEMONHIT=%o was bitten by a Worm. +OB_SPECTREHIT=%o was eaten by a Stealth Worm. +OB_BARONHIT=%o was torn open by a Pain Lord. +OB_KNIGHTHIT=%o was gutted by a Pain Bringer. +OB_ZOMBIE=%o was killed by a Zombie. +OB_SHOTGUY=%o was gunned down by a Shotgun Zombie. +OB_VILE=%o was incinerated by a Flame Bringer. +OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball. +OB_FATSO=%o was blasted by a Combat Slug. +OB_CHAINGUY=%o was perforated by a Minigun Zombie. +OB_SKULL=%o was slammed by a Deadflare. +OB_IMP=%o was burned by an Serpent. +OB_CACO=%o was smitten by an Orb Monster. +OB_BARON=%o was bruised by a Pain Lord. +OB_KNIGHT=%o was splayed by a Pain Bringer. +OB_SPIDER=%o stood in awe of the Large Technospider. +OB_BABY=%o let a Small Technospider get %h. +OB_CYBORG=%o was splattered by an Assault Tripod. +OB_WOLFSS=%o met a Sailor. +OB_MPFIST=%k punched %o to death. +OB_MPCHAINSAW=%o was shredded by %k's angle grinder. +OB_MPPISTOL=%o was tickled by %k's handgun. +OB_MPSHOTGUN=%o chewed on %k's boomstick. +OB_MPSSHOTGUN=%k swapped two barrels upside %o's head. +OB_MPCHAINGUN=%o was perforated by %k's minigun. +OB_MPROCKET=%o was mutilated by %k's missile. +OB_MPR_SPLASH=%o couldn't dodge %k's missile. +OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy. +OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG! +OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG. +OB_MPTELEFRAG=%o stood where %k was teleporting. +OB_RAILGUN=%o was railed by %k. +OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG! + diff --git a/lumps/fraggle/freedm_mapinfo.txt b/lumps/fraggle/freedm_mapinfo.txt new file mode 100755 index 00000000..432d5aae --- /dev/null +++ b/lumps/fraggle/freedm_mapinfo.txt @@ -0,0 +1,46 @@ + +// MAPINFO lump for FreeDM. This doesn't do much, except strip out +// most of the normal Doom II story for ZDoom-based ports. + +// After finishing MAP30, loop back to MAP01 and start again. +map MAP30 lookup "HUSTR_30" +{ + next = "MAP01" + titlepatch = "CWILV29" + sky1 = "SKY3" + cluster = 8 + allowmonstertelefrags + music = "$MUSIC_OPENIN" +} + +// Show no intermissions text between levels. +cluster 5 +{ + exittext = "" +} + +cluster 6 +{ + exittext = "" +} + +cluster 7 +{ + exittext = "" +} + +cluster 8 +{ + exittext = "" +} + +cluster 9 +{ + exittext = "" +} + +cluster 10 +{ + exittext = "" +} + diff --git a/lumps/fraggle/freedoom.bex b/lumps/fraggle/freedoom.bex new file mode 100755 index 00000000..3ca18094 --- /dev/null +++ b/lumps/fraggle/freedoom.bex @@ -0,0 +1,481 @@ +Patch File for DeHackEd v3.0 +Doom version = 19 +Patch format = 6 + +# Copyright (c) Contributors to the Freedoom project. All rights reserved. +# +# Redistribution and use in source and binary forms, with or without +# modification, are permitted provided that the following conditions are +# met: +# +# * Redistributions of source code must retain the above copyright +# notice, this list of conditions and the following disclaimer. +# * Redistributions in binary form must reproduce the above copyright +# notice, this list of conditions and the following disclaimer in the +# documentation and/or other materials provided with the distribution. +# * Neither the name of the freedoom project nor the names of its +# contributors may be used to endorse or promote products derived from +# this software without specific prior written permission. +# +# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS +# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED +# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A +# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER +# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF +# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING +# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +# This is a magic comment recognized by Chocolate Doom, so that the +# BEX [STRINGS] section below will be parsed: +# +# *allow-extended-strings* + +[PARS] +# Par times. The BEX format requires these to be specified in number +# of seconds, but for convenience we include the min:sec value in a +# comment. Comment also indicates when the run was done - ideally +# this should be re-done for every new release. Times are rounded +# to nearest half-minute. +par 1 60 # 01:00 - Catoptromancy for v0.8 - 2013/12 +par 2 240 # 04:00 - Catoptromancy for v0.8 - 2013/12 +par 3 390 # 06:30 - Catoptromancy for v0.8 - 2013/12 +par 4 360 # 06:00 - Catoptromancy for v0.8 - 2013/12 +par 5 420 # 07:00 - Catoptromancy for v0.8 - 2013/12 +par 6 360 # 06:00 - Catoptromancy for v0.8 - 2013/12 +par 7 210 # 03:30 - Catoptromancy for v0.8 - 2013/12 +par 8 570 # 09:30 - Catoptromancy for v0.8 - 2013/12 +par 9 690 # 11:30 - Catoptromancy OLD run for v0.7 +par 10 30 # 00:30 - Catoptromancy for v0.8 - 2013/12 +par 11 930 # 15:30 - Catoptromancy for v0.8 - 2013/12 +par 12 1650 # 27:30 - Catoptromancy OLD run for v0.7 +par 13 1740 # 29:00 - Catoptromancy OLD run for v0.7 +par 14 450 # 07:30 - Catoptromancy for v0.8 - 2013/12 +par 15 1200 # 20:00 - Catoptromancy OLD run for v0.7 +par 16 480 # 08:00 - Catoptromancy for v0.8 - 2013/12 +par 17 420 # 07:00 - Catoptromancy for v0.8 - 2013/12 +par 18 420 # 07:00 - Catoptromancy for v0.8 - 2013/12 +par 19 660 # 11:00 - Catoptromancy for v0.8 - 2013/12 +par 20 720 # 12:00 - Catoptromancy for v0.8 - 2013/12 +par 21 750 # 12:30 - Catoptromancy OLD run for v0.7 +par 22 1620 # 27:00 - Catoptromancy for v0.8 - 2013/12 +par 23 120 # 02:00 - Catoptromancy for v0.8 - 2013/12 +par 24 420 # 07:00 - Catoptromancy OLD run for v0.7 +par 25 1440 # 24:00 - Catoptromancy for v0.8 - 2013/12 +par 26 690 # 11:30 - Catoptromancy for v0.8 - 2013/12 +par 27 2910 # 48:30 - Catoptromancy OLD run for v0.7 +par 28 1350 # 22:30 - Catoptromancy OLD run for v0.7 +par 29 600 # 10:00 - Catoptromancy OLD run for v0.7 +par 30 510 # 08:30 - Catoptromancy for v0.8 - 2013/12 +par 31 450 # 07:30 - Catoptromancy for v0.8 - 2013/12 +par 32 0 # 00:00 - Catoptromancy OLD run for v0.7 + +[STRINGS] +# Text shown on startup in Boom-compatible ports. This is all in +# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown. +STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================ +GOTARMOR = picked up a light armor vest. +GOTMEGA = picked up a heavy armor vest. +GOTHTHBONUS = got a 1% health bonus. +GOTARMBONUS = got a 1% armor bonus. +GOTSTIM = picked up a small health pack. +GOTMEDINEED = found a large health pack, just in time! +GOTMEDIKIT = picked up a large health pack. +GOTSUPER = you got the overdrive sphere! +GOTBLUECARD = picked up a blue passcard. +GOTYELWCARD = picked up a yellow passcard. +GOTREDCARD = picked up a red passcard. +GOTBLUESKUL = picked up a blue skeleton key. +GOTYELWSKUL = picked up a yellow skeleton key. +GOTREDSKULL = picked up a red skeleton key. +GOTINVUL = temporary invulnerability! +GOTBERSERK = you got the steroid pack! +GOTINVIS = you got the stealth sphere! +GOTSUIT = picked up a hazard suit. +GOTMAP = got the tactical survey map. +GOTVISOR = got the night vision goggles. +GOTMSPHERE = you got the ultra-overdrive sphere! +GOTCLIP = picked up an ammo clip. +GOTCLIPBOX = picked up a box of ammo. +GOTROCKET = picked up a missile. +GOTROCKBOX = picked up a crate of missiles. +GOTCELL = picked up a small energy recharge. +GOTCELLBOX = picked up a large energy recharge. +GOTSHELLS = picked up some shotgun shells. +GOTSHELLBOX = picked up a box of shotgun shells. +GOTBACKPACK = second backpack! +GOTBFG9000 = the SKAG 1337 ... time to kick some ass! +GOTCHAINGUN = you got the minigun! +GOTCHAINSAW = you got the angle grinder! +GOTLAUNCHER = you got the missile launcher! +GOTPLASMA = you got the polaric energy cannon! +GOTSHOTGUN = you got the pump-action shotgun! +GOTSHOTGUN2 = you got the double-barrelled shotgun! +PD_BLUEO = this object requires a blue key. +PD_REDO = this object requires a red key. +PD_YELLOWO = this object requires a yellow key. +PD_BLUEK = this door requires a blue key. +PD_REDK = this door requires a red key. +PD_YELLOWK = this door requires a yellow key. +PD_BLUEC = this door requires the blue passcard. +PD_REDC = this door requires the red passcard. +PD_YELLOWC = this door requires the yellow passcard. +PD_BLUES = this door requires the blue skeleton key. +PD_REDS = this door requires the red skeleton key. +PD_YELLOWS = this door requires the yellow skeleton key. +PD_ANY = this door requires any key. +PD_ALL3 = this door requires all three keys. +PD_ALL6 = this door requires all six keys and passcards! +HUSTR_E1M1 = C1M1: Starport +HUSTR_E1M2 = C1M2: Communications Center +HUSTR_E1M3 = C1M3: Waste Disposal +HUSTR_E1M4 = C1M4: Supply Depot +HUSTR_E1M5 = C1M5: Control Center +HUSTR_E1M6 = C1M6: Training Center +HUSTR_E1M7 = C1M7: Research Labs +HUSTR_E1M8 = C1M8: Quarry +HUSTR_E1M9 = C1M9: Armory +HUSTR_E2M1 = C2M1: Ruins +HUSTR_E2M2 = C2M2: Power Plant +HUSTR_E2M3 = C2M3 +HUSTR_E2M4 = C2M4: Sample Holding Center +HUSTR_E2M5 = C2M5: Fortress 31 +HUSTR_E2M6 = C2M6 +HUSTR_E2M7 = C2M7 +HUSTR_E2M8 = C2M8: Containment Center +HUSTR_E2M9 = C2M9 +HUSTR_E3M1 = C3M1: Land of the Lost +HUSTR_E3M2 = C3M2: Infernal Caverns +HUSTR_E3M3 = C3M3 +HUSTR_E3M4 = C3M4 +HUSTR_E3M5 = C3M5 +HUSTR_E3M6 = C3M6: Igneous Intrusion +HUSTR_E3M7 = C3M7 +HUSTR_E3M8 = C3M8: The Lair +HUSTR_E3M9 = C3M9 +HUSTR_E4M1 = C4M1: Maintenance Area +HUSTR_E4M2 = C4M2: Research Complex +HUSTR_E4M3 = C4M3: Central Computing +HUSTR_E4M4 = C4M4: Hydroponic Facility +HUSTR_E4M5 = C4M5: Engineering Station +HUSTR_E4M6 = C4M6: Command Center +HUSTR_E4M7 = C4M7: Waste Treatment +HUSTR_E4M8 = C4M8: Launch Bay +HUSTR_E4M9 = C4M9: Operations +CC_ZOMBIE = zombie +CC_SHOTGUN = shotgun zombie +CC_HEAVY = minigun zombie +CC_IMP = serpent +CC_DEMON = worm +CC_LOST = deadflare +CC_CACO = orb monster +CC_HELL = pain bringer +CC_BARON = pain lord +CC_ARACH = small technospider +CC_PAIN = deadflare ball +CC_REVEN = dark soldier +CC_MANCU = combat slug +CC_ARCH = flame bringer +CC_SPIDER = large technospider +CC_CYBER = assault tripod +CC_HERO = savior of humanity +HUSTR_1 = MAP01: Hydroelectric Plant +HUSTR_2 = MAP02: Filtration Tunnels +HUSTR_3 = MAP03: Crude Processing Center +HUSTR_4 = MAP04: Containment Bay +HUSTR_5 = MAP05 +HUSTR_6 = MAP06 +HUSTR_7 = MAP07: Outer Storage Warehouse +HUSTR_8 = MAP08 +HUSTR_9 = MAP09: Mine HM09 +HUSTR_10 = MAP10 +HUSTR_11 = MAP11 +HUSTR_12 = MAP12 +HUSTR_13 = MAP13: Return to Earth +HUSTR_14 = MAP14: The Acid Trip +HUSTR_15 = MAP15: Hostile Takeover +HUSTR_16 = MAP16: Urban Jungle +HUSTR_17 = MAP17: The Capitol +HUSTR_18 = MAP18: Abandoned Monastery +HUSTR_19 = MAP19: Castle +HUSTR_20 = MAP20: The Blood Ember Fortress +HUSTR_21 = MAP21: The Under-Realm +HUSTR_22 = MAP22 +HUSTR_23 = MAP23 +HUSTR_24 = MAP24: Tertiary Loading Bay +HUSTR_25 = MAP25 +HUSTR_26 = MAP26 +HUSTR_27 = MAP27 +HUSTR_28 = MAP28: Grim Redoubt +HUSTR_29 = MAP29 +HUSTR_30 = MAP30: Jaws of Defeat +HUSTR_31 = MAP31: Safety in Numbers +HUSTR_32 = MAP32: Summer Residence +PHUSTR_1 = MAP01 +PHUSTR_2 = MAP02 +PHUSTR_3 = MAP03 +PHUSTR_4 = MAP04 +PHUSTR_5 = MAP05 +PHUSTR_6 = MAP06 +PHUSTR_7 = MAP07 +PHUSTR_8 = MAP08 +PHUSTR_9 = MAP09 +PHUSTR_10 = MAP10 +PHUSTR_11 = MAP11 +PHUSTR_12 = MAP12 +PHUSTR_13 = MAP13 +PHUSTR_14 = MAP14 +PHUSTR_15 = MAP15 +PHUSTR_16 = MAP16 +PHUSTR_17 = MAP17 +PHUSTR_18 = MAP18 +PHUSTR_19 = MAP19 +PHUSTR_20 = MAP20 +PHUSTR_21 = MAP21 +PHUSTR_22 = MAP22 +PHUSTR_23 = MAP23 +PHUSTR_24 = MAP24 +PHUSTR_25 = MAP25 +PHUSTR_26 = MAP26 +PHUSTR_27 = MAP27 +PHUSTR_28 = MAP28 +PHUSTR_29 = MAP29 +PHUSTR_30 = MAP30 +PHUSTR_31 = MAP31 +PHUSTR_32 = MAP32 +THUSTR_1 = MAP01 +THUSTR_2 = MAP02 +THUSTR_3 = MAP03 +THUSTR_4 = MAP04 +THUSTR_5 = MAP05 +THUSTR_6 = MAP06 +THUSTR_7 = MAP07 +THUSTR_8 = MAP08 +THUSTR_9 = MAP09 +THUSTR_10 = MAP10 +THUSTR_11 = MAP11 +THUSTR_12 = MAP12 +THUSTR_13 = MAP13 +THUSTR_14 = MAP14 +THUSTR_15 = MAP15 +THUSTR_16 = MAP16 +THUSTR_17 = MAP17 +THUSTR_18 = MAP18 +THUSTR_19 = MAP19 +THUSTR_20 = MAP20 +THUSTR_21 = MAP21 +THUSTR_22 = MAP22 +THUSTR_23 = MAP23 +THUSTR_24 = MAP24 +THUSTR_25 = MAP25 +THUSTR_26 = MAP26 +THUSTR_27 = MAP27 +THUSTR_28 = MAP28 +THUSTR_29 = MAP29 +THUSTR_30 = MAP30 +THUSTR_31 = MAP31 +THUSTR_32 = MAP32 +HUSTR_PLRGREEN = g: +HUSTR_PLRINDIGO = i: +HUSTR_PLRBROWN = b: +HUSTR_PLRRED = r: +AMSTR_FOLLOWON = map following player +AMSTR_FOLLOWOFF = map no longer following player +AMSTR_GRIDON = map grid on +AMSTR_GRIDOFF = map grid off +AMSTR_MARKEDSPOT = added map bookmark +AMSTR_MARKSCLEARED = all map bookmarks cleared. +STSTR_MUS = music changed +STSTR_NOMUS = unknown music track? +STSTR_DQDON = god mode on +STSTR_DQDOFF = god mode off +STSTR_KFAADDED = keys, weapons and ammo added. +STSTR_FAADDED = weapons and ammo added. +STSTR_NCON = noclip on +STSTR_NCOFF = noclip off +STSTR_CHOPPERS = vroom! +STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision +NIGHTMARE = this is the highest skill level.\n\ + not recommended unless you're experienced.\n\n\ + (press y to confirm) +#HUSTR_CHATMACRO1 +#HUSTR_CHATMACRO2 +#HUSTR_CHATMACRO3 +#HUSTR_CHATMACRO4 +#HUSTR_CHATMACRO5 +#HUSTR_CHATMACRO6 +#HUSTR_CHATMACRO7 +#HUSTR_CHATMACRO8 +#HUSTR_CHATMACRO9 +#HUSTR_CHATMACRO0 +#HUSTR_TALKTOSELF1 +#HUSTR_TALKTOSELF2 +#HUSTR_TALKTOSELF3 +#HUSTR_TALKTOSELF4 +#HUSTR_TALKTOSELF5 +#HUSTR_MESSAGESENT +# Temporary end-of-chapter texts. Please replace them. +E1TEXT = You've completed chapter 1!!\n\n\ + But your work isn't done yet.\n\n\ + There are more monsters still to kill.\n\n\ + Play Chapter 2: Military Labs to\n\ + continue the madness. +E2TEXT = You've defeated Chapter 2!\n\n\ + Hordes of monsters lie dead by your\n\ + hand. But there are still more waiting.\n\ + Your work is not yet done.\n\n\ + Onward to Chapter 3: Event Horizon\n\ + - if you dare! +E3TEXT = Hundreds of monsters couldn't stop you.\n\ + So much for Chapter 3.\n\n\ + But there's a whole other game to play!\n\n\ + Play Freedoom: Phase 2 and continue the\n\ + carnage!\n\n\ + -or play Chapter 4: Double Impact! +E4TEXT = Despite having an entire army against\n\ + you, you manage to reach the\n\ + spacecraft by the skin of your teeth.\n\n\ + "Can I go back to fixing things yet?"\n\ + You mutter to yourself and let out an\n\ + exasperated sigh.\n\n\ + You initiate navigation systems and\n\ + power-up thrusters, time to get the\n\ + hell outta dodge. Destination: anywhere\n\ + but this suck-hole. As you lift off to the\n\ + safety of outerspace, you wonder if you're\n\ + going to be paid overtime. +# After MAP06, before MAP07: +C1TEXT = You've found your way to the complex's\n\ + outer storage warehouse. A whole\n\ + squadron of soldiers were\n\ + dispatched here, but after 2 hours they\n\ + were never heard from again. What can have\n\ + happened to them? You feel a knot in\n\ + your stomach and try to put the question\n\ + out of your mind.\n\n\ + Guess you'll find out soon. +# After MAP11, before MAP12: +C2TEXT = You make your way to the outskirts of\n\ + the city. This was once the planet's\n\ + most important economic powerhouse,\n\ + and headquarters of the AGM conglomerate.\n\n\ + Now it's a wreck.\n\n\ + Every entrance has been heavily fortified,\n\ + but you find one small forgotten doorway,\n\ + it must be an industrial loading bay\n\ + of some kind. Guess this is your way in. +# After MAP20, before MAP21: +C3TEXT = You never thought you'd see a literal\n\ + river of blood. These bastards have a\n\ + lot to answer for. But it just makes you\n\ + more determined to make them pay for\n\ + what they've done.\n\n\ + Stepping through the portal you pause to\n\ + catch your breath, but there's no time\n\ + to waste. +# After MAP30 (endgame text): +C4TEXT = Explosions erupt from all around the\n\ + skull. You've done it. It's finally\n\ + over. These monsters won't bother you\n\ + any more.\n\n\ + The saying goes, live free or die.\n\ + Guess that doesn't always mean the\n\ + latter. +# Before MAP31 (secret level #1): +C5TEXT = You step onto the teleport and after a\n\ + strange flash you find yourself in an\n\ + old castle. What is this place? Before\n\ + you can wonder further, you hear\n\ + noises coming towards you. +# Before MAP32 (secret level #2): +C6TEXT = You place your hand on the strange\n\ + yellow column, and quickly remember\n\ + how your mother always warned you\n\ + to not touch things that don't belong\n\ + to you.\n\n\ + As the glow of the alien teleport\n\ + subsides, it looks like you may have\n\ + made a wrong turn.\n\n\ + Again. +#P1TEXT +#P2TEXT +#P3TEXT +#P4TEXT +#P5TEXT +#P6TEXT +#T1TEXT +#T2TEXT +#T3TEXT +#T4TEXT +#T5TEXT +#T6TEXT +#BGFLATE1 +#BGFLATE2 +#BGFLATE3 +#BGFLATE4 +#BGFLAT06 +#BGFLAT11 +#BGFLAT20 +#BGFLAT30 +#BGFLAT15 +#BGFLAT31 +#BGCASTCALL +#STARTUP1 +#STARTUP2 +#STARTUP3 +#STARTUP4 +#STARTUP5 +#SAVEGAMENAME +# Obituary texts, for ZDoom-based ports. +OB_STEALTHBABY=%o thought %g saw a Small Technospider. +OB_STEALTHVILE=%o thought %g saw an Flame Bringer. +OB_STEALTHBARON=%o thought %g saw a Pain Lord. +OB_STEALTHCACO=%o thought %g saw an Orb Monster. +OB_STEALTHCHAINGUY=%o thought %g saw a Minigun Zombie. +OB_STEALTHDEMON=%o thought %g saw a Worm. +OB_STEALTHKNIGHT=%o thought %g saw a Pain Bringer. +OB_STEALTHIMP=%o thought %g saw an Serpent. +OB_STEALTHFATSO=%o thought %g saw a Combat Slug. +OB_STEALTHUNDEAD=%o thought %g saw a Dark Soldier. +OB_STEALTHSHOTGUY=%o thought %g saw a Shotgun Zombie. +OB_STEALTHZOMBIE=%o thought %g saw a Zombie. +OB_UNDEADHIT=%o was punched by a Dark Soldier. +OB_IMPHIT=%o was slashed by a Serpent. +OB_CACOHIT=%o got too close to an Orb Monster. +OB_DEMONHIT=%o was bitten by a Worm. +OB_SPECTREHIT=%o was eaten by a Stealth Worm. +OB_BARONHIT=%o was torn open by a Pain Lord. +OB_KNIGHTHIT=%o was gutted by a Pain Bringer. +OB_ZOMBIE=%o was killed by a Zombie. +OB_SHOTGUY=%o was gunned down by a Shotgun Zombie. +OB_VILE=%o was incinerated by a Flame Bringer. +OB_UNDEAD=%o couldn't evade the Dark Soldier's fireball. +OB_FATSO=%o was blasted by a Combat Slug. +OB_CHAINGUY=%o was perforated by a Minigun Zombie. +OB_SKULL=%o was slammed by a Deadflare. +OB_IMP=%o was burned by an Serpent. +OB_CACO=%o was smitten by an Orb Monster. +OB_BARON=%o was bruised by a Pain Lord. +OB_KNIGHT=%o was splayed by a Pain Bringer. +OB_SPIDER=%o stood in awe of the Large Technospider. +OB_BABY=%o let a Small Technospider get %h. +OB_CYBORG=%o was splattered by an Assault Tripod. +OB_WOLFSS=%o met a Sailor. +OB_MPFIST=%k punched %o to death. +OB_MPCHAINSAW=%o was shredded by %k's angle grinder. +OB_MPPISTOL=%o was tickled by %k's handgun. +OB_MPSHOTGUN=%o chewed on %k's boomstick. +OB_MPSSHOTGUN=%k swapped two barrels upside %o's head. +OB_MPCHAINGUN=%o was perforated by %k's minigun. +OB_MPROCKET=%o was mutilated by %k's missile. +OB_MPR_SPLASH=%o couldn't dodge %k's missile. +OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy. +OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG! +OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG. +OB_MPTELEFRAG=%o stood where %k was teleporting. +OB_RAILGUN=%o was railed by %k. +OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG! + diff --git a/lumps/georgepievg/p1_msinf.lmp b/lumps/georgepievg/p1_msinf.lmp new file mode 100644 index 00000000..f39f8426 --- /dev/null +++ b/lumps/georgepievg/p1_msinf.lmp @@ -0,0 +1,26 @@ +E4M1 +0 D_E4M1 + +E4M2 +0 D_E4M2 + +E4M3 +0 D_E4M3 + +E4M4 +0 D_E4M4 + +E4M5 +0 D_E4M5 + +E4M6 +0 D_E4M6 + +E4M7 +0 D_E4M7 + +E4M8 +0 D_E4M8 + +E4M9 +0 D_E4M9 diff --git a/lumps/mp2e/mp_freedm.lmp b/lumps/mp2e/mp_freedm.lmp new file mode 100755 index 00000000..7421c0b8 Binary files /dev/null and b/lumps/mp2e/mp_freedm.lmp differ diff --git a/lumps/tiramisu100/dehacked.txt b/lumps/tiramisu100/dehacked.txt new file mode 100644 index 00000000..4646d4ed --- /dev/null +++ b/lumps/tiramisu100/dehacked.txt @@ -0,0 +1,199 @@ +Patch File for DeHackEd v3.0 +Doom version = 19 +Patch format = 6 + +# SPDX-License-Identifier: BSD-3-Clause + +# This is a magic comment recognized by Chocolate Doom, so that the +# BEX [STRINGS] section below will be parsed: +# +# *allow-extended-strings* + +[STRINGS] + +# End-of-episode texts, now with a consistent story. Feel free to edit them. +E1TEXT = As the last brute falls to the ground,\n\ + you only now notice how much your whole\n\ + body is quivering. Just what the hell are\n\ + those things? Aliens? Did AGM really make\n\ + first contact and hide it from the world?\n\ + Well, whatever it is they did, it bit them\n\ + in the ass hard. There's not a single human\n\ + left alive on this whole rock - and no\n\ + spaceships to take you home, either.\n\ + You step onto one of those stupid\n\ + AGM teleport pads that give you nausea,\n\ + and arrive at the facility where they first\n\ + brought you. The place is already in ruins,\n\ + ancient-looking alien marble peering from\n\ + the cracks. Ruins built upon ruins.\n\ + Whatever - the spaceport better still be\n\ + there, you're in no mood for more detours! +E2TEXT = Now that these monstrosities are dead\n\ + and done with, this whole place is yours\n\ + for the taking - including a shiny new\n\ + spaceship, and access to AGM data logs!\n\ + And who would've guessed - these bastards\n\ + really did make first contact, 10 years ago,\n\ + and decided to privatize it. They dug up\n\ + the ruins and found the alien bugs, which\n\ + they've since bred for genetics and combat\n\ + research. They also stole their teleport\n\ + pad technology. But then they found those\n\ + bird-faced bruisers a month ago. These guys\n\ + somehow remotely hijacked the portals to\n\ + route to the Horizon star system, which is\n\ + where the invasion force is coming from.\n\ + Your instincts are clear - Earth can wait,\n\ + someone's got to clean up this mess ASAP! +E3TEXT = Before you reached Horizon, you thought\n\ + maybe the aliens could be reasoned with.\n\ + But then you saw humans being tortured for\n\ + sport. Or half-eaten while still alive.\n\ + And slaves, thousands of slaves worked\n\ + to death building their bizarre temples.\n\ + No, these guys are not the victims here.\n\ + Hard to believe, but they're worse than AGM!\n\ + Well, at least it's over now - the thing you\n\ + just killed was some sort of psychic beacon\n\ + homed in on AGM's colony. As the hijacked\n\ + portals slowly lose target, you make your\n\ + way back. Thinking of Earth the entire time.\n\ + Your ship's non-precise warp travel might\n\ + force a pit-stop at Saturn's Double Impact\n\ + moon base, but it's no problem, right?\n\ + Surely they'll welcome you with open arms! +E4TEXT = Well, this is not good at all.\n\ + If Double Impact was overrun, it means\n\ + the aliens have found our solar system.\n\ + You try to contact Earth, but to no avail.\n\ + As you try to calm yourself by blaming\n\ + the damaged equipment, something else\n\ + catches your attention - an AGM digital\n\ + wanted poster, featuring your own face!\n\ + They're still after you, after all this?\n\ + You smash the console in anger and leave.\n\ + Between AGM and the aliens, you're just\n\ + completely done with space at this point.\n\ + Your DNA is all scrambled up, you might\n\ + have alien genes inside you even,\n\ + but you don't even care anymore - let's\n\ + just go home, and look for a quiet life.\n\ + A quiet life, and freedom. + +# After MAP06, before MAP07: +C1TEXT = This is certainly not how you were hoping\n\ + your return to Earth would look like. Ever\n\ + since landing in this complex it's been a\n\ + non-stop deja vu of aliens and zombified\n\ + AGM soldiers - and not a single person to\n\ + talk to, either... At least you've had a lot\n\ + of time for some light reading on AGM logs.\n\ + You're already wanted for knowing too much,\n\ + so why not? There's concerningly little on\n\ + what's happening to the world, and the last\n\ + entry from two days ago just reads\n\ + "The eye it raised the dead" over and over.\n\ + Huh. You take a deep breath, curse AGM\n\ + once again for starting this, and continue\n\ + to the research sector. Saving the world?\n\ + You never signed up for this. But so be it -\n\ + Earth is your home, aliens better beware! +# After MAP11, before MAP12: +C2TEXT = Entering the conquered facility's comms\n\ + center, you attempt to contact the world.\n\ + "This is the resistance, do you copy?"\n\ + - you're overjoyed to finally hear!\n\ + You then get to hear all the latest news.\n\ + All major AGM teleporters are hijacked,\n\ + world's military is losing ground, AGM has\n\ + holed up on the moon and isn't helping...\n\ + "So where's the nearest major teleporter?"\n\ + You're directed to a nearby city. They ask\n\ + who exactly you are, but you cut the comms.\n\ + As you arrive in the city you realize you\n\ + forgot to ask for precise coords - but...\n\ + That won't be necessary. An alien fortress\n\ + now looms among the skyline, in the place\n\ + where AGM's headquarters used to stand.\n\ + All right, then - that's the destination! +# After MAP20, before MAP21: +C3TEXT = As you stand before the gate to the alien\n\ + homeworld, you get startled by AGM copters\n\ + approaching. Thankfully their logos are\n\ + crossed out - must be the resistance.\n\ + With your back now secured, you step into\n\ + the portal, and end up... in a black void.\n\ + You sense being watched. Then suddenly, you\n\ + feel overwhelming power before you as a\n\ + titanic skull-thing appears in the void.\n\ + "Who are you to deny the sacred empire?"\n\ + - you hear inside your mind. "The fate of\n\ + your kind is sealed. Accept this and die..."\n\ + The last word reverberates through your\n\ + body as you wake up in a sweat, on the other\n\ + side of the portal. Was that... a god? You\n\ + might be completely out of your league here.\n\ + But it is too late to turn back now... +# After MAP30 (endgame text): +C4TEXT = The moment before entering this chamber\n\ + was perhaps the greatest fear you've ever\n\ + felt in your life. After all, can a god even\n\ + be killed? But this thing was no god.\n\ + It could be killed. And it has been.\n\ + And, uh, it's about to explode now. Wasting\n\ + no time, you commandeer an alien spaceship\n\ + and lift off, just in time to see the blast\n\ + take out a sizable chunk of the planet!!\n\ + Now that'll put a dent in their plans...\n\n\ + Back on Earth, as the panicked aliens are\n\ + being dealt with, you at long last doff\n\ + your armor, and disappear into the crowds.\n\ + No one will know who saved them.\n\ + No one will ever find you again.\n\ + You are free. +# Before MAP31 (secret level #1): +C5TEXT = Well, this was bound to happen sooner or\n\ + later. The enticing-looking teleporter that\n\ + promised to take you straight to the alien\n\ + fortress turned out to be a primitive trap.\n\ + Your fault for not double-checking the\n\ + destination in all the excitement!\n\ + Wherever you now are, you've been thrown\n\ + into a cramped cage and left there, for now.\n\ + The caged alien bugs all around you seem\n\ + excited by this - forgetting about their\n\ + own situation and making all sorts of\n\ + taunting noises and gestures at you. It's\n\ + clear they all know you. And they hate you.\n\ + But never mind that - escape is the goal.\n\ + You wait until the bugs are asleep, then\n\ + start looking for a way to open the cage.\n\ + And quietly. Any noise now means death! +# Before MAP32 (secret level #2): +C6TEXT = Two portals to choose from - one of them\n\ + was the one you arrived through, but you\n\ + forgot which was which!! And you chose...\n\ + Poorly. This must be where they intended\n\ + to throw you in later, because you found\n\ + yourself right in the middle of an arena.\n\ + So primitive. Suits these guys, heh.\n\ + You look at the sky above you - well,\n\ + doesn't look like Earth. But as you\n\ + make up another plan to get out of here,\n\ + you're interrupted by the first wave of\n\ + gladiators arriving.\n\n\ + Well then! If it's bloodsports they want,\n\ + It's bloodsports they get! Just don't\n\ + complain if there's too much blood, idiots! + +BGFLATE1 = AQF051 +BGFLATE2 = AQF054 +BGFLATE3 = FLAT5_2 +BGFLATE4 = AQF075 +BGFLAT06 = AQF016 +BGFLAT11 = AQF001 +BGFLAT20 = FLAT5_6 +BGFLAT30 = SLIME13 +BGFLAT15 = AQF004 +BGFLAT31 = AQF021 diff --git a/lumps/tiramisu100/freedoom-manual-en.adoc b/lumps/tiramisu100/freedoom-manual-en.adoc new file mode 100644 index 00000000..4e986bde --- /dev/null +++ b/lumps/tiramisu100/freedoom-manual-en.adoc @@ -0,0 +1,29 @@ += Freedoom Manual +// SPDX-License-Identifier: BSD-3-Clause +:toc: +:toc-title: + +image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",width=380,pdfwidth=50vw] + +Welcome to Freedoom, a complete game that is +https://www.gnu.org/philosophy/free-sw.html[free] +and https://opensource.org/osd/[open source software]. +Freedoom is made available under the <>, meaning that +anyone is free to share it, modify it and reuse parts of it. + +For more details, see the website at https://freedoom.github.io/. + +[[story]] +== The story + +Join us at AGM's star colony, see the galaxy! Heh. What a joke. The job offer sounded good on paper, and you really did get to see the galaxy - but briefly. Once you landed in the fancy spaceport on the other shore, they took you straight to your quarters (a tiny cell) and began your job training (brutal genetic experimentation). "It's all in the contract" they said! It wasn't, not even in the fine print. But there's no courts of law in space, are there now? + +So you sat meekly in your cell, slowly losing track of time, and looking back at your life on Earth. Not that there was much to look back on. "What kind of soldier doesn't want to kill?" - you looked back at your officer saying, as he dishonorably discharged you from your short-lived army career. Well, this kind. And now word's going around your fellow inmates that you're being prepared into some kind of private AGM super-soldiers. Some of these poor saps are actually looking forward to this! But not you - so for weeks now you've been planning an escape. + +Which didn't go very well. The AGM guys charged you with mutiny and transferred you to an outpost to await "trial" - but before you've even had time to process your new situation, the outpost had... Some issues in operation. That's what the loudspeakers said at least, urging everyone to remain calm. But then they've stopped. And you heard screams coming from beyond the corridor. And then the screams all suddenly stopped, as if on command. + +Well then - no use sitting around and waiting for whatever's going on over there to happen to you! You bend the bars and walk out, grab a pistol some guard dropped in the panic, and feel a slight smirk coming onto your face. + +Escape attempt 2.0, here we come! Destination: Earth! + +== Installing Freedoom diff --git a/lumps/tiramisu100/story-guidelines.txt b/lumps/tiramisu100/story-guidelines.txt new file mode 100644 index 00000000..f2c5ae49 --- /dev/null +++ b/lumps/tiramisu100/story-guidelines.txt @@ -0,0 +1,70 @@ +Here's a minimal list of lore points necessary to establish certain important things. + +- The aliens are an evil, genocidal empire. They are technologically advanced (mostly in biotechnology, +psychic powers and dimensional stuff), but they are culturally very backwards, with their society +dominated by dark religions and brutality. This is most likely the best path of least resistance +to explain why the "alien" levels look the way they do. + +- The aliens are basically irredeemably evil bastards. From the highest Pain Lord to the lowest Serpentipede, +they are thoroughly soaked in the vileness of the empire. This is necessary to get rid of any moral objections to shooting them. + +- The aliens come not from planet Horizon, but from an entire Horizon star system (where the planets are named +Horizon-1, Horizon-2, etc). This is a minor change that makes them feel more threatening and also allows for +extending the plot indefinitely (f.eg. "Oh, their planet got blown up last time? Well that was Horizon-4, +this time it's Horizon-5"). It also feels more logical for human astronomers to name a whole system "Horizon" +(because it's on the "horizon") rather than just a single planet. + +- JoD's nature and status can be left ambiguous. What's important here is that a) it is important +enough to the aliens that losing it halts the invasion of Earth (ending Phase 2's story), and +b) it is never portrayed as a tyrant that rules the aliens through fear or mind control, +because that would diminish the aliens' evil and introduce objections to shooting them. + +- AGM first found the aliens 10 years ago by digging up their ancient ruins (and then building +their bases over them for ease of access). They hid this fact from the world and have since +exploited the lower aliens for top-secret genetics and combat research (especially their super-soldier program). +This is necessary to explain the look of Phase 1 E2 maps, and the timeframe is just right for them to +a) develop their research b) popularize the teleport pads on Earth (see below) and +c) get too confident when unsealing the Pain Lords (also see below). + +- AGM is a secondary antagonist who caused the alien invasion through their greed and stupidity. +Specifically, they ignored all warnings when unsealing the four Pain Lords (who called in the invasion) +because they got too confident at this point. They should stay as a secondary antagonist because having +them as major antagonists would be kind of a stretch, considering all of the stuff the player actually +fights is aliens and alien-controlled zombies. + +- Teleport pads are alien technology which AGM sold as their own, and remotely hijacking them is how +the aliens invaded their colony and later Earth. This is necessary because a) aliens use the teleport pads too, +and b) it reinforces the "AGM caused the invasion through their greed" bit. + +- AGM is hunting Karl because they don't want him to reveal the truth about their inhumane super-soldier +program to the world (or worse, reveal the fact that they covered up their first contact with aliens and +are to blame for the invasion). This is important to reinforce the whole "Karl is searching for freedom" +subplot that was carried over from the original story. + + +Below there's some extra lore points that may or may not have been mentioned anywhere, but are important for explaining plot holes. + +- Despite teleport pads being AGM's greatest source of income, they cannot fully control them. +They brush this off as a technical flaw, but in reality they still do not fully understand how they work. +Most of their teleporters are strictly linked to each other. Aliens on the other hand can do whatever +they want with the teleporters, including make interstellar jumps (which AGM cannot do). +This patches up the plot hole of "why doesn't Karl just teleport wherever he needs to". + +- The remote teleport hijacking is done with the large Technospiders' psychic powers. This explains +why E3 ends specifically after Karl kills a large Technospider. Karl knew the Technospider was doing this +because his modified alien DNA allowed him to sense its psychic energy. + +- Warp-travel spaceships exist but they are expensive, unreliable, limited in size and easy to shoot down. +They are used by humans for interstellar travel only. This patches up the plot hole of "why doesn't Karl +just fly wherever he needs to with a spaceship". + + +Here's some extra lore points that were never mentioned and are not important but they're interesting and fit the other lore. + +- The reason aliens occasionally use the AGM infinity symbol (and sometimes even the letters too) +is because they think it's some sort of holy symbol or ward, and this is their way of "stealing" it for their own uses. + +- In Phase 2, AGM is not fighting the aliens because they're secretly considering joining them to be on the winning side. + +- Tripods, small Technospiders and Combat Slugs were secretly created by the AGM for combat research. +The aliens liked the idea and started making more of their own using stolen technology. diff --git a/manual/images/hazard-barrels.png b/manual/images/hazard-barrels.png new file mode 100644 index 00000000..4137e2f4 Binary files /dev/null and b/manual/images/hazard-barrels.png differ diff --git a/manual/images/monster-dark-soldier.png b/manual/images/monster-dark-soldier.png new file mode 100644 index 00000000..4485402c Binary files /dev/null and b/manual/images/monster-dark-soldier.png differ diff --git a/manual/images/monster-deadflare.png b/manual/images/monster-deadflare.png new file mode 100644 index 00000000..403609b7 Binary files /dev/null and b/manual/images/monster-deadflare.png differ diff --git a/manual/images/monster-minigun-zombie.png b/manual/images/monster-minigun-zombie.png new file mode 100644 index 00000000..e2eebfb0 Binary files /dev/null and b/manual/images/monster-minigun-zombie.png differ diff --git a/manual/images/monster-summoner.png b/manual/images/monster-summoner.png new file mode 100644 index 00000000..d84d4a60 Binary files /dev/null and b/manual/images/monster-summoner.png differ diff --git a/manual/images/monster-technospider.png b/manual/images/monster-technospider.png new file mode 100644 index 00000000..19145ab1 Binary files /dev/null and b/manual/images/monster-technospider.png differ diff --git a/maps/phase1/authors.txt b/maps/phase1/authors.txt index 9d8976c6..c7bd5e46 100644 --- a/maps/phase1/authors.txt +++ b/maps/phase1/authors.txt @@ -13,3 +13,6 @@ entry005.wad - Xindage - No - Slot E2M1. Includes fixes from various authors. entry006.wad - Malinku - No - LDTL.wad. Slot E2M2. Includes fixes by Catoptromancy. entry007.wad - Wereknight - No - Slot E2M6. entry008.wad - Wereknight - No - Slot E2M7. +entry009.wad - GodCells - Yes - Slot E1M8. +entry010.wad - archfile - No - Slot E2M8. +entry011.wad - Xindage - No - Slot E2M1, includes fixes by apophis. diff --git a/maps/phase1/entry009.wad b/maps/phase1/entry009.wad new file mode 100644 index 00000000..08e2599e Binary files /dev/null and b/maps/phase1/entry009.wad differ diff --git a/maps/phase1/entry010.wad b/maps/phase1/entry010.wad new file mode 100644 index 00000000..4ccc752c Binary files /dev/null and b/maps/phase1/entry010.wad differ diff --git a/maps/phase1/entry011.wad b/maps/phase1/entry011.wad new file mode 100644 index 00000000..ad53d1dc Binary files /dev/null and b/maps/phase1/entry011.wad differ diff --git a/maps/phase1/misc_txts/entry009.txt b/maps/phase1/misc_txts/entry009.txt new file mode 100644 index 00000000..58970ab5 --- /dev/null +++ b/maps/phase1/misc_txts/entry009.txt @@ -0,0 +1,40 @@ +============================================================================= +Title : Freedoom E1M8 +Author : Emmanuel "GodCells" Rousseau +Email Address : emmanuel_rousseau@uqac.ca +Misc. Author Info : This is my first public map :) + +Description : A remplacement for E1M8. There's a starlike room and 2 barons of hell to kill. + This is a beta version of a work in progress! + +Additional Credits to :ID Software for creating DOOM. + All the folk of Freedoom for Textures and Sprites. + +============================================================================= +* Play Information * + +Game : FreeDOOM shareware +Episode and Level # : E1M8 +Single Player : Yes +Cooperative 2-4 Player : Yes +Deathmatch 2-4 Player : Yes +Difficulty Settings : Not yet. Only UV now. + +* Construction * + +Base : From scratch. (Inspired from the original Doom's E1M8) +Build Time : ??? (Not finished) +Editors used : Doom Builder v1.01 build 142 +Known Bugs : - Some textures badly aligned. + - Switches at end can be activated even if the player isn't supposed to be able to toggle 'em. + - One skill level. + - And probably more... i'll need to do further more tests. + +*Copyrights / Permissions * + +This level is distributed under FreeDOOM's permissions. + +Authors MAY use this level as a base to build additional levels. +You may distribute this WAD, provided you include this file, with +no modifications. You may distribute this file in any electronic +format (BBS, Diskette, CD, etc) as long as you include this file. \ No newline at end of file diff --git a/maps/phase2/authors.txt b/maps/phase2/authors.txt index ed4f152a..8f21a189 100644 --- a/maps/phase2/authors.txt +++ b/maps/phase2/authors.txt @@ -49,3 +49,5 @@ entry041.wad - Mechadon - Yes - mek-dom1.wad. Slot Map01. entry042.wad - Mechadon - Yes - Slot Map29. Requires BOOM. entry043.wad - Mechadon - No - Slot Map05. Requires ZDoom. entry044.wad - hawkwind - Yes - Slot Map17. +entry045.wad - sgtmarkiv - No - Slot Map02. Original credits to fraggle +entry046.wad - Dragonfly - No - MAP08-Dragonfly-AquaTech-Vanilla.wad. Slot Map08. Requires Aquatex animated flats diff --git a/maps/phase2/entry045.wad b/maps/phase2/entry045.wad new file mode 100644 index 00000000..bd26f09e Binary files /dev/null and b/maps/phase2/entry045.wad differ diff --git a/maps/phase2/entry046.wad b/maps/phase2/entry046.wad new file mode 100644 index 00000000..61e66093 Binary files /dev/null and b/maps/phase2/entry046.wad differ diff --git a/musics/ajanddino/d_dm04.mid b/musics/ajanddino/d_dm04.mid new file mode 100644 index 00000000..a6578406 Binary files /dev/null and b/musics/ajanddino/d_dm04.mid differ diff --git a/musics/andrewb/Balancing Act.txt b/musics/andrewb/Balancing Act.txt new file mode 100644 index 00000000..1d059daf --- /dev/null +++ b/musics/andrewb/Balancing Act.txt @@ -0,0 +1,4 @@ +"Balancing Act" +Intended use for Map24 of Freedoom. +© 2001 by Andrew Bassett +andrewb@doomworld.com \ No newline at end of file diff --git a/musics/andrew_bassett/d_map24.mid b/musics/andrewb/d_map24.mid similarity index 100% rename from musics/andrew_bassett/d_map24.mid rename to musics/andrewb/d_map24.mid diff --git a/musics/blastfrog/d_map12.mus b/musics/blastfrog/d_map12.mid similarity index 100% rename from musics/blastfrog/d_map12.mus rename to musics/blastfrog/d_map12.mid diff --git a/musics/blastfrog/wastelandscavengers.mid b/musics/blastfrog/wastelandscavengers.mid new file mode 100644 index 00000000..55f768e3 Binary files /dev/null and b/musics/blastfrog/wastelandscavengers.mid differ diff --git a/musics/julian/d_shawn2.mus b/musics/julian/d_shawn2.mus new file mode 100644 index 00000000..b2cf356a Binary files /dev/null and b/musics/julian/d_shawn2.mus differ diff --git a/musics/jupiter_ex/freedoom.mid b/musics/jupiter_ex/freedoom.mid new file mode 100644 index 00000000..f316b76c Binary files /dev/null and b/musics/jupiter_ex/freedoom.mid differ diff --git a/musics/jute/d_dm08.mid b/musics/jute/Dave3d13.mid similarity index 100% rename from musics/jute/d_dm08.mid rename to musics/jute/Dave3d13.mid diff --git 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a/musics/jute/d_map03.mus b/musics/jute/dave3d10.mid similarity index 100% rename from musics/jute/d_map03.mus rename to musics/jute/dave3d10.mid diff --git a/musics/jute/dave3d11.mid b/musics/jute/dave3d11.mid new file mode 100644 index 00000000..6b4ff40d Binary files /dev/null and b/musics/jute/dave3d11.mid differ diff --git a/musics/jute/d_dm21.mid b/musics/jute/dave3d12.mid similarity index 100% rename from musics/jute/d_dm21.mid rename to musics/jute/dave3d12.mid diff --git a/musics/jute/d_map25.mus b/musics/jute/dave3d15.mid similarity index 100% rename from musics/jute/d_map25.mus rename to musics/jute/dave3d15.mid diff --git a/musics/jute/d_dm20.mid b/musics/jute/dave3d16.mid similarity index 100% rename from musics/jute/d_dm20.mid rename to musics/jute/dave3d16.mid diff --git a/musics/jute/d_dm23.mid b/musics/jute/dave3d17.mid similarity index 100% rename from musics/jute/d_dm23.mid rename to musics/jute/dave3d17.mid diff --git a/musics/jute/dave3d18.mid 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b/musics/jute/dave3d30.mid similarity index 100% rename from musics/jute/d_dm07.mid rename to musics/jute/dave3d30.mid diff --git a/musics/jute/dave3d31.mid b/musics/jute/dave3d31.mid new file mode 100644 index 00000000..e05300d2 Binary files /dev/null and b/musics/jute/dave3d31.mid differ diff --git a/musics/jute/dave3d32.mid b/musics/jute/dave3d32.mid new file mode 100644 index 00000000..1ad9fd0d Binary files /dev/null and b/musics/jute/dave3d32.mid differ diff --git a/musics/jute/dave3d33.mid b/musics/jute/dave3d33.mid new file mode 100644 index 00000000..4b5e8138 Binary files /dev/null and b/musics/jute/dave3d33.mid differ diff --git a/musics/jute/d_c2m9.mid b/musics/jute/dave3d34.mid similarity index 100% rename from musics/jute/d_c2m9.mid rename to musics/jute/dave3d34.mid diff --git a/musics/jute/d_c1m6.mid b/musics/jute/dave3d35.mid similarity index 100% rename from musics/jute/d_c1m6.mid rename to musics/jute/dave3d35.mid diff --git a/musics/jute/dave3d36.mid b/musics/jute/dave3d36.mid new file mode 100644 index 00000000..9bc852ff Binary files /dev/null and b/musics/jute/dave3d36.mid differ diff --git a/musics/jute/dave3d37.mid b/musics/jute/dave3d37.mid new file mode 100644 index 00000000..e7baf998 Binary files /dev/null and b/musics/jute/dave3d37.mid differ diff --git a/musics/jute/d_c2m1.mid b/musics/jute/dave3d38.mid similarity index 100% rename from musics/jute/d_c2m1.mid rename to musics/jute/dave3d38.mid diff --git a/musics/jute/dave3d39.mid b/musics/jute/dave3d39.mid new file mode 100644 index 00000000..99ab3977 Binary files /dev/null and b/musics/jute/dave3d39.mid differ diff --git a/musics/jute/dave3d40.mid b/musics/jute/dave3d40.mid new file mode 100644 index 00000000..572702cc Binary files /dev/null and b/musics/jute/dave3d40.mid differ diff --git a/musics/jute/d_c2m3.mus b/musics/jute/dave3d41.mid similarity index 100% rename from musics/jute/d_c2m3.mus rename to musics/jute/dave3d41.mid diff --git a/musics/jute/dave3d42.mid b/musics/jute/dave3d42.mid new file mode 100644 index 00000000..4cf7016b Binary files /dev/null and b/musics/jute/dave3d42.mid differ diff --git a/musics/jute/jute-dave3dmusic-readme.txt b/musics/jute/jute-dave3dmusic-readme.txt new file mode 100644 index 00000000..43ef855b --- /dev/null +++ b/musics/jute/jute-dave3dmusic-readme.txt @@ -0,0 +1,3 @@ +This is a collection of 42 music tracks in MIDI format created by me (jute) and submitted to FreeDoom. I haven't renamed the files to replace music in the vanilla levels, nor have they been converted to MUS files; I hope this is okay. I also hope that these works are useful for the project and that I have submitted them correctly. + +jutemail@gmail.com \ No newline at end of file diff --git a/musics/kevinhez/d_c1m2.mus b/musics/kevinhez/d_c1m2.mus deleted file mode 100644 index cfbc4307..00000000 Binary files a/musics/kevinhez/d_c1m2.mus and /dev/null differ diff --git a/musics/mellow/d_map32.mid b/musics/mellow/d_map32.mid new file mode 100644 index 00000000..320add1f Binary files /dev/null and b/musics/mellow/d_map32.mid differ diff --git a/musics/mellow/low.mid b/musics/mellow/low.mid new file mode 100644 index 00000000..d2db1b6e Binary files /dev/null and b/musics/mellow/low.mid differ diff --git a/musics/mellow/mellow tune.txt b/musics/mellow/mellow tune.txt new file mode 100644 index 00000000..76bb4571 --- /dev/null +++ b/musics/mellow/mellow tune.txt @@ -0,0 +1,3 @@ +rename as needed. apparently there are but 2 slots left. + +capt.mellow@bigfoot.com \ No newline at end of file diff --git a/musics/mr795/d_e1m5.mid b/musics/mr795/d_e1m5.mid new file mode 100644 index 00000000..92e08fbc Binary files /dev/null and b/musics/mr795/d_e1m5.mid differ diff --git a/musics/mr795/d_e3m8.mid b/musics/mr795/d_e3m8.mid new file mode 100644 index 00000000..1818af6d Binary files /dev/null and b/musics/mr795/d_e3m8.mid differ diff --git a/musics/mr795/d_map19.mid b/musics/mr795/d_map19.mid new file mode 100644 index 00000000..a455262e Binary files /dev/null and b/musics/mr795/d_map19.mid differ diff --git a/musics/nub_hat/0.mid b/musics/nub_hat/0.mid new file mode 100644 index 00000000..ae788205 Binary files /dev/null and b/musics/nub_hat/0.mid differ diff --git a/musics/nub_hat/1-remix.mid b/musics/nub_hat/1-remix.mid new file mode 100644 index 00000000..3a8166ca Binary files /dev/null and b/musics/nub_hat/1-remix.mid differ diff --git a/musics/nub_hat/1.mid b/musics/nub_hat/1.mid new file mode 100644 index 00000000..a67b9efc Binary files /dev/null and b/musics/nub_hat/1.mid differ 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/dev/null and b/musics/nub_hat/i dont know.mid differ diff --git a/musics/nub_hat/iforgotwhatinamedthisitsthecurrentintermissionsong.mid b/musics/nub_hat/iforgotwhatinamedthisitsthecurrentintermissionsong.mid new file mode 100644 index 00000000..06c5a6a4 Binary files /dev/null and b/musics/nub_hat/iforgotwhatinamedthisitsthecurrentintermissionsong.mid differ diff --git a/musics/nub_hat/in the elevator.mid b/musics/nub_hat/in the elevator.mid new file mode 100644 index 00000000..5bfc0099 Binary files /dev/null and b/musics/nub_hat/in the elevator.mid differ diff --git a/musics/nub_hat/inter2.mid b/musics/nub_hat/inter2.mid new file mode 100644 index 00000000..73eda444 Binary files /dev/null and b/musics/nub_hat/inter2.mid differ diff --git a/musics/nub_hat/intro.mid b/musics/nub_hat/intro.mid new file mode 100644 index 00000000..944d3603 Binary files /dev/null and b/musics/nub_hat/intro.mid differ diff --git a/musics/nub_hat/keverything.mid b/musics/nub_hat/keverything.mid new file mode 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b/musics/nub_hat/outro.mid new file mode 100644 index 00000000..c2e02359 Binary files /dev/null and b/musics/nub_hat/outro.mid differ diff --git a/musics/nub_hat/shit.mid b/musics/nub_hat/shit.mid new file mode 100644 index 00000000..f78f5f36 Binary files /dev/null and b/musics/nub_hat/shit.mid differ diff --git a/musics/nub_hat/shit1.mid b/musics/nub_hat/shit1.mid new file mode 100644 index 00000000..d95f5631 Binary files /dev/null and b/musics/nub_hat/shit1.mid differ diff --git a/musics/nub_hat/shithtt.mid b/musics/nub_hat/shithtt.mid new file mode 100644 index 00000000..e61d2a02 Binary files /dev/null and b/musics/nub_hat/shithtt.mid differ diff --git a/musics/nub_hat/someone hates you remaster.mid b/musics/nub_hat/someone hates you remaster.mid new file mode 100644 index 00000000..c93e6173 Binary files /dev/null and b/musics/nub_hat/someone hates you remaster.mid differ diff --git a/musics/nub_hat/someone hates you_.mid b/musics/nub_hat/someone hates you_.mid new file mode 100644 index 00000000..018984fe Binary files /dev/null and b/musics/nub_hat/someone hates you_.mid differ diff --git a/musics/nub_hat/taking too long to put in doom.mid b/musics/nub_hat/taking too long to put in doom.mid new file mode 100644 index 00000000..ea7d4c62 Binary files /dev/null and b/musics/nub_hat/taking too long to put in doom.mid differ diff --git a/musics/nub_hat/worm2.mid b/musics/nub_hat/worm2.mid new file mode 100644 index 00000000..5dfaf46e Binary files /dev/null and b/musics/nub_hat/worm2.mid differ diff --git a/musics/restlessrodent/LookAtTheBunnies.txt b/musics/restlessrodent/LookAtTheBunnies.txt new file mode 100644 index 00000000..4857c8e0 --- /dev/null +++ b/musics/restlessrodent/LookAtTheBunnies.txt @@ -0,0 +1,8 @@ +This is a MIDI file. I made it myself with a real keyboard and rosegarden. + +If you are wondering about the guitar, I created the notes with my keyboard then smashed them together in a timely sequence. + +This is for Freedoom. Probably for/replaces D_BUNNY. + +e-mail: ghostlydeath@gmail.com + diff --git a/musics/restlessrodent/YummyDarkness.mid b/musics/restlessrodent/YummyDarkness.mid new file mode 100644 index 00000000..9ab4fe98 Binary files /dev/null and b/musics/restlessrodent/YummyDarkness.mid differ diff --git a/musics/restlessrodent/YummyDarkness.txt b/musics/restlessrodent/YummyDarkness.txt new file mode 100644 index 00000000..06d8790d --- /dev/null +++ b/musics/restlessrodent/YummyDarkness.txt @@ -0,0 +1,6 @@ +This is a MIDI file. I made it myself with a real keyboard and rosegarden. + +This is for Freedoom. Find a level where this fits. Something dark and dready. + +e-mail: ghostlydeath@gmail.com + diff --git a/musics/rostuhan/d_dm29.mid b/musics/rostuhan/d_dm29.mid new file mode 100644 index 00000000..65704364 Binary files /dev/null and b/musics/rostuhan/d_dm29.mid differ diff --git a/musics/tobester/anomaly.txt b/musics/tobester/anomaly.txt new file mode 100644 index 00000000..568a59ee --- /dev/null +++ b/musics/tobester/anomaly.txt @@ -0,0 +1,7 @@ +Whee + +I made this in about 10 minutes + +Titlepic music for Freedoom, By Tobester + +Current working name for it is "I hate Fredrik Johansson" \ No newline at end of file diff --git a/musics/wastedjamacan/d_e2m8.mid b/musics/wastedjamacan/d_e2m8.mid new file mode 100644 index 00000000..18c34739 Binary files /dev/null and b/musics/wastedjamacan/d_e2m8.mid differ diff --git a/musics/wastedjamacan/d_e3m1.mid b/musics/wastedjamacan/d_e3m1.mid new file mode 100644 index 00000000..2552c600 Binary files /dev/null and b/musics/wastedjamacan/d_e3m1.mid differ diff --git a/musics/wastedjamacan/d_map31.mid b/musics/wastedjamacan/d_map31.mid new file mode 100644 index 00000000..55e18831 Binary files /dev/null and b/musics/wastedjamacan/d_map31.mid differ diff --git a/musics/woolie/halluc.mid b/musics/woolie/halluc.mid new file mode 100644 index 00000000..088feaa2 Binary files /dev/null and b/musics/woolie/halluc.mid differ diff --git a/patches/airraid/icon_of_sin/readme.txt b/patches/airraid/icon_of_sin/readme.txt new file mode 100755 index 00000000..df756ca3 --- /dev/null +++ b/patches/airraid/icon_of_sin/readme.txt @@ -0,0 +1,4 @@ +Here's the Icon of Sin textures done. (Finally) +The Full Colour one hasn't been chopped up. + +AirRaid/Deathmaster213 diff --git a/patches/airraid/readme.txt b/patches/airraid/readme.txt new file mode 100755 index 00000000..a90ee8cb --- /dev/null +++ b/patches/airraid/readme.txt @@ -0,0 +1,3 @@ +Here are those replacements... A bit better than the last ones. Heh. + +AirRaid \ No newline at end of file diff --git a/patches/airraid/rw1_4.gif b/patches/airraid/rw1_4.gif new file mode 100755 index 00000000..b5a33e94 Binary files /dev/null and b/patches/airraid/rw1_4.gif differ diff --git a/patches/ajapted/w105_1.txt b/patches/ajapted/w105_1.txt new file mode 100755 index 00000000..f7c548c1 --- /dev/null +++ b/patches/ajapted/w105_1.txt @@ -0,0 +1,13 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM texture patch W105_1 (used in texture BIGDOOR7). + +Image sources: + (a) Existing FreeDOOM images (w96_1, art/skull*.png) + +Includes a hires version (w105_1_full2x.png), although only the +skulls have more detail/color (not the door itself). + +======================================================================== diff --git a/patches/ajapted/wolf2to7.txt b/patches/ajapted/wolf2to7.txt new file mode 100755 index 00000000..66fb1fe2 --- /dev/null +++ b/patches/ajapted/wolf2to7.txt @@ -0,0 +1,13 @@ +======================================================================== + +Contributed by Andrew Apted + +Six texture patches for FreeDOOM: + WOLF2, WOLF3, WOLF4, WOLF5, WOLF6 and WOLF7. + +Image sources: + (a) Existing FreeDOOM images (wolf1, wolf14, wolf17, w96_1). + (b) Eagle was from a public domain collection. + (c) Soldier was drawn by hand, then scanned and edited. + +======================================================================== diff --git a/patches/mc776/sw2_2.png b/patches/apophis/sw2_2.png similarity index 100% rename from patches/mc776/sw2_2.png rename to patches/apophis/sw2_2.png diff --git a/patches/blastfrog/camo5.png b/patches/blastfrog/camo5.png new file mode 100644 index 00000000..0658155d Binary files /dev/null and b/patches/blastfrog/camo5.png differ diff --git a/patches/blastfrog/fredrik-rsky2-edit/rsky3.png b/patches/blastfrog/fredrik-rsky2-edit/rsky3.png new file mode 100644 index 00000000..c2525f74 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differ diff --git a/patches/catoptromancy/smcratg.gif b/patches/catoptromancy/smcratg.gif new file mode 100644 index 00000000..d9086bc4 Binary files /dev/null and b/patches/catoptromancy/smcratg.gif differ diff --git a/patches/catoptromancy/vines1.gif b/patches/catoptromancy/vines1.gif new file mode 100755 index 00000000..1ecd2ef5 Binary files /dev/null and b/patches/catoptromancy/vines1.gif differ diff --git a/patches/catoptromancy/wood.gif b/patches/catoptromancy/wood.gif new file mode 100755 index 00000000..5064969d Binary files /dev/null and b/patches/catoptromancy/wood.gif differ diff --git a/patches/catoptromancy/yellite3.gif b/patches/catoptromancy/yellite3.gif new file mode 100755 index 00000000..0b0c5187 Binary files /dev/null and b/patches/catoptromancy/yellite3.gif differ diff --git a/patches/catoptromancy/yeltnt.gif b/patches/catoptromancy/yeltnt.gif new file mode 100644 index 00000000..82b36d92 Binary files /dev/null and b/patches/catoptromancy/yeltnt.gif differ diff --git a/patches/chexter10538/w108_2.png b/patches/chexter10538/w108_2.png new file mode 100644 index 00000000..1ceccfcf Binary files /dev/null and b/patches/chexter10538/w108_2.png differ diff --git a/patches/chexter10538/w108_3.png b/patches/chexter10538/w108_3.png new file mode 100644 index 00000000..5be4ee89 Binary files /dev/null and b/patches/chexter10538/w108_3.png differ diff --git a/patches/chexter10538/w108_4.png b/patches/chexter10538/w108_4.png new file mode 100644 index 00000000..a1482a5c Binary files /dev/null and b/patches/chexter10538/w108_4.png differ diff --git a/patches/cph/comp1b_4.gif b/patches/cph/comp1b_4.gif new file mode 100644 index 00000000..7819956f Binary files /dev/null and b/patches/cph/comp1b_4.gif differ diff --git a/patches/d1337r/danger-empty1.png b/patches/d1337r/danger-empty1.png new file mode 100644 index 00000000..c5464364 Binary files /dev/null and b/patches/d1337r/danger-empty1.png differ diff --git a/patches/d1337r/danger-empty2.png b/patches/d1337r/danger-empty2.png new file mode 100644 index 00000000..d444353b Binary files /dev/null and b/patches/d1337r/danger-empty2.png differ diff --git a/patches/d1337r/danger-empty3.png b/patches/d1337r/danger-empty3.png new file mode 100644 index 00000000..85c2194a Binary files /dev/null and b/patches/d1337r/danger-empty3.png differ diff --git a/patches/d1337r/danger1.png b/patches/d1337r/danger1.png new file mode 100644 index 00000000..1a2ed50a Binary files /dev/null and b/patches/d1337r/danger1.png differ diff --git a/patches/d1337r/danger10.png b/patches/d1337r/danger10.png new file mode 100644 index 00000000..3414916e Binary files /dev/null and b/patches/d1337r/danger10.png differ diff --git a/patches/d1337r/danger2.png b/patches/d1337r/danger2.png new file mode 100644 index 00000000..47049857 Binary files /dev/null and b/patches/d1337r/danger2.png differ diff --git a/patches/d1337r/danger3.png b/patches/d1337r/danger3.png new file mode 100644 index 00000000..fcaebee7 Binary files /dev/null and b/patches/d1337r/danger3.png differ diff --git a/patches/d1337r/danger4.png b/patches/d1337r/danger4.png new file mode 100644 index 00000000..a6513284 Binary files /dev/null and b/patches/d1337r/danger4.png differ diff --git a/patches/d1337r/danger5.png b/patches/d1337r/danger5.png new file mode 100644 index 00000000..0aa35608 Binary files /dev/null and b/patches/d1337r/danger5.png differ diff --git a/patches/d1337r/danger6.png b/patches/d1337r/danger6.png new file mode 100644 index 00000000..e461f9ed Binary files /dev/null and b/patches/d1337r/danger6.png differ diff --git a/patches/d1337r/danger7.png b/patches/d1337r/danger7.png new file mode 100644 index 00000000..5024a7d9 Binary files /dev/null and b/patches/d1337r/danger7.png differ diff --git a/patches/d1337r/danger8.png b/patches/d1337r/danger8.png new file mode 100644 index 00000000..685ec489 Binary files /dev/null and b/patches/d1337r/danger8.png differ diff --git a/patches/d1337r/danger9.png b/patches/d1337r/danger9.png new file mode 100644 index 00000000..1b228e60 Binary files /dev/null and b/patches/d1337r/danger9.png differ diff --git a/patches/d1337r/exit.png b/patches/d1337r/exit.png new file mode 100644 index 00000000..14f0c474 Binary files /dev/null and b/patches/d1337r/exit.png differ diff --git a/patches/dsells/wfall.txt b/patches/dsells/wfall.txt new file mode 100755 index 00000000..181a4bf8 --- /dev/null +++ b/patches/dsells/wfall.txt @@ -0,0 +1,3 @@ +These are the wfall patches, they are simply the bfall patches with the red converted to blue. +Credits: Espi for the bfall patches + mmnpsrsoskl for converting them \ No newline at end of file diff --git a/patches/espi/wall57_1.png b/patches/espi/brown_wall_textures/wall57_1.png similarity index 100% rename from patches/espi/wall57_1.png rename to patches/espi/brown_wall_textures/wall57_1.png diff --git a/patches/espi/wall57_2.png b/patches/espi/brown_wall_textures/wall57_2.png similarity index 100% rename from patches/espi/wall57_2.png rename to patches/espi/brown_wall_textures/wall57_2.png diff --git a/patches/espi/wall57_3.png b/patches/espi/brown_wall_textures/wall57_3.png similarity index 100% rename from patches/espi/wall57_3.png rename to patches/espi/brown_wall_textures/wall57_3.png diff --git a/patches/espi/wall57_4.png b/patches/espi/brown_wall_textures/wall57_4.png similarity index 100% rename from patches/espi/wall57_4.png rename to patches/espi/brown_wall_textures/wall57_4.png diff --git a/patches/espi/cyl1_1.gif b/patches/espi/cyl1_1.gif new file mode 100644 index 00000000..fe88906b Binary files /dev/null and b/patches/espi/cyl1_1.gif differ diff --git a/patches/espi/rsky1.gif b/patches/espi/rsky1.gif new file mode 100644 index 00000000..7257c5c8 Binary files /dev/null and b/patches/espi/rsky1.gif differ diff --git a/patches/espi/rw14_1.png b/patches/espi/rw14_1.png new file mode 100644 index 00000000..81d170a0 Binary files /dev/null and b/patches/espi/rw14_1.png differ diff --git a/patches/espi/t14_3.gif b/patches/espi/t14_3.gif new file mode 100644 index 00000000..c5682014 Binary files /dev/null and b/patches/espi/t14_3.gif differ diff --git a/patches/espi/w94_1.bmp b/patches/espi/w94_1.bmp new file mode 100755 index 00000000..d00d3386 Binary files /dev/null and b/patches/espi/w94_1.bmp differ diff --git a/patches/fraggle/bosswall/rwdmon1.png b/patches/fraggle/bosswall/rwdmon1.png new file mode 100644 index 00000000..4366bf00 Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon1.png differ diff --git a/patches/fraggle/bosswall/rwdmon10.png b/patches/fraggle/bosswall/rwdmon10.png new file mode 100644 index 00000000..66f260fe Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon10.png differ diff --git a/patches/fraggle/bosswall/rwdmon2.png b/patches/fraggle/bosswall/rwdmon2.png new file mode 100644 index 00000000..dffd2f54 Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon2.png differ diff --git a/patches/fraggle/bosswall/rwdmon3.png b/patches/fraggle/bosswall/rwdmon3.png new file mode 100644 index 00000000..32d4824f Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon3.png differ diff --git a/patches/fraggle/bosswall/rwdmon4.png b/patches/fraggle/bosswall/rwdmon4.png new file mode 100644 index 00000000..46304554 Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon4.png differ diff --git a/patches/fraggle/bosswall/rwdmon5.png b/patches/fraggle/bosswall/rwdmon5.png new file mode 100644 index 00000000..96ef5338 Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon5.png differ diff --git a/patches/fraggle/bosswall/rwdmon7.png b/patches/fraggle/bosswall/rwdmon7.png new file mode 100644 index 00000000..711e349c Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon7.png differ diff --git a/patches/fraggle/bosswall/rwdmon8.png b/patches/fraggle/bosswall/rwdmon8.png new file mode 100644 index 00000000..930b35db Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon8.png differ diff --git a/patches/fraggle/bosswall/rwdmon9.png b/patches/fraggle/bosswall/rwdmon9.png new file mode 100644 index 00000000..793bbbd5 Binary files /dev/null and b/patches/fraggle/bosswall/rwdmon9.png differ diff --git a/patches/fraggle/egypt/bigmural.gif b/patches/fraggle/egypt/bigmural.gif new file mode 100755 index 00000000..0d3539b6 Binary files /dev/null and b/patches/fraggle/egypt/bigmural.gif differ diff --git a/patches/fraggle/egypt/bigwall.gif b/patches/fraggle/egypt/bigwall.gif new file mode 100755 index 00000000..777c6f98 Binary files /dev/null and b/patches/fraggle/egypt/bigwall.gif differ diff --git a/patches/fraggle/egypt/drfront.gif b/patches/fraggle/egypt/drfront.gif new file mode 100755 index 00000000..03ce0d5a Binary files /dev/null and b/patches/fraggle/egypt/drfront.gif differ diff --git a/patches/fraggle/egypt/drside1.gif b/patches/fraggle/egypt/drside1.gif new file mode 100755 index 00000000..8298c05e Binary files /dev/null and b/patches/fraggle/egypt/drside1.gif differ diff --git a/patches/fraggle/egypt/drside2.gif b/patches/fraggle/egypt/drside2.gif new file mode 100755 index 00000000..47be32a8 Binary files /dev/null and b/patches/fraggle/egypt/drside2.gif differ diff --git a/patches/fraggle/egypt/drtopfr.gif b/patches/fraggle/egypt/drtopfr.gif new file mode 100755 index 00000000..f016d285 Binary files /dev/null and b/patches/fraggle/egypt/drtopfr.gif differ diff --git a/patches/fraggle/egypt/drtopsid.gif b/patches/fraggle/egypt/drtopsid.gif new file mode 100755 index 00000000..e871b3a9 Binary files /dev/null and b/patches/fraggle/egypt/drtopsid.gif differ diff --git a/patches/fraggle/egypt/egypt.txt b/patches/fraggle/egypt/egypt.txt new file mode 100755 index 00000000..9573c1ff --- /dev/null +++ b/patches/fraggle/egypt/egypt.txt @@ -0,0 +1,13 @@ +Egypt textures. + +These are remakes of the textures that tnt.wad included these for its +Egyptian-themed MAP31 secret level. The base is nb_nmare's rw23_3 +patch, recolored to a brighter shade of yellow - this can be seen in +STWALL. This was then altered into a "plain" (no bricks) version for the +murals. + +The mural images come from "EGYPTIAN IDEAS OF THE FUTURE LIFE" by +E.A. Wallis Budge, pubished 1908 and found on Project Gutenberg. Due +to its age its copyright has expired; the original murals are ancient +so no copyright on those, either. Two of the larger images from the +book were cut up to make the various images found here. diff --git a/patches/fraggle/egypt/longwall.gif b/patches/fraggle/egypt/longwall.gif new file mode 100755 index 00000000..39044907 Binary files /dev/null and b/patches/fraggle/egypt/longwall.gif differ diff --git a/patches/fraggle/egypt/mural1.gif b/patches/fraggle/egypt/mural1.gif new file mode 100755 index 00000000..e59e63cb Binary files /dev/null and b/patches/fraggle/egypt/mural1.gif differ diff --git a/patches/fraggle/egypt/mural2.gif b/patches/fraggle/egypt/mural2.gif new file mode 100755 index 00000000..8fab239a Binary files /dev/null and b/patches/fraggle/egypt/mural2.gif differ diff --git a/patches/fraggle/egypt/skirting.gif b/patches/fraggle/egypt/skirting.gif new file mode 100755 index 00000000..e33536ab Binary files /dev/null and b/patches/fraggle/egypt/skirting.gif differ diff --git a/patches/fraggle/egypt/stwall.gif b/patches/fraggle/egypt/stwall.gif new file mode 100755 index 00000000..1ebd01e8 Binary files /dev/null and b/patches/fraggle/egypt/stwall.gif differ diff --git a/patches/fraggle/w103_1.gif b/patches/fraggle/misc_patches/w103_1.gif similarity index 100% rename from patches/fraggle/w103_1.gif rename to patches/fraggle/misc_patches/w103_1.gif diff --git a/patches/fraggle/w103_2.gif b/patches/fraggle/misc_patches/w103_2.gif similarity index 100% rename from patches/fraggle/w103_2.gif rename to patches/fraggle/misc_patches/w103_2.gif diff --git a/patches/fraggle/old-sfall/sfall1.gif b/patches/fraggle/old-sfall/sfall1.gif new file mode 100755 index 00000000..771f1804 Binary files /dev/null and b/patches/fraggle/old-sfall/sfall1.gif differ diff --git a/patches/fraggle/old-sfall/sfall2.gif b/patches/fraggle/old-sfall/sfall2.gif new file mode 100755 index 00000000..0d993618 Binary files /dev/null and b/patches/fraggle/old-sfall/sfall2.gif differ diff --git a/patches/fraggle/old-sfall/sfall3.gif b/patches/fraggle/old-sfall/sfall3.gif new file mode 100755 index 00000000..ca1a1495 Binary files /dev/null and b/patches/fraggle/old-sfall/sfall3.gif differ diff --git a/patches/fraggle/old-sfall/sfall4.gif b/patches/fraggle/old-sfall/sfall4.gif new file mode 100755 index 00000000..65b49eeb Binary files /dev/null and b/patches/fraggle/old-sfall/sfall4.gif differ diff --git a/patches/fraggle/rw18/rw18_1.gif b/patches/fraggle/rw18/rw18_1.gif new file mode 100755 index 00000000..6c262240 Binary files /dev/null and b/patches/fraggle/rw18/rw18_1.gif differ diff --git a/patches/fraggle/rw18/rw18_2.gif b/patches/fraggle/rw18/rw18_2.gif new file mode 100755 index 00000000..24a57cb5 Binary files /dev/null and b/patches/fraggle/rw18/rw18_2.gif differ diff --git a/patches/fraggle/rw18/rw18_3.gif b/patches/fraggle/rw18/rw18_3.gif new file mode 100755 index 00000000..9eeb3695 Binary files /dev/null and b/patches/fraggle/rw18/rw18_3.gif differ diff --git a/patches/fraggle/rw18/rw18_4.gif b/patches/fraggle/rw18/rw18_4.gif new file mode 100755 index 00000000..c5cea595 Binary files /dev/null and b/patches/fraggle/rw18/rw18_4.gif differ diff --git a/patches/fraggle/sfall/sfall1.gif b/patches/fraggle/sfall/sfall1.gif new file mode 100644 index 00000000..4f104498 Binary files /dev/null and b/patches/fraggle/sfall/sfall1.gif differ diff --git a/patches/fraggle/sfall/sfall2.gif b/patches/fraggle/sfall/sfall2.gif new file mode 100644 index 00000000..b9a5442c Binary files /dev/null and b/patches/fraggle/sfall/sfall2.gif differ diff --git a/patches/fraggle/sfall/sfall3.gif b/patches/fraggle/sfall/sfall3.gif new file mode 100644 index 00000000..4273cda8 Binary files /dev/null and b/patches/fraggle/sfall/sfall3.gif differ diff --git a/patches/fraggle/sfall/sfall4.gif b/patches/fraggle/sfall/sfall4.gif new file mode 100644 index 00000000..d9f7dfee Binary files /dev/null and b/patches/fraggle/sfall/sfall4.gif differ diff --git a/patches/fraggle/w103.txt b/patches/fraggle/w103.txt new file mode 100755 index 00000000..ab573ea9 --- /dev/null +++ b/patches/fraggle/w103.txt @@ -0,0 +1,7 @@ +These are replacements for w103_1 and w103_2, based on Fredrik's +w98_1 and w98_2 textures. The symbols are public domain artwork +that come from the following book: + +"Fictitious & Symbolic Creatures in Art With Special Reference +to Their Use in British Heraldry" by John Vinycomb, p. 1906 + diff --git a/patches/fredrik/crates/vgcrate1.png b/patches/fredrik/crates/vgcrate1.png new file mode 100644 index 00000000..32f03a67 Binary files /dev/null and b/patches/fredrik/crates/vgcrate1.png differ diff --git a/patches/fredrik/rw33_1.png b/patches/fredrik/metal2/rw33_1.png similarity index 100% rename from patches/fredrik/rw33_1.png rename to patches/fredrik/metal2/rw33_1.png diff --git a/patches/fredrik/rw33_2.png b/patches/fredrik/metal2/rw33_2.png similarity index 100% rename from patches/fredrik/rw33_2.png rename to patches/fredrik/metal2/rw33_2.png diff --git a/patches/fredrik/rw33_3.png b/patches/fredrik/metal2/rw33_3.png similarity index 100% rename from patches/fredrik/rw33_3.png rename to patches/fredrik/metal2/rw33_3.png diff --git a/patches/fredrik/rw33_4.png 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b/patches/georgepievg/tscrnbos.png deleted file mode 100644 index 0b8c66f1..00000000 Binary files a/patches/georgepievg/tscrnbos.png and /dev/null differ diff --git a/patches/georgepievg/wolf9b.png b/patches/georgepievg/wolf9b.png deleted file mode 100644 index 7e494a5c..00000000 Binary files a/patches/georgepievg/wolf9b.png and /dev/null differ diff --git a/patches/isle/readme.txt b/patches/isle/readme.txt new file mode 100755 index 00000000..b1354aaa --- /dev/null +++ b/patches/isle/readme.txt @@ -0,0 +1 @@ +fraggle: i'm gonna be redoing w112_X \ No newline at end of file diff --git a/patches/isle/sw3s0.gif b/patches/isle/sw3s0.gif index f5408829..2bbeb8e0 100644 Binary files a/patches/isle/sw3s0.gif and b/patches/isle/sw3s0.gif differ diff --git a/patches/isle/sw3s1.gif b/patches/isle/sw3s1.gif index 94cc93d6..397bd10a 100644 Binary files a/patches/isle/sw3s1.gif and b/patches/isle/sw3s1.gif differ diff --git a/patches/jond/rw28_1.gif b/patches/jond/rw28_1.gif new file mode 100755 index 00000000..aa823ee2 Binary files /dev/null and b/patches/jond/rw28_1.gif differ diff --git a/patches/jond/wall5x_x.txt b/patches/jond/wall5x_x.txt new file mode 100755 index 00000000..187bee9a --- /dev/null +++ b/patches/jond/wall5x_x.txt @@ -0,0 +1 @@ +jon^d jon@frad.org \ No newline at end of file diff --git a/patches/jonr/jr_tex2.txt b/patches/jonr/jr_tex2.txt new file mode 100755 index 00000000..4392df06 --- /dev/null +++ b/patches/jonr/jr_tex2.txt @@ -0,0 +1,8 @@ +I was sick of seeing these undone in map02 so I thought I'd give them +a go. One of the tekwall patches is used as the background for the pipes (as in the original texture). These aren't perfect but they turned out alright, I might update them later on. + +Fix: I realised I'd made some mistakes with first textures I uploaded (this is what happens when you stay up until 6am working on textures), so here are some corrected ones. The initial textures I uploaded had the pipes at different offsets from the original, however I was worried that this might screw up any maps that use precise offsets with the texture to make pipes. This unfortunately does mean the texture now looks even more similar to the original. These textures are very close to the originals, but in a way this is unavoidable given their design. Feel free to upload altered versions, suggest alterations etc. + + +Jonathan Rimmer +jonr@frad.org \ No newline at end of file diff --git a/patches/jstepp/name-address.txt b/patches/jstepp/name-address.txt new file mode 100755 index 00000000..e16316ab --- /dev/null +++ b/patches/jstepp/name-address.txt @@ -0,0 +1 @@ +Jeremy Stepp - jeremystepp@hotmail.com \ No newline at end of file diff --git a/patches/protox/glowing_switches/sw1s0.png b/patches/korp/glowing_switches/sw1s0.png similarity index 100% rename from patches/protox/glowing_switches/sw1s0.png rename to patches/korp/glowing_switches/sw1s0.png diff --git a/patches/protox/glowing_switches/sw1s1.png b/patches/korp/glowing_switches/sw1s1.png similarity index 100% rename from patches/protox/glowing_switches/sw1s1.png rename to patches/korp/glowing_switches/sw1s1.png diff --git a/patches/protox/glowing_switches/sw2s1.png b/patches/korp/glowing_switches/sw2s1.png similarity index 100% rename from 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00000000..ea01baeb Binary files /dev/null and b/patches/locust/rw38_4.gif differ diff --git a/patches/maz_hades/sw3s0.png b/patches/mazmon/sw3s0.png similarity index 100% rename from patches/maz_hades/sw3s0.png rename to patches/mazmon/sw3s0.png diff --git a/patches/maz_hades/sw3s1.png b/patches/mazmon/sw3s1.png similarity index 100% rename from patches/maz_hades/sw3s1.png rename to patches/mazmon/sw3s1.png diff --git a/patches/meathead/meat_heads-freedoom_patch_desc.txt b/patches/meathead/meat_heads-freedoom_patch_desc.txt new file mode 100755 index 00000000..5d942541 --- /dev/null +++ b/patches/meathead/meat_heads-freedoom_patch_desc.txt @@ -0,0 +1,5 @@ +Freedoom Texture Replacements by Meat_Head + +WALL78_1.GIF - red cubic textured wall + +WALL78_1_fullcolor_256x256.png - same as above \ No newline at end of file diff --git a/patches/meathead/wall78_1.gif b/patches/meathead/wall78_1.gif new file mode 100755 index 00000000..e8477003 Binary files /dev/null and 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b/patches/nrkn/rsky2.gif differ diff --git a/patches/rellik/logo3.gif b/patches/rellik/logo3.gif new file mode 100755 index 00000000..b309905b Binary files /dev/null and b/patches/rellik/logo3.gif differ diff --git a/patches/rellik/logo4.gif b/patches/rellik/logo4.gif new file mode 100755 index 00000000..079810b2 Binary files /dev/null and b/patches/rellik/logo4.gif differ diff --git a/patches/rellik/logo5.gif b/patches/rellik/logo5.gif new file mode 100755 index 00000000..1a29ee18 Binary files /dev/null and b/patches/rellik/logo5.gif differ diff --git a/patches/robotdog1/0lGbdh2.png b/patches/robotdog1/0lGbdh2.png new file mode 100644 index 00000000..789e91c9 Binary files /dev/null and b/patches/robotdog1/0lGbdh2.png differ diff --git a/patches/sgtcrispy/sgtcrispy_exit_sign.txt b/patches/sgtcrispy/sgtcrispy_exit_sign.txt new file mode 100644 index 00000000..e689b0c6 --- /dev/null +++ b/patches/sgtcrispy/sgtcrispy_exit_sign.txt @@ -0,0 +1,4 @@ +Jeremy Elder (aka) sgtcrispy +sha_nigtha@yahoo.com + +EXIT1 and EXIT2 textures for Freedoom Phase 1/2/DM \ No newline at end of file diff --git a/patches/silverwyvern/sky3.gif b/patches/silverwyvern/sky3.gif new file mode 100644 index 00000000..23371085 Binary files /dev/null and b/patches/silverwyvern/sky3.gif differ diff --git a/patches/spinspyder/info.txt b/patches/spinspyder/info.txt new file mode 100755 index 00000000..a507ee6e --- /dev/null +++ b/patches/spinspyder/info.txt @@ -0,0 +1,2 @@ +Dan Crowley (SpinSpyder) +crow1126@bolt.com \ No newline at end of file diff --git a/patches/talon1024/truecolor/brbrick.png b/patches/talon1024/truecolor/brbrick.png new file mode 100644 index 00000000..dec29dc7 Binary files /dev/null and b/patches/talon1024/truecolor/brbrick.png differ diff --git a/patches/talon1024/truecolor/brbrick2.png b/patches/talon1024/truecolor/brbrick2.png new file mode 100644 index 00000000..4c9f3186 Binary files /dev/null and b/patches/talon1024/truecolor/brbrick2.png differ diff --git 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--git a/patches/cwolfru/wolf/wolf6.png b/patches/wereknight/wolf/wolf6.png similarity index 100% rename from patches/cwolfru/wolf/wolf6.png rename to patches/wereknight/wolf/wolf6.png diff --git a/patches/cwolfru/wolf/wolf7.png b/patches/wereknight/wolf/wolf7.png similarity index 100% rename from patches/cwolfru/wolf/wolf7.png rename to patches/wereknight/wolf/wolf7.png diff --git a/patches/cwolfru/wolf/wolf9.png b/patches/wereknight/wolf/wolf9.png similarity index 100% rename from patches/cwolfru/wolf/wolf9.png rename to patches/wereknight/wolf/wolf9.png diff --git a/patches/wesley/RSKY2.gif b/patches/wesley/RSKY2.gif new file mode 100644 index 00000000..78ff3773 Binary files /dev/null and b/patches/wesley/RSKY2.gif differ diff --git a/patches/wesley/older-rsky2/rsky2.txt b/patches/wesley/older-rsky2/rsky2.txt new file mode 100644 index 00000000..7b947f96 --- /dev/null +++ b/patches/wesley/older-rsky2/rsky2.txt @@ -0,0 +1,11 @@ +rksy2 for FreeDoom +Wesley D. Johnson +john son 24 12 @ usgo net + + +INFO: +Created from scratch using GIMP, prboom, GIMP, and ppmquant2.. + +Version 3: Aug 11, 2015 + +rsky2kf.wad city with clouds, orangish sky diff --git a/patches/wesley/older-rsky2/rsky2kf.png b/patches/wesley/older-rsky2/rsky2kf.png new file mode 100644 index 00000000..88209032 Binary files /dev/null and b/patches/wesley/older-rsky2/rsky2kf.png differ diff --git a/patches/wesley/rsky2.txt b/patches/wesley/rsky2.txt new file mode 100644 index 00000000..6b5d33cd --- /dev/null +++ b/patches/wesley/rsky2.txt @@ -0,0 +1,12 @@ +rksy2 for FreeDoom +Wesley D. 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b/sounds/catoptromancy/dsbosdth.wav new file mode 100644 index 00000000..c971c6ce Binary files /dev/null and b/sounds/catoptromancy/dsbosdth.wav differ diff --git a/sounds/catoptromancy/dsbospn.wav b/sounds/catoptromancy/dsbospn.wav new file mode 100644 index 00000000..1eb9625c Binary files /dev/null and b/sounds/catoptromancy/dsbospn.wav differ diff --git a/sounds/catoptromancy/dsbspwlk.wav b/sounds/catoptromancy/dsbspwlk.wav new file mode 100644 index 00000000..c3ceec18 Binary files /dev/null and b/sounds/catoptromancy/dsbspwlk.wav differ diff --git a/sounds/catoptromancy/dsbspwlk__v2.wav b/sounds/catoptromancy/dsbspwlk__v2.wav new file mode 100644 index 00000000..1211509c Binary files /dev/null and b/sounds/catoptromancy/dsbspwlk__v2.wav differ diff --git a/sounds/catoptromancy/dsflame.wav b/sounds/catoptromancy/dsflame.wav new file mode 100644 index 00000000..4c25d8a2 Binary files /dev/null and b/sounds/catoptromancy/dsflame.wav differ diff --git a/sounds/catoptromancy/dsflamst.wav b/sounds/catoptromancy/dsflamst.wav new file mode 100644 index 00000000..abc52fb7 Binary files /dev/null and b/sounds/catoptromancy/dsflamst.wav differ diff --git a/sounds/catoptromancy/dspedth.wav b/sounds/catoptromancy/dspedth.wav new file mode 100644 index 00000000..2263709c Binary files /dev/null and b/sounds/catoptromancy/dspedth.wav differ diff --git a/sounds/catoptromancy/dspedth__v2.wav b/sounds/catoptromancy/dspedth__v2.wav new file mode 100644 index 00000000..b97013b3 Binary files /dev/null and b/sounds/catoptromancy/dspedth__v2.wav differ diff --git a/sounds/catoptromancy/dsradio.wav b/sounds/catoptromancy/dsradio.wav new file mode 100644 index 00000000..23416614 Binary files /dev/null and b/sounds/catoptromancy/dsradio.wav differ diff --git a/sounds/catoptromancy/dssawful.wav b/sounds/catoptromancy/dssawful.wav new file mode 100644 index 00000000..ce137c33 Binary files /dev/null and b/sounds/catoptromancy/dssawful.wav differ diff --git a/sounds/catoptromancy/dssawhit.wav b/sounds/catoptromancy/dssawhit.wav new file mode 100644 index 00000000..ce7e6326 Binary files /dev/null and b/sounds/catoptromancy/dssawhit.wav differ diff --git a/sounds/catoptromancy/dssawidl.wav b/sounds/catoptromancy/dssawidl.wav new file mode 100644 index 00000000..9241a61c Binary files /dev/null and b/sounds/catoptromancy/dssawidl.wav differ diff --git a/sounds/catoptromancy/dssawup.wav b/sounds/catoptromancy/dssawup.wav new file mode 100644 index 00000000..8bb4ebe9 Binary files /dev/null and b/sounds/catoptromancy/dssawup.wav differ diff --git a/sounds/cheapalert/dsmandth.wav b/sounds/cheapalert/dsmandth.wav new file mode 100644 index 00000000..5af6233b Binary files /dev/null and b/sounds/cheapalert/dsmandth.wav differ diff --git a/sounds/gargoylol/dsrlaunc.wav b/sounds/cheapalert/dsrlaunc.wav similarity index 100% rename from sounds/gargoylol/dsrlaunc.wav rename to sounds/cheapalert/dsrlaunc.wav diff --git a/sounds/chungy/wilhelm.wav b/sounds/chungy/wilhelm.wav new file mode 100644 index 00000000..a439bca5 Binary files /dev/null and b/sounds/chungy/wilhelm.wav differ diff --git a/sounds/csonicgo/email.txt b/sounds/csonicgo/email.txt new file mode 100644 index 00000000..8c2626c3 --- /dev/null +++ b/sounds/csonicgo/email.txt @@ -0,0 +1,22 @@ +From: Claude A Freeman +Sent: Fri 08/09/2006 10:46 +To: jon@alcopop.org +Subject: Freedoom: boss sound + +Jon! + +Here is the sound that I created for Freedoom. You can use it as you +wish, though I recommend it for a monster alert sound, or a romero +death. :) + +NOTE: this sound does not conform to the 8-bit, 22050 kHz doom sound +standard. If this is a problem, let me know and I'll fix it, but the +sound may be hampered due to the frequencies the sound uses. If you can +fix it, that'd be even better. :P + +you can credit me as CSonicGo, but don't print my email address. + +Thanks! + +CSonicGo + diff --git a/sounds/csonicgo/fireballhitsound/readme.txt b/sounds/csonicgo/fireballhitsound/readme.txt new file mode 100644 index 00000000..2d7b6a6c --- /dev/null +++ b/sounds/csonicgo/fireballhitsound/readme.txt @@ -0,0 +1,7 @@ +email:caf@uab.edu +name: csonicgo +This is a replacement for the monster fireball hit sound. that was sadly removed +due to copyright issues. this was made 100% by myself with audacity. + +now imps, barons, cacos, hell knights and plasma rifles can rejoice! + diff --git a/sounds/csonicgo/fireballsound/readme.txt b/sounds/csonicgo/fireballsound/readme.txt new file mode 100644 index 00000000..13a74728 --- /dev/null +++ b/sounds/csonicgo/fireballsound/readme.txt @@ -0,0 +1,5 @@ +email:caf@uab.edu +name: csonicgo +This is a replacement for the monster fireball sound that was sadly removed +due to copyright issues. this was made 100% by myself with audacity. + diff --git a/sounds/csonicgo/freedoomfinal.wav b/sounds/csonicgo/freedoomfinal.wav new file mode 100644 index 00000000..2e124a9d Binary files /dev/null and b/sounds/csonicgo/freedoomfinal.wav differ diff --git a/sounds/csonicgo/freedoomfinal_rendered.wav b/sounds/csonicgo/freedoomfinal_rendered.wav new file mode 100644 index 00000000..5d12a44f Binary files /dev/null and b/sounds/csonicgo/freedoomfinal_rendered.wav differ diff --git a/sounds/csonicgo/freedoomfinal_rendered_ampl.wav b/sounds/csonicgo/freedoomfinal_rendered_ampl.wav new file mode 100644 index 00000000..ea1f3b4d Binary files /dev/null and b/sounds/csonicgo/freedoomfinal_rendered_ampl.wav differ diff --git a/sounds/csonicgo/rendered.txt b/sounds/csonicgo/rendered.txt new file mode 100644 index 00000000..b4c32c2f --- /dev/null +++ b/sounds/csonicgo/rendered.txt @@ -0,0 +1,5 @@ +original => freedoomfinal.wav + +downsampled to 11025Hz by Jon => freedoomfinal_rendered.wav + +amplified and clipped at the front end =>freedoomfinal_rendered_ampl.wav diff --git a/sounds/dolorous/dsmansit.wav b/sounds/dolorous/dsmansit.wav new file mode 100644 index 00000000..f21c3379 Binary files /dev/null and b/sounds/dolorous/dsmansit.wav differ diff --git a/sounds/dolorous/dsmetal.wav b/sounds/dolorous/dsmetal.wav new file mode 100644 index 00000000..38641b41 Binary files /dev/null and b/sounds/dolorous/dsmetal.wav differ diff --git a/sounds/draconio/dracionios_sounds.txt b/sounds/draconio/dracionios_sounds.txt new file mode 100644 index 00000000..01e61b08 --- /dev/null +++ b/sounds/draconio/dracionios_sounds.txt @@ -0,0 +1,5 @@ +Here's a set of eight sound effects to be donated to the FreeDoom +project. I recorded all of these sounds myself using Windows +Sound Recorder. + +- Draconio \ No newline at end of file diff --git a/sounds/draconio/txt b/sounds/draconio/txt deleted file mode 100644 index e69de29b..00000000 diff --git a/sounds/edd/hello.txt b/sounds/edd/hello.txt new file mode 100644 index 00000000..c6a78c38 --- /dev/null +++ b/sounds/edd/hello.txt @@ -0,0 +1 @@ +Here are some replacment sounds for dstink and dsitmbk made from scratch by Edddddd \ No newline at end of file diff --git a/sounds/fraggle/dummy-beep.wav b/sounds/fraggle/dummy-beep.wav new file mode 100644 index 00000000..e36e7b4c Binary files /dev/null and b/sounds/fraggle/dummy-beep.wav differ diff --git a/sounds/fredrik/dsbossit.wav b/sounds/fredrik/dsbossit.wav new file mode 100644 index 00000000..02ba90e4 Binary files /dev/null and b/sounds/fredrik/dsbossit.wav differ diff --git a/sounds/geekmarine/impsnd.txt b/sounds/geekmarine/impsnd.txt new file mode 100644 index 00000000..ef15c56c --- /dev/null +++ b/sounds/geekmarine/impsnd.txt @@ -0,0 +1,8 @@ +I've taken the liberty to edit the imp sounds and the lost soul attack sound +in order to increase their volume so that they are actually hearable during +normal play. I noticed that they are nearly impossible to hear while playing, +due to the fact that they are so soft that other noises such as the guns and +monsters completely cover the imp and lost soul sounds. Of course, I did not +create the original sounds, and so do not take credit for them, I just altered +them so that they could be heard better. +-geekmarine, weirdguy@zeldaclassic.com diff --git a/sounds/hyena/dskeen.txt b/sounds/hyena/dskeen.txt new file mode 100644 index 00000000..7b6d9ab9 --- /dev/null +++ b/sounds/hyena/dskeen.txt @@ -0,0 +1,3 @@ +The Keen (Or Fish) Sounds, to compliment Fraggle's fish sprites. + +Hyena \ No newline at end of file diff --git a/sounds/hyena/snds.txt b/sounds/hyena/snds.txt new file mode 100644 index 00000000..64d8db9d --- /dev/null +++ b/sounds/hyena/snds.txt @@ -0,0 +1,3 @@ +I fixed these two sounds by Edd because they hurt my ears!!!! Ow! + +Hyena \ No newline at end of file diff --git a/sounds/hyena/vileplasma.txt b/sounds/hyena/vileplasma.txt new file mode 100644 index 00000000..0183419e --- /dev/null +++ b/sounds/hyena/vileplasma.txt @@ -0,0 +1,13 @@ +Archvile and plasma sounds. +I made these a long time ago and forgot to upload them. +Some of these are already completed, but I'll let you decide which is worth keeping. + +dsvilsit +dsvilact +dsvipain +dsvilatk +dsvildth +dsplasma + +Hyena +hyena@kiwibonga.com \ No newline at end of file diff --git a/sounds/jewellds/dsskepch.wav b/sounds/jewellds/dsskepch.wav new file mode 100644 index 00000000..be57b825 Binary files /dev/null and b/sounds/jewellds/dsskepch.wav differ diff --git a/sounds/julian/bfgsfx.txt b/sounds/julian/bfgsfx.txt new file mode 100644 index 00000000..1e928c11 --- /dev/null +++ b/sounds/julian/bfgsfx.txt @@ -0,0 +1 @@ +sfx for the bfg by Julian \ No newline at end of file diff --git a/sounds/jupiter_ex/dsplasma.wav b/sounds/jupiter_ex/dsplasma.wav new file mode 100644 index 00000000..0663b2a7 Binary files /dev/null and b/sounds/jupiter_ex/dsplasma.wav differ diff --git a/sounds/jupiter_ex/jexsgn/dsdbcls.wav b/sounds/jupiter_ex/jexsgn/dsdbcls.wav new file mode 100644 index 00000000..c9487774 Binary files /dev/null and b/sounds/jupiter_ex/jexsgn/dsdbcls.wav differ diff --git a/sounds/jupiter_ex/jexsgn/dsdbload.wav b/sounds/jupiter_ex/jexsgn/dsdbload.wav new file mode 100644 index 00000000..107d1484 Binary files /dev/null and b/sounds/jupiter_ex/jexsgn/dsdbload.wav differ diff --git a/sounds/jupiter_ex/jexsgn/dsdbopn.wav b/sounds/jupiter_ex/jexsgn/dsdbopn.wav new file mode 100644 index 00000000..48f2131c Binary files /dev/null and b/sounds/jupiter_ex/jexsgn/dsdbopn.wav differ diff --git a/sounds/jupiter_ex/jexsgn/dsdshtgn.wav b/sounds/jupiter_ex/jexsgn/dsdshtgn.wav new file mode 100644 index 00000000..a312c535 Binary files /dev/null and b/sounds/jupiter_ex/jexsgn/dsdshtgn.wav differ diff --git a/sounds/jupiter_ex/jexsgn/dsplasma.wav b/sounds/jupiter_ex/jexsgn/dsplasma.wav new file mode 100644 index 00000000..9d999f65 Binary files /dev/null and b/sounds/jupiter_ex/jexsgn/dsplasma.wav differ diff --git a/sounds/jupiter_ex/jexsgn2/dsdbopn.wav b/sounds/jupiter_ex/jexsgn2/dsdbopn.wav new file mode 100644 index 00000000..be18ba31 Binary files /dev/null and b/sounds/jupiter_ex/jexsgn2/dsdbopn.wav differ diff --git a/sounds/nixot/dsbrsdth.wav b/sounds/nixot/dsbrsdth.wav new file mode 100644 index 00000000..8c44fd28 Binary files /dev/null and b/sounds/nixot/dsbrsdth.wav differ diff --git a/sounds/nixot/dspopain.wav b/sounds/nixot/dspopain.wav new file mode 100644 index 00000000..7d6cfa74 Binary files /dev/null and b/sounds/nixot/dspopain.wav differ diff --git a/sounds/rottking/dspdiehi.wav b/sounds/rottking/dspdiehi.wav new file mode 100755 index 00000000..1758e6c1 Binary files /dev/null and b/sounds/rottking/dspdiehi.wav differ diff --git a/sounds/rottking/dsslop.wav b/sounds/rottking/dsslop.wav new file mode 100755 index 00000000..ecdbb15c Binary files /dev/null and b/sounds/rottking/dsslop.wav differ diff --git a/sounds/seventhsentinel/dspdiehi.wav b/sounds/seventhsentinel/dspdiehi.wav new file mode 100644 index 00000000..093ac946 Binary files /dev/null and b/sounds/seventhsentinel/dspdiehi.wav differ diff --git a/sounds/seventhsentinel/dspldeth.wav b/sounds/seventhsentinel/dspldeth.wav new file mode 100644 index 00000000..dc062441 Binary files /dev/null and b/sounds/seventhsentinel/dspldeth.wav differ diff --git a/sounds/sgtcrispy/Crispys_Imp_Snd.txt b/sounds/sgtcrispy/Crispys_Imp_Snd.txt new file mode 100644 index 00000000..7546aacf --- /dev/null +++ b/sounds/sgtcrispy/Crispys_Imp_Snd.txt @@ -0,0 +1,20 @@ +Sgt Crispy (Jeremy Elder) + +sha_nigtha@yahoo.com + +Imp Sounds and Lost Soul Attack + +DSBGSIT1.wav +DSBGSIT2.wav +DSBGDTH1.wav +DSBGDTH2.wav +DSBGACT.wav + +DSSKLATK.wav + +You can use these sound for whatever, just give me credit! + +"Keep on FreeDoom'n!!!" + +heh + diff --git a/sounds/sgtcrispy/dsbgact.wav b/sounds/sgtcrispy/dsbgact.wav new file mode 100644 index 00000000..1686e2c8 Binary files /dev/null and b/sounds/sgtcrispy/dsbgact.wav differ diff --git a/sounds/stilgar/dsbgact.wav b/sounds/stilgar/dsbgact.wav new file mode 100644 index 00000000..c5b0f443 Binary files /dev/null and b/sounds/stilgar/dsbgact.wav differ diff --git a/sounds/stilgar/dsdmact.wav b/sounds/stilgar/dsdmact.wav new file mode 100644 index 00000000..9e8ba248 Binary files /dev/null and b/sounds/stilgar/dsdmact.wav differ diff --git a/sounds/stilgar/readme.txt b/sounds/stilgar/readme.txt new file mode 100644 index 00000000..c5f88915 --- /dev/null +++ b/sounds/stilgar/readme.txt @@ -0,0 +1,17 @@ +Creature Action Sounds for Freedoom - G. Wessner "Stilgar" + (masterstilgar@yahoo.com) + +Sound effects recorded by myself via microphone and audio +manipulation software. I hereby allow the Freedoom project to +use these audio files under the Freedoom license. + +DSBGACT and DSDMACT are the main additions in this .zip. DSBGACT +is a hiss type sound, to go with the snake-imp, while DSDMACT is +a "generic" growl, since it is used by a variety of creatures. + +spare_death.wav is an extra. I recorded it intending to make a +player death sound for "DSPDIEHI", but after testing I don't think +it fits that slot very well. I'm including it anyways since I don't +think it is a bad sound in its own right. If it is deemed useful +somewhere, please do slot it in, otherwise feel free to make it +available on the "attic" area. \ No newline at end of file diff --git a/sounds/stilgar/spare_death.wav b/sounds/stilgar/spare_death.wav new file mode 100644 index 00000000..de1f354b Binary files /dev/null and b/sounds/stilgar/spare_death.wav differ diff --git a/sounds/thegreenherring/thegreenherring-SSSounds.txt b/sounds/thegreenherring/thegreenherring-SSSounds.txt new file mode 100644 index 00000000..2fb7fb64 --- /dev/null +++ b/sounds/thegreenherring/thegreenherring-SSSounds.txt @@ -0,0 +1,11 @@ +DSSSSIT.WAV +DSSSDTH.WAV + +These are sound replacements for the Wolfenstein SS that I recorded on the day I +got myself a new headset (March 31, 2008.) Both of them are voiceovers in +Spanish; DSSSSIT.WAV is "¡Alto!" ("Halt!") while DSSSDTH.WAV is "¡Mierda!" +("Shit!"). Hope these are worthy (and possibly comical) enough to include in +the IWAD! + +Eric "The Green Herring" Baker +- April 4, 2008 - \ No newline at end of file diff --git a/sounds/undead003/dscacdth.wav b/sounds/undead003/dscacdth.wav new file mode 100644 index 00000000..19fa34b7 Binary files /dev/null and b/sounds/undead003/dscacdth.wav differ diff --git a/sounds/undead003/dscacsit.wav b/sounds/undead003/dscacsit.wav new file mode 100644 index 00000000..7ece9033 Binary files /dev/null and b/sounds/undead003/dscacsit.wav differ diff --git a/sounds/undead003/dscybsit.wav b/sounds/undead003/dscybsit.wav new file mode 100644 index 00000000..667ed919 Binary files /dev/null and b/sounds/undead003/dscybsit.wav differ diff --git a/sounds/undead003/dspedeth.wav b/sounds/undead003/dspedeth.wav new file mode 100644 index 00000000..09cf5f82 Binary files /dev/null and b/sounds/undead003/dspedeth.wav differ diff --git a/sounds/unfa/dstelept.wav b/sounds/unfa/dstelept.wav new file mode 100644 index 00000000..00e70d47 Binary files /dev/null and b/sounds/unfa/dstelept.wav differ diff --git a/sounds/wildweasel/dsnoway.wav b/sounds/wildweasel/dsnoway.wav new file mode 100644 index 00000000..e4fea429 Binary files /dev/null and b/sounds/wildweasel/dsnoway.wav differ diff --git a/sounds/wildweasel/wildweasel_newsfx.txt b/sounds/wildweasel/wildweasel_newsfx.txt new file mode 100644 index 00000000..4aa38291 --- /dev/null +++ b/sounds/wildweasel/wildweasel_newsfx.txt @@ -0,0 +1,10 @@ +howdy. WildWeasel back again after making those 2 pain sounds about a year ago. This ZIP contains (or SHOULD contain) the following 3 WAV files: + +DSSWTCHN.WAV - A large *CHUNK* sound, similar to the original one in DOOM only based off of me hitting the microphone on my head out of frustration. (You'd be surprised how many good sounds I've got like that...) +DSSWTCHX.WAV - A smaller *CHUNK* sound, with less reverberation, and a little beebeep on it too. +DSSHOTGN.WAV - A shotgun that I made from something other than my head. I got sick of the weak-sounding shotgun already in the main WAD, so I grabbed one of my own sounds and tagged on the existing DSSGCOCK from the WAD file (at a little less of a frequency). + +Enjoy the sounds, +WildWeasel + +"What do you expect me to do, patent your HEAD?!" \ No newline at end of file diff --git a/sprites/raymoohawk/ammoa0.png b/sprites/agaures/ammoa0.png similarity index 100% rename from sprites/raymoohawk/ammoa0.png rename to sprites/agaures/ammoa0.png diff --git a/sprites/airraid/canda0.gif b/sprites/airraid/canda0.gif new file mode 100755 index 00000000..90e4f226 Binary files /dev/null and b/sprites/airraid/canda0.gif differ diff --git a/sprites/airraid/pvisa0.gif b/sprites/airraid/pvisa0.gif new file mode 100755 index 00000000..ece1469d Binary files /dev/null and b/sprites/airraid/pvisa0.gif differ diff --git a/sprites/airraid/pvisb0.gif b/sprites/airraid/pvisb0.gif new file mode 100755 index 00000000..26bac5b4 Binary files /dev/null and b/sprites/airraid/pvisb0.gif differ diff --git a/sprites/ajapted/sswv_readme.txt b/sprites/ajapted/sswv_readme.txt new file mode 100755 index 00000000..6aefa7f4 --- /dev/null +++ b/sprites/ajapted/sswv_readme.txt @@ -0,0 +1,71 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM monster sprites: SSWV* (wolfenstein nazi) + +Created from scratch. I first drew the sailor frames on paper, +scanned them, then spent the next six days post-processing with +the GIMP. + +Transparent color is (0,255,255). + +Deutex info: + +[SPRITES] +SSWVA1 18 61 +SSWVA2A8 15 64 +SSWVA3A7 11 66 +SSWVA4A6 17 64 +SSWVA5 21 55 +SSWVB1 20 64 +SSWVB2B8 19 65 +SSWVB3B7 18 62 +SSWVB4B6 16 69 +SSWVB5 19 57 +SSWVC1 17 60 +SSWVC2C8 15 62 +SSWVC3C7 14 64 +SSWVC4C6 15 65 +SSWVC5 19 60 +SSWVD1 17 57 +SSWVD2D8 14 61 +SSWVD3D7 18 62 +SSWVD4D6 20 63 +SSWVD5 21 61 +SSWVE1 14 62 +SSWVE2E8 16 64 +SSWVE3E7 15 63 +SSWVE4E6 15 67 +SSWVE5 15 64 +SSWVF1 18 65 +SSWVF2F8 18 67 +SSWVF3F7 31 59 +SSWVF4F6 20 66 +SSWVF5 15 64 +SSWVG1 18 65 +SSWVG2G8 22 67 +SSWVG3G7 36 59 +SSWVG4G6 24 66 +SSWVG5 15 64 +SSWVH1 18 62 +SSWVH2H8 18 63 +SSWVH3H7 15 60 +SSWVH4H6 15 62 +SSWVH5 18 61 +SSWVI0 25 59 +SSWVJ0 28 53 +SSWVK0 26 43 +SSWVL0 23 22 +SSWVM0 21 7 +SSWVN0 26 66 +SSWVO0 27 70 +SSWVP0 31 67 +SSWVQ0 28 69 +SSWVR0 28 67 +SSWVS0 27 39 +SSWVT0 27 32 +SSWVU0 27 22 +SSWVV0 27 17 + +======================================================================== diff --git a/sprites/ajapted/tfog_ifog_readme.txt b/sprites/ajapted/tfog_ifog_readme.txt new file mode 100755 index 00000000..6f1698ad --- /dev/null +++ b/sprites/ajapted/tfog_ifog_readme.txt @@ -0,0 +1,32 @@ +======================================================================== + +Contributed by Andrew Apted + +FreeDOOM sprites: + TFOGA0 to TFOGJ0 (teleport fog). + IFOGA0 to IFOGE0 (respawn fog). + +Images created with a small C++ program. +Transparent color is (0,255,255). + +Deutex info: + +[SPRITES] +TFOGA0 25 59 +TFOGB0 25 59 +TFOGC0 25 59 +TFOGD0 25 59 +TFOGE0 25 59 +TFOGF0 25 59 +TFOGG0 25 59 +TFOGH0 25 59 +TFOGI0 25 59 +TFOGJ0 25 59 + +IFOGA0 25 44 +IFOGB0 25 44 +IFOGC0 25 44 +IFOGD0 25 44 +IFOGE0 25 44 + +======================================================================== diff --git a/sprites/amuscaria/decorrupterku7.png b/sprites/amuscaria/decorrupterku7.png new file mode 100644 index 00000000..8b61eeae Binary files /dev/null and b/sprites/amuscaria/decorrupterku7.png differ diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGA0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfgga0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGA0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfgga0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGB0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggb0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGB0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggb0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGC0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggc0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGC0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggc0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGD0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggd0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGD0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggd0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGE0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfgge0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGE0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfgge0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGF0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggf0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGF0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggf0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGG0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggg0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGG0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggg0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGH0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggh0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGH0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggh0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGI0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggi0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGI0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggi0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGJ0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggj0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGJ0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggj0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGK0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggk0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGK0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggk0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGL0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggl0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGL0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggl0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGM0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggm0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGM0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggm0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGN0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggn0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGN0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggn0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGO0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggo0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGO0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggo0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFGGP0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfggp0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFGGP0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfggp0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/BFUGA0.png b/sprites/amuscaria/demon-eclipse/bfg9k/bfuga0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bfg9k/BFUGA0.png rename to sprites/amuscaria/demon-eclipse/bfg9k/bfuga0.png diff --git a/sprites/amuscaria/demon-eclipse/bfg9k/wadinfo.txt b/sprites/amuscaria/demon-eclipse/bfg9k/wadinfo.txt new file mode 100644 index 00000000..0cd15c2f --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/bfg9k/wadinfo.txt @@ -0,0 +1,24 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Sprites +[sprites] +BFGGA0 -95 -94 +BFGGB0 -88 -95 +BFGGC0 -95 -88 +BFGGD0 -95 -86 +BFGGE0 -95 -87 +BFGGF0 -95 -83 +BFGGG0 -95 -80 +BFGGH0 -95 -80 +BFGGI0 -95 -80 +BFGGJ0 -95 -80 +BFGGK0 -95 -80 +BFGGL0 -95 -80 +BFGGM0 -88 -76 +BFGGN0 -88 -77 +BFGGO0 -88 -95 +BFGGP0 -95 -94 +BFUGA0 29 24 + +# End of extraction diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDA0.png b/sprites/amuscaria/demon-eclipse/bossspawner/garda0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDA0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/garda0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDB0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardb0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDB0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardb0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDC0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardc0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDC0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardc0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDD0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardd0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDD0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardd0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDE0.png b/sprites/amuscaria/demon-eclipse/bossspawner/garde0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDE0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/garde0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDF0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardf0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDF0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardf0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDG1.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardg1.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDG1.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardg1.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDG2G8.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardg2g8.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDG2G8.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardg2g8.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDG3G7.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardg3g7.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDG3G7.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardg3g7.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDG4G6.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardg4g6.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDG4G6.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardg4g6.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDG5.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardg5.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDG5.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardg5.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDH1.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardh1.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDH1.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardh1.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDH2H8.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardh2h8.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDH2H8.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardh2h8.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDH3H7.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardh3h7.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDH3H7.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardh3h7.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDH4H6.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardh4h6.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDH4H6.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardh4h6.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDH5.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardh5.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDH5.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardh5.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDI1.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardi1.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDI1.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardi1.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDI2I8.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardi2i8.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDI2I8.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardi2i8.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDI3I7.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardi3i7.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDI3I7.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardi3i7.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDI4I6.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardi4i6.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDI4I6.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardi4i6.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDI5.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardi5.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDI5.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardi5.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDJ1.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardj1.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDJ1.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardj1.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDJ2J8.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardj2j8.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDJ2J8.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardj2j8.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDJ3J7.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardj3j7.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDJ3J7.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardj3j7.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDJ4J6.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardj4j6.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDJ4J6.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardj4j6.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDJ5.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardj5.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDJ5.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardj5.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDK0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardk0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDK0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardk0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDL0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardl0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDL0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardl0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDM0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardm0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDM0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardm0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDN0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardn0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDN0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardn0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDO0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardo0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDO0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardo0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDP0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardp0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDP0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardp0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/GARDQ0.png b/sprites/amuscaria/demon-eclipse/bossspawner/gardq0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/bossspawner/GARDQ0.png rename to sprites/amuscaria/demon-eclipse/bossspawner/gardq0.png diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/shards.png b/sprites/amuscaria/demon-eclipse/bossspawner/shards.png new file mode 100644 index 00000000..466803b2 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/bossspawner/shards.png differ diff --git a/sprites/amuscaria/demon-eclipse/bossspawner/wadinfo.txt b/sprites/amuscaria/demon-eclipse/bossspawner/wadinfo.txt new file mode 100644 index 00000000..09f37f5b --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/bossspawner/wadinfo.txt @@ -0,0 +1,40 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Sprites +[sprites] +GARDA0 25 58 +GARDB0 24 58 +GARDC0 22 58 +GARDD0 21 58 +GARDE0 23 58 +GARDF0 25 58 +GARDG1 25 58 +GARDG2G8 22 58 +GARDG3G7 25 58 +GARDG4G6 23 58 +GARDG5 25 58 +GARDH1 25 58 +GARDH2H8 22 58 +GARDH3H7 25 58 +GARDH4H6 23 58 +GARDH5 25 58 +GARDI1 25 58 +GARDI2I8 22 58 +GARDI3I7 31 58 +GARDI4I6 23 58 +GARDI5 25 58 +GARDJ1 25 58 +GARDJ2J8 22 58 +GARDJ3J7 25 58 +GARDJ4J6 23 58 +GARDJ5 25 58 +GARDK0 25 60 +GARDL0 27 64 +GARDM0 30 65 +GARDN0 32 70 +GARDO0 40 76 +GARDP0 39 76 +GARDQ0 33 68 + +# End of extraction diff --git a/sprites/amuscaria/demon-eclipse/explosion/xpl1a0.png b/sprites/amuscaria/demon-eclipse/explosion/xpl1a0.png new file mode 100644 index 00000000..51f53551 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/explosion/xpl1a0.png differ diff --git a/sprites/amuscaria/demon-eclipse/explosion/xpl1b0.png b/sprites/amuscaria/demon-eclipse/explosion/xpl1b0.png new file mode 100644 index 00000000..05e0e644 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/explosion/xpl1b0.png differ diff --git a/sprites/amuscaria/demon-eclipse/explosion/xpl1c0.png b/sprites/amuscaria/demon-eclipse/explosion/xpl1c0.png new file mode 100644 index 00000000..4ef185fa Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/explosion/xpl1c0.png differ diff --git a/sprites/amuscaria/demon-eclipse/explosion/xpl1d0.png b/sprites/amuscaria/demon-eclipse/explosion/xpl1d0.png new file mode 100644 index 00000000..1027014c Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/explosion/xpl1d0.png differ diff --git a/sprites/amuscaria/demon-eclipse/explosion/xpl1e0.png b/sprites/amuscaria/demon-eclipse/explosion/xpl1e0.png new file mode 100644 index 00000000..739b4d35 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/explosion/xpl1e0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1A1A5.png b/sprites/amuscaria/demon-eclipse/fireball/hib1a1a5.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1A1A5.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1a1a5.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1A2A8.png b/sprites/amuscaria/demon-eclipse/fireball/hib1a2a8.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1A2A8.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1a2a8.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1A3A7.png b/sprites/amuscaria/demon-eclipse/fireball/hib1a3a7.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1A3A7.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1a3a7.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1A4A6.png b/sprites/amuscaria/demon-eclipse/fireball/hib1a4a6.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1A4A6.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1a4a6.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1B1B5.png b/sprites/amuscaria/demon-eclipse/fireball/hib1b1b5.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1B1B5.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1b1b5.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1B2B8.png b/sprites/amuscaria/demon-eclipse/fireball/hib1b2b8.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1B2B8.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1b2b8.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1B3B7.png b/sprites/amuscaria/demon-eclipse/fireball/hib1b3b7.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1B3B7.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1b3b7.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1B4B6.png b/sprites/amuscaria/demon-eclipse/fireball/hib1b4b6.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1B4B6.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1b4b6.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1C0.png b/sprites/amuscaria/demon-eclipse/fireball/hib1c0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1C0.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1c0.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1D0.png b/sprites/amuscaria/demon-eclipse/fireball/hib1d0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1D0.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1d0.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1E0.png b/sprites/amuscaria/demon-eclipse/fireball/hib1e0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1E0.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1e0.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1F0.png b/sprites/amuscaria/demon-eclipse/fireball/hib1f0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1F0.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1f0.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/HIB1G0.png b/sprites/amuscaria/demon-eclipse/fireball/hib1g0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/fireball/HIB1G0.png rename to sprites/amuscaria/demon-eclipse/fireball/hib1g0.png diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2a0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2a0.png new file mode 100644 index 00000000..db391872 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2a0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2b0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2b0.png new file mode 100644 index 00000000..e5d4af32 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2b0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2c0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2c0.png new file mode 100644 index 00000000..c5b16d4f Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2c0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2d0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2d0.png new file mode 100644 index 00000000..c3afd722 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2d0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2e0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2e0.png new file mode 100644 index 00000000..3c8831f8 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2e0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2f0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2f0.png new file mode 100644 index 00000000..dcf629fb Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2f0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2g0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2g0.png new file mode 100644 index 00000000..02f7580a Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2g0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2h0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2h0.png new file mode 100644 index 00000000..ec7c8773 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2h0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2i0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2i0.png new file mode 100644 index 00000000..9864f44b Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2i0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/hib2j0.png b/sprites/amuscaria/demon-eclipse/fireball/hib2j0.png new file mode 100644 index 00000000..0c320167 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/fireball/hib2j0.png differ diff --git a/sprites/amuscaria/demon-eclipse/fireball/wadinfo.txt b/sprites/amuscaria/demon-eclipse/fireball/wadinfo.txt new file mode 100644 index 00000000..c027955e --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/fireball/wadinfo.txt @@ -0,0 +1,31 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Sprites +[sprites] + +HIB1A1A5 10 10 +HIB1A2A8 20 9 +HIB1A3A7 28 8 +HIB1A4A6 21 8 +HIB1B1B5 10 10 +HIB1B2B8 20 9 +HIB1B3B7 27 8 +HIB1B4B6 22 8 +HIB1C0 18 14 +HIB1D0 23 18 +HIB1E0 26 20 +HIB1F0 29 23 +HIB1G0 27 22 +HIB2A0 10 9 +HIB2B0 11 11 +HIB2C0 12 12 +HIB2D0 12 12 +HIB2E0 14 14 +HIB2F0 16 16 +HIB2G0 17 17 +HIB2H0 19 18 +HIB2I0 20 19 +HIB2J0 20 17 + +# End of extraction diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisga0.png b/sprites/amuscaria/demon-eclipse/pistol/pisga0.png new file mode 100644 index 00000000..6c5cca0a Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisga0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgb0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgb0.png new file mode 100644 index 00000000..0a866e06 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgb0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgc0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgc0.png new file mode 100644 index 00000000..eda992ca Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgc0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgd0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgd0.png new file mode 100644 index 00000000..199a261d Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgd0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisge0.png b/sprites/amuscaria/demon-eclipse/pistol/pisge0.png new file mode 100644 index 00000000..db570e7c Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisge0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgf0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgf0.png new file mode 100644 index 00000000..151ade45 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgf0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgg0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgg0.png new file mode 100644 index 00000000..6947f5af Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgg0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgh0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgh0.png new file mode 100644 index 00000000..dd58ff48 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgh0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgi0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgi0.png new file mode 100644 index 00000000..0b452ad5 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgi0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgj0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgj0.png new file mode 100644 index 00000000..148383ac Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgj0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgk0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgk0.png new file mode 100644 index 00000000..ce4f8609 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgk0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgl0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgl0.png new file mode 100644 index 00000000..1ab23561 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgl0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/pisgm0.png b/sprites/amuscaria/demon-eclipse/pistol/pisgm0.png new file mode 100644 index 00000000..8f2e30be Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/pisgm0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/piswa0.png b/sprites/amuscaria/demon-eclipse/pistol/piswa0.png new file mode 100644 index 00000000..998edf6e Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/pistol/piswa0.png differ diff --git a/sprites/amuscaria/demon-eclipse/pistol/wadinfo.txt b/sprites/amuscaria/demon-eclipse/pistol/wadinfo.txt new file mode 100644 index 00000000..4d061426 --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/pistol/wadinfo.txt @@ -0,0 +1,19 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +PISGA0 -110 -83 +PISGB0 -113 -87 +PISGC0 -116 -89 +PISGD0 -113 -78 +PISGE0 -144 -74 +PISGF0 -150 -74 +PISGG0 -177 -70 +PISGH0 -177 -70 +PISGI0 -176 -71 +PISGJ0 -157 -72 +PISGK0 -160 -74 +PISGL0 -124 -73 +PISGM0 -130 -81 +PISWA0 9 14 + +# End of extraction diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/launa0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/launa0.png new file mode 100644 index 00000000..7f786e4a Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/launa0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misga0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misga0.png new file mode 100644 index 00000000..1b66fc8f Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misga0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgb0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgb0.png new file mode 100644 index 00000000..3d1d71c6 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgb0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgc0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgc0.png new file mode 100644 index 00000000..7654c12b Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgc0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgd0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgd0.png new file mode 100644 index 00000000..db1492da Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgd0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misge0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misge0.png new file mode 100644 index 00000000..c16230fe Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misge0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgf0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgf0.png new file mode 100644 index 00000000..1035a5f0 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgf0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgg0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgg0.png new file mode 100644 index 00000000..8e9af546 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgg0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgh0.png b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgh0.png new file mode 100644 index 00000000..da2c9473 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/rocketlaucnher/misgh0.png differ diff --git a/sprites/amuscaria/demon-eclipse/rocketlaucnher/wadinfo.txt b/sprites/amuscaria/demon-eclipse/rocketlaucnher/wadinfo.txt new file mode 100644 index 00000000..801322b1 --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/rocketlaucnher/wadinfo.txt @@ -0,0 +1,14 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +MISGA0 -121 -96 +MISGB0 -120 -98 +MISGC0 -118 -103 +MISGD0 -121 -93 +MISGE0 -120 -89 +MISGF0 -118 -86 +MISGG0 -118 -87 +MISGH0 -118 -86 +LAUNA0 30 26 + +# End of extraction diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shota0.png b/sprites/amuscaria/demon-eclipse/shotgun/shota0.png new file mode 100644 index 00000000..21b13b96 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shota0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtga0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtga0.png new file mode 100644 index 00000000..59d6db7c Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtga0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtgb0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtgb0.png new file mode 100644 index 00000000..48329d8f Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtgb0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtgc0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtgc0.png new file mode 100644 index 00000000..1b5fcd87 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtgc0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtgd0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtgd0.png new file mode 100644 index 00000000..73f1f56d Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtgd0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtge0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtge0.png new file mode 100644 index 00000000..91118ce7 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtge0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtgf0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtgf0.png new file mode 100644 index 00000000..0b1ea02e Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtgf0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtgg0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtgg0.png new file mode 100644 index 00000000..6ec6ee65 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtgg0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/shtgh0.png b/sprites/amuscaria/demon-eclipse/shotgun/shtgh0.png new file mode 100644 index 00000000..fcaa43c3 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/shotgun/shtgh0.png differ diff --git a/sprites/amuscaria/demon-eclipse/shotgun/wadinfo.txt b/sprites/amuscaria/demon-eclipse/shotgun/wadinfo.txt new file mode 100644 index 00000000..b400b666 --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/shotgun/wadinfo.txt @@ -0,0 +1,13 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +SHTGA0 -115 -91 +SHTGB0 -130 -66 +SHTGC0 -160 -48 +SHTGD0 -196 -49 +SHTGE0 -206 -53 +SHTGF0 -115 -83 +SHTGG0 -115 -76 +SHOTA0 29 15 + +# End of extraction diff --git a/sprites/amuscaria/demon-eclipse/sprite-sheets/amuscaria_bfg.png b/sprites/amuscaria/demon-eclipse/sprite-sheets/amuscaria_bfg.png new file mode 100644 index 00000000..52a2ee54 Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/sprite-sheets/amuscaria_bfg.png differ diff --git a/sprites/amuscaria/demon-eclipse/sprite-sheets/amuscaria_rocket.png b/sprites/amuscaria/demon-eclipse/sprite-sheets/amuscaria_rocket.png new file mode 100644 index 00000000..7fd86d1b Binary files /dev/null and b/sprites/amuscaria/demon-eclipse/sprite-sheets/amuscaria_rocket.png differ diff --git a/sprites/amuscaria/demon-eclipse/sprite-sheets/note.txt b/sprites/amuscaria/demon-eclipse/sprite-sheets/note.txt new file mode 100644 index 00000000..be86f8e9 --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/sprite-sheets/note.txt @@ -0,0 +1 @@ +"uac" text removed by baronofstuff diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SGN2A0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sgn2a0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SGN2A0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sgn2a0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2A0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2a0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2A0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2a0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2B0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2b0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2B0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2b0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2C0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2c0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2C0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2c0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2D0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2d0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2D0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2d0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2E0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2e0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2E0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2e0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2F0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2f0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2F0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2f0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2G0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2g0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2G0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2g0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2H0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2h0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2H0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2h0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2I0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2i0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2I0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2i0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2J0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2j0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2J0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2j0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2K0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2k0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2K0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2k0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2L0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2l0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2L0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2l0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2M0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2m0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2M0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2m0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2N0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2n0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2N0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2n0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2O0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2o0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2O0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2o0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2P0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2p0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2P0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2p0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2Q0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2q0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2Q0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2q0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2R0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2r0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2R0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2r0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2S0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2s0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2S0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2s0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2T0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2t0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2T0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2t0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2U0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2u0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2U0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2u0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2V0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2v0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2V0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2v0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2W0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2w0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2W0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2w0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2X0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2x0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2X0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2x0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/SHT2Y0.png b/sprites/amuscaria/demon-eclipse/supershotgun/sht2y0.png similarity index 100% rename from sprites/amuscaria/demon-eclipse/supershotgun/SHT2Y0.png rename to sprites/amuscaria/demon-eclipse/supershotgun/sht2y0.png diff --git a/sprites/amuscaria/demon-eclipse/supershotgun/wadinfo.txt b/sprites/amuscaria/demon-eclipse/supershotgun/wadinfo.txt new file mode 100644 index 00000000..cb5f90d8 --- /dev/null +++ b/sprites/amuscaria/demon-eclipse/supershotgun/wadinfo.txt @@ -0,0 +1,31 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +SHT2A0 -118 -93 +SHT2B0 -119 -94 +SHT2C0 -118 -81 +SHT2D0 -119 -75 +SHT2E0 -119 -76 +SHT2F0 -150 -88 +SHT2G0 -151 -107 +SHT2H0 -137 -132 +SHT2I0 -142 -146 +SHT2J0 -156 -122 +SHT2K0 -156 -129 +SHT2L0 -156 -148 +SHT2M0 -156 -120 +SHT2N0 -156 -113 +SHT2O0 -155 -120 +SHT2P0 -151 -124 +SHT2Q0 -155 -120 +SHT2R0 -156 -120 +SHT2S0 -156 -113 +SHT2T0 -156 -125 +SHT2U0 -155 -129 +SHT2V0 -154 -130 +SHT2W0 -156 -146 +SHT2X0 -156 -147 +SHT2Y0 -154 -141 +SGN2A0 34 20 + +# End of extraction diff --git a/sprites/amuscaria/wadinfo.txt b/sprites/amuscaria/wadinfo.txt index 1f034e5d..e978df4b 100644 --- a/sprites/amuscaria/wadinfo.txt +++ b/sprites/amuscaria/wadinfo.txt @@ -1,12 +1,12 @@ -# eriance super shotgun -SHT2A0 -124 -118 -SHT2B0 -128 -129 -SHT2C0 -147 -116 -SHT2D0 -113 -110 -SHT2E0 -151 -106 -SHT2F0 -174 -106 -SHT2G0 -153 -111 -SHT2H0 -125 -116 -SHT2I0 -136 -104 -SHT2J0 -125 -93 -SGN2A0 22 14 +# amuscaria super shotgun +SHT2A0 -104 -99 +SHT2B0 -102 -102 +SHT2C0 -94 -119 +SHT2D0 -99 -140 +SHT2E0 -100 -92 +SHT2F0 -99 -111 +SHT2G0 -90 -134 +SHT2H0 -100 -112 +SHT2I0 -131 -84 +SHT2J0 -118 -75 +SGN2A0 26 16 diff --git a/sprites/anonymoister/korp-pistol-twohanded/offsets.txt b/sprites/anonymoister/korp-pistol-twohanded/offsets.txt new file mode 100644 index 00000000..a45c50c7 --- /dev/null +++ b/sprites/anonymoister/korp-pistol-twohanded/offsets.txt @@ -0,0 +1 @@ +PISGA0 -125 -82 diff --git a/sprites/anonymoister/korp-pistol-twohanded/pisga0.png b/sprites/anonymoister/korp-pistol-twohanded/pisga0.png new file mode 100644 index 00000000..96dc034a Binary 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a/sprites/blastfrog/keen/keenm0.gif b/sprites/blastfrog/keen/keenm0.gif new file mode 100644 index 00000000..197d81bc Binary files /dev/null and b/sprites/blastfrog/keen/keenm0.gif differ diff --git a/sprites/blastfrog/keen/wadinfo.txt b/sprites/blastfrog/keen/wadinfo.txt new file mode 100644 index 00000000..a5a44c86 --- /dev/null +++ b/sprites/blastfrog/keen/wadinfo.txt @@ -0,0 +1,13 @@ +KEENA0 14 67 ; commander keen +KEENB0 14 67 +KEENC0 14 67 +KEEND0 14 67 +KEENE0 14 67 +KEENF0 14 67 +KEENG0 14 67 +KEENH0 14 67 +KEENI0 14 67 +KEENJ0 14 67 +KEENK0 14 67 +KEENL0 14 67 +KEENM0 14 67 diff --git a/sprites/blastfrog/medikit-concepts/DNwbE.png b/sprites/blastfrog/medikit-concepts/DNwbE.png new file mode 100644 index 00000000..c5b25493 Binary files /dev/null and b/sprites/blastfrog/medikit-concepts/DNwbE.png differ diff --git a/sprites/blastfrog/medikit-concepts/HX50Z.png b/sprites/blastfrog/medikit-concepts/HX50Z.png new file mode 100644 index 00000000..d99b46a6 Binary files /dev/null and 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b/sprites/blastfrog/old-pistol-aspect-corrected/pisga0.gif differ diff --git a/sprites/blastfrog/old-pistol-aspect-corrected/pisgb0.gif b/sprites/blastfrog/old-pistol-aspect-corrected/pisgb0.gif new file mode 100644 index 00000000..708bfa64 Binary files /dev/null and b/sprites/blastfrog/old-pistol-aspect-corrected/pisgb0.gif differ diff --git a/sprites/blastfrog/old-pistol-aspect-corrected/pisgc0.gif b/sprites/blastfrog/old-pistol-aspect-corrected/pisgc0.gif new file mode 100644 index 00000000..12275ac5 Binary files /dev/null and b/sprites/blastfrog/old-pistol-aspect-corrected/pisgc0.gif differ diff --git a/sprites/blastfrog/old-pistol-aspect-corrected/pisgd0.gif b/sprites/blastfrog/old-pistol-aspect-corrected/pisgd0.gif new file mode 100644 index 00000000..d7cc362a Binary files /dev/null and b/sprites/blastfrog/old-pistol-aspect-corrected/pisgd0.gif differ diff --git a/sprites/blastfrog/old-pistol-aspect-corrected/pisge0.gif b/sprites/blastfrog/old-pistol-aspect-corrected/pisge0.gif new file mode 100644 index 00000000..708bfa64 Binary files /dev/null and b/sprites/blastfrog/old-pistol-aspect-corrected/pisge0.gif differ diff --git a/sprites/blastfrog/old-pistol-aspect-corrected/wadinfo.txt b/sprites/blastfrog/old-pistol-aspect-corrected/wadinfo.txt new file mode 100644 index 00000000..29d4b5e2 --- /dev/null +++ b/sprites/blastfrog/old-pistol-aspect-corrected/wadinfo.txt @@ -0,0 +1,6 @@ +PISFA0 -148 -82 +PISGA0 -114 -107 +PISGB0 -114 -97 +PISGC0 -123 -101 +PISGD0 -109 -97 +PISGE0 -114 -107 diff --git a/sprites/blastfrog/shotgun/wadinfo.txt b/sprites/blastfrog/shotgun/wadinfo.txt index b2d1c6b6..2461bffc 100644 --- a/sprites/blastfrog/shotgun/wadinfo.txt +++ b/sprites/blastfrog/shotgun/wadinfo.txt @@ -1,8 +1,8 @@ -# sodaholic shotgun -SHOTA0 21 13 -SHTGA0 -122 -107 -SHTGB0 -78 -40 -SHTGC0 -60 -25 -SHTGD0 -44 -39 -SHTFA0 -142 -98 -SHTFB0 -131 -87 +# blastfrog shotgun +SHOTA0 23 15 +SHTGA0 -114 -108 +SHTGB0 -68 -39 +SHTGC0 -27 -22 +SHTGD0 -39 -39 +SHTFA0 -142 -94 +SHTFB0 -132 -87 diff --git a/sprites/blastfrog/weapon-sources/chaingun-raw1.png b/sprites/blastfrog/weapon-sources/chaingun-raw1.png new file mode 100644 index 00000000..fd3e1eb3 Binary files /dev/null and b/sprites/blastfrog/weapon-sources/chaingun-raw1.png differ diff --git a/sprites/blastfrog/weapon-sources/chaingun-raw2.png b/sprites/blastfrog/weapon-sources/chaingun-raw2.png new file mode 100644 index 00000000..4082f749 Binary files /dev/null and b/sprites/blastfrog/weapon-sources/chaingun-raw2.png differ diff --git a/sprites/blastfrog/weapon-sources/pistol-raw.png b/sprites/blastfrog/weapon-sources/pistol-raw.png new file mode 100644 index 00000000..2a3d0637 Binary files /dev/null and b/sprites/blastfrog/weapon-sources/pistol-raw.png differ diff --git a/sprites/blastfrog/weapon-sources/rocketl-raw1.png b/sprites/blastfrog/weapon-sources/rocketl-raw1.png new file mode 100644 index 00000000..328add70 Binary files /dev/null and b/sprites/blastfrog/weapon-sources/rocketl-raw1.png differ diff --git a/sprites/blastfrog/weapon-sources/rocketl-raw2.png b/sprites/blastfrog/weapon-sources/rocketl-raw2.png new file mode 100644 index 00000000..162cafab Binary files /dev/null and b/sprites/blastfrog/weapon-sources/rocketl-raw2.png differ diff --git a/sprites/blastfrog/weapon-sources/shotgun-raw.png b/sprites/blastfrog/weapon-sources/shotgun-raw.png new file mode 100644 index 00000000..860f52d0 Binary files /dev/null and b/sprites/blastfrog/weapon-sources/shotgun-raw.png differ diff --git a/sprites/blastfrog/weapon-sources/shotgun-truecolor.png b/sprites/blastfrog/weapon-sources/shotgun-truecolor.png new file mode 100644 index 00000000..c5f09b71 Binary files /dev/null and b/sprites/blastfrog/weapon-sources/shotgun-truecolor.png differ diff --git a/sprites/captainw/shotgun/shota0.png b/sprites/captainw/shotgun/shota0.png new file mode 100644 index 00000000..be6168a9 Binary files /dev/null and b/sprites/captainw/shotgun/shota0.png differ diff --git a/sprites/captainw/shotgun/shtfa0.png b/sprites/captainw/shotgun/shtfa0.png new file mode 100644 index 00000000..f8bcd043 Binary files /dev/null and b/sprites/captainw/shotgun/shtfa0.png differ diff --git a/sprites/captainw/shotgun/shtfb0.png b/sprites/captainw/shotgun/shtfb0.png new file mode 100644 index 00000000..8d0c380e Binary files /dev/null and b/sprites/captainw/shotgun/shtfb0.png differ diff --git a/sprites/captainw/shotgun/shtga0.png b/sprites/captainw/shotgun/shtga0.png new file mode 100644 index 00000000..54c1be4c Binary files /dev/null and b/sprites/captainw/shotgun/shtga0.png differ diff --git a/sprites/captainw/shotgun/shtgb0.png b/sprites/captainw/shotgun/shtgb0.png new file mode 100644 index 00000000..29df8b50 Binary files /dev/null and b/sprites/captainw/shotgun/shtgb0.png differ diff --git a/sprites/captainw/shotgun/shtgc0.png b/sprites/captainw/shotgun/shtgc0.png new file mode 100644 index 00000000..e7a06afb Binary files /dev/null and b/sprites/captainw/shotgun/shtgc0.png differ diff --git a/sprites/captainw/shotgun/shtgd0.png b/sprites/captainw/shotgun/shtgd0.png new file mode 100644 index 00000000..83eeeeb6 Binary files /dev/null and b/sprites/captainw/shotgun/shtgd0.png differ diff --git a/sprites/captainw/shotgun/truecolor/7MNRluu.png b/sprites/captainw/shotgun/truecolor/7MNRluu.png new file mode 100644 index 00000000..91162ce0 Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/7MNRluu.png differ diff --git a/sprites/captainw/shotgun/truecolor/NDTCa8l.png b/sprites/captainw/shotgun/truecolor/NDTCa8l.png new file mode 100644 index 00000000..892923fc Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/NDTCa8l.png differ diff --git a/sprites/captainw/shotgun/truecolor/ZTdR7FS.png b/sprites/captainw/shotgun/truecolor/ZTdR7FS.png new file mode 100644 index 00000000..d912c319 Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/ZTdR7FS.png differ diff --git a/sprites/captainw/shotgun/truecolor/i3y7IUT.png b/sprites/captainw/shotgun/truecolor/i3y7IUT.png new file mode 100644 index 00000000..946fe4fd Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/i3y7IUT.png differ diff --git a/sprites/captainw/shotgun/truecolor/nojMyAr.png b/sprites/captainw/shotgun/truecolor/nojMyAr.png new file mode 100644 index 00000000..5a206153 Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/nojMyAr.png differ diff --git a/sprites/captainw/shotgun/truecolor/shota0.png b/sprites/captainw/shotgun/truecolor/shota0.png new file mode 100644 index 00000000..79ce88a0 Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/shota0.png differ diff --git a/sprites/captainw/shotgun/truecolor/xigrTFJ.png b/sprites/captainw/shotgun/truecolor/xigrTFJ.png new file mode 100644 index 00000000..57c7fe88 Binary files /dev/null and b/sprites/captainw/shotgun/truecolor/xigrTFJ.png differ diff --git a/sprites/captainw/shotgun/wadinfo.txt b/sprites/captainw/shotgun/wadinfo.txt new file mode 100644 index 00000000..18a2a91a --- /dev/null +++ b/sprites/captainw/shotgun/wadinfo.txt @@ -0,0 +1,18 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of data Lumps +[lumps] +DEHACKED + +# List of Sprites +[sprites] +SHOTA0 29 16 +SHTFA0 -126 -73 +SHTFB0 -126 -73 +SHTGA0 -108 -103 +SHTGB0 -97 -73 +SHTGC0 -66 -35 +SHTGD0 -26 -19 + +# End of extraction diff --git a/sprites/catoptromancy/redskeleton/vilea1d1.gif b/sprites/catoptromancy/redskeleton/vilea1d1.gif new file mode 100755 index 00000000..93b8491c Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilea1d1.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilea2d8.gif b/sprites/catoptromancy/redskeleton/vilea2d8.gif new file mode 100755 index 00000000..a7fe67a9 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilea2d8.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilea3d7.gif b/sprites/catoptromancy/redskeleton/vilea3d7.gif new file mode 100755 index 00000000..90ea3bb4 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilea3d7.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilea4d6.gif b/sprites/catoptromancy/redskeleton/vilea4d6.gif new file mode 100755 index 00000000..eb6d5a31 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilea4d6.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilea5d5.gif b/sprites/catoptromancy/redskeleton/vilea5d5.gif new file mode 100755 index 00000000..4616deea Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilea5d5.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilea6d4.gif b/sprites/catoptromancy/redskeleton/vilea6d4.gif new file mode 100755 index 00000000..1738dd07 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilea6d4.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilea7d3.gif b/sprites/catoptromancy/redskeleton/vilea7d3.gif new file mode 100755 index 00000000..7d76dc47 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differ diff --git a/sprites/catoptromancy/redskeleton/vileb8e2.gif b/sprites/catoptromancy/redskeleton/vileb8e2.gif new file mode 100755 index 00000000..0b80196f Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vileb8e2.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec1f1.gif b/sprites/catoptromancy/redskeleton/vilec1f1.gif new file mode 100755 index 00000000..28c1fe3a Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec1f1.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec2f8.gif b/sprites/catoptromancy/redskeleton/vilec2f8.gif new file mode 100755 index 00000000..6bd80add Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec2f8.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec3f7.gif b/sprites/catoptromancy/redskeleton/vilec3f7.gif new file mode 100755 index 00000000..6e57d9f1 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec3f7.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec4f6.gif b/sprites/catoptromancy/redskeleton/vilec4f6.gif new file mode 100755 index 00000000..b4c0c6cf Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec4f6.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec5f5.gif b/sprites/catoptromancy/redskeleton/vilec5f5.gif new file mode 100755 index 00000000..e1c0eeac Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec5f5.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec6f4.gif b/sprites/catoptromancy/redskeleton/vilec6f4.gif new file mode 100755 index 00000000..66268c08 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec6f4.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec7f3.gif b/sprites/catoptromancy/redskeleton/vilec7f3.gif new file mode 100755 index 00000000..cd3a2be0 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilec7f3.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilec8f2.gif 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index 00000000..3a0ccc2f Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilei5.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilei6.gif b/sprites/catoptromancy/redskeleton/vilei6.gif new file mode 100755 index 00000000..85edcfd1 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilei6.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilei7.gif b/sprites/catoptromancy/redskeleton/vilei7.gif new file mode 100755 index 00000000..3acdd970 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilei7.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilei8.gif b/sprites/catoptromancy/redskeleton/vilei8.gif new file mode 100755 index 00000000..df0c17e7 Binary files /dev/null and b/sprites/catoptromancy/redskeleton/vilei8.gif differ diff --git a/sprites/catoptromancy/redskeleton/vilej1.gif b/sprites/catoptromancy/redskeleton/vilej1.gif new file mode 100755 index 00000000..4e6730cb Binary files /dev/null and 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b/sprites/korp/original-pistol/pisgc0.png differ diff --git a/sprites/korp/original-pistol/pisgd0.png b/sprites/korp/original-pistol/pisgd0.png new file mode 100644 index 00000000..162a92eb Binary files /dev/null and b/sprites/korp/original-pistol/pisgd0.png differ diff --git a/sprites/korp/original-pistol/pisge0.png b/sprites/korp/original-pistol/pisge0.png new file mode 100644 index 00000000..75fbf92d Binary files /dev/null and b/sprites/korp/original-pistol/pisge0.png differ diff --git a/sprites/korp/pre-edit-shotguns/offsets.txt b/sprites/korp/pre-edit-shotguns/offsets.txt new file mode 100644 index 00000000..31b9f748 --- /dev/null +++ b/sprites/korp/pre-edit-shotguns/offsets.txt @@ -0,0 +1,2 @@ +SHTFB0 -131 -87 +SHT2J0 -125 -93 diff --git a/sprites/korp/pre-edit-shotguns/sht2a0.png b/sprites/korp/pre-edit-shotguns/sht2a0.png new file mode 100644 index 00000000..d90835ca Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/sht2a0.png differ diff --git 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index 00000000..9fc24831 Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/sht2f0.png differ diff --git a/sprites/korp/pre-edit-shotguns/sht2g0.png b/sprites/korp/pre-edit-shotguns/sht2g0.png new file mode 100644 index 00000000..6b2d20b8 Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/sht2g0.png differ diff --git a/sprites/korp/pre-edit-shotguns/sht2h0.png b/sprites/korp/pre-edit-shotguns/sht2h0.png new file mode 100644 index 00000000..05513654 Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/sht2h0.png differ diff --git a/sprites/korp/pre-edit-shotguns/sht2i0.png b/sprites/korp/pre-edit-shotguns/sht2i0.png new file mode 100644 index 00000000..c5612061 Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/sht2i0.png differ diff --git a/sprites/korp/pre-edit-shotguns/sht2j0.png b/sprites/korp/pre-edit-shotguns/sht2j0.png new file mode 100644 index 00000000..3a696bbb Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/sht2j0.png differ diff --git a/sprites/korp/pre-edit-shotguns/shtfb0.png b/sprites/korp/pre-edit-shotguns/shtfb0.png new file mode 100644 index 00000000..404f197c Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/shtfb0.png differ diff --git a/sprites/korp/pre-edit-shotguns/shtga0.png b/sprites/korp/pre-edit-shotguns/shtga0.png new file mode 100644 index 00000000..81d5336e Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/shtga0.png differ diff --git a/sprites/korp/pre-edit-shotguns/shtgb0.png b/sprites/korp/pre-edit-shotguns/shtgb0.png new file mode 100644 index 00000000..b2a15a05 Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/shtgb0.png differ diff --git a/sprites/korp/pre-edit-shotguns/shtgc0.png b/sprites/korp/pre-edit-shotguns/shtgc0.png new file mode 100644 index 00000000..8e9f8dad Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/shtgc0.png differ diff --git a/sprites/korp/pre-edit-shotguns/shtgd0.png b/sprites/korp/pre-edit-shotguns/shtgd0.png new file mode 100644 index 00000000..02d72b5f Binary files /dev/null and b/sprites/korp/pre-edit-shotguns/shtgd0.png differ diff --git a/sprites/mazmon/baron.jpg b/sprites/mazmon/baron.jpg new file mode 100644 index 00000000..c6defc6b Binary files /dev/null and b/sprites/mazmon/baron.jpg differ diff --git a/sprites/mazmon/keen-noexplosion/cbraa0.gif b/sprites/mazmon/keen-noexplosion/cbraa0.gif new file mode 100644 index 00000000..0b4331a6 Binary files /dev/null and b/sprites/mazmon/keen-noexplosion/cbraa0.gif differ diff --git a/sprites/mazmon/keen-noexplosion/keenh0.gif b/sprites/mazmon/keen-noexplosion/keenh0.gif new file mode 100644 index 00000000..7f70cfa2 Binary files /dev/null and b/sprites/mazmon/keen-noexplosion/keenh0.gif differ diff --git a/sprites/mazmon/keen-noexplosion/keeni0.gif b/sprites/mazmon/keen-noexplosion/keeni0.gif new file mode 100644 index 00000000..60ad679a Binary files /dev/null and b/sprites/mazmon/keen-noexplosion/keeni0.gif differ diff --git a/sprites/mazmon/keen-noexplosion/keenj0.gif b/sprites/mazmon/keen-noexplosion/keenj0.gif new file mode 100644 index 00000000..61335789 Binary files /dev/null and b/sprites/mazmon/keen-noexplosion/keenj0.gif differ diff --git a/sprites/mazmon/keen-noexplosion/keenk0.gif b/sprites/mazmon/keen-noexplosion/keenk0.gif new file mode 100644 index 00000000..c5f11c3b Binary files /dev/null and b/sprites/mazmon/keen-noexplosion/keenk0.gif differ diff --git a/sprites/mazmon/keen-noexplosion/keenl0.gif b/sprites/mazmon/keen-noexplosion/keenl0.gif new file mode 100644 index 00000000..fe2a85cc Binary files /dev/null and b/sprites/mazmon/keen-noexplosion/keenl0.gif differ diff --git a/sprites/maz_hades/sboxa0.gif b/sprites/mazmon/sboxa0.gif similarity index 100% rename from sprites/maz_hades/sboxa0.gif rename to sprites/mazmon/sboxa0.gif diff --git a/sprites/mazmon/smita0.gif b/sprites/mazmon/smita0.gif new file mode 100644 index 00000000..9dd86fdf Binary files /dev/null and b/sprites/mazmon/smita0.gif differ diff --git a/sprites/mechadon/arm1a0.png b/sprites/mechadon/arm1a0.png new file mode 100644 index 00000000..ae69f7df Binary files /dev/null and b/sprites/mechadon/arm1a0.png differ diff --git a/sprites/mechadon/arm1b0.png b/sprites/mechadon/arm1b0.png new file mode 100644 index 00000000..ad334c1c Binary files /dev/null and b/sprites/mechadon/arm1b0.png differ diff --git a/sprites/mechadon/arm2a0.png b/sprites/mechadon/arm2a0.png new file mode 100644 index 00000000..94f9d1af Binary files /dev/null and b/sprites/mechadon/arm2a0.png differ diff --git a/sprites/mechadon/arm2b0.png b/sprites/mechadon/arm2b0.png new file mode 100644 index 00000000..a3dd2f61 Binary files /dev/null and b/sprites/mechadon/arm2b0.png differ diff --git a/sprites/mechadon/bkeya0.png b/sprites/mechadon/bkeya0.png new file mode 100644 index 00000000..51b2e574 Binary files /dev/null and b/sprites/mechadon/bkeya0.png differ diff --git a/sprites/mechadon/bkeyb0.png b/sprites/mechadon/bkeyb0.png new file mode 100644 index 00000000..76ab35a1 Binary files /dev/null and b/sprites/mechadon/bkeyb0.png differ diff --git a/sprites/mechadon/bon1a0.png b/sprites/mechadon/bon1a0.png new file mode 100644 index 00000000..82357cdb Binary files /dev/null and b/sprites/mechadon/bon1a0.png differ diff --git a/sprites/mechadon/bon1b0.png b/sprites/mechadon/bon1b0.png new file mode 100644 index 00000000..e0f4a30a Binary files /dev/null and b/sprites/mechadon/bon1b0.png differ diff --git a/sprites/mechadon/bon1c0.png b/sprites/mechadon/bon1c0.png new file mode 100644 index 00000000..78d01cf4 Binary files /dev/null and b/sprites/mechadon/bon1c0.png differ diff --git a/sprites/mechadon/bon1d0.png b/sprites/mechadon/bon1d0.png new file mode 100644 index 00000000..ec5b4bfa Binary files /dev/null and b/sprites/mechadon/bon1d0.png differ diff --git a/sprites/mechadon/bskua0.png b/sprites/mechadon/bskua0.png new file mode 100644 index 00000000..96f01a9a Binary files /dev/null and b/sprites/mechadon/bskua0.png differ diff --git a/sprites/mechadon/bskub0.png b/sprites/mechadon/bskub0.png new file mode 100644 index 00000000..03ec1be5 Binary files /dev/null and b/sprites/mechadon/bskub0.png differ diff --git a/sprites/mechadon/rkeya0.png b/sprites/mechadon/rkeya0.png new file mode 100644 index 00000000..9afacaa2 Binary files /dev/null and b/sprites/mechadon/rkeya0.png differ diff --git a/sprites/mechadon/rkeyb0.png b/sprites/mechadon/rkeyb0.png new file mode 100644 index 00000000..2a50f217 Binary files /dev/null and b/sprites/mechadon/rkeyb0.png differ diff --git a/sprites/mechadon/rskua0.png b/sprites/mechadon/rskua0.png new file mode 100644 index 00000000..58e6ab3f Binary files /dev/null and b/sprites/mechadon/rskua0.png differ diff --git a/sprites/mechadon/rskub0.png b/sprites/mechadon/rskub0.png new file mode 100644 index 00000000..5645bde9 Binary files /dev/null and b/sprites/mechadon/rskub0.png differ diff --git a/sprites/raymoohawk/orange-keys/ykeya0.png b/sprites/mechadon/ykeya0.png similarity index 100% rename from sprites/raymoohawk/orange-keys/ykeya0.png rename to sprites/mechadon/ykeya0.png diff --git a/sprites/raymoohawk/orange-keys/ykeyb0.png b/sprites/mechadon/ykeyb0.png similarity index 100% rename from sprites/raymoohawk/orange-keys/ykeyb0.png rename to sprites/mechadon/ykeyb0.png diff --git a/sprites/mechadon/yskua0.png b/sprites/mechadon/yskua0.png new file mode 100644 index 00000000..b8e42cce Binary files /dev/null and b/sprites/mechadon/yskua0.png differ diff --git a/sprites/mechadon/yskub0.png b/sprites/mechadon/yskub0.png new file mode 100644 index 00000000..7ec9a8db Binary files /dev/null and b/sprites/mechadon/yskub0.png differ diff --git a/sprites/noose/suita0.gif b/sprites/noose/suita0.gif new file mode 100644 index 00000000..c932d930 Binary files /dev/null and b/sprites/noose/suita0.gif differ diff --git a/sprites/rancor/misc_sprites/ammoa0.gif b/sprites/rancor/misc_sprites/ammoa0.gif index dcf88874..15cc1581 100644 Binary files a/sprites/rancor/misc_sprites/ammoa0.gif and b/sprites/rancor/misc_sprites/ammoa0.gif differ diff --git a/sprites/raymoohawk/Urric_boss_demon.txt b/sprites/raymoohawk/Urric_boss_demon.txt new file mode 100755 index 00000000..dce1556e --- /dev/null +++ b/sprites/raymoohawk/Urric_boss_demon.txt @@ -0,0 +1,13 @@ +Boss monster "Devourer" + +by Ulises Lozano, A.K.A. "Urric Hammersong" + +mail: calators@hotmail.com + + made in Mexico + +-- + +Sprite edits by raymoohawk (cancer_kaoru@live.com). +See http://www.doomworld.com/vb/freedoom/70095-raymoohawks-sprite-edits/ + diff --git a/sprites/raymoohawk/alt-bon/bon1a0.png b/sprites/raymoohawk/alt-bon/bon1a0.png new file mode 100644 index 00000000..2efbe966 Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon1a0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon1b0.png b/sprites/raymoohawk/alt-bon/bon1b0.png new file mode 100644 index 00000000..f68650fe Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon1b0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon1c0.png b/sprites/raymoohawk/alt-bon/bon1c0.png new file mode 100644 index 00000000..329d313b Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon1c0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon1d0.png b/sprites/raymoohawk/alt-bon/bon1d0.png new file mode 100644 index 00000000..aa96fec8 Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon1d0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon2a0.png b/sprites/raymoohawk/alt-bon/bon2a0.png new file mode 100644 index 00000000..2ff1a70e Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon2a0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon2b0.png b/sprites/raymoohawk/alt-bon/bon2b0.png new file mode 100644 index 00000000..0ba6abd5 Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon2b0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon2c0.png b/sprites/raymoohawk/alt-bon/bon2c0.png new file mode 100644 index 00000000..60ceb28a Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon2c0.png differ diff --git a/sprites/raymoohawk/alt-bon/bon2d0.png b/sprites/raymoohawk/alt-bon/bon2d0.png new file mode 100644 index 00000000..2df295db Binary files /dev/null and b/sprites/raymoohawk/alt-bon/bon2d0.png differ diff --git a/sprites/raymoohawk/alt-bon/offsets.txt b/sprites/raymoohawk/alt-bon/offsets.txt new file mode 100644 index 00000000..9a534e27 --- /dev/null +++ b/sprites/raymoohawk/alt-bon/offsets.txt @@ -0,0 +1,10 @@ +# raymoohawk's edit of mechadon's bon1 +BON1A0 6 19 +BON1B0 6 19 +BON1C0 6 19 +BON1D0 6 19 + +BON2A0 6 19 +BON2B0 6 19 +BON2C0 6 19 +BON2D0 6 19 diff --git a/sprites/raymoohawk/newer-arm/arm1a0.png b/sprites/raymoohawk/armor/arm1a0.png similarity index 100% rename from sprites/raymoohawk/newer-arm/arm1a0.png rename to sprites/raymoohawk/armor/arm1a0.png diff --git a/sprites/raymoohawk/newer-arm/arm1b0.png b/sprites/raymoohawk/armor/arm1b0.png similarity index 100% rename from sprites/raymoohawk/newer-arm/arm1b0.png rename to sprites/raymoohawk/armor/arm1b0.png diff --git a/sprites/raymoohawk/newer-arm/arm2a0.png b/sprites/raymoohawk/armor/arm2a0.png similarity index 100% rename from sprites/raymoohawk/newer-arm/arm2a0.png rename to sprites/raymoohawk/armor/arm2a0.png diff --git a/sprites/raymoohawk/newer-arm/arm2b0.png b/sprites/raymoohawk/armor/arm2b0.png similarity index 100% rename from sprites/raymoohawk/newer-arm/arm2b0.png rename to sprites/raymoohawk/armor/arm2b0.png diff --git a/sprites/raymoohawk/barrel-xpl/bexpd0.png b/sprites/raymoohawk/barrel-xpl/bexpd0.png new file mode 100644 index 00000000..ae3c31d2 Binary files /dev/null and b/sprites/raymoohawk/barrel-xpl/bexpd0.png differ diff --git a/sprites/raymoohawk/barrel-xpl/bexpe0.png b/sprites/raymoohawk/barrel-xpl/bexpe0.png new file mode 100644 index 00000000..be06b6a6 Binary files /dev/null and b/sprites/raymoohawk/barrel-xpl/bexpe0.png differ diff --git a/sprites/raymoohawk/newer-bon/bon1a0.png b/sprites/raymoohawk/bonuses/bon1a0.png similarity index 100% rename from sprites/raymoohawk/newer-bon/bon1a0.png rename to sprites/raymoohawk/bonuses/bon1a0.png diff --git a/sprites/raymoohawk/newer-bon/bon1b0.png b/sprites/raymoohawk/bonuses/bon1b0.png similarity index 100% rename from sprites/raymoohawk/newer-bon/bon1b0.png rename to sprites/raymoohawk/bonuses/bon1b0.png diff --git 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--git a/sprites/sgtmarkiv/mechadon-armor-recolor/wadinfo.txt b/sprites/sgtmarkiv/mechadon-armor-recolor/wadinfo.txt new file mode 100644 index 00000000..2235d997 --- /dev/null +++ b/sprites/sgtmarkiv/mechadon-armor-recolor/wadinfo.txt @@ -0,0 +1,9 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Pictures (with insertion point) +[graphics] +ARM2A0 20 23 +ARM2B0 20 23 + +# End of extraction diff --git a/sprites/sirfragsalot/tlmp.txt b/sprites/sirfragsalot/tlmp.txt new file mode 100644 index 00000000..701c582b --- /dev/null +++ b/sprites/sirfragsalot/tlmp.txt @@ -0,0 +1,3 @@ +Tall Tech Lamp (TLMP) Sprite +Made By: Sir Fragalot +Email: bssrpantella@hotmail.com \ No newline at end of file diff --git a/sprites/sirfragsalot/tlmpa0.gif b/sprites/sirfragsalot/tlmpa0.gif index bab93393..0b7aa376 100644 Binary files a/sprites/sirfragsalot/tlmpa0.gif and b/sprites/sirfragsalot/tlmpa0.gif differ diff --git a/sprites/sirfragsalot/tlmpb0.gif b/sprites/sirfragsalot/tlmpb0.gif index 51ff17a0..4d02af41 100644 Binary files a/sprites/sirfragsalot/tlmpb0.gif and b/sprites/sirfragsalot/tlmpb0.gif differ diff --git a/sprites/sirfragsalot/tlmpc0.gif b/sprites/sirfragsalot/tlmpc0.gif index 0606a9a7..a3d4b4c7 100644 Binary files a/sprites/sirfragsalot/tlmpc0.gif and b/sprites/sirfragsalot/tlmpc0.gif differ diff --git a/sprites/sirfragsalot/tlmpd0.gif b/sprites/sirfragsalot/tlmpd0.gif index 2d7e0f80..9a8533be 100644 Binary files a/sprites/sirfragsalot/tlmpd0.gif and b/sprites/sirfragsalot/tlmpd0.gif differ diff --git a/sprites/sirfragsalot/tlp2.txt b/sprites/sirfragsalot/tlp2.txt new file mode 100644 index 00000000..4279cfcd --- /dev/null +++ b/sprites/sirfragsalot/tlp2.txt @@ -0,0 +1,3 @@ +Short Tech Lamp (TLP2) Sprite +Made By: Sir Fragalot +Email: bssrpantella@hotmail.com \ No newline at end of file diff --git a/sprites/sirfragsalot/tlp2a0.gif b/sprites/sirfragsalot/tlp2a0.gif new file mode 100644 index 00000000..7e7524da Binary files /dev/null and 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/dev/null +++ b/sprites/urric/old-necromancer-death/wadinfo.txt @@ -0,0 +1,6 @@ +VILEU0 37 78 +VILEV0 39 75 +VILEW0 45 69 +VILEX0 45 70 +VILEY0 45 37 +VILEZ0 45 37 diff --git a/sprites/urric/old-tripod/Urric_boss_demon.txt b/sprites/urric/old-tripod/Urric_boss_demon.txt new file mode 100644 index 00000000..11573807 --- /dev/null +++ b/sprites/urric/old-tripod/Urric_boss_demon.txt @@ -0,0 +1,7 @@ +Boss monster "Devourer" + +by Ulises Lozano, A.K.A. "Urric Hammersong" + +mail: calators@hotmail.com + + made in Mexico diff --git a/sprites/urric/old-tripod/cybra1.gif b/sprites/urric/old-tripod/cybra1.gif new file mode 100644 index 00000000..95005742 Binary files /dev/null and b/sprites/urric/old-tripod/cybra1.gif differ diff --git a/sprites/urric/old-tripod/cybra2.gif b/sprites/urric/old-tripod/cybra2.gif new file mode 100644 index 00000000..b462ac6d Binary files /dev/null and b/sprites/urric/old-tripod/cybra2.gif differ diff --git a/sprites/urric/old-tripod/cybra3.gif b/sprites/urric/old-tripod/cybra3.gif new file mode 100644 index 00000000..4849243c Binary files /dev/null and b/sprites/urric/old-tripod/cybra3.gif differ diff --git a/sprites/urric/old-tripod/cybra4.gif b/sprites/urric/old-tripod/cybra4.gif new file mode 100644 index 00000000..521fa7e7 Binary files /dev/null and b/sprites/urric/old-tripod/cybra4.gif differ diff --git a/sprites/urric/old-tripod/cybra5.gif b/sprites/urric/old-tripod/cybra5.gif new file mode 100644 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b/sprites/wereknight/ceye/note.txt new file mode 100644 index 00000000..203dfc23 --- /dev/null +++ b/sprites/wereknight/ceye/note.txt @@ -0,0 +1,3 @@ +edited by raymoohawk + +made the evil eye replacement shorter, also added some new details diff --git a/sprites/cwolfru/deadflare/SKULA1.png b/sprites/wereknight/deadflare/skula1.png similarity index 100% rename from sprites/cwolfru/deadflare/SKULA1.png rename to sprites/wereknight/deadflare/skula1.png diff --git a/sprites/cwolfru/deadflare/SKULA5.png b/sprites/wereknight/deadflare/skula5.png similarity index 100% rename from sprites/cwolfru/deadflare/SKULA5.png rename to sprites/wereknight/deadflare/skula5.png diff --git a/sprites/cwolfru/deadflare/SKULA6A4.png b/sprites/wereknight/deadflare/skula6a4.png similarity index 100% rename from sprites/cwolfru/deadflare/SKULA6A4.png rename to sprites/wereknight/deadflare/skula6a4.png diff --git a/sprites/cwolfru/deadflare/SKULA7A3.png b/sprites/wereknight/deadflare/skula7a3.png similarity 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sprites/cwolfru/smalltorches/vaJ1zP4.png rename to sprites/wereknight/smalltorches/vaJ1zP4.png diff --git a/sprites/cwolfru/smalltorches/zOkpYyN.png b/sprites/wereknight/smalltorches/zOkpYyN.png similarity index 100% rename from sprites/cwolfru/smalltorches/zOkpYyN.png rename to sprites/wereknight/smalltorches/zOkpYyN.png diff --git a/sprites/cwolfru/tall-torches/PEOhhy2.png b/sprites/wereknight/tall-torches/PEOhhy2.png similarity index 100% rename from sprites/cwolfru/tall-torches/PEOhhy2.png rename to sprites/wereknight/tall-torches/PEOhhy2.png diff --git a/sprites/wereknight/tall-torches/offsets.txt b/sprites/wereknight/tall-torches/offsets.txt new file mode 100644 index 00000000..af41ee1b --- /dev/null +++ b/sprites/wereknight/tall-torches/offsets.txt @@ -0,0 +1,12 @@ +TREDA0 14 94 +TREDB0 14 96 +TREDC0 14 97 +TREDD0 14 94 +TBLUA0 13 94 +TBLUB0 13 96 +TBLUC0 13 97 +TBLUD0 13 94 +TGRNA0 13 94 +TGRNB0 13 96 +TGRNC0 13 97 +TGRND0 13 94 diff --git 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a/sprites/cwolfru/tlmp/tlmpd0.gif b/sprites/wereknight/tlmp/tlmpd0.gif similarity index 100% rename from sprites/cwolfru/tlmp/tlmpd0.gif rename to sprites/wereknight/tlmp/tlmpd0.gif diff --git a/sprites/cwolfru/tlp2/tlp2a0.png b/sprites/wereknight/tlp2/tlp2a0.png similarity index 100% rename from sprites/cwolfru/tlp2/tlp2a0.png rename to sprites/wereknight/tlp2/tlp2a0.png diff --git a/sprites/cwolfru/tlp2/tlp2b0.png b/sprites/wereknight/tlp2/tlp2b0.png similarity index 100% rename from sprites/cwolfru/tlp2/tlp2b0.png rename to sprites/wereknight/tlp2/tlp2b0.png diff --git a/sprites/cwolfru/tlp2/tlp2c0.png b/sprites/wereknight/tlp2/tlp2c0.png similarity index 100% rename from sprites/cwolfru/tlp2/tlp2c0.png rename to sprites/wereknight/tlp2/tlp2c0.png diff --git a/sprites/cwolfru/tlp2/tlp2d0.png b/sprites/wereknight/tlp2/tlp2d0.png similarity index 100% rename from sprites/cwolfru/tlp2/tlp2d0.png rename to sprites/wereknight/tlp2/tlp2d0.png diff --git a/sprites/wesley/bos2/bos2.txt b/sprites/wesley/bos2/bos2.txt new file mode 100644 index 00000000..9fe42100 --- /dev/null +++ b/sprites/wesley/bos2/bos2.txt @@ -0,0 +1,85 @@ +Hell Knight wad, submitted by wesleyjohnson, 1/9/2010. + +Some of the existing Hell Knight graphics are reversed left-right. +The knight will appear to walk backwards at times. +This is hard to see many times but I have verified it in a test wad. +The Baron does not have this problem and is using a different stepping +scheme. + +Some of the sprite files for the right side of the first step are drawn +from the left side instead. These can be flipped, but it also works +to rename them so they are displayed flipped. + +rename BOS2A6C4 BOS2C4A6 +rename BOS2A7C3 BOS2C3A7 +rename BOS2A8C2 BOS2C2A8 +rename BOS2B6D4 BOS2D4B6 +rename BOS2B7D3 BOS2D3B7 +rename BOS2B8D2 BOS2D2B8 + + +-- fixed wadinfo + +# DeuTex 4.4.0 by Olivier Montanuy +# PWAD creation directives + +# List of Sprites +[sprites] +BOS2A1C1 19 69 +BOS2A2C8 20 68 +BOS2A3C7 26 66 +BOS2A4C6 22 64 +BOS2A5C5 19 65 +BOS2C4A6 21 64 +BOS2C3A7 25 66 +BOS2C2A8 24 69 +BOS2B1D1 23 72 +BOS2B2D8 21 70 +BOS2B3D7 19 69 +BOS2B4D6 24 67 +BOS2B5D5 24 66 +BOS2D4B6 18 66 +BOS2D3B7 21 69 +BOS2D2B8 21 71 +BOS2E1 30 65 +BOS2E2 12 67 +BOS2E3 30 62 +BOS2E4 27 63 +BOS2E5 28 69 +BOS2E6 22 73 +BOS2E7 20 73 +BOS2E8 30 74 +BOS2F1 34 65 +BOS2F2 29 65 +BOS2F3 29 64 +BOS2F4 30 64 +BOS2F5 28 62 +BOS2F6 29 63 +BOS2F7 21 64 +BOS2F8 26 65 +BOS2G1 14 59 +BOS2G2 29 59 +BOS2G3 26 58 +BOS2G4 25 56 +BOS2G5 30 55 +BOS2G6 24 55 +BOS2G7 22 57 +BOS2G8 28 56 +BOS2H1 23 69 +BOS2H2 26 68 +BOS2H3 25 67 +BOS2H4 26 64 +BOS2H5 22 62 +BOS2H6 15 62 +BOS2H7 17 66 +BOS2H8 18 68 +BOS2I0 34 79 +BOS2J0 34 79 +BOS2K0 34 79 +BOS2L0 34 79 +BOS2M0 34 79 +BOS2N0 34 79 +BOS2O0 34 79 + +# End of extraction + diff --git a/sprites/wesley/bos2/bos2a1c1.png b/sprites/wesley/bos2/bos2a1c1.png new file mode 100644 index 00000000..e0ecea21 Binary files /dev/null and b/sprites/wesley/bos2/bos2a1c1.png differ diff --git a/sprites/wesley/bos2/bos2a2c8.png b/sprites/wesley/bos2/bos2a2c8.png new file mode 100644 index 00000000..f9176b86 Binary files /dev/null and b/sprites/wesley/bos2/bos2a2c8.png differ diff --git a/sprites/wesley/bos2/bos2a3c7.png b/sprites/wesley/bos2/bos2a3c7.png new file mode 100644 index 00000000..8e6a734d Binary files /dev/null and b/sprites/wesley/bos2/bos2a3c7.png differ diff --git a/sprites/wesley/bos2/bos2a4c6.png b/sprites/wesley/bos2/bos2a4c6.png new file mode 100644 index 00000000..1ceb04c9 Binary files /dev/null and b/sprites/wesley/bos2/bos2a4c6.png differ diff --git a/sprites/wesley/bos2/bos2a5c5.png b/sprites/wesley/bos2/bos2a5c5.png new file mode 100644 index 00000000..b5978c03 Binary files /dev/null and b/sprites/wesley/bos2/bos2a5c5.png differ diff --git a/sprites/wesley/bos2/bos2b1d1.png b/sprites/wesley/bos2/bos2b1d1.png new file mode 100644 index 00000000..f89d2f18 Binary files /dev/null and b/sprites/wesley/bos2/bos2b1d1.png differ diff --git a/sprites/wesley/bos2/bos2b2d8.png b/sprites/wesley/bos2/bos2b2d8.png new file mode 100644 index 00000000..0287df46 Binary files /dev/null and b/sprites/wesley/bos2/bos2b2d8.png differ diff --git a/sprites/wesley/bos2/bos2b3d7.png b/sprites/wesley/bos2/bos2b3d7.png new file mode 100644 index 00000000..776324ae Binary files /dev/null and b/sprites/wesley/bos2/bos2b3d7.png differ diff --git a/sprites/wesley/bos2/bos2b4d6.png b/sprites/wesley/bos2/bos2b4d6.png new file mode 100644 index 00000000..2bdbb5ae Binary files /dev/null and b/sprites/wesley/bos2/bos2b4d6.png differ diff --git a/sprites/wesley/bos2/bos2b5d5.png b/sprites/wesley/bos2/bos2b5d5.png new file mode 100644 index 00000000..8d1a6352 Binary files /dev/null and b/sprites/wesley/bos2/bos2b5d5.png differ diff --git a/sprites/wesley/bos2/bos2c2a8.png b/sprites/wesley/bos2/bos2c2a8.png new file mode 100644 index 00000000..f5750025 Binary files /dev/null and b/sprites/wesley/bos2/bos2c2a8.png differ diff --git a/sprites/wesley/bos2/bos2c3a7.png b/sprites/wesley/bos2/bos2c3a7.png new file mode 100644 index 00000000..9cf526dd Binary files /dev/null and b/sprites/wesley/bos2/bos2c3a7.png differ diff --git a/sprites/wesley/bos2/bos2c4a6.png b/sprites/wesley/bos2/bos2c4a6.png new file mode 100644 index 00000000..22dc32e0 Binary files /dev/null and b/sprites/wesley/bos2/bos2c4a6.png differ diff --git a/sprites/wesley/bos2/bos2d2b8.png b/sprites/wesley/bos2/bos2d2b8.png new file mode 100644 index 00000000..b49bda96 Binary files /dev/null and b/sprites/wesley/bos2/bos2d2b8.png differ diff --git a/sprites/wesley/bos2/bos2d3b7.png b/sprites/wesley/bos2/bos2d3b7.png new file mode 100644 index 00000000..d2457380 Binary files /dev/null and b/sprites/wesley/bos2/bos2d3b7.png differ diff --git a/sprites/wesley/bos2/bos2d4b6.png b/sprites/wesley/bos2/bos2d4b6.png new file mode 100644 index 00000000..51cef726 Binary files /dev/null and b/sprites/wesley/bos2/bos2d4b6.png differ diff --git a/sprites/wesley/bos2/bos2e1.png b/sprites/wesley/bos2/bos2e1.png new file mode 100644 index 00000000..e944b4f9 Binary files /dev/null and b/sprites/wesley/bos2/bos2e1.png differ diff --git a/sprites/wesley/bos2/bos2e2.png b/sprites/wesley/bos2/bos2e2.png new file mode 100644 index 00000000..5a7c500e Binary files /dev/null and b/sprites/wesley/bos2/bos2e2.png differ diff --git a/sprites/wesley/bos2/bos2e3.png b/sprites/wesley/bos2/bos2e3.png new file mode 100644 index 00000000..846acfd9 Binary files /dev/null and b/sprites/wesley/bos2/bos2e3.png differ diff --git a/sprites/wesley/bos2/bos2e4.png b/sprites/wesley/bos2/bos2e4.png new file mode 100644 index 00000000..5ef6c4cf Binary files /dev/null and b/sprites/wesley/bos2/bos2e4.png differ diff --git a/sprites/wesley/bos2/bos2e5.png b/sprites/wesley/bos2/bos2e5.png new file mode 100644 index 00000000..ba7234c5 Binary files /dev/null and b/sprites/wesley/bos2/bos2e5.png differ diff --git a/sprites/wesley/bos2/bos2e6.png b/sprites/wesley/bos2/bos2e6.png new file mode 100644 index 00000000..da003819 Binary files /dev/null and b/sprites/wesley/bos2/bos2e6.png differ diff --git a/sprites/wesley/bos2/bos2e7.png b/sprites/wesley/bos2/bos2e7.png new file mode 100644 index 00000000..2a38b385 Binary files /dev/null and b/sprites/wesley/bos2/bos2e7.png differ diff --git a/sprites/wesley/bos2/bos2e8.png b/sprites/wesley/bos2/bos2e8.png new file mode 100644 index 00000000..fc77ae66 Binary files /dev/null and b/sprites/wesley/bos2/bos2e8.png differ diff --git a/sprites/wesley/bos2/bos2f1.png b/sprites/wesley/bos2/bos2f1.png new file mode 100644 index 00000000..4fbfacfe Binary files /dev/null and b/sprites/wesley/bos2/bos2f1.png differ diff --git a/sprites/wesley/bos2/bos2f2.png b/sprites/wesley/bos2/bos2f2.png new file mode 100644 index 00000000..51c78157 Binary files /dev/null and b/sprites/wesley/bos2/bos2f2.png differ diff --git a/sprites/wesley/bos2/bos2f3.png b/sprites/wesley/bos2/bos2f3.png new file mode 100644 index 00000000..ab7a75d6 Binary files /dev/null and b/sprites/wesley/bos2/bos2f3.png differ diff --git a/sprites/wesley/bos2/bos2f4.png b/sprites/wesley/bos2/bos2f4.png new file mode 100644 index 00000000..2193ed2c Binary files /dev/null and b/sprites/wesley/bos2/bos2f4.png differ diff --git a/sprites/wesley/bos2/bos2f5.png b/sprites/wesley/bos2/bos2f5.png new file mode 100644 index 00000000..2a098558 Binary files /dev/null and b/sprites/wesley/bos2/bos2f5.png differ diff --git a/sprites/wesley/bos2/bos2f6.png b/sprites/wesley/bos2/bos2f6.png new file mode 100644 index 00000000..62f4f585 Binary files 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differ diff --git a/sprites/wesley/bos2/bos2g4.png b/sprites/wesley/bos2/bos2g4.png new file mode 100644 index 00000000..2a2bcb40 Binary files /dev/null and b/sprites/wesley/bos2/bos2g4.png differ diff --git a/sprites/wesley/bos2/bos2g5.png b/sprites/wesley/bos2/bos2g5.png new file mode 100644 index 00000000..23201fc9 Binary files /dev/null and b/sprites/wesley/bos2/bos2g5.png differ diff --git a/sprites/wesley/bos2/bos2g6.png b/sprites/wesley/bos2/bos2g6.png new file mode 100644 index 00000000..4139cfeb Binary files /dev/null and b/sprites/wesley/bos2/bos2g6.png differ diff --git a/sprites/wesley/bos2/bos2g7.png b/sprites/wesley/bos2/bos2g7.png new file mode 100644 index 00000000..3b481c03 Binary files /dev/null and b/sprites/wesley/bos2/bos2g7.png differ diff --git a/sprites/wesley/bos2/bos2g8.png b/sprites/wesley/bos2/bos2g8.png new file mode 100644 index 00000000..1035748c Binary files /dev/null and b/sprites/wesley/bos2/bos2g8.png differ diff --git a/sprites/wesley/bos2/bos2h1.png b/sprites/wesley/bos2/bos2h1.png new file mode 100644 index 00000000..73283ec3 Binary files /dev/null and b/sprites/wesley/bos2/bos2h1.png differ diff --git a/sprites/wesley/bos2/bos2h2.png b/sprites/wesley/bos2/bos2h2.png new file mode 100644 index 00000000..11d20466 Binary files /dev/null and b/sprites/wesley/bos2/bos2h2.png differ diff --git a/sprites/wesley/bos2/bos2h3.png b/sprites/wesley/bos2/bos2h3.png new file mode 100644 index 00000000..792ed320 Binary files /dev/null and b/sprites/wesley/bos2/bos2h3.png differ diff --git a/sprites/wesley/bos2/bos2h4.png b/sprites/wesley/bos2/bos2h4.png new file mode 100644 index 00000000..256e7b22 Binary files /dev/null and b/sprites/wesley/bos2/bos2h4.png differ diff --git a/sprites/wesley/bos2/bos2h5.png b/sprites/wesley/bos2/bos2h5.png new file mode 100644 index 00000000..6e08d116 Binary files /dev/null and b/sprites/wesley/bos2/bos2h5.png differ diff --git a/sprites/wesley/bos2/bos2h6.png b/sprites/wesley/bos2/bos2h6.png new file mode 100644 index 00000000..36883e12 Binary files /dev/null and b/sprites/wesley/bos2/bos2h6.png differ diff --git a/sprites/wesley/bos2/bos2h7.png b/sprites/wesley/bos2/bos2h7.png new file mode 100644 index 00000000..251900d4 Binary files /dev/null and b/sprites/wesley/bos2/bos2h7.png differ diff --git a/sprites/wesley/bos2/bos2h8.png b/sprites/wesley/bos2/bos2h8.png new file mode 100644 index 00000000..11d5cd23 Binary files /dev/null and b/sprites/wesley/bos2/bos2h8.png differ diff --git a/sprites/wesley/bos2/bos2i0.png b/sprites/wesley/bos2/bos2i0.png new file mode 100644 index 00000000..f0e6dc98 Binary files /dev/null and b/sprites/wesley/bos2/bos2i0.png differ diff --git a/sprites/wesley/bos2/bos2j0.png b/sprites/wesley/bos2/bos2j0.png new file mode 100644 index 00000000..567df604 Binary files /dev/null and b/sprites/wesley/bos2/bos2j0.png differ diff --git a/sprites/wesley/bos2/bos2k0.png b/sprites/wesley/bos2/bos2k0.png new file mode 100644 index 00000000..dcc42d37 Binary files /dev/null and b/sprites/wesley/bos2/bos2k0.png differ diff --git a/sprites/wesley/bos2/bos2l0.png b/sprites/wesley/bos2/bos2l0.png new file mode 100644 index 00000000..c1e60fbe Binary files /dev/null and b/sprites/wesley/bos2/bos2l0.png differ diff --git a/sprites/wesley/bos2/bos2m0.png b/sprites/wesley/bos2/bos2m0.png new file mode 100644 index 00000000..1f1ba535 Binary files /dev/null and b/sprites/wesley/bos2/bos2m0.png differ diff --git a/sprites/wesley/bos2/bos2n0.png b/sprites/wesley/bos2/bos2n0.png new file mode 100644 index 00000000..d3d1613a Binary files /dev/null and b/sprites/wesley/bos2/bos2n0.png differ diff --git a/sprites/wesley/bos2/bos2o0.png b/sprites/wesley/bos2/bos2o0.png new file mode 100644 index 00000000..6fd6d1b5 Binary files /dev/null and b/sprites/wesley/bos2/bos2o0.png differ diff --git a/sprites/wesley/bos2/wadinfo.txt b/sprites/wesley/bos2/wadinfo.txt new file mode 100644 index 00000000..65507806 --- /dev/null +++ b/sprites/wesley/bos2/wadinfo.txt @@ -0,0 +1,62 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Sprites +[sprites] +BOS2A1C1 19 69 +BOS2A2C8 20 68 +BOS2A3C7 26 66 +BOS2A4C6 22 64 +BOS2A5C5 19 65 +BOS2C4A6 21 64 +BOS2C3A7 25 66 +BOS2C2A8 24 69 +BOS2B1D1 23 72 +BOS2B2D8 21 70 +BOS2B3D7 19 69 +BOS2B4D6 24 67 +BOS2B5D5 24 66 +BOS2D4B6 18 66 +BOS2D3B7 21 69 +BOS2D2B8 21 71 +BOS2E1 30 65 +BOS2E2 12 67 +BOS2E3 30 62 +BOS2E4 27 63 +BOS2E5 28 69 +BOS2E6 22 73 +BOS2E7 20 73 +BOS2E8 30 74 +BOS2F1 34 65 +BOS2F2 29 65 +BOS2F3 29 64 +BOS2F4 30 64 +BOS2F5 28 62 +BOS2F6 29 63 +BOS2F7 21 64 +BOS2F8 26 65 +BOS2G1 14 59 +BOS2G2 29 59 +BOS2G3 26 58 +BOS2G4 25 56 +BOS2G5 30 55 +BOS2G6 24 55 +BOS2G7 22 57 +BOS2G8 28 56 +BOS2H1 23 69 +BOS2H2 26 68 +BOS2H3 25 67 +BOS2H4 26 64 +BOS2H5 22 62 +BOS2H6 15 62 +BOS2H7 17 66 +BOS2H8 18 68 +BOS2I0 34 79 +BOS2J0 34 79 +BOS2K0 34 79 +BOS2L0 34 79 +BOS2M0 34 79 +BOS2N0 34 79 +BOS2O0 34 79 + +# End of extraction diff --git a/sprites/wesley/dark_soldier/skel.txt b/sprites/wesley/dark_soldier/skel.txt new file mode 100644 index 00000000..7fad3637 --- /dev/null +++ b/sprites/wesley/dark_soldier/skel.txt @@ -0,0 +1,27 @@ +:Name: Spider Demon design +:author: Wesley Johnson +:date: 3/3/2012 +::END +email: john son 2412 <@> usgo net + +Revenant/Skeleton + Refurbish of existing black revenant. Reduced in height to fit + engine size of 56 pixels. Fixed proportions of revenant, and + made more consistent. Keeps existing symmetrical frame arrangement. + + Custom designed spider demon for FreeDoom, to match other existing + FreeDoom sprites. + This has a unique set of sprites, so cannot use old wadinfo.txt. + +Contains files: + skel.txt this file + /sprites directory of all ppm files + wadinfo.txt deutex wadinfo, for only the spid sprites + +- Description: + Black Revenant with white claws, with missile launcher on chain around neck. + Has missiles on waist. + Claw attack. + + + diff --git a/sprites/wesley/spid/spid.txt b/sprites/wesley/spid/spid.txt new file mode 100755 index 00000000..fde303d5 --- /dev/null +++ b/sprites/wesley/spid/spid.txt @@ -0,0 +1,113 @@ +:Name: Spider Demon design +:author: Wesley Johnson +:date: 4/2/2010 +::END +email: john son 2412 <@> usgo net + +Spider Demon complete Sprite set. + Custom designed spider demon for FreeDoom, to match other existing + FreeDoom sprites. + This has a unique set of sprites, so cannot use old wadinfo.txt. + +Contains files: + spid.txt this file + /sprites directory of all ppm files + wadinfo.txt deutex wadinfo, for only the spid sprites + +- Description: + Spider demon with 8 mech. legs, 4 arms, machine gun. + +# DeuTex 4.4.0 by Olivier Montanuy +# PWAD creation directives + +# List of Sprites +[sprites] +SPIDA1 128 100 +SPIDA2 128 100 +SPIDA3 128 100 +SPIDA4 128 100 +SPIDA5 128 100 +SPIDA6 128 100 +SPIDA7 128 100 +SPIDA8 128 100 +SPIDB1 128 100 +SPIDB2 128 100 +SPIDB3 128 100 +SPIDB4 128 100 +SPIDB5 128 100 +SPIDB6 128 100 +SPIDB7 128 100 +SPIDB8 128 100 +SPIDC1 128 100 +SPIDC2 128 100 +SPIDC3 128 100 +SPIDC4 128 100 +SPIDC5 128 100 +SPIDC6 128 100 +SPIDC7 128 100 +SPIDC8 128 100 +SPIDD1 128 100 +SPIDD2 128 100 +SPIDD3 128 100 +SPIDD4 128 100 +SPIDD5 128 100 +SPIDD6 128 100 +SPIDD7 128 100 +SPIDD8 128 100 +SPIDE1 128 100 +SPIDE2 128 100 +SPIDE3 128 100 +SPIDE4 128 100 +SPIDE5 128 100 +SPIDE6 128 100 +SPIDE7 128 100 +SPIDE8 128 100 +SPIDF1 128 100 +SPIDF2 128 100 +SPIDF3 128 100 +SPIDF4 128 100 +SPIDF5 128 100 +SPIDF6 128 100 +SPIDF7 128 100 +SPIDF8 128 100 +SPIDG1 128 100 +SPIDG2 128 100 +SPIDG3 128 100 +SPIDG4 128 100 +SPIDG5 128 100 +SPIDG6 128 100 +SPIDG7 128 100 +SPIDG8 128 100 +SPIDH1 128 100 +SPIDH2 128 100 +SPIDH3 128 100 +SPIDH4 128 100 +SPIDH5 128 100 +SPIDH6 128 100 +SPIDH7 128 100 +SPIDH8 128 100 +SPIDI1 128 100 +SPIDI2 128 100 +SPIDI3 128 100 +SPIDI4 128 100 +SPIDI5 128 100 +SPIDI6 128 100 +SPIDI7 128 100 +SPIDI8 128 100 +SPIDJ1 128 100 +SPIDJ2 128 100 +SPIDJ3 128 100 +SPIDJ4 128 100 +SPIDJ5 128 100 +SPIDJ6 128 100 +SPIDJ7 128 100 +SPIDJ8 128 100 +SPIDK0 128 100 +SPIDL0 128 100 +SPIDM0 128 100 +SPIDN0 128 100 +SPIDO0 128 100 +SPIDP0 128 100 +SPIDQ0 128 100 +SPIDR0 128 100 +SPIDS0 128 100 diff --git a/sprites/wesley/spid_v80/leg_p1.png b/sprites/wesley/spid_v80/leg_p1.png new file mode 100644 index 00000000..3049c495 Binary files /dev/null and b/sprites/wesley/spid_v80/leg_p1.png differ diff --git a/sprites/wesley/spid_v80/leg_p2.png b/sprites/wesley/spid_v80/leg_p2.png new file mode 100644 index 00000000..a4c8d3b5 Binary files /dev/null and b/sprites/wesley/spid_v80/leg_p2.png differ diff --git a/sprites/wesley/spid_v80/leg_p3.png b/sprites/wesley/spid_v80/leg_p3.png new file mode 100644 index 00000000..7e6fb430 Binary files /dev/null and b/sprites/wesley/spid_v80/leg_p3.png differ diff --git a/sprites/wesley/spid_v80/leg_p4.png b/sprites/wesley/spid_v80/leg_p4.png new file mode 100644 index 00000000..d9aa0f5d Binary files /dev/null and b/sprites/wesley/spid_v80/leg_p4.png differ diff --git a/sprites/wesley/spid_v80/leg_p5.png b/sprites/wesley/spid_v80/leg_p5.png new file mode 100644 index 00000000..46e81610 Binary files /dev/null and b/sprites/wesley/spid_v80/leg_p5.png differ diff --git a/sprites/wesley/spid_v80/legs.gif b/sprites/wesley/spid_v80/legs.gif new file mode 100644 index 00000000..ce983206 Binary files /dev/null and b/sprites/wesley/spid_v80/legs.gif differ diff --git a/sprites/wesley/spid_v80/spiddoom00.png 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b/sprites/wesley/spid_v80/sprites/spidl0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spidm0.png b/sprites/wesley/spid_v80/sprites/spidm0.png new file mode 100644 index 00000000..0bd2ebd5 Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spidm0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spidn0.png b/sprites/wesley/spid_v80/sprites/spidn0.png new file mode 100644 index 00000000..b3fc0f2f Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spidn0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spido0.png b/sprites/wesley/spid_v80/sprites/spido0.png new file mode 100644 index 00000000..0dac2b89 Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spido0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spidp0.png b/sprites/wesley/spid_v80/sprites/spidp0.png new file mode 100644 index 00000000..2967ff3e Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spidp0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spidq0.png b/sprites/wesley/spid_v80/sprites/spidq0.png new file mode 100644 index 00000000..597c98f7 Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spidq0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spidr0.png b/sprites/wesley/spid_v80/sprites/spidr0.png new file mode 100644 index 00000000..67a166bf Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spidr0.png differ diff --git a/sprites/wesley/spid_v80/sprites/spids0.png b/sprites/wesley/spid_v80/sprites/spids0.png new file mode 100644 index 00000000..bf32e848 Binary files /dev/null and b/sprites/wesley/spid_v80/sprites/spids0.png differ diff --git a/sprites/wesley/spid_v80/wadinfo.txt b/sprites/wesley/spid_v80/wadinfo.txt new file mode 100644 index 00000000..776e2cbb --- /dev/null +++ b/sprites/wesley/spid_v80/wadinfo.txt @@ -0,0 +1,96 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Sprites +[sprites] +SPIDA1 128 100 +SPIDA2 128 100 +SPIDA3 128 100 +SPIDA4 128 100 +SPIDA5 128 100 +SPIDA6 128 100 +SPIDA7 128 100 +SPIDA8 128 100 +SPIDB1 128 100 +SPIDB2 128 100 +SPIDB3 128 100 +SPIDB4 128 100 +SPIDB5 128 100 +SPIDB6 128 100 +SPIDB7 128 100 +SPIDB8 128 100 +SPIDC1 128 100 +SPIDC2 128 100 +SPIDC3 128 100 +SPIDC4 128 100 +SPIDC5 128 100 +SPIDC6 128 100 +SPIDC7 128 100 +SPIDC8 128 100 +SPIDD1 128 100 +SPIDD2 128 100 +SPIDD3 128 100 +SPIDD4 128 100 +SPIDD5 128 100 +SPIDD6 128 100 +SPIDD7 128 100 +SPIDD8 128 100 +SPIDE1 128 100 +SPIDE2 128 100 +SPIDE3 128 100 +SPIDE4 128 100 +SPIDE5 128 100 +SPIDE6 128 100 +SPIDE7 128 100 +SPIDE8 128 100 +SPIDF1 128 100 +SPIDF2 128 100 +SPIDF3 128 100 +SPIDF4 128 100 +SPIDF5 128 100 +SPIDF6 128 100 +SPIDF7 128 100 +SPIDF8 128 100 +SPIDG1 128 100 +SPIDG2 128 100 +SPIDG3 128 100 +SPIDG4 128 100 +SPIDG5 128 100 +SPIDG6 128 100 +SPIDG7 128 100 +SPIDG8 128 100 +SPIDH1 128 100 +SPIDH2 128 100 +SPIDH3 128 100 +SPIDH4 128 100 +SPIDH5 128 100 +SPIDH6 128 100 +SPIDH7 128 100 +SPIDH8 128 100 +SPIDI1 128 100 +SPIDI2 128 100 +SPIDI3 128 100 +SPIDI4 128 100 +SPIDI5 128 100 +SPIDI6 128 100 +SPIDI7 128 100 +SPIDI8 128 100 +SPIDJ1 128 100 +SPIDJ2 128 100 +SPIDJ3 128 100 +SPIDJ4 128 100 +SPIDJ5 128 100 +SPIDJ6 128 100 +SPIDJ7 128 100 +SPIDJ8 128 100 +SPIDK0 128 100 +SPIDL0 128 100 +SPIDM0 128 100 +SPIDN0 128 100 +SPIDO0 128 100 +SPIDP0 128 100 +SPIDQ0 128 100 +SPIDR0 128 100 +SPIDS0 128 100 + +# End of extraction diff --git a/sprites/wesley/summoner/pain.txt b/sprites/wesley/summoner/pain.txt new file mode 100644 index 00000000..9b945f88 --- /dev/null +++ b/sprites/wesley/summoner/pain.txt @@ -0,0 +1,44 @@ +:Name: Pain Elemental design +:author: Wesley Johnson +:date: 5/30/2012 +:version: ver 5.5 +::END +email: john son 2412 <@> usgo net + +INFO: + +Pain Elemental complete Sprite set. + Custom designed for FreeDoom, for compatibility with existing FreeDoom sprites. + With wadinfo.txt + +Contains files: + pain.txt this file + /sprites directory of all ppm files + wadinfo.txt deutex wadinfo, for only the pain sprites + +- Description: + Pain Elemental consisting of green metal mesh, with seven flaming + heads inside. + The largest head (red) exits to becoming attacking head. + Dies with green burning mesh. + + +HISTORY: + +Release Revision 5.5 May 30, 2012 +CHANGES Rev 5.5 +Redrew frames h0, i0, j0, which were contaminated. +Redrew frames g3g7 and g5 because xcf files were png copies. +Reordered layers in xcf files of frames a2a8 and b2b8, and rebuilt png files. +Full check in source directories, GIMP xcf file layers, and png files, +that all flaming heads are from FreeDoom sources. +Deleted all previous pain elemental ppm and wad files and re-generated them. + +Release Revision 5.0b May 24, 2012 +CHANGES Rev 5.0b +*** Frames h0,i0,j0 have been replaced by frame k0 to remove contamination.. + +Release Revision 5.0 Apr 11, 2012 + + + diff --git a/sprites/yukiherz/CkeXlyC.png b/sprites/yukiherz/CkeXlyC.png new file mode 100644 index 00000000..b5060264 Binary files /dev/null and b/sprites/yukiherz/CkeXlyC.png differ diff --git a/sprites/yukiherz/clipa0.png b/sprites/yukiherz/clipa0.png new file mode 100644 index 00000000..d7063f97 Binary files /dev/null and b/sprites/yukiherz/clipa0.png differ diff --git a/sprites/yukiherz/sboxa0.png b/sprites/yukiherz/sboxa0.png new file mode 100644 index 00000000..16f2d305 Binary files /dev/null and b/sprites/yukiherz/sboxa0.png differ diff --git a/sprites/yukiherz/ssg/sht2a0.png b/sprites/yukiherz/ssg/sht2a0.png new file mode 100644 index 00000000..0ecc710c Binary files /dev/null and b/sprites/yukiherz/ssg/sht2a0.png differ diff --git a/sprites/yukiherz/ssg/sht2b0.png b/sprites/yukiherz/ssg/sht2b0.png new file mode 100644 index 00000000..636390e2 Binary files /dev/null and b/sprites/yukiherz/ssg/sht2b0.png differ diff --git a/sprites/yukiherz/ssg/sht2c0.png b/sprites/yukiherz/ssg/sht2c0.png new file mode 100644 index 00000000..99aa2af9 Binary files /dev/null and b/sprites/yukiherz/ssg/sht2c0.png differ diff --git a/sprites/yukiherz/ssg/sht2d0.png b/sprites/yukiherz/ssg/sht2d0.png new file mode 100644 index 00000000..e0f4dcaf Binary files /dev/null and b/sprites/yukiherz/ssg/sht2d0.png differ diff --git a/sprites/yukiherz/ssg/sht2e0.png b/sprites/yukiherz/ssg/sht2e0.png new file mode 100644 index 00000000..d37a6506 Binary files /dev/null and b/sprites/yukiherz/ssg/sht2e0.png differ diff --git a/sprites/yukiherz/ssg/sht2f0.png b/sprites/yukiherz/ssg/sht2f0.png new file mode 100644 index 00000000..0e38ff7c Binary files /dev/null and b/sprites/yukiherz/ssg/sht2f0.png differ diff --git a/sprites/yukiherz/ssg/sht2g0.png b/sprites/yukiherz/ssg/sht2g0.png new file mode 100644 index 00000000..5eec7622 Binary files /dev/null and b/sprites/yukiherz/ssg/sht2g0.png differ diff --git a/sprites/yukiherz/ssg/sht2h0.png b/sprites/yukiherz/ssg/sht2h0.png new file mode 100644 index 00000000..d23de75c Binary files /dev/null and b/sprites/yukiherz/ssg/sht2h0.png differ diff --git a/sprites/yukiherz/ssg/sht2i0.png b/sprites/yukiherz/ssg/sht2i0.png new file mode 100644 index 00000000..a9d3450f Binary files /dev/null and b/sprites/yukiherz/ssg/sht2i0.png differ diff --git a/sprites/yukiherz/ssg/sht2j0.png b/sprites/yukiherz/ssg/sht2j0.png new file mode 100644 index 00000000..d9a82be0 Binary files /dev/null and b/sprites/yukiherz/ssg/sht2j0.png differ diff --git a/sprites/yukiherz/ssg/wadinfo.txt b/sprites/yukiherz/ssg/wadinfo.txt new file mode 100644 index 00000000..9f75723d --- /dev/null +++ b/sprites/yukiherz/ssg/wadinfo.txt @@ -0,0 +1,17 @@ +# DeuTex 5.2.2 +# PWAD creation directives + +# List of Sprites +[sprites] +SHT2A0 -134 -106 +SHT2B0 -122 -75 +SHT2C0 -116 -104 +SHT2D0 -90 -131 +SHT2E0 -90 -115 +SHT2F0 -107 -104 +SHT2G0 -116 -118 +SHT2H0 -127 -89 +SHT2I0 -132 -90 +SHT2J0 -119 -81 + +# End of extraction diff --git a/sprites/zeurkous/fcan.txt b/sprites/zeurkous/fcan.txt new file mode 100755 index 00000000..b2ff9103 --- /dev/null +++ b/sprites/zeurkous/fcan.txt @@ -0,0 +1,19 @@ +Hello Fraggle, + +Here's another contribution of me to FREEDOOM. + +I have included in this zip three sprites for the FREEDOOM +project, that replace the Flaming Barrel sprites. These are +my first sprites :), so please tell me what you think of it. +I used as base the existing FREEDOOM barrel sprite in +combination with the existing FREEDOOM Arch-Vile fire sprite. +I have (again) intentionally chosen a easy one, so that it +would not be difficult to re-make it :) Good luck with your +project :). + +De Zeurkous +----------- + +Friggin' Machines! + +Email: zeurkous@crosswinds.net \ No newline at end of file